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ERA: MEDIEVAL AGE PA N D E M I C C R E AT O R M AT T L E A C O C K

EX T ID
CO IN
R O L L S O U T H I S C I T Y- B U I L D I N G S T U N N E R

TR EN E
N
tabletopgaming.co.uk April 2019

A T
S
W TO
HO
H O S T T HTE
PERFEC
GAME
N IG H T

+
20
REVIEWS
D&D: VAULT
OF DRAGONS
WINGSPAN
BATTLETECH
ANDROID RPG
MARVEL
STRIKE TEAMS
THINGS FROM
IVE!
THE FLOOD WORLD EXCLUS

ROOT
TREASURE
ISLAND

THE ROLEPLAYING GAME


Fight tooth and claw in the fierce follow-up
to the best board game of 2018
L’ATTAQUE
T H E F O R G O T T E N S T R AT E G Y
HARRY POTTER
M AGIC AL T IP S ON PAIN T ING
Display until 25/4/19
£5.25 C L A S S I C P L AY E D B Y C H U R C H I L L THE ORDER OF THE PHOENIX
NE
WILDLANDS: AV W
THE ADVENTURING A FA
PARTY IL C
A TIO
Some see them as heroes, bringing
BL N
E
hope to the Wildlands. Others regard
them as a menace – a band of criminals that
!
must be stopped at all cost!

Never shying away from danger, a bold adventuring


party has joined the fray. This band of hardened warriors
can replace one of the existing factions, with their unique
healing ability keeping them in the ight even when hope seems
lost, or they can take to the battleield using the ‘Encounter’ rules,
stealing crystal shards and attacking anyone who gets in their way.

AVAILABLE MARCH 2019! Requires a copy of Wildlands to play.

M A RT IN WA LL A CE 'S

TW
WILDLANDS:
M ON
MAP PACK 1: A E
THE WARLOCK’S TOWER PS W
& THE CRYSTAL CANYONS !
Stirred by the shattering of the arcane crystals, an
ancient warlock’s tower has risen from the depths in which
it has long hidden. The magical energies that were released
have reactivated ancient portals, and the lure of further secrets
draws groups from far and near.

The mines in which the irst arcane crystals were found, known to
many as the Crystal Canyons, have also seen renewed interest from
adventurers and explorers. Could there still be crystals that have
retained their magical power somewhere deep within the mines?

AVAILABLE MAY 2019! Requires a copy of Wildlands to play.

AVAILABLE ONLINE AT WWW.OSPREYGAMES.CO.UK


EDITORIAL
EDITOR Matt Jarvis
01778 392 400
matt.jarvis@warnersgroup.co.uk

Welcome
MINIATURES EDITOR
James Winspear
james.dyson@warnersgroup.co.uk

CONTRIBUTORS Anna Blackwell,


Sam Desatoff, Owen Duffy,
Robert Florence, Sam Illingworth,

A
Richard Jansen-Parkes, Dan Jolin, pril: a month of showers and pranks. Clearly the
Andy Leighton, Phil Robinson, perfect excuse to get together, play board games
Alex Sonechkina, Charlie Theel,
Paul Wake, James Wallis, and read the latest issue of Tabletop Gaming!
Chad Wilkinson Speaking of showers, there’s a flood of must-read features
in this month’s mag, from our chat with Matt ‘Pandemic’
HEAD OF DESIGN & PRODUCTION
Lynn Wright Leacock about his new roll-and-build game Era: Medieval Age
(p28) and a look at the making of real-time smash Space
DESIGN Richard Hallam Cadets (p36) to the history of L’Attaque (p42), the forgotten
COVER IMAGE inspiration for Stratego played by Winston Churchill. And
Root: The RPG by Kyle Ferrin speaking of, erm, floods, we also take a look at Tales from
the Loop sequel Things from the Flood (p50) and then
ADVERTISING
TO ADVERTISE PLEASE CALL Now Playing... review the ‘90s-set RPG in a packed Played section (p63).
MULTI MEDIA SALES EXECUTIVES Sekigahara: The If you receive Tabletop Gaming through your door each
Danielle Warr 01778 391 129 month, you’ll notice that this month’s magazine marks the
danielle.warr@warnersgroup.co.uk Unification of Japan
debut of our new exclusive subscriber covers, kicking off
Elizabeth Ridge 01778 395 059 by showcasing the breathtaking artwork of Kyle Ferrin to
elizabeth.ridge@warnersgroup.co.uk
Get in touch celebrate our lead feature on Root: The RPG. Turn to page
18 to get a world-first in-depth look at the board game’s
ADVERTISING DESIGN tabletopgaming.co.uk
AND PRODUCTION upcoming roleplaying spin-off with designer Mark Truman.
Nicola Lock 01778 392 420 tabletopmag You’ll also find the first of our subscriber-exclusive free
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gifts: a free demo for cryptic guessing game Concept!
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Katherine Brown 01778 395 092
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PUBLISHED BY
PUBLISHER Claire Ingram
Warners Group Publications PLC
Matt
Matt Jarvis Editor
The Maltings, West Street,
Bourne, Lincolnshire, PE10 9PH matt.jarvis@warnersgroup.co.uk | @liquidmatt
01778 391 000
www.warnersgroup.co.uk Q U I C K S TA R T
NEWSTRADE DISTRIBUTION
Warners Group Publications PLC
I want this You get a There are no
01778 391 150 to be a lot of the rules that can
PRINTING game people are joy that you get kill a character in
This publication is
printed by Warners
playing ten years with playing Tales from the Loop.
01778 395111 from now – with Lego. In Things from the
The views expressed by contributors are not necessarily
those of the publishers. Every care is taken to ensure that
that is a big Flood there’s a
the content of this magazine is accurate, but we assume no
responsibility for any effect from errors or omissions. While
challenge. mechanic for it.
every care is taken with unsolicited material submitted for We get a world-exclusive look Matt Leacock rolls and builds a new Things from the Flood’s 1990s:
publication, we cannot be responsible for loss or damage.
While every care is taken when accepting advertisements, we
at Root: The RPG, p18 series in Era: Medieval Age, p30 darker, moodier, deadlier, p50
are not responsible for the quality and/or the performance
of goods and/or services advertised in this magazine. The
Advertising Standards Authority (ASA) exists to regulate the
content of advertisements. Tel: 020 7429 2222
© Warners Group Publications Plc, 2019 tabletopgaming.co.uk 3
In this issue
06 AT A GLANCE 35 THE INDEPENDENT SHELF 63 PLAYED
Definitive verdicts on the latest releases
09 FIRST TURN 36 HOW WE MADE
Dungeon Alliance designer Andrew Parks on Geoff Engelstein on blasting off Space Cadets 85 PAINTING GUIDE
waging war with ideas in 2003’s Ideology with the help of his co-designers: his kids Is that a brush, or a wand? Giving Harry
Potter’s Order of the Phoenix a touch of magic
10 10 OF THE BEST 42 L’ATTAQUE
Don’t be a fool this April 1st with a Discover the forgotten story of the game that 90 DUNGEON MASTER’S
list of laugh-out-loud funny games inspired Stratego and was played by Churchill GUIDE TO ROLEPLAYING
13 ROLE CALL 45 AROUND THE 93 EVENT REPORT
WORLD IN 80 PLAYS
14 ALL THE JAHRES 94 CLUB DIRECTORY
We’ve got a Ticket to Ride, and we do care! 46 EAT PLAY LOVE 96 SHOP SPOTLIGHT
Host the perfect game night with our
17 MY FAVOURITE GAME readymade recipes for flavour and fun
SEAL Team Flix co-creator Mark Thomas on the 98 TABLETOP TIME MACHINE
post-apocalyptic pleasure of Neuroshima Hex 49 PLAY IT SMART Wheat! Wheat! Wheat! The chaos and fun of Pit
ON THE COVER!
50 THINGS FROM THE FLOOD
18 ROOT: THE RPG Meet the moody sequel to RPG Tales from the Loop WANT TO SUBSCRIBE?
Get a world-exclusive first look at the RPG set in Receive subscriber exclusive benefits
the woodland warzone of 2018’s hit board game 53 THROUGH THE AGES PLUS save money, time and effort!
Celebrating Plaid Hat’s ten-year journey from See page 27 for more info.
26 MICROGAME OF THE Summoner Wars to Stuffed Fables
MONTH: WRECKDIVERS
Hold your breath – for real – as you dive for 54 WAR OF THE WORLDS:
treasure in this month’s free playable game THE NEXT WAVE
The Martians return to conquer Earth in the
28 HAVE YOU PLAYED? deckbuilding battle to save humanity
Wargaming without the effort: it’s Sekigahara
59 UNEARTHED ARTEFACTS S E E I T | P L AY I T | B U Y I T 2019
30 ERA: MEDIEVAL AGE TICKETS NOW ON SALE
Matt Leacock tells us about his ‘roll-and-build’ 60 PAUL BONNER Turn to page 41 to book yours today!
spiritual successor to Roll Through the Ages The veteran Warhammer artist on his work and life

4 April 2019
EXTRA CONTENT IN
YOUR DIGITAL EDITION
LOOK OUT FOR THESE ICONS AND ENJOY EXTRA REVIEWS,
Y O U T U B E V I D E O S A N D M O R E ! A L L J U S T O N E C L I C K AWAY ! THE GAMES
Amazing Tales 83
Android: Netrunner 65
BattleTech 68
City of Gears 71
More info Kickstarter Gallery Zoom Panoramic 360˚ Sound Video YouTube Core Space 70
Crown of Emara 74
Dead of Winter 53
30 Dual Powers: 76
Revolution 1917
Dungeons & Dragons 90
Era: Medieval Age 32
The Game of Life 49
Genesys 65
Harry Potter 85
42 Miniatures Adventure Game
Ideology 09
Illusion 73
Invisible Sun 79
L’Attaque 42
Lindisfarne 81
Marvel Strike Teams 69
85 Mutant Chronicles 60
Neuroshima Hex 17
Ninja Squad 78
Photosynthesis 59
Pirate Tricks 35
Pit 98
Rising Sun 46
Root: The RPG 18
Sekigahara 28
Showtime 78
Space Cadets 69
Stratego 42
Swordcrafters 77
Telestrations 10
Terminator Genisys 80
Things from 50, 72
50 the Flood
Ticket to Ride 14
60 54 Treasure Island 66
Tudor 82
Vadoran Gardens 73
Vault of Dragons 67
Visitor in 75
Blackwood Grove
War of the Worlds: 54
The New Wave
Warhammer 60
Wildlands 83
Wingspan 64
Wreckdivers 26

tabletopgaming.co.uk 5
AT A GLANCE WATCH
TABLETOP GAMING LIVE 2019 TO OUR
HOST CATAN NATIONAL QUALIFIER TRAILER
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The Catan national qualifier will
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and events taking place during the
weekend, including a Pandemic Survival
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participation games.
We’ll also have the latest games from
the makers of Catan and Pandemic on
the show floor, along with the hottest
releases of the year from the studios
behind KeyForge, Kingdomino, X-Wing,
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King of Tokyo and many more. Whether
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miniatures title or something else on the
Can you trade wood for sheep like nobody Championship and face off against the tabletop, you’ll be able to find it, play it and
else? Prove your settling skills in the winners of other qualifiers to become the buy it at the convention.
Catan national qualifier tournament at this UK Catan Champion. Tickets for Tabletop Gaming Live can be
year’s Tabletop Gaming Live and you could What’s more, every two years the purchased now from theticketfactory.com,
win some fantastic prizes! best Catan player the UK has to offer with weekend passes and family bundles
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KNOW YOUR NUMBERS


5E 1975 II
You’re gonna need
a bigger board: a
Jaws board game
½+½ Throw Throw Burrito,
the next party game
from the creators of Exploding Kittens, is
will take a bite of the table later this year described as half-Uno, half-Nerf
Dungeons &
Dragons book

40,000
Ghosts of Saltmarsh

2
Playing board games as The designers of War
is taking Fifth Edition Chest are reuniting
a couple is officially good
to the high seas for Second World
for your relationship, a
with a collection of Relic, Warhammer 40,000’s answer to fantasy War deckbuilder
scientific study has found
nautical adventures quest game Talisman, is returning this summer Undaunted: Normandy

“EXCLUSIVE” YOU SAY?!


Get your fix of the latest board game, miniatures, RPG and card
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6 January 2018 See page 27 for more details


For the latest news from the world of gaming visit
We asked…
April Fools’ Day is upon
tabletopgaming.co.uk/news us! What are the games
that make you LOL and
ROFL around the table?
was claimed by The Mind, which was also nominated (Turn to p10 for our picks!)
for the Spiel des Jahres. It beat Codenames-y, Dixit-y
deduction game Shadows: Amsterdam, Sébastien
Dujardin’s gorgeous Solenia and pirate scavenger hunt You said…
Happy Salmon... especially the
Treasure Island (find our review on page 66).
The expert As d’Or was picked up by Detective: A one time we played it in a limo...
switcheroo?!?
Modern Crime Board Game, which uses a companion
Lucy Mitchell
app to power along its interlinked tales of murder,
mystery and conspiracy. Coconuts is hands down my
The win meant Detective triumphed over favourite late-night party game.

A BEAUTIFUL MIND KeyForge: Call of the Archons, the ‘unique deck’


card game created by Magic: The Gathering
Silly bounces, stealing cups, calling
your shots. It’s amazing.
The Mind and Detective triumph at designer Richard Garfield. Also in the running in the @zach66827
particularly heated category was subversive co-op
France’s game of the year awards Cockroach Poker! Never had a game
board game Spirit Island.
Number-counting social card game The Mind and where we haven’t laughed out loud!!
Over in the children’s category, memory-based animal
Tom Gorner
app-enhanced mystery Detective have been named the challenge Where’s Mr. Wolf? came out on top, beating
big winners at this year’s As d’Or awards – France’s self-proclaimed ‘first legacy game for children’ Zombie Cards Against Humanity. It’s
answer to the Spiel des Jahres. Kidz Evolution, emotional dice game The Color Monster sometimes much more entertaining
The ‘all public’ As d’Or is the awards’ headline and Who Did It? – a card game about working out which to play answers you KNOW they
trophy for a widely-accessible release. 2019’s award animal crapped on the living room floor. hate saying aloud. The initial look on
their face – tightened lips, squinted
or bulging eyes, blushing. It’s like you
are watching their very soul grapple
The three-day tournament saw almost 500 players
MYTHICAL LEGEND compete for a prize pool of $500,000 in Cleveland,
Ohio, reportedly making it the second-biggest single
with the effort to even speak.
@rbraxxo
British winner makes history at
Pro Tour equivalent ever held behind last November’s Sheriff of Nottingham because of
Magic: The Gathering tournament Guilds of Ravinca Pro Tour – the final event to use our use of innuendo! We don’t call
The first tabletop Magic: The Gathering Mythic that name. them chickens...
It was a showcase of some of the best pro-level Rob Jones
Championship – the evolution of the card game’s long-
running high-level Pro Tour format – was one for the play Magic had to offer, too. The last eight players
The Resistance... only because if
history books. in the tournament shared more than 20 Pro Tour/
you don’t laugh, you cry.
Mythic Championship Top Eight appearances Katie Ng
between them, with the final match seeing a
showdown between consecutive two-time English Mountains of Madness, when
national titleholder Autumn Burchett – playing everybody has three madness cards.
for the first time in a day three at a premiere Steven de Graaf
tournament – and Japan’s Yoshihiko Ikawa, who
claimed his second Top Eight placing. For us, its Telestrations It’s that
As well as making Burchett the first winner of the moment when the penny drops, when
rebranded Mythic Championship format, the win what their word prompt was versus
the monstrosity you just drew...!
made them the first British winner of a Pro Tour-level
@competitiveduo
event. As a transfemme non-binary person, Burchett
is also the first non-male winner of a top-level Magic:
The Gathering competition.
Get in touch
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tabletopgaming.co.uk 7
FIRST TURN
ANDREW PARKS
The designer of Dungeon Alliance and Assault of the
Giants on his 2003 debut Ideology: The War of Ideas
Interview by Dan Jolin

BACKGROUND
“It was a long path of failure, my friend. I had always said, ‘This is really
enjoyed game design. Over the years I made a lot of different,’ and while
homebrew variations of games with my friends – we we were playing it Tom
played an inordinate amount of Talisman. Then in 1998 I Slizewski of InQuest Gamer
was a stay-at-home dad and, when I wasn’t watching my magazine came by. Then about a month later I
daughters, I tried to work on various projects. So I spent got a call from Zev Shlasinger of Z-Man Games. He
five years trying to get one of my designs published: a said, ‘What’s this Ideology game Tom told me he
Lord of the Rings card game called Doom, a similar card saw you demoing?’ He wanted to see it. So I went
game called Lords of Eternity, The Venture Card Game, to Zev’s house and played it on his kitchen table,
which you can still download on BoardGameGeek and he said, ‘I’m going to print this.’ Wow.”
and which became an Arthurian game called Camelot
Adventures [later released as Camelot Legends]. But after HOW TO PLAY
four years I was still an unpublished designer with no “Each player is one of the five chief
prospects. However, after 9/11, I’d started working on ideologies of the 20th century: capitalism,
Ideology – something I had no intention of pitching…” communism, fascism, imperialism and
Islamic fundamentalism. You have one
COMPONENTS region on the board that you begin with and new
“Like many other people, I was so blindsided by 9/11 I felt I regions keep coming out in a random order. These are
knew nothing about how the world worked. I really wanted worth one, two or three points, based on their level of
to understand the different ideas that formed everything influence in the world. You’re all trying to influence
that happened in the 20th century and culminated in them with three different types of resources, and
this event. So I started doing research, watching a lot of each ideology has special powers that allow them to
documentaries, a lot of stuff on the Afghanistan War of the manipulate certain types of influence. The first person
’80s and all these other things that I kind of knew, but didn’t to get to 12 global region points wins the game.”
really understand how they all linked together. I created
Ideology as a way of combining different concepts of the END OF THE GAME
20th century in such a way that would make sense for me.” “It’s a flawed game that I’m very proud of. The very first
review I got was in German and I had to use Google
OBJECT Translate to figure out it was a negative review. But a lot of
“I wanted to make something that used more streamlined people did like it and it got a very good response at Essen.
mechanics than the Ameritrash games I was brought up Zev sold all the copies that he was able to get over there,
on. So I knew I didn’t want to make a game like Risk; I which was very exciting, and the game sold out in nine
wanted it to have a more European feeling to it. The whole or 10 months. The second printing didn’t do as well,
thing was sort of a thought experiment. It’s an abstract but I’m still so happy because now there is this really
game. Not very theme-based like most of my later games.” much nicer looking edition of my first-ever design.”

SETUP STRATEGY TIPS


“By this time I was remote playtesting games, including “I teach game design and one of the things I tell my
[publisher] Decipher’s collectible card games. Decipher students is, ‘You’re not selling a game, you’re selling
used to have this really awesome event called Decipher- yourself.’ In other words, don’t fall in love with your
Con. I was there in the fall of 2002, helping to demo their own creation because you’re going to hate it in a year
Austin Powers game, and one evening I broke out my or two. Just try to establish that you have the right skills
prototype for Ideology: The War of Ideas. The other players and abilities and then eventually you’ll sell a game.”

The whole thing was sort of


a thought experiment.

April 2019
tabletopgaming.co.uk 9
2 YOGI
Best described as ‘Twister stood up’, Yogi is an even
funnier physical challenge of contorting yourself
in response to a deck of instruction cards. Some
cards even have to be balanced or held between
parts of your body
– fail to keep up with your mounting
list of directions and you’re out! For a
more expressive art style, try Yogi’s
original incarnation, In a Bind, which
was followed
by a kid-friendly
Jr. edition that
added animal
noises and silly
poses to the

TELESTRATIONS giggly mix.

1 A boxed version of pen-and-paper game ‘Eat Poop


You Cat’, Telestrations is a drawing game that
makes it hard to draw breath. Everybody doodles a
word, which gets passed to their neighbour – who
then tries to describe what they see. So it goes,
with the basic prompts quickly spinning into ever more
bizarre and hysterical examples of miscommunication.
For a ruder alternative, Scrawl starts with suggestive
phrases – things can only go downhill from there…

OF THE BEST

10 FUNNY GAMES
LOL, ROFL and have TOTT (tears of laughter on the
tabletop) with these hilarious cardboard crackers that
will leave you in creases for April Fools’ Day
Picked by Matt Jarvis

3 THE EXTRAORDINARY
ADVENTURES OF
BARON MUNCHAUSEN
Designed by James Wallis – whom many of you will recognise as a regular contributor to
this magazine – this social game is a spectacular competition of one-upmanship inspired
by the titular real-life teller of tall tales. Players take turns to weave their fantastic and 100%,
definitely, absolutely true yarns, accounting for sudden details their fellow storytellers can
throw in at the cost of a token. (“You forget that the alligator you rode to the moon
was in fact made of marshmallow!”) Once everyone’s had a go, the group picks
their favourite – but it’s more about the laughing than the winning. The rules
themselves only take up about a page in the book, the rest being amusing
observations on suggested topics; it’s well worth a read in full.

4 APPLES TO APPLES
The inspiration for Cards Against Humanity and roughly a billion terrible party games
on Kickstarter, Apples to Apples is a simple game of picking the right thing: literally. A
player pulls a ‘description’ card that everyone else tries to match with the best ‘thing’
card from their hand, with the selected winner becoming the next judge. What’s
more dysfunctional: the Vatican or the MTV Music Awards? Debating over this
answer and thousands more provides plenty of opportunity for laughs.

10 April 2019
5 HAPPY SALMON
Who can resist a silly, quick card game that comes
in a fish? Get the muscles in your arms and cheeks
working as you high-five, fist-bump (pound it!), swap
places (switcheroo!) and happy salmon (once

6
you know it, you know it) with players who match
your action cards. The first to ditch their whole
deck wins, but you’ll absolutely want to play again
– if your throat hasn’t been worn out by shouting
“Happy salmon!” over and over
again, that is. The older
Pit is just as shouty and
chaotic, but is less about
bashing body parts and
more about quickly trading
MONIKERS
Based on the public domain party game Celebrities (which also saw a
resources to complete sets. published release as Time’s Up!), Monikers rolls a combination of charades
Happy Salmon sequel Funky and Taboo into a single game, where players have to get their team to guess
Chicken, meanwhile, clues using descriptions (minus the answer itself), then just a single word,
can be played alone or then no words – just mimes or noises. With a readymade deck of inventive
combined with the original answers that range from drunk Jeff Goldblum and the Kraken to a Russian
and adds dance moves to an nesting doll and the Doge meme (such guess, wow), it’s a great way to enjoy
uproarious couple of minutes. a classic social game that will leave you in stitches.

7 SAY
ANYTHING
Parties love a debate, it seems. Say
Anything invites a more open whose-
is-better discussion than fill-the-blank
alternatives, with players writing answers
8
FUNEMPLOYED
How do you find the funny in the harrowing
process of being interviewed for a job? With
to questions such as “What’s the
best activity for a first date?” Funemployed, of course. Everyone’s a rival
and chucking them into the applicant for a relatively reasonable role – if
middle of the table. The asker you count secret agent, bounty hunter and
secretly picks their favourite astronaut – and they each have some interesting
answer, and everyone else qualifications that they need to prove makes them
tries to guess what they’ve the right hire. Why could having a beard and being
picked to score points. It a spontaneous crier make you the perfect dog
works particular wonders food taster? Or being soulless but a black belt in
among close friends, but it’s also martial arts be ideal for a cheerleader? As you
a fun way of finding out more about answer those, you’ll likely find yourself employed in
newcomers to the table. the profession of giggling.

DIXIT KOBOLDS
9 It might not seem laugh-a-minute,
but Dixit is one of the best ways
of getting players to come up
with gags around the table. Each
turn sees someone trying to
describe an abstract picture card with a single
sentence, while everyone else adds their own card
into the mix to try and get people to guess their
10 ATE MY
BABY!
A parody of fantasy roleplaying
staples in Dungeons &
Dragons and the like, KAMB!
puts players in the shoes of
image as the right answer. The teller doesn’t want sword-fodder kobolds as they
everyone to guess their card, though, or they’ll try and survive a world out to
get nothing – so being vague but not too get them. The BEER engine
vague is the order of the day. (it stands for the key traits
With surreal illustrations and of Brawn, Ego, Extraneous
endless room and Reflexes, obviously) that
for players’ powers the RPG encourages
creativity, loud behaviour (“All hail King
Dixit will have Torg!”) and a high body count
you laughing as dice are rolled, kobolds
with the best dispatched and drinks are
of them. inevitably spat.

tabletopgaming.co.uk 11
Role Call
Weird creatures abound in this month’s RPG round-up, whether they’re Lovecraftian
cowboys, the spirits of Invisible Sun or the dangerous foes of Monster of the Week
Words by Richard Jansen-Parkes

CALL OF CTHULHU: BIG BOOK OF SCI-FI INVISIBLE SUN: MONSTER OF


SHADOWS OVER BATTLE MATS TERATOLOGY THE WEEK: TOME THE LEGEND OF
STILLWATER A sci-fi follow-up to Loke’s The closest thing the OF MYSTERIES THE FIVE RINGS
Feel like mixing a little successful run of fantasy- inscrutable world of An expansion for the RPG: WINTER’S
bit of rootin’ tootin’ themed mats, this ring- Invisible Sun will ever charming Monster of the EMBRACE
cowboy action with your bound A4 book allows you come to a bestiary, the Week mystery game, this The first adventure for
cosmic horror? Well to carry around dozens of Tetraology promises slim book is loaded with new The Legend of the Five
then, you’ll probably combat-ready maps with to introduce hundreds options for players, rules for Rings invites players
need this combination of in your backpack. The book of “creatures, spirits, confronting investigators into the treacherous
adventures and locations is designed to lay perfectly and other entities”. with X-Files-esque weird intrigues of the Winter
for Down Darker Trails, flat, doubling the size of the Expect some beautiful phenomena and almost 30 Court, where the
Call of Cthulhu’s creepy environments. It’s a very writing and stunning fully-formed mysteries. On right words can kill as
Wild West setting. The nifty little accessory – and art for Monte Cook’s top of all this it’s fleshed surely as any sword.
print copy is a few months if you don’t care about easy impressively ambitious, out with essays and advice Expect schemes
away, but you should be portability it also comes in inventive and grand from the Monster of the aplenty throughout
able to pick up a PDF now. a giant A3 version. roleplaying opus. Week community. the icy-cold quest!
Chaosium | £28 Loke | £20 Monte Cook | £36 Evil Hat | £20 Fantasy Flight | £16

April 2019 tabletopgaming.co.uk 13


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

TICKET TO RIDE
n Germany Ticket to Ride is called Zug a route, which scores points, with more points

I um Zug, which may be the best name


for a game ever. It’s a phrase that doesn’t
translate easily: ‘zug’ is German for ‘train’,
Year of win: 2004
Designer: Alan R. Moon
Number of players: 2-5
for longer tracks. At the end of the game you
score for completed destination cards and lose
points for uncompleted ones.
but ‘zug um zug’ means ‘step by step’, and Playing time: 30-60 minutes At this point I need to admit something:
if you say it over and over it has the rhythm Worthy winner? Yes before I started researching this piece I’d
of a steam locomotive gathering speed. It’s Worth playing now? Yes never played Ticket to Ride. Not once. I’d
the perfect name for a game of building and Availability: Wide played Ticket to Ride: Europe, and others,
connecting vaguely Victorian railway routes, Price: £39 but I’d never played the original game. And
and strikes exactly the right tone for Alan R. you know what? Removed of all the extras,
Moon’s 2004 masterpiece. In Ticket to Ride you… we both know you the ferries and tunnels and passengers
To be honest, this article is mostly know the rules already, but I’m going to go and goods and shares and technologies,
unnecessary. If you’re enough of a gamer to through the motions. You’re trying to complete stripped back to the bare essence of the
be reading this magazine, you have an opinion railway routes between different cities, with game, it’s really tight. Everything comes
on Ticket to Ride. It’s ubiquitous. It’s eclipsed longer routes worth more points. On your turn down to simple, pure decisions: build now
Settlers of Catan as the go-to gateway game you draw face-up or facedown train cards or or build later, start that route now and risk
for the hobby, has shifted a joyous six million facedown destination cards, or trade a set of being guessed and blocked, which routes
copies in its 15-year history, and amassed matching train cards for enough plastic trains to prioritise, which colours to collect.
several mantelpieces of awards. There’s a to complete a track between two cities: part of Everything’s a choice, and none of the
games café close to where I work, and every choices are obvious or uninteresting.
time I go in at least one table is playing some It’s not perfect. A player who gets route
version of Ticket to Ride. Every time. tickets that are close or overlapping has
Ticket to Ride was Alan R. Moon’s second a huge advantage over someone whose
game to win the Spiel des Jahres, the most destinations are all over the map, east-coast
important games award in the world. His first routes are point-poor and take several turns
had been Elfenland in 1998, another game to complete, and there aren’t many places
of working out routes around a large map. where players can interact directly. You can
Many of his releases are, as Wikipedia dryly take a train card that you suspect another
observes, “board game player wants, but there’s no reason
variations on the travelling to do that unless you need that
salesman problem”. That’s card too. You can lay a route
not entirely fair; while to block another player, but
Elfenland is absolutely again there’s no reason to
about visiting as unless you need the same
many places as route. There’s almost no
possible with finite direct player interaction, no
resources, Ticket reason to barter or bicker or
to Ride is less of a trash-task. Playing over the net
puzzle and much is not an appreciably different
more of a game. experience to around the table.

14 April 2019
Everything’s a choice, and
none of the choices are
obvious or uninteresting.

Of course, that could be an advantage.


Ticket to Ride wasn’t the first train game
to win the Spiel des Jahres, not even the first
designed by a Brit. (Alan Moon was born in
Southampton; he moved to America aged
seven but he still counts.) That was 1984
winner Railway Rivals designed by
David Watts, tragically out of print in
English since the Games Workshop
edition of the same year. Brits used to
be good at making trains, now we’re good
at train games; Francis Tresham created
the 18XX series, Martin Wallace did Age of
Steam and Tony Boydell did Snowdonia
Snowdonia.
Here’s the big secret about Ticket to Ride:
it isn’t about trains, not really. It’s a set-
collection game, a cousin of rummy, with
a route-completion mechanic tacked on for bit of magic that means we don’t mind losing if success, and even if you lose dramatically
scoring and to give players short, medium and the game itself was good. ‘Fun’ is part of it, but (which, dear reader, I did) you still feel that
long-term goals. Does that matter? Not in the ‘fun’ has been part of the academic equation of you’ve had a good time, and you don’t feel bitter
slightest when the blend of elements is arranged what makes games work since Dutch cultural towards any particular player for beating you
and balanced with this perfect finesse. philosopher Johan Huizinga wrote Homo Ludens – not even the robber-baron who completed
As games players and games designers, we in 1938. We don’t have a vocabulary to describe Portland-Salt Lake City while you were still
talk a lot about mechanics and balance and what makes a game pleasing, at least not in waiting for the last blue card you needed. Call
randomness distribution and cognitive load and English. It’s like umami, the fifth taste: it’s always the café staff over, order more drinks and some
the other parts of the structure of games, the been there but if you don’t have the words to nachos, and have another go.
engineering that makes them work. Something describe it then it’s hard to talk about.
we talk about far less are our emotional But whatever it is and however it happens,
Next month: Take a risk gathering gems at the
reactions to a game: the satisfaction we get from Ticket to Ride has it in spades. It’s very satisfying
edge of a waterfall in 2005 winner, Niagara.
arranging bits of wood and cardboard, the little to play. Every route you complete is a little

tabletopgaming.co.uk 15
my favourite game
MARK THOMAS
The SEAL Team Flix co-designer and House of Spirits creator
explains why the tough tactics of Neuroshima Hex make for
his ideal post-apocalypse
arth lies in ruins. Those who didn’t die

E in the war are left to band together,


struggling to survive in the
wastes. Sentient machines
roam the plains, while
mutated creatures swarm
the cities. Many will fight,
but only one faction
Gamers talk
about their
will prove its mettle on
the battlegrounds of
Neuroshima Hex.
‘forever’
My favourite board game
of all time is Neuroshima Hex,
shelf.
set in the post-apocalyptic RPG
setting of Neuroshima,
Neuroshima
designed by Michal Oracz,
and published by Portal/Z-
Hex will
Man Games. Mr. Oracz just
happens to be my favourite
always be
designer, as well. For my
money, there is nobody better
on mine.
at designing asymmetric games.
You could call this game an abstract strategy title, This game encourages a chess-like mentality. You
thanks to its hexagonal cardboard tokens, but I think have to think about the ramifications of your moves,
that sells it a bit short. The factions all have cohesive and try to predict how the inevitable battles will play
themes and sometimes wildly different play styles. The out. Those battles can be tedious, which has led some
mutant army of Borgo is very melee-focused, the Steel players to prefer the app version of this game over the
Police features many ranged units and the robotic cardboard original. Each unit has an initiative value,
Dancer consists of only three super-powered units. and all units with matching initiative will attack at
One of the things I like about this game is that it the same time. Casualties are cleared, and the next
forces you into tough decisions on every turn. On highest-initiative units attack. You’ll love the look on
your turn, you will draw three tiles from your entire your opponent’s face when you point a weak-but-
force, kept in a facedown stack. This is the only luck- fast unit directly at a lumbering death machine
based element in the entire game. You must discard that was sure to cause your ruin. That death
one of these tiles and, since you only go through your machine will be cleared off of the field before it
stack one time, anything discarded will never be ever gets to act.
played in this session. Sometimes the choice is very Variety is the spice of life, and Neuroshima
easy to make, but other times you will want to play all Hex has it in spades. As of this writing, there
three tiles! are at least 18 different factions available.
The genius of this design decision has many I own 11 of them and want to collect the
repercussions. First, it keeps the game moving at a others. In even better news, the game
predictable pace since in general you will get about a was re-tooled and re-themed in 2018 as
dozen turns. Second, it prevents analysis paralysis by Monolith Arena. I have this as well, and it is
only letting you choose between three tiles at a time. just as excellent as I knew it would be.
Finally, it allows astute players to keep track of what Gamers talk about their ‘forever’ shelf.
you have played/will never play versus what you may Neuroshima Hex will always be on mine. I
yet play. Every time I teach this game to a new player I should probably do something about the
advise that, when in doubt, always take the action that failing duct tape that is holding my box
will result in the most carnage, even if it’s yours. That’s together. To Michal Oracz, thank you for the
actually good advice for any game. inspiration and entertainment!

April 2019
tabletopgaming.co.uk 17
Root was 2018’s standout board game: a triumph of asymmetrical
design, breathtaking presentation and a stirring sylvan world.
This year, Mark Truman leads the way deeper into a war-torn
woodland with Root: The Roleplaying Game
Words by Matt Jarvis

18 April 2019
“I
t’s very much this convergence between which there’s a big war, or a cold war, going on in the
‘Obviously!’ and ‘Whoa!’ These feelings of background, and you all are playing the adventurers
surprise and inevitability.” who come to make your fortunes. That immediately
Mark Truman is talking about Root: The leapt out to us as an idea that would give a whole bunch
Roleplaying Game, the upcoming RPG of gamers an opportunity to do what they wanted with
based on last year’s phenomenal board game of warring Root in an exciting way.”
woodland creatures. Designed by Cole Wehrle and To provide players the chance to freely interact with
brought to life by the gorgeous pastel artwork of illustrator the woodland’s varied inhabitants and forge their
Kyle Ferrin, Root handed control of industrialist cats, own path through the trees, the team settled on the
aristocratic birds, scrappy rodent rebels and a lone raccoon Vagabond as the focus of the RPG. In the board game,
adventurer to players and set them against each other the Vagabond’s solo adventurer – one of several different
in a battle for supremacy truly red in tooth and claw. class-like characters picked by the player – could ally with
Each side operated their animal army in a completely or antagonise any of the other factions, moving freely
unique way, from the Marquis de Cat’s resource-driven between areas of conflict as they gathered items and
expansion across the map to the Eyrie’s stringent fulfilled quests. The experience was already that of an
commitment to an ever-growing list of commands that, if RPG-lite, albeit driven by victory points rather than story.
broken, would plunge its hierarchy into turmoil. “We’re big fans of COIN games and other things that
Truman first discovered the game almost a year after capture that feeling of being the insurgents, being the
it was crowdfunded to the tune of more than $600,000 powers that be. One of the reasons we love thrusting
in October 2017. Playing in a hotel bar during the players into that as the Vagabonds is that you end up
US gaming fair Gen Con with Brendan Conway, who in the middle of everything. You are the creatures, the
would later join him as a co-designer on Root: The RPG, fighters, the warriors that are wanted by all sides because
Truman was left stunned. you could tilt this battle, this quagmire, one way or
“I remember Brendan and I kinda looking at each another,” Truman says of the RPG.
other and being like, ‘Wow, this is really something “Part of what we wanted was to give people the option
special,’” he recalls. “The combination of the intricacy of choosing their faction kind of in the game. You can
and asymmetry and the depth of it echoing wargames play any animal as a Vagabond; there’s a cat that’s a
and counterinsurgency games – COIN games, they’re Vagabond in the original game, the Scoundrel. So you
often called – but matched with this really evocative can be a cat or a bird or a badger or whatever. There’s
fictional world thanks to Kyle’s art and Cole’s sort of not a one-to-one correlation in Root between the faction
fiction. We were just blown away from minute one.” and the animals. Even though all the cat meeples are
As co-founder and CEO of roleplaying studio Magpie cats, the cats have recruited all kinds of other animals to
Games, responsible for RPGs including the superhero- their army. When they’re out there doing recruiting in
inspired Masks and gritty political fantasy game Urban the woodland, they’re not recruiting more cats – the cats
Shadows, Truman saw the potential for Root’s setting to come from somewhere else – they’re recruiting ordinary
become the backdrop to an even wider stage. mice, bunnies, foxes to their cause. So every faction in
“On the eighth or tenth playthrough we were like, Root is already kind of a heterodox faction.”
‘Y’know, what would be pretty cool here is if we could see Taking control of Root’s remaining factions is the
more of this world, if we could do more with it,” he says. RPG’s game master, who under the guise of the Marquis
He reached out to Patrick Leder, head of Root de Cat, Eyrie and Woodland Alliance will give players’
publisher Leder Games, who Truman says was Vagabonds the chance to co-operate – or clash – with
immediately interested and excited about the the opposed groups.
opportunity to explore the game’s universe in an RPG. “One of the things that we wanted was for people to
“Leder Games has always been super supportive of be able to think through the ideologies of each faction in
trying to make this a broader world that people can engage the game,” Truman explains. “So rather than say, ‘Okay,
with beyond the board game,” Truman says. “They have you’re all cats let’s go and do some cat stuff,’ and have to
plans for what that looks like beyond Root, too.” really define what ‘cat stuff’ is, we’re going to let the GM
represent the cats as a faction – the Marquis de Cat.
DIFFERENT SIDES “Those factions want things from you; they want you to
As Magpie Games began working on Root: The Roleplaying fight their enemies, they want you to do errands for them,
Game, Truman and his team pondered how to best bring they want you to go seek treasures for them. And as you do
the board game’s distinctive factions of creatures alive. so you might become more closely allied with that faction,
“We thought of Root right off the bat as a game that and at some point even find yourself directly working for
could speak to the complexities of asymmetric conflict, them. If you want to protect the woodland, become rebels
of having lots of different perspectives, but also it’s an and join the Woodland Alliance and be the Han Solo of the
adventure game,” the designer says. Woodland Alliance – where you came here to make money
“When we think about Root, one of the things but these damn mice just won your heart and now you must
we were most excited about was this is a game in fight for them – that’s a thing you can do as a Vagabond.”

tabletopgaming.co.uk 19
R O O T: T H E R P G

MORE THAN ANIMALS a Vagabond is not just making new friends, but having
Part of Root’s asymmetrical depiction of its woodland enemies – and those enemies, like Robin Hood-style,
warfare was the way its animal combatants symbolised trying to catch you and you evading their grasp.”
conlicting ideologies and behaviours, continuing Truman cites Robin Hood as a particular inluence on
a tradition that stretches from Animal Farm to the the feel of playing a Vagabond in Root: he RPG – as well as
Redwall novels. From industrialist felines to tradition- acknowledging Root’s existing similarities with Disney’s
bound birds, the allegorical gameplay relected a living, animal-illed take on the Sherwood-dwelling outlaw.
breathing world of difering beliefs and ambitions – all in “What we deinitely think about is that Robin Hood,
a few bits of cardboard and wood. woodland feel,” he says. “We want the Vagabonds to be
Root: he RPG is able to dig even further into the history the lovable scoundrels of the woodland. So we’ve spent a
and nature of each faction and their place in the forest, lot of time thinking through what it takes to give players
with the underlying symbolism giving players’ portrayal the ability to play tricks, persuade people to give them
and perspective of the sylvan setting a huge amount what they want, sometimes get in ights but also have a
of potential for richer storytelling and worldbuilding. whole plethora of other options for resolving conlicts.
Truman highlights the Lizard Cult introduced in the So we see that as an opportunity to do what we always
board game’s irst expansion – a faction he hopes to do, which is build highly thematic mechanical systems
explore further in a supplement for the RPG – as a perfect to get across what options players have.
example of Root’s ability to go beyond its charming “What we’re doing right now is trying to build out a
visuals and hand players room for interesting stories. game in that style, in that fashion of: what does it take to
“I love that they worship the Great Dragon and they’re produce scoundrel iction at the table? [...] Are people
religious fundamentalists and they have their little skulls having an experience at the table that mirrors that sense
and they hiss about everything,” he says. “hat for me as of playing Robin Hood?”
a GM is really exciting: to get to play all those diferent Although there’ll be plenty of opportunity for
factions and have them be represented as metaphors for jaunty woodland adventure and witty interaction with
those kinds of people. animal characters, Truman is keen that Root: he RPG
“he Eyrie being an aristocratic, above-it-all faction of presents players with tougher decisions and potentially
birds is super fun to play, and it reminds us of what we love darker implications as the result of their Vagabonds’
about things like Mouse Guard – which is an RPG which I’ve mercenary ways.
loved for a long time – and of course anything, any movie, “One of the parts of that is we also feel that there’s
any iction like he Rescuers Down Under where the animals a strong Game of hrones-style inluence here as well,
are not just animals; they’re metaphors for what it feels where you could also play the Hound,” he compares.
like to be a mouse in a big world or a fox in a big world.” “You could also play a Vagabond who works for the
As in the board game, Root: he RPG’s metaphorical cats and you’re wrestling with the moral challenges of
layers won’t just sit below its cute and cuddly surface. working for the ‘villains’, but who might be making the
Truman promises that the roleplaying game’s systems woodland a better place, maybe? here’s some questions
will bring the individuality of its characters to the fore. there about whether you’re on the right side.
“If you’ve played any of our games, we’re very rarely “We don’t want it to just be light scoundrel fun – we
just like, ‘It’s a theme!’ and wave our hands,” he assures. also love the idea that you roll into town and the local
“Everything is always rooted in mechanics.” people have things they want you to do, but those things
he roleplaying game will feature tracks similar to the are in direct opposition to what your allies want to
alliance system used by the Vagabond player in the board have happen. And you as a group of Vagabonds have to
game. As the group works with – or against – particular choose: who are we really working for? And if we want
factions, the GM will be able to track their standings fame and fortune, are we willing to go our own way
with certain characters and groups. As their favour and perhaps earn the enmity of everybody – of all the
or notoriety grows, the players might ind eventually diferent factions! – to be our own Vagabonds? ‘No cats,
themselves confronted by particular situations as the no masters,’ right? hat’s sort of the core moral challenge
result of their past decisions, in a more concrete and we want to put into the game.
impactful way than other roleplaying games. “All the systems we’re building are trying to give
“If the cats make an opportunity available to you and the Vagabonds the option of being very powerful,
you turn them down, then they’re going to remember that,” very exciting – have a lot of agency as players but also
Truman explains. “And as you go through the adventures be confronted with touch choices about what the
that you have, the cats are going to have a mechanical efect woodland’s going to look like when they’re done.”
on your options that are available, on their reactions and
on some of the ictional setups for the adventures that AWAY FROM THE ROOTS
you have. And eventually they’re going to be enemies, While Truman vows that Root: he Roleplaying Game
right? hey’re going to put up posters all over the will be faithful to the board game’s world and characters,
woodland. Y’know: ‘REWARD for these Vagabonds!’ We he says that the experience of actually playing the RPG
think that that’s part of the fun. Part of the fun of being will feel signiicantly diferent for fans.

20 April 2019
tabletopgaming.co.uk 21
22 April 2019
R O O T: T H E R P G

“It’s usually a bad idea to try and parallel mechanics, be true about the tabletop RPG, too; but we want it to be
because the way that a board game functions – true in a storytelling way, not necessarily ‘And now I do
it’s limited, it’s constrained, it’s focused – is just plus-two damage against cats with my crossbow.’”
fundamentally different from how a roleplaying game The aim is, Truman adds, to give the players the power
functions,” he explains. “But we’re certainly looking at to make their characters – and the world – their own,
those elements to capture their feeling.” going beyond the relatively rigid gameplay of a board
He gives the example of the Arbiter, one of the possible game to bring Root’s setting fully alive.
Vagabond classes, who can serve as an extra defender for “As they have adventures, the way that the mechanics
another faction during combat in the board game. play out is that they have options for moving forward
“That doesn’t really transfer to a roleplaying game, ‘cause that aren’t just fighting every group of cats they come
you’re supposed to be the actor, right? This is happening across but engaging in the kind of delightful trickery-
on someone else’s turn. So we’ve actually looked at giving slash-persuasion-slash-sneaking around that kind of
the Arbiter a special ability to basically say, ‘Thou shall not typifies woodland scoundrel fiction,” he explains.
pass.’ The Arbiter’s cool thing is they can hold an area – a Several of Magpie Games’ previous RPGs have been
bridge, a door – and no-one can get through it. It gives you built on Powered by the Apocalypse, the flexible and
that sense of, ‘Yeah, I matter to this fight! I was the one who straightforward roleplaying engine used in other games
held them off,’ but in a different mechanical way.” such as Apocalypse World and Monsterhearts that
Another possible character type is the Tinker. Like defines characters’ actions as ‘moves’ resolved by two
the Arbiter, the class opens up a different approach to six-sided dice and modifiers. Truman confirms that
encounters and situations – this time, by building and Root: The RPG will likely follow a similar structure.
using mechanical objects. “We’re still playing around with exactly what this
“Other Vagabonds might try to do that or learn to do system looks like, but one of the reasons we love
that over time, but the Tinker’s going to have options that that system in particular is that it’s not a hard-coded
no other character has,” Truman explains. system of, ‘Oh, you definitely have these moves, these
“This game is going to look a lot like Dungeon World, playbooks, these things’ – it’s a framework for thinking
Masks, other places we’ve worked in, where players get a about roleplaying games,” he says. “So if you’ve tried
playbook or a character type that gives them unique ways Dungeon World, Monster of the Week, Masks or Urban
to engage with the setting. So it’s a little asymmetric.” Shadows, they’re very, very different games.”
Playing just as important a role in the RPG as it did in Truman is confident the solid roleplaying foundation and
the board game is the Vagabonds’ gear and equipment, fleshed-out setting of Root: The RPG will satisfy roleplaying
which opened up additional actions and abilities in the veterans looking for a vast new world to venture into. But
original Root as it was collected from the forest. just as important as proving the game could live up to the
“Whether you have a crossbow, whether you have a second half of its name was ensuring those attracted by its
hammer, matters a lot,” Truman says. “We want that to familiar title wouldn’t find themselves lost in the woods.

I want this to be
a game people
are playing ten years
from now – that is a
big challenge.

tabletopgaming.co.uk 23
R O O T: T H E R P G

“here’s got to be a lot of people for whom this is advice and systems that allow people to take whatever
going to be their irst RPG,” the designer predicts. “We’re Leder Games is doing and go deeper with it. So when
thinking about that in terms of the mechanics that the Riverfolk Company and Lizard Cult are introduced
are being developed, in terms of the book that we’re to your board game, you’re like, ‘his is cool, these have
outlining and starting to write. We’re already thinking totally new perspectives.’ But when they’re introduced to
about: how can someone who’s never played an RPG your roleplaying game, suddenly you have these disaster
before have this be their irst game and have a blast with capitalists and religious fundamentalists – how will your
their friends? Or maybe you played Root last week as a Vagabonds deal with the challenges they pose and the
board game and this week you’ve convinced that same opportunities they ofer? Because before the otters come to
group of four or ive people to give it a shot as a tabletop town, being straight mercenaries isn’t really a thing – you’re
roleplaying game. he game has to work for those folks. picking a side. But the Riverfolk Company, they just want
“We want to move away from gaming as spreadsheets, as to pay you money – and how will you react when you’re
‘Here is this thing you have to absorb and understand before ofered a big sack of gold to deal with problems instead of the
we can even start playing,’ to gaming, tabletop roleplaying, promises that birds and cats always make for future loyalty?”
as a storytelling experience with you and your friends. hat Truman expresses his hope to bring all of the board
doesn’t mean we want to make a mechanically light game.” game’s additional factions to the RPG, including the Great
Underground Duchy of moles and the Corvid Conspiracy
FOREST FOR THE TREES – a murder of crows who excel in espionage – introduced
With a background as ripe for roleplaying potential as in this year’s upcoming Underworld expansion.
the world of Root, Truman admits it’s easy to get carried “hose new factions, we look at them and we’re like,
away with ideas. ‘Oh, those are so cool!’ but we’re not going to get to
“One of the challenges of publishing is you say, ‘We’re them until like 2021,” he laughs. “We move a lot slower
going to do these things!’ and then, like, three years later in some ways because we have the obligation of writing
everything inally comes out,” he says. “he irst thing we tens of thousands of words to get a book out the door.”
want to do is make an absolutely fantastic core game. I With the border of Root’s woodland world set to grow
want this to be a game people are playing ten years from further in both the board game and RPG, Truman says
now, and that is a big challenge. It’s a big challenge to that keeping players in command of the setting’s story
make a game that people really pick up and run with and will remain central.
have a great time with. So that’s our irst thing, and if we “Leder Games has always been committed to Root as
do nothing but that I will feel like we’ve done Root right.” a playground more than a set story,” he explains. “he
hat doesn’t mean the designer doesn’t have a wish idea is we’re working to support their development of
list of plans for Root: he RPG, of course. he game’s core new factions and new ideas for the setting, but we’re
rulebook will focus on the four factions from the original really unlikely to say, ‘And then the cats win and book
board game: the Marquis de Cat, Woodland Alliance, four is where you must ight…’”
Eyrie and Vagabond. With a crowdfunding campaign on Kickstarter this
“We want to give people a sense of really how to play year ahead of a planned release next spring, Truman
the cats and the birds and the Woodland Alliance in a diplomatically comments that the Root: he RPG team is
concrete solid way irst,” Truman says. “hat gives us the taking the right amount of “extra time” to ensure that the
option of bringing [other] factions in in a real way once roleplaying game is exactly what fans hope for.
we’ve built a system that really supports the core game.” “here’s a lot of precision that sometimes we might
Beyond that, supplements and expansions will bring go out there and try a thing and not care too much if it
more options to the table for both players and the works, but we’re putting a lot of time and energy into
GM, as well as exploring new types of adventures for making sure that what Leder Games is doing is a thing
characters to embark on – and bringing fresh voices to we’re supporting and that we’re clear about what their
Root’s political commentary. future vision is for the product,” he says. “So there’s these
“What we like about Root is the way that all the kind of pulls here. On one hand, it’s really clear, it’s really
factions are positioned in tension with each other,” easy for us to write to what this game is about and we’re
Truman says. “So the Woodland Alliance looks great, it so excited about what this game is about. On the other
looks like they’re the good guys. But they’re also distinct hand, we have to move a little bit more cautiously; we
from the other creatures of the woodland; they’re a rebel have to take our time and make sure all our ducks are in
faction. here are many creatures in the woodland who a row before we say, ‘Oh, it’s deinitely going to be this
don’t necessarily support them. So we don’t want to ever kind of game,’ or ‘It’s deinitely coming out on this date!’”
have a situation in which we’re saying, ‘Well, these are But even he can’t contain his own excitement at the
the good guys and these are the bad guys and that’s it, potential to venture deeper into one of gaming’s most
we’re done.’ Instead we see every supplement as a way of engrossing and breathtaking worlds.
delving deeper into what the game has to ofer. “Our main thing right now is making sure that people
“A lot of what we’re going to do is build and support are really clear that this isn’t going to happen in ive
the world that Leder Games puts out with mechanics and years from now; it’s happening now.”

24 April 2019
tabletopgaming.co.uk 25
MICROGAME OF THE MONTH A F R E E G A M E F O R YO U T O P L AY I N S I D E E V E R Y I S S U E O F TA B L E T O P G A M I N G !
WORD WARS
A game of doing maths while holding your breath
By Tim Barribeau

ou are a proud child of Charolus-By-Sea, a small fishing your gold behind in your hasty retreat. Mark 0 gold for

Y village on a ragged coast. Equally at home in the water as on


land, you’re a Wreckdiver, like your parents and their parents
before them. Every day, you and your friends paddle your boat into
this turn.

OTHER PEOPLE’S TURNS


the waters, and dive into the countless shipwrecks beneath the waves, You’re free to talk to them, make jokes, scheme with other players
salvaging treasure. There’s riches to be had, but also great danger! or anything else you can think of without touching the current
player. If you make them crack up laughing, that’s breathing
WHAT YOU NEED and they have to Bail Out (and take zero gold this turn).
» 2d6 in one color (white, for example)
» 2d6 in another color (like red) GAME END
» Timer After a predetermined number of rounds (we suggest at least
» A pen and paper for each player three), the person with the most gold collected wins. But
there’s always tomorrow!
YOUR TURN
FAQ
THE DIVE » Wait, I have to hold my breath for real?
How deep will you go today? What treasures hide in the wrecks’ Yup.
dark and fallen passages? » And I have to do maths while holding my breath?
Ahhh, there’s the challenge!
Roll 2d6 for the maximum length of your dive (in seconds) for » And while these other goofuses try and distract me?
this turn. Before you roll, choose one die for the 10s and one Pretty much!
for the 1s to decide your dive time. (eg. a 4 and 3 would be 43 » What happens if the red dice and the white dice have the
seconds.) You must hold your breath the entire time you’re same number?
Diving. Yes, in real life. Set the timer, take a deep breath, and go. No gold on this roll, roll again quickly.
» Do even double 1s on red count as a shark?
FIND TREASURE An itty bitty one, but yes.
You can only stay under as long as your breath holds – find » What if I roll double reds AND double whites?
what you can! I’d count that as a shark, but go where your heart leads you.

While Diving, roll both sets of d6 as many times as you can. Each OPTIONAL RULES
time you roll, add up the total of the white dice and the total of the Hide the timer from the diver, so it’s harder for them to know
red dice. If the white dice total is higher than the red dice total, how much time is left to Ascend.
the difference is how much gold you find. Record this number
on your sheet. If the red total is higher than the white, you get WHO MADE THIS?
nothing on this roll. Keep rolling until you Ascend or Bail Out. Tim Barribeau is a lead editor at the US-based site The
Wirecutter, where he organises bag and pet coverage. You
Doubles: If you roll double whites, take 2x as much gold as you can follow him on Twitter (@tbarribeau) for dumb jokes and
normally would (so if the roll is higher than the red). If you roll bad puns, or Instagram for pictures of food, cats, and clothing
– any further game design he does will find its way to one or
double reds, you see a shark and drop your gold – reset your
both of those places. The art for Wreckdivers was done by
gold tally to 0 for this turn, but keep rolling! freelance artist Matt H Taylor, who you can follow on Twitter
(@MattHTaylor),), or read his web comic about the Titanic,
ASCEND Admiral,, at tapas.io/series/Admiral-Comic.
You safely make it to the surface, treasure in tow!
Wreckdivers v0.8 by Tim Barribeau (@tbarribeau).
Released under an Attribution-NonCommercial-
You may Ascend at any point during The Dive before the timer NoDerivatives 4.0 International license. Art by Matt For a free PDF
runs out. Add the gold you’ve collected this turn to your game total. H. Taylor (@matthtaylor) of Wreckdivers
visit ttgami.ng/
Signal your Ascent non-verbally to other players: clap, rap the table,
wreckdivers
flip a token, anything you all agree on before the game starts.

BAILING OUT
Something went wrong! Get to the surface ASAP,
forget the treasure!

If you’re still Diving when the timer


runs out, or you accidentally
breathe, you Bail Out. You make
it to the surface fine, but leave all

26 December
April 20192017
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EVERY 3 MONTHS
1 TA B L E T O P G A M I N G . C O . U K / P E R K S
December 2017
H AV E Y O U P L AY E D ?
SEKIGAHARA:
THE UNIFICATION
OF JAPAN
This elegant retelling of a
pivotal Japanese battle is
historical wargaming at
its finest, with none of the
effort and all of the action
Words by Matt Jarvis

ekigahara is a three-hour wargame

S recreating a decisive seven-week


battle in 1600 between two Japanese
forces, led respectively by the
guardian of a seven-year-old heir
to the throne and the country’s most powerful
lord. It depicts a sweeping conflict involving castle
sieges and highway skirmishes between tens of
thousands of troops where the shifting loyalty and
allegiance of units can quickly turn the outcome
of a crucial encounter. It comes with a dry, matter-
of-fact subtitle that belongs on the cover of a dusty
history book: The Unification of Japan. With this
intimidating description in mind, you nervously
lift the lid off its dense box to find… some wooden
blocks and two decks of cards. That’s it.
Alright, we admit: we’re being a little reductive
there. After all, there’s also a beautiful map board,
a rulebook and a couple of player aids. Plus, first
time around you’ll have a bunch of black and gold
stickers to carefully align on the dozens of wooden
blocks. The point stands: Sekigahara is an intense,
epic wargame with very little of the gameplay
convolution and minutiae often associated with the
simulationist tabletop genre. That doesn’t mean
it’s lacking strategic complexity and atmosphere,
however; what designer Matt Calkins has achieved
in this packed box is little short of genius.

WHAT’S IT ABOUT?
Sekigahara is based on the 1600 battle of the same
name that would ultimately bring Japan together
for hundreds of years at the conclusion of seven
weeks of fighting for control of the nation.
Each player takes one side of the clash: Ishida
Mitsunari, who must defend the seven-year-old
son of the late warlord whose death triggered
the war, and Tokugawa Ieyasu, the former

28 April 2019
their warriors betraying them and changing sides
to join the enemy.
While most of Sekigahara’s battles take place
out in the open along its titular highway, castles
can be besieged in an attempt to diminish the
opponent’s resources – the player with the most
castles under their control draws an additional
card each round, and the strongholds grant the
most victory points if it comes down to score.
With its ruleset masterfully tight – there are
almost as many pages detailing the history of
Sekigahara in the slim 20-page manual – the
game keeps the complexity and detail in the act
of playing, with the uncertainty of players’ units
and cards creating a tense and tactical showdown
without the distraction of fine-checking rules or
spending time operating its simplified but highly
involving simulation.

WHY SHOULD YOU TRY IT?


The scale and fiddly detail of wargaming can
sometimes be off-putting to those otherwise
attracted by the rich atmosphere and immersion of
recreating real-life events.
lieutenant of the warlord who had risen to become to encourage your troops to fight. As they join the Sekigahara boils down the thrill of pitting
Japan’s most formidable daimyo. If either leader fray, troops generate impact – a measurement your strategy against that of your opponent to
is killed, their opponent claims victory; Tokugawa of the armies’ strength – with the greater total the bare essentials – units, actions, objectives
also emerges victorious if he captures Toyotomi inflicting additional casualties when blocks are – without sacrificing the sense of real-world
Hideyori, the juvenile heir. (Spoiler: in real life, removed after the overall power of both sides factors such as loyalty, movement limitations
Tokugawa won.) If seven weeks – represented has been calculated. A relatively straightforward and army composition. Its easy-to-grasp card-
by two-part rounds – pass, the war’s outcome system, the combat is given extra excitement by the driven gameplay is given layers of deduction and
is decided by victory points claimed by holding ability to build up combos of blocks from the same deception by the clever use of its block units, and
castles and strategic resource points. clan – represented by matching symbols, or ‘mon’, cements the game’s core of managing the resources
Central to Sekigahara’s tense conflict are its on the blocks – and use the power of cavalry and at your disposal carefully, making sure that every
blocks. Stacked in towers representing thousands guns to increase the total impact when the right card you play is used to its full effect whether it’s a
of warriors (each block represents roughly 5,000 cards are played. Leaders enter the battle for free, bid, movement cost or battle command.
units), the gold and black blocks of Ishida and as long as they lead the way ahead of their troops. The asymmetric nature of the two forces and
Tokugawa are positioned so that only their It’s not just a question of having the most units; the sprinkling of luck in drawing cards and blocks
controlling player can see their faces. You may how those troops are used together effectively can is balanced against an absence of any dice-rolling
see that your opponent has just three blocks on swing the outcome in favour of a smaller force. – victory or defeat overwhelmingly comes down to
a location, but those could be weak strength-one Loyalty can be a fickle thing. Each player has the how you play your cards, not what cards you have.
units or powerful strength-three battalions – or potential to draw loyalty challenge cards that can Its comfortable position between the ease
even cavalry or ranged troops. You won’t know be played in response to their opponent bringing of board games and the depth of wargaming
until you engage them in combat, and discovering a unit into battle. To counter the challenge, that makes Sekigahara an outstanding experience for
could come at a great cost. The stage is set for player must reveal another card matching the newcomers and fans of either world. Elegant in every
plenty of bluffing, misdirection and intimidation. symbol of that unit – or suffer the humiliation of way, inside and out, it’s a true modern classic.
Driving the blocks between points on the map
and into combat with each other are players’ hands
of cards, drawn from separate decks for each side.
A simple blind bid opens each round to decide
who goes first, before players can choose to expend
some of their cards to summon reinforcements,
manoeuvre stacks of blocks between points – with
leaders and highways allowing troops to move
further or in greater numbers. The two players
When two stacks come into contact, it’s time sit either side
for the fighting to erupt. In a slick representation of Sekigahara’s
of the loyalty of troops, the players must play cards board, enabling
from their hands to bring blocks from their stack them to see their
into battle – making spending those additional own units but not
cards on movement and recruitment a potential their opponent’s
risk if you suddenly find yourself without the sway

tabletopgaming.co.uk 29
DICE AGE
A decade after Roll hrough the Ages, Matt Leacock’s
spiritual successor to his breezy civ game is taking
the action into the 3D streets of medieval cities.
A new Era of roll-and-build is upon us…
Words by Matt Jarvis

30 April 2019
008 was the year of Matt Leacock. “I talked with the publisher about different can see mine. So there’s a better sense of that.

2 Although his influential Pandemic


has reaped the lion’s share
of attention and acclaim for
kickstarting a new wave of co-op
experiences, the designer’s other release that
year, Roll Through the Ages, would turn out to
be similarly prescient – eventually.
ways we could bring some life to it, to take
advantage of the fact that it’s a board game,
that it’s a physical thing, it can broadcast fun to
people. Sophie Gravel, the head of [publisher]
Plan B, challenged me: what if it was a three-
dimensional game? What if you actually could
manipulate the pieces?”
There’s more of a toy-like quality, because
you’re dealing with physical components
you can pick up and they’re really beautiful.
We’re able to kind of leverage the fact that
we’ve got components now and we can play
with scarcity, so now players are competing
for buildings, which is something that would
Roll Through the Ages: The Bronze Age Inspired by his recent purchase of a laser- be hard to do when you can draw whatever
condensed the grand empire-building of cutter, Leacock set to work on lifting his you want – there’s an unlimited supply! So
games such as Civilization and Through the spiritual successor to Roll Through the Ages up we played with that quite a bit, and that really
Ages – the card game from which it took its from the table. brought a lot of life to the game.”
name – into a quick loop of rolling wooden “It wasn’t very long before I saw how we As he began fine-tuning its follow-up,
dice, gathering resources on a peg board and could really take advantage of the fact that a Leacock went back and replayed Roll Through
developing a culture. With ticked boxes on three-dimensional version of the game would the Ages. A turn-based format where players
paper sheets tracking players’ improvements really be so much more exciting.” rolled their dice individually, the designer
and the construction of monuments, it was a found his older game to feel considerably
roll-and-write in the tradition of Yahtzee but A NEW DIE-MENSION more sluggish by today’s standards.
a decade before the recent flurry fuelled by The result was Era: Medieval Age, the first in “I don’t know if we had more patience for
the success of last year’s Welcome To…, Ganz a genre its creators have dubbed ‘roll-and- it ten years ago, but in a four-player game
Schön Clever and Railroad Ink, among others. build’. Where Roll Through the Ages was about there’s a lot more downtime,” he says. “I re-
“It’s funny looking back seeing all those engineered the system for Medieval
games and then remembering how much Age so that players roll their dice
fun it was to do the original ten years ago.
It was just kind of enjoyable for me to see
It wasn’t very long at the same time, then there’s a big
reveal and you work out how the dice
them have their time,” Leacock says.
“I’m not sure what really led to their
before I saw how a interact with each other. That cuts
downtime considerably and keeps
popularity in the last year. I don’t know 3D version of the game the game moving at a really fun and
if people were kind of looking for some rapid pace.”
kind of lighter fun or filler but, yeah, I would really be so Era hides its players’ simultaneous
don’t know, it got people’s attention. I rolls behind screens, allowing them
don’t know if I was just early. It felt like much more exciting. to reroll dice without the pressure of
the game got plenty of good attention checking what their opponents are
back when it came out, but then people doing. Once everybody’s ready, the
moved on to other things.” results are revealed together, with
After an official print-and-play expansion building up an entire civilisation on a sheet of players collecting resources and inflicting
in 2009, The Late Bronze Age, and despite paper, Era focuses on a single city constructed disasters on each other.
a nomination for the Spiel des Jahres the piece by piece by players on their individual “We actually found that the interaction
following year, Leacock also moved on to board. The walls and buildings are represented happens in more interesting ways later in the
other things. In 2014, it was Race for the by plastic structures that slot into the grid, turn and that downtime that was introduced
Galaxy designer Tom Lehmann who took replacing the ink boxes of old. by waiting for you to roll just interfered and
up the mantle of continuing the series with “You get a lot of the joy that you get with felt kind of clumsy – people just wanted to
standalone sequel The Iron Age, which playing with Lego, kind of snapping things into roll,” Leacock says. “So I went with what
similarly expanded with a Mediterranean map. place, and also the classic game of Cathedral, players really wanted and what they really
Roll Through the Ages lay dormant for a few its really great table presence,” compares enjoyed, which was to just get on with the
years. Eventually, Leacock began to consider Leacock. “I love playing with Cathedral sets, turn and interact in the more interesting
rebooting the series. but I was always kind of disappointed that the parts of the turn.”
“I started kind of working on games in that game wasn’t super deep. So this gives you the The increased interaction between players
system and hit upon this medieval variation joy of positioning buildings relative to each in Era is a significant step up from Roll
of it that I really loved; I thought it was even other within a medieval city, and the positions Through the Ages, which allowed players to
stronger than the original,” he says. actually have some meaning.” roll skulls to cause pestilence among their
The roll-and-write follow-up to the series Era’s impressive visuals aren’t just for rivals and squabble over monuments. In the
he worked on came close to being published, looks, either. new game, players are competing over the
but something was missing. “One of the great things about going 3D is buildings available to add to their city, but
“We all kind of looked at the game sitting on that you can really see what the other players can also extort resources, scorch earth and
the table and, y’know, it didn’t have a whole are doing,” Leacock says. “So you can look unleash diseases – centuries before Leacock
lot of table presence,” Leacock says. “It’s just across the table and see – I can see how your would rid the world of them in Pandemic – to
kinda a score pad and some dice. city is developing and know that other people ensure their own medieval metropolis thrives.

tabletopgaming.co.uk 31
E R A : M E D I E VA L A G E

reading that it does spark new ideas and it just


feels like it grounds me a lot more than just,
say, making derivative games off pop culture
references would.
“It’s funny, when you actually do that
research you put yourself in the mindset; you’re
playing less off of clichés. I was able to take a
more authentic approach to it. At the end of the
day, you’ve got this game [where] I think players
will find many familiar tropes in it and it will
be comfortable to play and so on, but it made
a difference actually going and doing some
reading and starting fresh several years later.”
When we speak, Leacock reveals that he’s
close to wrapping up a second Era game set in
the Bronze Age and is beginning to research a
final instalment in the planned trilogy.
“The ideas come pretty fast for all the
different ages you could do,” he acknowledges.
The designer admits that he considered the
ease of taking Era’s dice-rolling gameplay to
different time periods.
“My original conceit was we do the Bronze
With the right rolls, players can
Age, then we do another age, call it medieval
extort resources and unleash
or iron – [my] thinking was, ‘Oh, I’ll just have
disasters such as disease
a different tech tree for each of them, and you
have different developments and set them in
different time periods and so on, and then the
game writes itself,’” Leacock recalls.
“The competition is me against all the other HISTORY LESSON Uninspired by the idea of producing the
players, so there’s no ‘take that’ in the game, The game that would become Era wasn’t “same game over and over again with different
you’re not directly attacking a specific player,” the first stab Leacock had taken at making labels for the different developments”, Leacock
Leacock says. “A lot of it is more long-term a historical roll-and-write game since Roll says he began to look at Era from a different
competition; it’s not direct necessarily but you Through the Ages. angle, striving to give each game a unique
are forming a strategy and seeing how that “I had another game that I probably worked and fun treatment rooted in their setting that
strategy interacts with your opponents.” on maybe eight years ago set in the medieval avoided the feeling of repetition.
Being able to mess with your opponents age, and I put it together and it was...” He “You have some things that you take for
also stands apart from the ‘multiplayer laughs. “I’ll just say it. It was just bad! It was just granted, like there’s going to be dice and there’s
solitaire’ format of many roll-and-write games, a bad game. It checked all the boxes – it was a going to be building, but I really do want the
where players compete with each other for the roll-and-write game, it was set in that age – but games in the series to stand apart from each
highest score but could otherwise be playing it was kind of clumsy.” other, so you feel like you really need to have
alone. Leacock says having the option to When he came back to the idea, the designer each one or you can explore different aspects
interact with your opponents in Era was “there sunk himself fully into researching the period: in each of the games without them being, like,
from the beginning”. “what things were like and how society was ‘Oh, this is just another tech tree game.’”
“I was looking for ways to augment it and structured”. Although his background reading Tying the different ages together would be
thread it through there without it feeling isn’t necessary explicit in the finished game, the series’ new name: Era. While Leacock says
clumsy,” he remarks. “I just wanted it to feel it’s present; for example, Era’s dice represent he wanted to preserve Roll Through the Ages’
like it was a natural part of the turn. Y’know: four different societal classes, from peasants to “heart and core” from the off, what it would be
I’m exploring a certain strategy but if my nobles and clergy. called “was kind of always up in the air”.
opponents are exploring a different strategy “It’s something I’ve done more and more “Roll Through the Ages was a fun name, but it
which conflicts with mine, I have to adjust. in the last, say, five or six years,” Leacock was really long,” he says. “So we were looking for
“You may have this very well-laid plan but comments on his level of study. “When I did something kind of snappy as an umbrella name.
then one turn maybe three of your opponents Pandemic I didn’t do much original research Something short, something easy to localise and
are extorting from you, you have to decide is it or anything, I was just kind of chasing the that was descriptive – all those good things –
worth handing over the resources or do I take excitement of the game. I bounced it off people that we could then tag an age onto.”
a knock in victory points? So you’re always to make sure I wasn’t making any big mistakes, He laughs.
kind of adjusting your plans based on what but I wasn’t setting out to simulate something. “I think the name actually in German was
your opponents are doing.” But I have found when I go out and do some even worse. I think it might’ve broken one

32 April 2019
publisher’s database, it was just so long! It was “We had the first one out and we had a good you can really just try to polish them up like
like Through the Ages: The Dice Game: The start on the second one, but we learned a lot little gems.”
Bronze Age or something like that, it was just from the community as they enjoyed the first With no less ambition to be ahead of
way too long. So I’m happy that the name has one that we could then roll those insights into the curve ten years on (among projects
gone on a bit of a diet.” the second,” he says. “I don’t want to get too mentioned in passing is a dexterity game he’s
far ahead of myself before we see what people been “hacking away at” – “I’ve really been
TIME ROLLS ON think of Medieval.” trying – those are difficult!” he laughs – as well
Leacock and his games have come a long way Speaking of legacy games, Leacock is quick as his current fascination with playing with
since Roll Through the Ages first landed on to dismiss any notion of feeling pressured into “dimensionality” and “physicality”), Leacock
tables, but despite his stardom in the decade transforming more of his earlier projects – or reflects on his own journey through the ages
since the designer is keen to keep his feet on their later successors, for that matter – into the into a new era.
the ground. grand, story-focused format. “I just feel a little bit more confident when
“We haven’t released this one, so I’m trying to “Those things are really big undertakings, I come to designing these things,” he says. “I
take it one at a time,” he comments carefully when so I don’t take them lightly,” he laughs. have more of a process, so I think I can watch
discussing the future of the Era series. “I really “I’m happy to work on lighter games in- people play a little bit more objectively and am
want to learn and see: how does this one go?” between. It’s fun; you can bring them to a a little bit more in tune with what I’m feeling
He compares the measured approach really high level of quality because you can when I’m playing the games. But nothing
to Pandemic Legacy, the hugely innovative really obsess about every single little detail dramatic; more of just, y’know, you get some
episodic spin on his other 2008 release co- where in a legacy game you’re pouring your more experience and you can apply that to the
created with Rob Daviau that helped cement obsession into the story and the longer-term next project and, each one, you feel a little bit
Leacock’s celebrity presence on the tabletop. arc elements. With these smaller games, more confident.”

Medieval Age’s
‘roll-and-build’
gameplay
features players
building up a 3D
city on their board

tabletopgaming.co.uk 33
DOUBLE-SIDED BATTLE MATS
22x30 inch size 

WARGAME BATTLE MATS AND TERRAIN COMPANY


www.gamemat.eu
the independent shelf
PIRATE TRICKS
Bid on your hand in this inventive trick-taking card
game from the co-designer of Heroscape
Words and photographs by Charlie Theel

irate Tricks is an odd duck as a different – something that appears simple at bonus money as they lean into the more

P selection for The Independent


Shelf. It is indeed an indie
by reasonable standards of
judgement, but co-designer Craig Van
Ness is not small-time in the slightest.
first blush but is actually quite radical when
you dig a little.
The game’s crucial twist is that it lets you
bid on your hand. Instead of a completely
randomised group of cards, players participate
subtle nuances of the system. This touch of
oomph is slick and a joy to manipulate.
If that wild concept of bidding on hands
in a trick-taking game is not enough
for you, how about this: randomised
This man is a titan of the industry, in blind bids for open hands splayed on objectives. Each of the game’s three rounds
working at Hasbro for many years and the table. Half of your hand will still be feature a set of goal cards flipped from their
helming projects like Heroscape and Star randomised, but this mechanism offers a respective decks. These are multifaceted
Wars: The Queen’s Gambit. That’s in the substantial element of mitigation when it as they dictate points awarded for simply
rear-view as now he’s teamed up with comes to luck of the draw. constructing your hand a certain way, as
his brother Jeff and they’ve formed label Most interesting is that you’re bidding with well as defining the points awarded for
Soaring Rhino. victory points. This requires a shrewd beak taking tricks.
This delightful little trick-taker is as you must be careful not to overspend on Let’s break this down a bit. The former
their second release. Their debut was your hand and come out sore. Furthermore, provides a set of micro-objectives that
Shifting Realms, an interesting Euro-style the entire experience gains some weight influences your bidding. It may provide
design where the board was a collision upon repeated plays as a metagame develops. points for possessing cards that form a
of randomised areas with fantastical Players may begin to collude to pass up run (4-5-6) or maybe if you have three
themes. Pirate Tricks is something bidding and have the hands seeding with of a kind across the three suits. This
is wonderful because it’s an alternate
scoring vector to simply winning tricks. It
adds a serious degree of emphasis on the
bidding portion of the game and redefines
pre-conceived notions on what it means
to be a trick-taker.
The second set of goals dictates how
tricks award points. Occasionally they’ll
reverse things, providing precious VP for
those who win the fewest. Sometimes you
will receive bonus points for each card
taken of a particular colour, or
perhaps you will be penalised.
All of this shifting
directives provide
a great deal of
texture, feeding
back into the bid
and forcing you to
evaluate which paths
you will pursue.
Amusingly enough, the
actual trick-taking in Pirate
Tricks feels secondary. The
auction and objective systems
interlock in such a compelling
and satisfying way that you can’t
help but grin once this 30-minute
experience soars by.

tabletopgaming.co.uk 35
SPACE CADETS
Geoff Engelstein and his children set off on a mission to explore strange
new gaming worlds together. What they discovered was this frantic
co-op game of operating a starship in real time (and space)
Words by Owen Duffy

36 April 2019
eal-time games are among the

R most fun and frantic experiences


the tabletop hobby has to offer.
Where most games come with
calm and orderly turn-based
structures, the likes of Captain Sonar, Magic
Maze and Escape: The Curse of the Temple see
players all acting at once – the results can be FLUX BREACH
Each player
has a different
role aboard the
starship – the
crew must deal
with problems

tense, raucous, confusing and sometimes side-


DETONATION together
Return one FAIL
splittingly funny.
Active Jump
Over the years, a host of designers have
Flux card to the All shots do one
offered their own distinct spins on the
concept. But one of the most beloved – and
inactive pool less damage
hectic – real-time releases is 2012’s Space (player choice). (not less than
zero)
Cadets. A tabletop tribute to the kind of
dramatic ship battles seen in Star Trek, it Absorb 1
casts players as the crew of a starship and Energy assigned
to Jump. CIRCUIT
hands them each their own role and set of
responsibilities as they navigate the depths
FLUX LOSS BREAKER
of space, fight off aggressive enemies and Remove 1
attempt to complete a series of increasingly inactive Jump Before Distrib-
perilous missions. Flux card uting Energy
We spoke to designer Geoff Engelstein, (player choice) (Step 1), lose 2
from the game. Energy that were
who created the game along with his children
Brian and Sydney, to discover the story
generated (player
behind its creation and the secret of its long- Absorb 1 choice).
lasting appeal. Energy assigned
to Jump.
TO BOLDLY GO
Geoff Engelstein is a lifelong gamer, and over
the decades he’s played titles of just about
every imaginable type. While his opportunities to make video the ‘80s or ‘90s,” Engelstein recalls. “In that
“I always played games with my family,” games were curtailed, Engelstein maintained game, when you were on the bridge, each
he explains. “We played a lot of chess, his interest in the tabletop side of the hobby. player had their own console. One player
things like that. But eventually I discovered “I was travelling a lot for business,” he says, controlled the weapons and one player
Avalon Hill games like Diplomacy and “and I would always try to reach out to people controlled the sensors, and it was really
Panzer Blitz, and then a couple of years later and say: ‘Hey, I’m going to be in Cleveland, rudimentary, but I really liked that idea of
Dungeons & Dragons. I’m going to be in LA,’ or wherever it was. ‘Do the asymmetry where every player had their
“I was gaming all the way through high you want to meet up and play something?’ It own responsibility.”
school, then in college I was the head of our was a great way to meet new people and keep He developed the idea, envisioning a
gaming group. I used to play more complex things interesting on the road. game in which a group of players collectively
games in college. Then I got married, and we “Then in the early 2000s I was travelling over controlled a spaceship. One player would be
had kids, and that was right at the time that to Korea, and during one of the trips I looked an engineer, generating energy to power the
Eurogames were starting to make inroads up Tom Vasel from the Dice Tower podcast, ship’s systems. Another would be a weapons
into the US market. There were a couple of who was living over there at the time. I said: ‘Hey, technician, fighting off attacking enemies.
companies importing games like Settlers of I’m going to be in Seoul and I’d love to meet you,’ One would control sensors, hunting for
Catan and some of Reiner Knizia’s games and so we got together and played some games, and objects and potential threats in the cold,
things like that. So gaming has always been then every time I went to Korea we’d get together. black depths of space.
part of what I’ve done.” That evolved into me being part of The Dice “The original idea was actually to do it as
While tabletop games are a long-standing Tower and doing a segment where I talked about a computer game,” he says. “Online games
part of Engelstein’s life, he also took an early some of the math and science behind games. So I were in their early stages, and I thought it
interest in the then-nascent field of video thought: ‘I’ve always been involved in the hobby, would be really cool if we could set it up
game development. I’ve enjoyed programming computer games; I so that every person’s screen would be a
“When I was in high school I had an Apple should just sit down and do a board game.’” separate console. So I pitched it to a video
II computer,” he says, “and I used to program Engelstein’s first release, developed in game company, and they said: ‘Oh, this is
some video games. I had a couple of computer partnership with his son, Brian, was the sci-fi just Puzzle Pirates in space.’
games published in the mid ‘80s, one of which card game The Ares Project. It wasn’t the last “Puzzle Pirates was a game back then
you can still play in a web implementation time they’d visit a futuristic theme; the idea for where each player had their own mini-game.
to this day. It was called Star Blaster. Even in their second title was inspired by one of the So I was a little dismayed, and I kind of put it
college, we played around with coding games, most iconic science-fiction series of all time. on the shelf. But it kept kind of germinating
but then I got super busy and started working, “Space Cadets was actually inspired by a in my mind and eventually I thought: ‘This
so that took a back seat.” Star Trek roleplaying game that came out in could make a pretty cool board game.’”

tabletopgaming.co.uk 37
HOW WE MADE SPACE C ADE T S

INTO THE VOID fun when they were really just roleplaying
Geoff and Brian began thinking of ways to being on the bridge in Star Trek. The mini-
translate the idea of a Star Trek-inspired games didn’t need to be super detailed,
online game into a physical product, and this they just needed to be suggestive of the jobs
time they worked alongside Geoff’s daughter, people were doing on the ship, and the more LEECH
Sydney. Their design saw players piloting a complicated those control panels were, the
spacecraft through a succession of missions, less people liked it.” Leech must be first Enemy ship
activated. If it hits players, shield hit STEAL
with each person at the table responsible for a The family went back to the drawing board, Two sensor po
different aspect of the ship’s operations. Every creating a collection of mini-game elements drops to zero after damage is applied.
four for Super
job came with its own mini-game, which that weren’t just mechanically easy to grasp,
players aimed to complete simultaneously in a but which sought to evoke the feeling of 2 1 6 1
series of frenzied 30-second rounds. particular tasks through their physical design.
“I designed Space Cadets with my kids, and “For the weapons officer, for the torpedo
they were about 15 and 13 at that time,” Geoff tubes, you’re taking pieces that look a bit like 4 3
says. “One of the things we really wanted to Tetris blocks and assembling them into certain
do was have the mini-games be reflective of shapes,” Geoff says. “The more of these little
the roles they were supposed to represent. So puzzles you can complete in 30 seconds the
in the initial incarnations of the game it was more torpedoes you have, and to fire them you V
really more of a starship simulator. The control just flick a disc down a little track. There are no
HADES Add dama
panels were quite complicated, and tried to be arcs of where your weapons can shoot, there If player speed <3 will not attempt to to damage
more like what you would expect to see if you are no fancy charts and tables and modifiers – lock on. Still locks on automatically as
were really flying a spaceship. The weapons you’re just flicking a disc. normal if damaged.
had different arcs they could fire in, and there “For sensors, which is one of the ones we 2
were different types of phasers and torpedoes
and things that had to work in certain ways.
really liked, you have a bag with differently-
shaped pieces in it, and you’re reaching
0 0 12
“But when we actually set up the game and in and trying to identify them though only 4
tested it, we found that people had the most your sense of touch in order to get a lock on 7
the enemy. So it’s very simple to explain to
someone: here’s this bag, you’re reaching
into it, but it’s very suggestive of the role
you’re trying to perform.”
With such a variety of mechanical moving the game proved tricky. Geoff says the
parts, the process of tweaking and developing approach also provided answers to some
particularly thorny design problems.
“On each round you only have 30 seconds
to do your little mini-game,” he says. “Part
of the reason for that was to avoid having an
‘über player’ telling everybody else what to do.
If everyone’s doing everything in the same 30
seconds, you literally cannot do that.
“But at the same time, we wanted to have
links between the different stations in some
fashion in order to make it work. So, for

38 April 2019
Z-75 HUNTER-KILLER
LTH OSPREY No superlocks allowed.
oints required for lock, FRIGATE Cannot be target of tractor beams.
rlock. CRUISER Lock on Z-75 lost at end of each turn.

2 2 5 3 2 5
3 4 2 2 3
4 +2 5 -2
-1 45
SCOUT DRONE
VENGEANCE If locked onto players at end of its
age Vengeance has suffered STILETTO activation, enemy nearest Scout Drone
e caused on players. gains lock (if unlocked) and fires on PROXIMITY MINE
Each torpedo fired at Stiletto does -1 players if in range.
damage. (minimum of zero) Remove if it explodes.
0 5 2 1 2
3 2 2 4 0 2
+? 4
2 0

example, the one thread that flows through


the whole game is that the engineer creates
energy. They have essentially a domino
Designing with my kids was both
puzzle, and they have to put the dominoes
together in such a way that it can send the
good and bad. We’d be at a
energy to the stations that are important at
that time. Maybe you want to move fast, so you
restaurant or wherever, and you
send it to navigation, or you’re in a fight and
you send it to weapons, and so on.
could just throw stuff out there
“The other tricky part was that we wanted
the mini-games to be relatively simple, but
and start scribbling.
also we wanted them to be somewhat skill-
based. We wanted it to be something that you
could get better at as you went on. It’s easy to
design mini-games based on luck, but that “One thing we underestimated, and three, and I could usually dragoon my wife into
doesn’t give you that feeling of growth and something I would approach differently if I joining us as well. And fortunately you could
that you’re working better together as a team. were to do the game again is that there’s a test the mini-games in isolation to some extent;
It doesn’t give you that sense of: ‘Oh boy, lot to learn,” Geoff says. “Each mini-game you could sit someone down, give them 30
Susan’s fantastic on shields.’ There was one is pretty simple, but it means there’s a lot seconds on a task and see how well they did.
game where we played with a ten-year-old to teach. You have to teach a different set of “Designing with my kids was both good and
girl who was just a killer at flicking that disc rules to each individual person, and everyone bad. In one sense it was incredibly gratifying
down the torpedo track, so she was always else is sitting staring at the wall. And plus, the to work with them. It was great having the
on weapons. She was just a dead-eye with game works better with more players, so it’s designers live in the same house. We’d be
that. That’s exciting, and it kind of fed into the always more of a challenge when you need to driving in the car and I’d come up with an idea,
whole starship fantasy.” recruit more people, or they’d come up with an idea, or we’d be at
If designing the game’s various tasks was tough, “But then, one of the advantages of designing a restaurant or wherever, and you could just
playtesting also presented some challenges. with my kids was that we always had at least throw stuff out there and start scribbling

tabletopgaming.co.uk 39
HOW WE MADE SPACE C ADE T S

Space Cadets has


received promo
cards and an
expansion, as well
as spin-off Space
Cadets: Dice Duel

Radioactive
Crystal Unstable
At end of Step 4, if player Crystal
ship is in same square Stealth
Explodes when success- Crystal
Massive take two damage. If
adjacent, take 1 damage. fully tractored.
Two sensor points
Crystal May be stopped by Range 0: 4 damage
Range 1: 2 damage required to gain lock.
shields, does not affect
+2 to required Tractor enemies.
Range 2: 1 damage Superlock not possible.
Beam points. May be stopped by
shields.
NANOBOTS CHRONO WARP
Affects enemy ships.

SKIP BUBBLE
Ignore ongoing effects Extend any Step by 30 Blink without inactivat-
of Damage Cards at all seconds. ing a Jump Flux card.
stations this turn.

URING URING
D AFTER D
1 ? 8

it down. It was so easy to just poke my head into simplified. It’s only a ship-versus-ship, team- approaches, but one thing it taught me is
their room and say: ‘Hey, what about this?’” versus-team game, which is very fun.” that we were worried about players making
“We ran into some conflict sometimes. Geoff returned to real-time design with mistakes and cheating, whether intentionally
Occasionally I had to put my foot down, his 2017 release Pit Crew, a game about or not. Captain Sonar doesn’t worry about
although more often than not it later turned out mechanics rushing to repair cars in the that at all. Everything’s behind the screens;
I was wrong, which they never let me forget. I middle of a high-stakes motor race. He argues people could make mistakes and you’d never
guess that’s just an occupational hazard!” that the approach creates an atmosphere know. Maybe in a tournament setting that’s
around the table that turn-based games find important, but when people are just getting
THE FINAL FRONTIER it hard to match. together with friends they’re much more
The collaborative process ultimately paid “It certainly has a different sort of feel willing to take the game on its own terms. You
off, and Space Cadets was released in 2012, to it,” he says. “You’re trying to create don’t need to make it mistake-proof, and if
meeting with a positive response from fans. that anxiety, that rush. Because of my you don’t need to do that then it opens up a
“I was pretty excited about it,” Geoff says. background in video games, I’ve always tried lot of fun and interesting possibilities.”
“We got a lot of great press over it. I took it to to recreate that digital game experience as a In the years since Space Cadets’ release,
the conventions in the US, then we showed it board game. Having real-time elements is a Geoff has continued to produce games, and
at the Essen Spiel game fair in Germany, and way to do that, because people are so used he’s particularly enthusiastic about some of
just seeing people having fun with something to doing that in a video game. It also helps his most recent projects.
you’ve created is very gratifying. people stay focused, because everyone’s “My most recently released game was Trade
“But one of the first bits of feedback we got constantly involved in the game.” on the Tigris,” he says. “It’s a trading game with
was from people saying: ‘Hey, I’d love to be He points to other real-time designs as an open-ended real-time phase where people
able to fight ship-to-ship against another team examples of the format’s advantages. are yelling at each other, and I’m very pleased
of players.’ We had tentatively started working “I’m a bit fan of Space Alert, and the first with that.
on some rules for that, but it all got a little bit stages of Galaxy Trucker, by the same designer, “Coming out this year we have Versaille
crazy – and that’s what led to the successor where people are trying to put together their 1919, which is a simulation of the negotiations
game, Space Cadets: Dice Duel. ship,” he says. around the Treaty of Versailles at the end of
“It’s a similar concept in that each person “I think Captain Sonar is really neat World War I. We’re not trying to do that in real-
has a different station, but it’s kind of as well. It’s similar to Dice Duel in some time, though.”

40 April 2019
S E E I T | P L AY I T | B U Y I T

28–29th September 2019


Alexandra Palace,
London

WATCH
OUR
TEASER
F O R M O R E I N F O R M AT I O N TRAILER
ttgami.ng/watch
AND TO BUY TICKETS VISIT me

tabletopgaming.co.uk/shows
everal years before famed A two-player showdown, L’Attaque played out As well as standard soldiers, players could

S novelist H.G. Wells would pioneer


miniatures wargaming in his 1913
book Little Wars, a little-known
female French designer created
a board game that would go on to become a
landmark of strategy gaming in its own right.
In November 1908, Hermance Edan filed a
on a nine-by-ten-square board, with sections of
impassable water terrain. Each player controlled
an army of 36 pieces, representing French and
English soldiers of varying strengths. Players
would alternate turns, moving their troops
across the gridded battlefield in an attempt to
capture their opponent’s planted flag.
also place stationary mines, which would blow
up any piece except the sappers able to remove
them. Scouts could move multiple squares in
a straight line. Most important was each side’s
spy, which was the only unit able to capture the
powerful commander-in-chief – but could be
stopped by any unit that discovered it.
patent for her invention of a “jeu de bataille Key to L’Attaque’s uniqueness was its hidden “The early edition featured French and
avec pièces mobiles sur damier” – a “battle information. Both players could arrange their English soldiers, but whether it was based on the
game with moving parts on a chequerboard”. units as they pleased during setup, with the Napoleonic wars, we don’t know,” says Michael
The patent for the then-unnamed game faces of rival tokens hidden. When a piece Gibson. “In some ways, it seems unlikely that
was granted the following year; Edan moved into a position where it was back-to- the French would publish a game based on a
dubbed it L’Attaque. From 1910, the French back with an opponent, the controlling player military campaign in which they were defeated!”
manufacturer Au Jeu Retrouvé began selling could shout “Attack!” to reveal both units and It was Gibson’s father and uncle, Harry
the game. eliminate the weaker one. Aisbitt Gibson and Robert Gill Gibson, who

42 April 2019
It was the ‘rival to chess’ played by Winston Churchill
that inspired Stratego and Dover Patrol. Over a century
since its invention by a female French designer, we
discover the forgotten story of a piece of gaming history
Words by Matt Jarvis

Michael says negotiated with Edan for the “We don’t know why the French name was leading Britain to victory in the Second
English rights to L’Attaque in the early 1920s retained, but maybe at the time there was World War!”
following its success in France. some charisma in a game with a French title,” L’Attaque became the first in Gibsons’ ‘Big
“I believe that Robert Gibson personally Michael suggests. Four’ series of military strategy games based on
travelled to Paris to conclude the transaction Among the more high-profile British players a similar gameplay experience. Dover Patrol
and to take possession of the printing blocks,” of the game was politician Winston Churchill, was a naval wargame with ships and the need
he recalls. who was noted as being a fan. to return the flag to your base; submarines
“In its heyday, almost every schoolboy and flying boats introduced unique movement
PLAN OF ATTACK would have enjoyed playing L’Attaque and, and attack rules. Aviation, meanwhile, took
H.P. Gibson & Sons – the family-owned business because it is a two-player game, it tended to the action into the air, with planes and airships
founded by Harry A. and Robert’s father Harry generate considerable competition between weaving around barrage balloons, searchlights
Percy in 1919 – began printing Edan’s game in its school friends, each vying to become the class and AA guns that could pick off planes at
London premises on Aldersgate Street. Promoted champion,” Michael says. range; the objective was to escort a troop
with the grand promise of being “a game to “It is common knowledge that Prime carrier to an aerodrome on the opposite side
rival chess”, the game retained its French Minister Winston Churchill greatly enjoyed of the board. Published not long before the
name of L’Attaque for the British audience. a game of L’Attaque, when he wasn’t busy Second World War, 1935’s Tri-Tactics combined

tabletopgaming.co.uk 43
L’ A T T A Q U E

the land, sea and sky action into a single The first edition of Stratego was published “Stratego is clearly a variation of the same
game, with coastlines and the opportunity for in 1946 but, despite the game’s popularity, game, but whether we just obtained the UK
units in different environments to interact. Mogendorff struggled financially as the result rights and not world rights is unknown,” Michael
While Dover Patrol, Aviation and Tri-Tactics of the war and his inability to sell the game after Gibson comments. “There would not appear to
were based on Edan’s design for L’Attaque, his original licence expired in 1949. In 1958, the be any evidence of any legal dispute between
they were credited as being created by designer sold the rights to publisher Jumbo. ourselves and Jumbo, the publisher of Stratego.”
Harry Gibson – who has been occasionally During the following year, Stratego sold more
miscredited with the design for L’Attaque, too. than 15,000 copies across Europe. Its success BACK L’ATTAQUE
L’Attaque continued to be produced in soon saw it cross the Atlantic to the US, where While Stratego has become a widely-known
London for almost two decades, until the the game shifted 100,000 copies in 1962 alone competitive classic – the game has a dedicated
Gibsons site was destroyed during the Blitz – five years later it sold 300,000 copies in a year, governing body, the International Stratego
bombings during World War II. followed by its peak success in 1980 as over Federation, that organises multiple championships
700,000 copies were bought. In the decades each year – L’Attaque isn’t nearly as well-known
WAY TO STRATEGO since, numerous versions have followed, among players. Its most recognisable version
The story of L’Attaque would take another including a home computer release and from recent years may be Sharpe’s Attack, an
significant turn toward the end of World War II. handheld video game for the Nintendo DS. edition released by Gibsons in the mid-1990s
While evading the Nazis in the Netherlands, Stratego’s differences to L’Attaque are slight. based on the Sean Bean-starring television series
trader Jacques Johan Mogendorff had come The ten-by-ten board is more square, the players’ that proclaimed itself as “developed from the
up with the design for a game very similar to armies slightly inflated with 40 pieces each. Mines, original game of L’Attaque” on the front of its box.
Edan’s L’Attaque while playing with his sons. spies, sappers and the commander-in-chief (now Despite being somewhat overshadowed in
According to historian Fred Horn, Mogendorff’s known as the general) all made a return. Later the years since its release, Edan’s game has been
design appears to have been inspired by a game variations would introduce more unique properly recognised as an important milestone in
he had played called Tek, the creation of a shot- roles and rules, ranging from the four-player the history of gaming, with the game appearing in
down Canadian pilot sheltering in The Hague Ultimate Stratego to Stratego Fortress, which the collections of museums such as London’s V&A.
in around 1941 to 1942. Tek itself seems to have added multi-storey 3D terrain and movement. This May sees a re-release of L’Attaque with
been based on the British rules of L’Attaque, Although Stratego’s lineage to L’Attaque is a faithful recreation of the game’s original
which the pilot may have played back home widely acknowledged, the complete destruction box, components and rules sheet – although
and recalled from memory. of Gibsons’ company records in 1940 means an updated way of playing is also included.
‘Stratego’ was first registered as a trademark that even its creators remain somewhat in the Gibson expresses his hope that modern players
in 1942, although who registered the name dark as to the exact relationship between the who pick up the game will find more than a
is unknown. Two years later, Mogendorff and two games. Mogendorff is even alleged to have historical artefact to appreciate.
his family were deported to the Bergen-Belsen called L’Attaque “an exact copy” of Stratego “L’Attaque is a clever little game and, although
concentration camp; they would be freed in upon seeing the earlier game, seemingly it passed out of fashion in the eighties, partly due
April 1945, though Mogendorff’s suffering in unaware that Edan’s design predated his by to the advent of computers, it still provides 60
the camp would contribute to his death in 1961. several decades. minutes or so of stimulating entertainment.”

44 April 2019
around the world in 80 plays
W
N

UGANDA
Words by Chad Wilkinson

,500 miles west of last month’s trip to young people from across northern Uganda to the

3 India lies the landlocked country of


Uganda in eastern Africa. Uganda’s
most nationally-recognised game
is omweso, a variant of the mancala style of
games that originated on the African continent
village of Koro, with hopes of teaching confidence-
building, initiative and problem-solving skills,
alongside a focus on teamwork. Activities include
several tournaments, roleplaying sessions and
even a space for people to create their own
over 2,000 ago. These popular two-player designs. Not all of the convention’s activities
games were often played using seeds, with pits rely on modern examples of game
in the soil representing the board. Nowadays, design though, as one of the
mancala-style games commonly use a wooden largest events is a grand
board with stone or glass playing pieces. tournament of that old
The object of the game is to capture your Ugandan pastime, omweso.
opponent’s pieces through the mechanic of In 2018 CYEN organised the
‘sowing’. Sowing involves a player choosing a second Uganda Village Board
pit of their seeds and collecting them in their Game Convention, raising over Slides & Ladders, Whose Shoes? and
hand, before placing them one by one in each £4,000 through crowdfunding. The a modern omweso board (pic:
(pic: Yintan
Yintan)
subsequent pit. charity kindly offered rewards for some – three Ugandan games that range from
The influences of mancala can be seen in donations including signed Molerats in entertaining to educational
modern games such as Bruno Cathala’s excellent Space memorabilia, whilst Matt Leacock and Tony
Five Tribes. Taking the key ‘sowing’ mechanism Boydell themselves offered prizes for donations
seen in omweso, Five Tribes sees players such as copies of Pandemic and a specially created deaths each year, largely due to little or delayed
collecting groups of coloured meeples from a tile Tsavo Lions train card for Snowdonia. Leacock maternity care. Husbands play a key role in
and placing them one by one until left with only heavily covered the event in his blog and even determining the safety of their wife and infant
one colour. All meeples of that colour are then created team-based rules for the various Ugandan as often, due to imbalanced power relations,
taken and used for specific actions. districts playing Molerats in Space. women’s decisions are limited.
Whilst Uganda might be lacking the The convention has built up a healthy The game Whose Shoes? was developed
publishers, game stores and cafés that collection of games but is still looking for to encourage men to take a more proactive
commonly promote the tabletop hobby in donations, with dexterity and language approach to the use of healthcare during
other regions, people are nonetheless finding independent games being sought out in their partner’s pregnancy. Gameplay involves
ways to use board games to engage with particular. Look up CYEN’s website if you’re players rolling dice and moving shoe-
communities across the country. looking to slim down your collection and help out. shaped playing pieces around the board.
The UK charity CYEN (Chrysalis Youth Simple board and card games have also Different spaces correspond to coloured
Empowerment Network) has been running been used in Uganda to inform residents of less cards containing information on diet,
the Uganda Village Board Game Convention developed areas on aspects of sexual health and potential birth problems and the problematic
since 2017, with help from leading names in the other issues. Ugandan-based company Zzimba cultural issues affecting healthy childbirth.
hobby such as Matt Leacock (Pandemic),
(Pandemic
Pandemic),), Tony Games started business as a producer of jigsaw Unsurprisingly, studies found that the visual
Boydell (Snowdonia)
( ) and Hub Games (creators puzzles but later expanded into simple Snakes aids and interactivity offered by a board game
of Rory’s Story Cubes).
Cubes). The charity aims to bring -style games with added worldly
and Ladders-style were preferred over general talks on the topic,
messages on safe sex, business management and with Ugandan men displaying a healthy
land acquisition. engagement with the information learned.
Academia and healthcare providers Uganda may not be leading the way in regard
have also taken an interest in the to its own innovative designs but, perhaps
benefits of educational board games, more importantly, demonstrates the universal
with several studies examining levels power of board games. Game mechanics
of engagement of Ugandan men with can teach vital skills to anyone, regardless of
games focusing on pregnancy, childbirth background, whilst specific theming can be
and STIs. Despite recent improvements, used to generate understandings of issues
Uganda still has a high rate of maternal important to specific communities.

tabletopgaming.co.uk 45
GO O D TIME
EAT PLAY LOVE BLOODY ho Raiders
Play: Ps
yc

Watch : M
Eat : Rar
andy
e Steak
ary
r i n k : B loody M
D lew my m
ind. By
Raiders,
it b e indie
. This lit tl
I p la ye d Psycho and full of awe l Evil is jam-
time rbed rna
The first n it left me distu Emperors of Ete e that Nicholas
a ris
Ensure your next game night is an unforgettable evening with our readymade recipes

io
that I me game from stud ere. It’s no surp same cranial
e h e
magazin h brutal atmosp andy cuts into th wonder.
it nd
packed w 18 horror flick M ce with dread a ant to serve a
0 pa w e
Cage’s 2 fills the empty s violence you will Accompanying th
d of ch. ry.
lobes an ff this road trip u can s to m a
ll Blo o d y M a
To top o ak, as rare as yo n the nose is a ta more blood.
ic y ste te ly o h , well,
nic e ju co mp le loo d w it ly over
eat and or and b is cer tain ’re
carved m n a night of terr ompassing gore e charm. If you
of games, films, food and drinks that make for the perfect playable pairings

w c f th
Wash do coction of all-en ut that’s par t o d on spectacle,
This con bit facetious, b h a film premise
nd a atc
th top a lay a game and w of it.
e
g to p n igh t
goin ke a
then you
best ma CO
ME
OU
Pla TT
y: N OP
Wa
tch eon
G
LAY
: Th ods
eW
Eat
Pla : Fa arr
futu id Hat s iors
r
at t e ta late ’s Dri t Foo
i t k
The ude a on 201e nk d
the War nd ph fightin 8 rele : Su
i r ri i g
of e fists ors. losop for se N a rge
B t
void mptin and oth hy at urf. It on G e
ess uniq are t o
fi
W lled w ue all he h near ds is
oct hat with here sens -out b ear t o perfe a fre
caff ane S bet te vibran politic e of s rawls f the ctly m nzied

hol eine a urge a r acco t anar s and t yle. T wher 79 W imics retro-
e
out low as nd ca nd fa mpan chy. disco hey b ruffi alter the
hea , at le thos rbs w st foo iment urs oth ans Hill
eh fi
dac ast e ca ill k d fr t h a ave highlig speak lm
he you lori eep om na bee ht a with
r es can es. y our y o ur ras t n
olve If gut futur
s it screa the g veins prefe hy me ted e
, th
self m a am j u r r e a l
. “C t ea e or iced d ea of hi e
an g
you ch ot movie on glim tery? h-
dig h e d m T
it?” r unti oesn’ er a he
l th t w s
at p ork
oun
din
g
Words by Charlie Theel

46 April 2019
PSYCHEDELICACY
Play: Fire in the Lake
Watch : Apocalypse Now
Eat: Pho
Drink: Bia Hoi
their own
in the Lake each provide
Apocalypse Now and Fire k of art fea turing a
a cinematic wor
brand of bizarre. One is tor tur ed Ma rtin Sheen, the
ndo and
deranged Marlon Bra plex war in
ulation detailing the com
other a magnificent sim
Southeast Asia. king through someone else
’s fever
Apocalypse Now is like wal its black heart. Fire in the Lake
ctly into
dream and staring dire then trying
aking tha t dre am down into blocks and
is like bre
gam e util ises the phenomenal
. This
to reassemble the pieces GM T and provides a
cy) system from
COIN (counterinsurgen whi le stil l maintaining a strong
t of det ail
tremendous amoun
degree of playability. workout.
r noggin a mind-bending
So kick back and give you se bre w Bia Hoi . This
in the Vietname
To stay fuelled, par take wit h the sou py street food Pho and
pai rs wel l
delicious local beer the jungle
d long into the night. As
will keep your table satisfie delic collision of art and immersion
V FOR VICTORY P around you burns, this psy
che
ted and contemplative.
It will be an
OINTS will leave everyone exhaus
experience none will for get .
Play: Escape from
Colditz
Watch : The Great
Escape
Eat : Bratwurst & Sa
uerkraut
Drink: Moonshine
Released in 1963
, The Great Escape
This war film featur is a
es an ensemble ca stone cold classic.
Richard At tenboro st
ugh, James Garner of Steve McQueen,
Fit ting then that it and many more.
serves as an open
exemplar Escape ing salvo to the eq
from Colditz. ually
This 75-year -old bo
escape from a W ar d ga me similarly features
orld a climactic
re-release is a beau War II German POW camp. The 20
tiful sprucing up – 16
original integrit y isn a remastering wher
’t sacrificed. e the
If you’re going to be
prison break, you digging a tunnel an
can’t be hungry. Br d lau nching a massive
are obvious choic atwurst and saue
es, reflecting the rkraut
manning the wire tas te of the German so
fence. Moonshine ldiers
suggested bevera , on the other hand
ge due to a signifi , is the
Escape where the cant scene in The
prisoners perform Great
Just as these soldie some clandestine
rs celebrated in ca brewing.
initiating their risky maraderie before
gambit, dull your se
blood flow before nses a bit and let
assembling your es the
cape kit.

47
GAME NIGHTS

MY
3:10 TO YUM
Legends
Play: Western
the Ugly
tc h : Th e G o o d, The Bad and
Wa
i
Eat: Spaghett
ey
Drink: Whisk .
n film, full stop
th e Ug ly is th e best wester en a of
Bad and in the ar
The Good, the s earns that same accolade ter development
nd ac
Western Lege offer an intense arc of char your brain like
a
cardboard. Bo
th
em bl az on th emselves upon
n. Both
through actio etop gaming.
smoldering br
and. comes to tabl
n is an od d genre when it tr ai n wi th in boundaries
The wester or ie s is difficult to cons m s of the greater
su ch st oc os
The scope of in m os tly sh or t-form micr going full adventure,
lted d by
which has resu rn Legends bucks the tren erchants &
te nre greats M
narrative. Wes ns established by other ge .
er em
mimicking patt a: Legends of a Drift Syst usted.
ar au de rs an d Xi an d boar d wi ll leave you exha iskey.
M ey ac ro ss film d a sh ot of wh
an
This epic journ jolt to the nervous system a huge plate of
ver wi th a n dig int o
Best reco rned you ca n westerns
lties have retu d towards Italia
Once your facu eeky, but this humorous no you on the trail.
ch th
spaghetti. A bit genre fans riding shotgun wi
ht
is sure to delig

HEAVEN SAM
URAI
Play: Rising Su
n
Watch : Ran
Eat: Sushi
Drink: Sake
Our final game
nig
plastic monstro ht is one for the ages. Risin
sit y of feudal Ja g Su
control with fa panese warfare n is Eric Lang’s
ntasy elements . It blends area
much to explo and dramatic
re over the thre negotiation. Th
asymmetrical e-hour playtim ere’s
abilit e as
combos to supp ies and a CCG-esque upgrad you grapple with
lement strategy e system of ex
Of similar emot . ploiting
Ran ional complexit
n. This magnifi y is the legenda
cent period film ry Akira Kurosa
Shakespeare’s
King Lear, altho features a plot derived from wa’s
unparalleled se ugh it reshapes
ns th
the truly special e of st yle and poise. Like Lang e story with an
members of his , Kurosawa is
bear witness to field and we ar one of
his work. e fortunate en
The sake and su ough to
the overall atm shi are almost
os to o pe rfe ct . Bo
immersion of de phere of the experience and th will heighten
lvi su
of entertainmen ng into such prodigious poet ppor t the natural
t and vit tles wi ry
experiences a ll provide one of . This pairing
hobbyist can en the best total
counter.

48 April 2019
¦^
+y ^ (a)
a+b
180 (b)

La
Ga

Play it smart
What’s in ‘a game’? Our professors of play consider what lies behind
the seemingly straightforward definition of a tabletop experience
Am

Es

there are some that are ‘better’ than others


Probationary: a game (there will always be a winner). Does the game
that explores the involve player effort? No, or at least not beyond
experience of living the mechanical action of rolling dice and moving
while on probation pieces. Like Snakes and Ladders, Probationary
(Dan Burns) is a game of chance with minimal player agency.
In the absence of any meaningful input on the
part of players, any attachment to the game’s
outcome is likely to be short-lived. As Juul notes,
this category is negotiable, depending as it does
on the lusory attitude of the players. In other
or remove points. The words, if attachment is in the gift of its players (i.e. a
player with the most subjective response is made possible by the game’s
points by the time all rules) then this relies on the players themselves.
players reach the safe Juul’s last criteria, ‘negotiable consequences’, was
space wins. In addition an interesting one. While for those at our session
to this classic roll-and- the game could be played without consequence,
t a recent meeting of the Manchester move mechanism, players must ‘report in to the its thematic impact was dramatic. That some of us

A Game Studies Network, Hwa


Young Jung (a multidisciplinary
artist and games designer)
and Dr. Emma Murray (senior
lecturer in criminal justice from Liverpool
John Moores University) presented their work
in developing Probationary: The Game of Life
Eye’ at specified points, with penalties applied
for failing to do so.
Probationary prompted a discussion that
could broadly be divided into three categories:
questions about the probation system, questions
about co-creation and ethics, and questions about
games more generally. Prompted by the seemingly
could play Probationary in this way underscored
the fact that for those living on licence there exists
a parallel ‘game’ in which the submission to a
system of rules, and the attendant frustrations and
apparent lack of agency is rather less negotiable.
According to Juul’s framework, then,
Probationary is not a game. Does this make it any
on Licence. Produced through workshops with innocuous question ‘Is Probationary a game?’, we less effective in obtaining its goal of stimulating
men on licence, Probationary explores the lived found ourselves engaged in a heated (but good- discussion about the probationary system in
experience of being on probation, reflecting real natured) discussion about the nature of games. the UK? Absolutely not. Taking this further, does
experiences of being subject to the criminal justice There have been many attempts made to define classifying something as a ‘game’ or not actually
system and presenting players with an opportunity games. Some emphasise playfulness, others rules, matter to anyone working outside of games
to play, understand and discuss such systems others conflict. In his keynote presentation for research? Probably not. Consider the original
within our society. the 2003 Level Up conference, Danish game Game of Life, which falls short of Juul’s definition
Probationary very clearly takes the form of a designer and theorist Jesper Juul offered what for exactly the same reasons. Yet, despite this,
game. To all intents and purposes, it looks like has become an influential definition of games, The Game of Life is recognised by millions as an
a classic game such as Snakes and Ladders, or, arguing that they must be: (i) rule-based; (ii) archetypal game. Could we say that games include
indeed, The Game of Life whose title it invokes. have variable, quantifiable outcomes; (iii) have a “anything that might be classified as such by the
In terms of gameplay, Probationary (which was value attached to the outcomes (some outcomes people who are playing it” – a cop-out or a more
designed for three to five players, one of whom are better than others); (iv) involve player effort; inclusive (non-)definition that seeks to move
takes a game master-like role as the ‘Eye’) gives (v) have an attachment of players to the outcome away from perceived value? Perhaps both.
each player an identity (a composite character (winners ‘feel good’ and losers ‘feel bad’); and
with a set of values, abilities and restrictions) (vi) have negotiable consequences (the game can
and the goal of moving from their designated be played with or without real-life consequences). Doctors Paul Wake and Sam Illingworth
starting space to the final ‘safe space’. Movement How does Probationary fare? It certainly has are Manchester Metropolitan University
academics and co-directors of The
is determined by the roll of a d6, with players rules (it comes with a rulebook) – these allow
Manchester Game Studies Network.
picking up cards on each space that either award players to quantify the outcomes, of which

tabletopgaming.co.uk 49
STRANGER THINGS
Tales from the Loop’s beautiful art, exciting premise
and subtly Scandinavian tone helped the game sweep
roleplaying awards and top countless ‘Best of’ lists.
Get ready to meet its darker, moodier teenage cousin
Words by Richard Jansen-Parkes

ou don’t get too many follow-ups “Perhaps you could call it a sister to Tales players to grunge music, girl power and the

Y in the world of roleplaying. You


get new editions, designed to
wipe away the old and welcome
in the new, but rarely do you get
something that feels like a direct continuation
– the Dark Knight to a Batman Begins. And
yet, that’s exactly what Things from the Flood
from the Loop. It’s hard to work out the
exact terminology.”
As you might expect from two games tied
so closely together, Things from the Flood has
roughly the same premise as its progenitor: a
bunch of youths investigating weird goings-
on in an alternate, sci-fi-tinged version of
wonders of PC gaming.
“We followed the time,” says Härenstam.
“Moving into the ‘90s brings along a whole
different source of inspiration – they’re quite
different from the ‘80s. We loved the weird
vibe from things like Twin Peaks, for example.
On top of that the kids are older and that
feels like. our own reality. Where Tales from the Loop brings a darker, creepier tone.”
“We call it a sequel game,” explains Tomas looked at pre-teens exploring the optimistic
Härenstam, CEO of the RPG’s Swedish world of the 1980s, this time things are moved OLDER, WISER, DARKER
developer Free League. “It’s completely on by a few years. He’s not wrong. Many things have changed in
standalone but it continues to expand the The kids are suddenly teenagers, caught the rough decade between the games, and the
universe – in time if not in space. We actually between the surety of adulthood and the safety happy days of friendly robots and stumbling
have the same thing with our Mutant: Year Zero of childhood. The world around them has aged across dinosaur eggs in the woods seem to be
games, with four standalone titles in that range. too, moving into the 1990s and introducing the long gone.

50 April 2019
The Loop – the titular research facility that
accounts for most of the weird phenomena – is
all-but erased from sight, buried beneath a
morass of brackish floodwater and sealed off
from the public. Machinery developed from
its breakthroughs is erupting with hideously
organic growths and fluids, AI independence
movements in Russia have led to a brutal
government crackdown and the grown-ups in
your home town all seem to be acting weird.
Weirder than usual, that is.
Everywhere you look in Things from the
Flood things are changing, and not always for
the better.
One of the reasons for this, explains
Härenstam, is that the shift in mood mirrors
what many Swedes were experiencing around
the time in our own reality.
“It’s hard to separate the tone of the era
from the countries that it’s set in,” he admits.
“In Sweden the ‘90s were a time of big change.
That was when Sweden opened up to the
outside world – suddenly we had commercials Along with older characters, Things from the Flood features more mature
on television! Before that it was state- themes and gameplay – including the potential for its heroes to die
controlled TV with only two channels.
“There was a lot of change, a huge shift
in power throughout the country. And we Härenstam is quick to point out “it’s not a proud of – here you have a ‘shame’. It fills the
thought that paralleled the changes that particularly deadly game”, though. same kind of space in the rules but, rather than
teenagers underwent at that time, leaving “We have things called scars that are showing off something you’re good at, you’re
childhood and becoming adults. permanent damage of a sort. If you get enough trying to overcome something you’re ashamed of
“Of course, when we looked at building our of these scars, there’s a risk that you might die. – whether that’s the fact that your dad’s in prison
US version of the setting, the parallels weren’t “Even then, the way we handle death is or the way you feel about your appearance.
quite so clear, so we had to consider that a different from how it’s handled in a normal
little differently.” fantasy game where you’re simply killed in LOOK TO THE FUTURE
the middle of a fight. You’re always given a Over the next few months there will be a
DEATH IN THE WATER chance to choose how you exit the story – to hardback release of Things from the Flood as
Things from the Flood is a dark and often create some kind of final farewell that feels well as a book of adventures set in both the
dangerous experience. Where the mysteries appropriate to the character. ‘80s and ‘90s. Härenstam teases more products
in Tales from the Loop were knockabout “But the stakes are higher and the set in the shared universe; he’s keen to make
adventures that might land you in trouble with challenges more serious, so we wanted to it clear that “it’s not like we’ve abandoned
your parents or with a warning from the local make sure you could lose a character. It’s Tales from the Loop – we still plan to put out
police, the stakes are an awful lot higher this important almost as much as a signal as it is a supplements for it”.
time around. rule. The mere fact that it exists – the fact that Beyond that? Well, Free League always has
Indeed, one of the news announcements you can die – puts that thought into the heads plans in motion below the surface, but anyone
sent out in the lead-up to the game’s release of players.” holding on for the noughties version starring
ended its headline with a stark warning: Beyond that, Härenstam says, the core disaffected twentysomethings is probably
“THIS TIME YOU CAN DIE.” According systems between Tales from the Loop and going to have to wait a while.
to Härenstam, the team didn’t make the Things from the Flood are “very, very close”. “We don’t have any plans for a third game
decision lightly. You have the same attributes and mostly the right at this moment,” says Härenstam. “But
“Nils Hintze was the lead designer for both same skills, and the mechanics around rolling we’ll see. Both Tales from the Loop and Things
games, and that’s one point that we had a lot dice are pretty much identical. from the Flood are based on art books by
of discussions about,” he explains. “How could There are a few minor differences, however, Simon Stålenhag and his third book – The
we make that change mechanically?” and like those around character death they help Electric State – isn’t set in the same universe.
“I mean, there was nothing stopping you to paint a picture of the world the Härenstam If we were to do a game based on that, it
from killing off a kid in Tales from the Loop if and his colleagues were working towards. wouldn’t be the same universe, but perhaps
you want to, but it would be all in the narrative There’s no luck mechanic anymore, for more of its own thing.”
– there are no rules that can kill a character. In example, and where you had ‘pride’ in Tales – Read our full review of Things from the Flood
Things from the Flood there’s a mechanic for it.” something you were really good at and really on page 72.

tabletopgaming.co.uk 51
Presented by the South
London Warlords,
Salute 2019 is the
biggest independent
one-day wargaming
and gaming event in
the UK. Once again, we
have a huge number
of UK and international
traders attending the
show at ExCel London
as well as plenty of
demonstration and
participation games
to enjoy. We will, of
course, be running
our renowned painting
competition on the day.

SATURDAY 6TH APRIL 2019


DOORS OPEN 10.00-17.00
Tickets SALUTE is held at
ExCel London, which
£10.00 via eticket or £20.00 (cash is very easy to get to.
Here is a simplified
only) at the door. transport link map.
Under 16s FREE with a paying
adult.
Again this year there will be
several ‘golden ticket’ prizes.
Tickets are now on sale from our
Facebook page and website:
www.salute.co.uk
NB: there is no bring and buy at
Salute 2019.
THROUGH THE AGES

PLAID HAT GAMES


As the Dead of Winter, Summoner Wars and Stuffed Fables studio turns 10,
founder Colby Dauch looks back on a decade of boundary-pushing games
Words by Sam Desatoff

efore founding Plaid Hat Games in through Heroscape, and got work through [the from Risk Legacy and Pandemic Legacy pioneer

B 2009, Colby Dauch was a big fan of


Heroscape. His enthusiasm for the
game set in motion a career that
began with a simple fansite and a freelance
design job at Hasbro.
game] at Hasbro. After I got the company up
and running, I turned to Jerry and was like,
‘Hey, you got any game ideas?’”
It turns out that, yes, Hawthorne had an
idea up his sleeve. Released in 2012, Mice and
Rob Daviau.
Hawthorne followed up Mice and Mystics
with 2018’s Stuffed Fables, the first game using
the new AdventureBook system – all the action
unfolds, literally, inside a storybook. Players
“I became a super fan, and started a website,” Mystics is a co-op story game about a team of take on the role of stuffed animals and must
Dauch says. “Then ended up working on the humans-turned-mice who must save their king. protect their young owner as she makes the
game [as a playtester]. I developed several In the base game are 11 story chapters – several transition from a crib to a bed. Earlier this year,
different games for Hasbro, and then decided expansion chapters have been released since. Plaid Hat released Comanauts, the second
that I should make my own game.” That game Mice and Mystics opened many doors for game in the AdventureBook line. Dauch
was Summoner Wars. Plaid Hat; following the game’s release, the reveals plans to release a new AdventureBook
Dauch shopped Summoner Wars to company received a call from video game game later this year.
Hasbro, who said it wasn’t the right fit. Next, developer Irrational Games to make a board Supplementing the Crossroads and
he tried Fantasy Flight Games, which also game adaptation of BioShock Infinite. And just AdventureBook series is Plaid Hat’s line of ever-
turned it down. Dauch says he tried the larger last year it was announced that Shrek and How expanding card games. Aside from Summoner
publishers first because they would have the to Train Your Dragon studio DreamWorks was Wars, that line includes 2015’s Ashes: Rise of
financial strength to back his game, but the developing an animated Mice and Mystics film. the Phoenixborn and 2016’s Crystal Clans.
idea of starting his own company was never far In 2014, Plaid Hat published Dead of Winter, Each title continues to receive new decks and
from his mind. In 2009, he did just that. the first entry in its Crossroads series. Players factions that help encourage replayability.
Summoner Wars is a tactical card game that are thrown into a group of survivors during a With Plaid Hat celebrating a decade of
pits two faction armies against one another. The zombie apocalypse – the twist is that players business, Dauch shares some of the philosophy
action takes place on a grid-based battlefield, each have a own secret goal that may or may behind the company’s designs. At the forefront
which makes positioning an important part of not involve betraying the rest of the group. Plaid of his approach is the idea of inclusion via
planning your attack. Since launch, the game Hat followed Dead of Winter last year with its storytelling – the AdventureBook series in
has inflated to include 24 factions and taken second Crossroads game, Gen7. particular is ripe for diverse characters.
home several prestigious awards. Dead of Winter’s undead-infested universe, “Representation is pretty important to us
To keep up the momentum from Summoner meanwhile, has since been explored further in as a company,” he says. “We have a strong
Wars, Dauch went on the hunt for other designers spin-off game Raxxon and served as the subtle focus on trying to tell more than one kind of
to bolster his burgeoning company. He reached backdrop to the Specter Ops series of hidden person’s story. I think it’s important when a
out to friends from the Heroscape community and movement games, which has expanded with a person can see themselves in a character that
connections made while working for Hasbro. sequel and social deduction title Crossfire. they’re playing. If we’re going to try to grow
“Jerry Hawthorne and I worked together 2016 saw Plaid Hat release SeaFall, the games, that’s part of it: make sure all people
doing freelance for Hasbro,” he says. “We met ambitious – if flawed – Age of Sail legacy game feel welcome.”

2009 2012 2013 2014 2015 2018

April 2019 tabletopgaming.co.uk 53


In War of the Worlds: The New Wave, the Martians are back – and they’ve decided to
take over Scotland. All that stands in the way of humanity’s destruction is a deck of cards…
Words by Matt Jarvis

54 April 2019
alk about bad luck. “The chances number of years, taking the necessary steps to

T of anything coming from Mars are


a million to one,” famously went
the chorus in Jeff Wayne’s musical
version of The War of the Worlds.
So what does that make the chances of the
defeated Martians not only returning just
a few years later, but deciding to shift their
survive its first contact with players.
“The game was being developed for quite a
long time,” reveals Plastinin. “Initially, in 2016,
it was a Euro strategy with several resource
types and a quite clumsy combat system.”
After multiple attempts to get its War of the
Worlds Eurogame prototype off the ground
invasion of Earth only a few hundred miles unsuccessfully, studio Jet Games made the
north from Horsell Common near Woking to decision to move away from the concept.
an isolated spot in Scotland? “In our opinion, it didn’t work quite well,”
Upcoming board game War of the Worlds: Plastinin continues. “And we really didn’t want
The New Wave doesn’t dwell for too long on to just exploit a popular setting.”
the mathematic improbability of its opening, Two years of experimentation followed,
which takes place several years after the the team avidly testing a variety of gameplay
dramatic conclusion of H.G. Wells’ science- types and different approaches in an attempt
fiction classic, itself set at the end of the 19th to capture the essence of the human-alien
century. We’d put a spoiler warning here but, conflict. Eventually, they struck upon the fusion
honestly, if you don’t already know the ending of an asymmetrical deckbuilding card game
of The World of the Worlds, where have you with a board-based skirmish between units.
been for the last 120 or so years? “We’re actually really happy that we
“The original story ended with aliens’ death managed to bring this project to life; we’re
by Earth viruses, so we decided not to base the also very proud of creating an easy-to-learn
game on that exact story,” says The New Wave and easily-understandable game engine,” says
designer and creative director Denis Plastinin. Shamolin. “You can explain the rules of play
“In our interpretation, aliens considered to any person in five to 10 minutes, and at
Earth’s atmospheric dangers and arrived the the same time the game has a great strategic
second time, fully prepared this time. This experience and depth. Apart from that, we
allowed us to keep the question ‘Who will win believe we managed to keep the atmosphere
in the War of the Worlds?’ open.” of this amazing masterpiece properly.”
Armed with the knowledge of their past One significant step was the decision to
mistakes – as well as the heat-rays and limit the game to just two players: no more,
fighting-machines that wreaked such havoc
during their first attempt – the Martians arrive
in a “backwater district” of Scotland, emerging
from a gigantic spaceship with the destruction
of humanity on their agenda. First of all,
they’ll need to go through the rest of Great
Britain. Round two is on.
“We love The War of the Worlds by H.G.
Wells, so, as the book’s fans, we finally
came up with the idea to create a board
game in this setting,” says producer Roman
Shamolin. “We were aiming for a dynamic,
easy-to-learn game, which would also
have vast strategic depth. And, of course,
we wanted to keep the spirit of this
amazing classic masterpiece.”

MARS ATTACKS
Like the Martians’ second run at turning
humanity into space dust, The New
Wave has been in the works for a

One player controls the


invading aliens – the other
humanity’s last hope

tabletopgaming.co.uk 55
WA R O F T H E W O R L D S : T H E N E W WAV E

no less. One player takes control of the The cards provide resources and abilities attacks and influence. Almost each part of the
technologically advanced Martian invaders that. The human player might relocate civilians playing experience is different.”
attempting to spread their control from their to avoid marauding Martians, making use of Humanity’s last-minute stay of execution
landing zone in Scotland, forcing their way barrage balloons, the army and Royal Navy thanks to Earthly pathogens and a hefty dose
south in an effort to completely annihilate to bombard the aliens. The extraterrestrial of luck in Wells’ original story doesn’t exactly
Great Britain’s remaining civilians. The other attackers, meanwhile, can unleash UFOs and bode well for its chances this time around –
commands the human resistance forces of fearsome tripods as they rampage through the it’s hard to see as many players relishing the
the nation, desperately trying to deal enough countryside, leaving towns and villages – and chance to play the side facing near-impossible
damage to drive the aliens away before all their inhabitants – little more than scorched earth. odds. Plastinin insists that although each
hope is lost. side’s deck and options stays faithful to
“It’s currently a duel game, as in the their depiction in the narrative, when
classic story: humans versus aliens,” The game it comes to gameplay both forces begin
says Plastinin. “By developing the on a level playing field.
game for two players, we managed to underwent more “While developing the game, we were
achieve good balance and very high
gameplay dynamics. The downtime is than 500 test games, constantly facing balance issues for one
or the other side of the conflict; we had
absolutely minimal and during all 40
to 60 minutes of play both players are
and now we’re finally to change abilities and numbers on the
cards often and start testing both decks
totally involved.”
With the human and alien forces having
happy with the result. anew, again and again, in different
variations,” he says. “The playing board
such wildly different weaponry and tactics was also adding lots of variations
at their disposal, the players’ separate during the tests, and so the borders
decks of cards are equally distinct. Both and the board concept itself also had
sides start with a starting deck of ten cards; “We tried to let the players really feel the to be redrawn several times. But still, the most
in typical deckbuilder fashion, from there it’s difference in the game’s atmosphere, playing different part was to create two balanced
up to them which cards they purchase from as one of the sides,” says Shamolin. “Each side and asymmetrical decks of the factions. As a
an available ‘offer’ row and add to their deck, of the conflict has its own tactical and strategic result, the game underwent more than 500 test
steadily increasing their power and customising opportunities. They have different targets, games, and now we’re confident to say that
their strategy to overcome the enemy. different economy, units, buildings, kinds of we’re finally happy with the result.”

SCORCHING BEAM PLASMA SYNTHESIS


POWER SUPPLY NERVE AGENT
REAP
In a region POISONOUS FOG In a land region containing INFRASOUND
Destroy 1 unprotected Civilians token
with UFO unit in a region containing a Tripod In a land region adjacent a Tripod unit. During next turn In a land region adjacent
to a Tripod unit. Humans units and Civilians tokens
Move any 1 Tripod unit to an adjacent land region to a Tripod unit. Move 1 Humans Army
I During
V next turn Humans player cannot leave that region!
IV unitIIfrom this region to an adjacent
IV cannot use attacking abilities
of buildings in that region! non-hostile region.
III II

UFO PLASMA REACTOR ALIEN FACTORY


ALIEN ABDUCTION Move 1 UFO unit up to 2 regions
You gain an extra per turn
PARTICLE GENERATOR Tripod units’ attack powe
r
FRIGHTENING SOUND y 1 Civilians token in a region In a region with UFO unit TRIPOD is increased by
Destro
iningUFO unit (even if it’s protected)!
In a land region contawith Move 1 Tripod unit You gain an extra per turn
In a region with UFO unit
a Tripod unit. During next turnMove any 1 UFO unit IIto an adjacent land region II
s I
Humans units and Civilia token
ns
to an adjacent region. I In a region with Tripod unit
II
cannot enter that region! II In a region with Tripod unit
III

56 April 2019
ARMY ROYAL NAVY
GUERRILLAS Move 1 Army unit LANDMINES
EVACUATE to an adjacent land region AIRSTRIKE Move 1 Navy unit to an adjacent navy region
RELOCATE In a region with any Civilians token,
In a coastal region adjacent
When enemy land unit enters the region
if that token did not deal damage this
Move In a region with Army unit
up to 2 different Civilians tokens
Move any 1 Civili ans token turn to navy region with a Navy unit
n containing the Landmines token:
to an adjacent land regio In a region with any Civilians token,
to their adjacent land region(s)In a
region with Army unit In a coastal region adjacent
III to navy region with a Navy unit II to Alien forces
if that token did not deal damage this turn
IV II
VI V II

HEAVY ARTILLERY TANK FACTORY


REDEPLOY BUNKERS
SUPPLY DEPOT
All Army units have their BARRAGE FORT
Move any 1 Army unit BALLOONS
up to 2 land regions You gain an extra
In a region with Artillery Defense increased to
per turn UFO units may not enter regions
Move any 1 Civilians token In an adjacent region where Barrage Balloons are placed.
I
to an adjacent land region II Barrage
I Balloons may be placed
In a region with Fort
II in a region containing
III
allied buildings! I
I

WORLD IN FLAMES Meanwhile, Jet Games is already planning its War of the Worlds: The New Wave,
Although the Martians of The War of the next tabletop tribute to a sci-fi classic. Shamolin meanwhile, is due to land this summer,
Worlds have largely had an obsession with the describes co-operative game Forbidden Lands following a successful Kickstarter at the start
British – Steven Spielberg’s big-screen, US-set as an survival experience inspired by The Thing, of the year. After years of work, its creators
take on the story aside – the creators of The John Carpenter’s horrifying cinematic vision express hope that their continuation of Wells’
New Wave are keen to see how the rest of the of John W. Campbell’s short story Who Goes seminal tale will have been worth it.
globe copes with an alien invasion. There? Alongside “space pirate” deckbuilding “We think the classic never gets old,”
The first announced expansion for the game game Tortuga 2199, it rounds out the studio’s says Shamolin. “People love that book, it’s
crosses the Irish Sea to add Ireland to the line-up for 2019. really inspiring.”
theatre of interplanetary war, with Plastinin
revealing that Jet Games is considering
whether to expand The New Wave’s
battleground to Russia, China and the USA in
the future. Another expansion said to currently
be in the works will add another asymmetrical
side to the game, allowing an extra player to
take control of an unspecified third force.

OPPOSITE + TOP
The aliens and
humans have
unique card decks
representing
their different
– but balanced
– firepower

RIGHT As well as
cards, there’s a
board-based battle

tabletopgaming.co.uk 57
SPACE FLEET WARFARE
BY RICHARD BORG

www.pscgames.co.uk
the game’s end, gaps have appeared due to
<UNEARTHED ARTEFACTS>:// the removal of the largest trees, and sunlight
breaks through again.

PHOTOSYNTHESIS In playing this game, you must deny light


to other players if you hope to succeed. When
you place and grow a tree, you must always
++YEAR 3138++INCOMING TRANSMISSION++ consider the consequences of that choice. Will
found sector b04: pastime x17 – board game – you receive enough light if you grow that tree
in that spot? Will you be casting shadow upon
“photosynthesis” any of your other trees? The game slows at
these moments, as players visualise the forest
Message intercepted by Robert Florence of the future.
The impact of this game upon our facility
s we all know, before our glorious the trees that the players place on the board was significant. The sheer beauty of the game

A Seluveyine Assembly raised our


terraforming facilities on this planet
Earth, the world had been scorched and
gain light points as long as they are not in the
shadow of other trees. As the forest grows, the
struggle for light becomes critical.
had units visiting from other departments
to gaze down at the table and look upon
our miniature forests. The philosophical
ruined by the ignorance and greed of its With light points, a player can drop new conversations were many and varied, but
former custodians. The cosmos had gifted seeds, grow trees to their next size, and most led to one conclusion – that the Flesh
the Flesh Devils a paradise, and the creatures ultimately end the life cycle of a tree to gain Devils’ destructive nature illuminated even the
repaid the cosmos with fire and dust. scoring discs that could potentially lead to corners of this creation.
The board game “Photosynthesis”, victory. The flow of light, coming in and going How do you win? By ending a tree’s
discovered in Sector B04 by our research out, as players drop their seeds and grow their life, and scoring points. We reasoned that
units, tells the story of a time when the beautiful forest giants, is a gameplay concept this abstracted notion must refer to the
Earth functioned as it should. Trees grew in that always delights. destruction of forests for industrialised
unviolated forests, the sun moved through the The sight of the game on the table is the manufacture. Yes, in this beautiful game,
sky as a friend and ally, and sentient beings sat thing that moves Photosynthesis onto another about the relationship between light and life,
around tables to play games with each other. level. The players’ trees are gorgeous little the tragedy of Earth’s ruin is a key element of
The game is primarily about the spending of cardboard constructs, in springtime greens the story. Participating in this destruction is,
light points – points gained by a player’s trees and yellows, autumnal reds, and wintry in fact, the only way to “win”.
when they are fortunate enough to receive blues. At the game’s start, trees are small As our civilisation restores Earth to its
the full rays of the sun. Each round, the sun and the forest is sparsely populated. By the former glory, it is worth remembering that
moves from one corner of the game’s board game’s mid-point, the forest is full of life. nature’s beauty is a gift that must be cherished.
to the next, and the game ends after three full Trees of various sizes and colours cluster on There is no punishment severe enough for the
revolutions of the board. As the sun moves, your table, and shadow falls everywhere. By animals who forget that.

April 2019 tabletopgaming.co.uk 59


‘CUPS OF TEA AND
NOTHING ARTY-FARTY’
THE LIFE OF A GAMES ILLUSTRATOR
Dwarves, goblins… but no elves! We speak with Paul Bonner,
the veteran artist behind the fantasy visions of Warhammer,
Magic: The Gathering, Mutant Chronicles and more
Words by James Winspear

t’s not hard to spot recurrent motifs in It’s those little details like a nose or grubby

I Paul Bonner’s art. Craggy mountains, lush


trees, leathery skin, large noses, ruddy
complexions and cheeky grins are all the
hallmarks of the English-born illustrator.
His is a world of windswept Nordic vistas and
trolls, of mighty beasts and stoic warriors. One
thing you won’t find much of, however, is elves.
fingers; it’s about what they would look like;
it’s not about what a nose or a weapon or
whatever ‘should’ look like for fantasy.
If you go down that route you just end
up doing what everyone else is doing.”
Hand in hand with this
desire for believability is
“They just don’t do anything for me,” he an urge to drawn the
explains. “As soon as I see any pointy ears or player in, which
flowing hair all belief just goes straight out the explains another
window and I pack my bags!” key feature of his
Paul Bonner is an artist who, in one form or work. Though many
another, has been involved with the gaming of his pictures feature
and hobby scene for the last 30 years or so. His conflict, few ever have
art style has been featured in numerous RPGs, blood or portray the killing blow.
card games and miniatures games, including “I’ve always been attracted to
Warhammer 40,000 and Magic: The Gathering, the moment just before the crucial
and is notable for its distinctive, Scandinavian event,” he explains, “or else the
take on the fantasy genre. contemplative moment
For him, one of the most important things after. It leaves it up
about presenting fantasy is to try to create a to the viewers
world that’s believable. to make their
“I think my main thing is a need to portray own story, or
some kind of reality rather than that almost cliché else ask, ‘What’s going on here?’ course, after which he got a job as an illustrator of
approach to fantasy which you see rather a lot of. I A guy smashing a load of zombies or Conan children’s novels. Though it paid the bills, there
think a lot of people [who do fantasy illustrations] atop a horde of warriors: there it is – there’s no were few opportunities to do anything fantasy-
go from the basis of creating a great painting, interpretation. But if you leave a few little details related and the work was largely unsatisfying.
whereas I try to work from the idea of, ‘What you can subtly pull your audience in – very crafty!” His first break came a short while later when,
would this look like if I were actually there, if I were towards the tail end of the 1980s, he sent a few
hiding behind a big stone or tree or something?’ BLANK CANVAS samples to Games Workshop illustrator and
Born in Yorkshire, it was clear from a young age that sculptor John Blanche. Blanche liked his stuff
Bonner’s future career lay in a creative direction. and Bonner moved up to Nottingham to work in-
“Like most kids, I’d spend those rainy house as a full-time artist. His main output was
afternoons drawing when I was young, but unlike in doing orks for Warhammer 40,000, though he
them I just never really stopped,” he recalls. also worked on some fantasy elves and the Slaan
He was particularly drawn to the worlds of lizard people for Warhammer Fantasy Battle.
fantasy, having been exposed to the likes of Whilst he found the Warhammer 40,000 orks
Tolkien, Conan and Mervyn Peake’s fantasy series wonderfully characterful, he laments that there
Gormenghast from a young age. At the same time, were few chances to do his beloved dwarves.
his inspiration was fuelled by the fantasy artists Bonner remained with Games Workshop for
of the golden age of illustration, particularly John just over three years and left in the early 1990s. In
Bauer, Arthur Rackham and Edmond Dulac. part, it was because he was only commissioned
Attending Harrow Art College, Bonner did a to do black-and-white illustrations rather than
foundation year followed by a three-year illustration full colour – something that “drove [him] crazy”

60 April 2019
as an artist. The company was at the beginning of
the meteoric ascent that would propel it to new
heights over the course of the decade.
“It was a great company to work in,” he explains,
“but it was turning into a much bigger, more
faceless operation. I’d had a wonderful time there,
but you could sort of see it changing so to be Many of Bonner’s
honest it wasn’t really a big decision [to leave].” illustrations take
With no attachments, he decided to up sticks inspiration from a
and went to live in Denmark, a country he’d fallen mixture of classic
in love with after a close friend had invited him fantasy and
there on holiday. Much of his choice was down to Scandinavian folklore
his interest in Nordic and Scandinavian mythology
he’d picked up from Tolkien, though there were
more earthly reasons as well.
“I was a lot younger then, obviously;
Copenhagen just had the most beautiful girls THE ART LIFE bunch of dwarves and goblins fighting in a forest?’
there and everything was open 24 hours a day – Target collapsed in 1999, though it was through He didn’t have to say anything else!”
clearly that was important to me back then!” Mutant Chronicles that Bonner got his name out Trudvang, now in its eighth edition, has
Despite the change of scenery, Bonner there in the gaming world, and the closing of constituted one of Bonner’s main area of output
soon found himself back in a familiar situation one door opened up others. For a time around from 2000 onwards, though there have been
working on children’s books. the end of the millennium, he worked on short- several other projects of note as well. For a time he
“They were even worse than the ones I’d be doing lived miniatures title Vor: The Maelstrom, a worked with Rackham, a French miniatures and
in London!” he laughs. “It was all young teenagers game pitting humans – split between the North roleplaying studio set up in 1997, which he’d been
with problems at home running away or stuff American Union and the Neo-Soviets – against introduced to through Paulo Parenti, a comic artist
about being bullied at school; there was no fantasy various aggressive alien races. for Mutant Chronicles. Rackham’s Confrontation
market to speak of, especially not in Denmark.” The main development, however, was when Theo was a skirmish-level miniatures game set in the
Fortune was on his side, however. Some time Bergquist of Riotminds – another Swedish gaming fantasy world of Aarklash; though always niche,
after moving to Denmark Bonner was tracked company – approached Bonner about working on a the game’s beautiful artwork and miniatures
down by Nils Gulliksson, who approached him project called Trudvang. This proved an ideal match; attracted a small but dedicated following, who
with an offer to work for Target Games. Target was an RPG, the game draws heavily on Norse and Celtic helped to a crowdfund a new version of the game
a Swedish games company founded in 1980 whose mythology to create a world that mixes common last year after Rackham went bust in 2010.
most famous creation was Mutant Chronicles – a fantasy tropes with traditional Scandinavian Bonner also did a few pieces for Games
science-fantasy RPG that later became a card game, creatures and sagas. Best of all, it had dwarves. Workshop’s Forge World miniatures division in the
a tabletop wargame and even a film. Gulliksson “It was rather ironic,” notes Bonner. “When Theo mid-2000s, as well as some paintings for World of
was the art director for the series and became the first approached me I don’t think he actually knew Warcraft and Magic: The Gathering. More recently,
main point of contact for Bonner, who worked my fantasy work; he just knew me from Mutant CMON released a set of figures for its Zombicide
as a freelancer for Target from his workspace in Chronicles. He got in contact and said, ‘We heard sequel Black Plague based on some of his illustrations.
Copenhagen. The subject matter differed heavily you were available; would you like to a painting of a (“They’re fantastic-looking miniatures – oh jeepers
from his usual comfort zone – being a futuristic they’re good!”) What’s impressive is that during all
setting that contained no standard fantasy races, this time Bonner has remained freelance; Games
instead featuring evil zombies and slightly less evil Workshop remains the only office he’s physically
mega-corporations – but his output during this worked in for the best part of 30 years.
period constitutes some of the most iconic imagery “I’m a lucky guy,” he admits, “I’m just a happy
from the Mutant Chronicles universe nonetheless. chap doing my own thing in my own little world.”
Nowadays, Bonner continues to illustrate from
his workspace in his home in Copenhagen. He also
My main thing has a number of personal projects; although he
doesn’t play many wargames, he still sculpts and
is a need to paints miniatures for various dioramas.
“If someone would pay me for it I’d sit and
portray some kind of do it all day; it’s a lot easier than painting and

reality rather than a drawing and such fun!”


When work calls, however, he gets on with the job.
cliché approach “Basically it’s just a matter of having that
discipline to grab your cup of tea and sit down to
to fantasy. it. There’s no funny getting my chakras aligned
or chanting mantras – nothing arty-farty.”

tabletopgaming.co.uk 61
PLAYED
64

67 70 81
64 WINGSPAN 74 CROWN OF EMARA
65 GENESYS: SHADOW 75 VISITOR IN BLACKWOOD GROVE
OF THE BEANSTALK
76 DUAL POWERS: REVOLUTION 1917
66 TREASURE ISLAND
77 SWORDCRAFTERS: EXPANDED EDN.
67 VAULT OF DRAGONS
78 NINJA SQUAD
68 BATTLETECH: A GAME
OF ARMORED COMBAT 78 SHOWTIME
69 MARVEL STRIKE TEAMS 79 INVISIBLE SUN
70 CORE SPACE 80 TERMINATOR GENISYS
71 CITY OF GEARS 81 LINDISFARNE
72 THINGS FROM THE FLOOD 82 TUDOR
73 VADORAN GARDENS 83 AMAZING TALES
73 ILLUSION 83 WILDLANDS: ADVENTURING PARTY

S H O U L D Y O U P L AY I T ? M U S T - P L AY | Y E S | P R O B A B LY | M AY B E | N O

April
December
2019 2018 tabletopgaming.co.uk 63
P L AY E D

WINGSPAN
We’ve just hit beak board game
40-70m 1-5 10+ £50

irds are inspiring creatures. WHAT’S IN Each turn, you select one of four sounds like it might start to turn dull,

B The nightingale spurred Keats


to write it an ode. The kestrel
compelled novelist Barry Hines to pen
THE BOX?
◗ Goal board
◗ Bird tray
◗ First Player token
straightforward actions: play a bird
card down to your board, by paying
the right food-token combo and
but this is never the case. Hargrave has
calibrated it so each turn passes quickly,
while you always feel engaged with
A Kestrel for a Knave. And without the obeying the bird’s habitat restrictions; what other players are doing. You might
◗ Five player mats
condor, we never would have got, er, gain food, by selecting one or more be keeping track of how their habitats
◗ Birdfeeder dice tower
’80s Michael Crawford-starring action rolled dice from the lovely, self- are developing. Or quietly hoping
◗ Score pad
comedy Condorman. Now we have ◗ 170 bird cards assembled birdfeeder dice tower; they don’t take that food die you were
Wingspan, from designer Elizabeth ◗ 26 bonus cards lay eggs, by taking some delicious- banking on nabbing. Or just listening to
Hargrave and Scythe maker Stonemaier ◗ 16 Automa cards looking (but in no way edible) egg them read the bird fact at the bottom of
Games, which brings a sense of feather- ◗ 75 egg miniatures miniatures and placing them on your the card they’ve just played; it really is a
fine avian grace to the tabletop. And, ◗ Five custom bird cards; and draw bird cards, either learning experience.
thanks to its impeccable execution and wooden dice blind from the deck or by choosing There are many great games out
bar-raising visual design, it’s fair to say ◗ 40 wooden one of three elegantly fanned on a there, but there are few you can
it’s closer to Keats than Condorman. action cubes moulded plastic ‘bird tray’. honestly say feel perfect. Wingspan
◗ 103 food tokens
Wingspan sells itself as a For any action other than playing is one of those few. Looks-wise, it is
◗ Eight goal tiles
“competitive bird-collection, engine- ◗ Automa rulebook a bird, you then activate any placed a work of art. Play-wise it is a gently
building game”, but it’s a far more bird cards in the relevant habitat, one absorbing and genuinely relaxing
sublime experience than that rather by one, from right to left. If you’ve dream. Theme-wise it feels as original
functional sum-up suggests. Yes, been careful with your placement, as it does universal. It’s hard to
it’s competitive, but it’s one of those then you’ll be joyfully executing imagine anyone who wouldn’t enjoy
Euro-stylers where you feel more like those aforementioned envy-inducing playing it. It is simply inspiring.
you’re playing with your competitors synergies. If not, it’s just fun seeing DAN JOLIN
than against them. It’s not very swingy, how things have worked out and what
there’s scant take-that and you won’t you can gain. Besides, your placement
have any reason to get pissed off tactics may have been driven more
PLAY IT? M U S T - P L A Y
Appropriately enough, Hargrave’s
by your opponents’ tactics, beyond by achieving your hidden end-game game is a soaraway success. It
expressing envy at the sweet card bonuses, or going for the randomly will appeal to casual gamers as
synergies they may have pulled off. selected end-of-round bonuses. much as hardcore players, and
And yes, it’s an engine-builder, Wingspan’s lack of hard-edged if there is any justice it’ll become
but what you’re building here strategy and direct player interaction the big crossover hit of 2019.
is something pleasant, peaceful
and organic: namely a welcoming TRY THIS IF YOU LIKED… GIZMOS
environment for birds to come and Phil Walker-Harding’s engine-builder is more literal, but its accessibility,
hunt, feed and nest, as depicted by innovation with components and synergy-sparking mechanisms make it
its large, gorgeous player boards. a great primer for the Wingspan experience.

64 April 2019
GENESYS: SHADOW
OF THE BEANSTALK
Jacking back into the world of Android
256 13+ £40

rom computer-hacking to bio- well with the cyberpunk ethos of

F modification, Shadow of the


Beanstalk has everything you
need to launch your Genesys game into
information being power.
The other major system laid out within
Shadow of the Beanstalk is computer
the neon-lit streets of the cyberpunk hacking or, to give it its official title,
genre – though the smorgasbord of ‘Running the Network’. Breaking into a
tropes does give the setting itself a well-protected system isn’t settled with
distinctly generic feeling, this may not just a single roll, but rather a lengthy and
actually be a bad thing. involved process of battling defences
Like the previous Genesys and grabbing data where you can.
sourcebook to hit shelves, Realms of In many ways this acts as a kind of
Terrinoth, Shadow of the Beanstalk secondary combat system for the game
is designed to get players exploring a and, just as the more hands-on members
world first seen in other Fantasy Flight might buy new guns or combat drugs,
games. In this case it’s the corporate- a group’s dedicated runner can equip
dominated near-future that’s home to themselves with all kinds of sweet tech
both the Android board game and the to make things easier.
recently-defunct Android: Netrunner When it runs well the system can
living card game. be wonderful. Having the runner work
This is a world that neatly ticks every alongside the rest of the team, opening
cyberpunk cliché going. Corporate doors and disabling cameras as they
giants grow clones for menial jobs, break into a black-ops lab, can be a
street toughs with luminous hair jack thrilling experience that really drives
into vast oceans of data and the streets home the cyberpunk dream.
are awash with designer drugs with However, while the book has some
achingly sci-fi names like Pixel or fairly solid guidance on keeping
Sting. At the very centre of it all stands things fun here’s plenty of scope for
the titular Beanstalk, a vast space it to be handled poorly. Having one
elevator that forms the heart of the or two characters spend most of a
sprawling mega-city of New Angeles. session trying to grab vital data while
This isn’t just reflected in the fiction, the rest of the table twiddles their
either, with a wealth of new rules and thumbs can be unforgivably boring.
options all designed to help you play Shadow of the Beanstalk is a setting original, all this would become a
out your neon and chrome fantasies. painted in broad strokes and, while it lot harder. Perhaps that counts as TRY THIS IF
There are new templates for playing lacks any depth or – if we’re being honest damning by faint praise, but it’s true. YOU LIKED…
as mechanical bioroids or long-limbed – originality, there’s still plenty of room to Folks who are already invested SHADOWRUN
humans born and raised in micro- build your own stories and characters. In in the near-future of Android and It lacks the fantasy
gravity, skills dedicated to knowing fact, in many ways the generic cyberpunk Netrunner will certainly get a kick elements that make
what’s hot on the Net, and careers for feel of the book works out in its advantage. out of the lore and info-dumps, Shadowrun unique,
hackers and tech experts. If you want With a slight shift to your and those that just want sweet but Shadow of the
Beanstalk is a much
to, you could build a cyborg cop armed perspective you can begin to cyberpunk rules will find exactly
simpler way to hack
with a futuristic hand-cannon and a approach Shadow of the Beanstalk what they want. It’s not the most mega-corps in a
drinking problem, or a genetically- as less of a setting guide and more exciting product of all time, but it dystopian future.
modified courier with chameleonic like a general cyberpunk toolbox that works. Sometimes, what else can
skin and an ear for online gossip. Genesys GMs can plunder as they see you want but that?
Beyond all the new options and fit. Yes, you can use it to run games set RICHARD JANSENPARKES
slick tech on offer, there are a couple in the Android universe, but with only
solid changes to the core Genesys rules. a bit of tweaking you can take a shot at
The first of these is a codified favour something more directly inspired by PLAY IT? Y E S
economy – a way of tracking who owes Blade Runner or Ghost in the Shell, or Like other Genesys settings the world
what and how big a deal their obligation even something of your own creation. of Android is rather cookie-cutter, but
might be. While it may seem like a If Shadow of the Beanstalk was a the rules have everything you need for
pretty minor deal, it meshes incredibly little more off-the-wall, a bit more a strong cyberpunk adventure.

tabletopgaming.co.uk 65
P L AY E D

TREASURE ISLAND With the exception of pirates stumbling


onto the motherlode by pure luck –
not impossible, if generally avoidable
Golden Silver – Treasure Island masters its pace. The
clues feel well tuned to narrow the net
45m 2-5 10+ £45
without leaving the pirates guessing
blindly or Long John feeling cornered
too early, ramping up the specificity at a
rate that makes the closing turns come
neatly down to the wire. Allowing Long
John to escape makes for a dramatic
finale, avoiding a jarring sudden finish
when time runs out. While the game’s
semi-competitive scavenger hunt sings
WHAT’S IN best with three or four people, it scales
THE BOX? comfortably to a one-on-one showdown.
◗ Five screens Treasure Island’s great pleasure of
◗ Four mini-maps doodling is also where its few hiccups
◗ Four memo sheets arise. Vincent Dutrait’s artwork is beautiful,
◗ Five miniatures but the lush forests and rolling seas of
◗ Four turn order tokens
the map often make the multicoloured
◗ Game board
pens tough to see. As the board is filled
◗ Calendar board
◗ Four character sheets with scribbles, it quickly becomes an
◗ Two mini rulers overwhelming mess of information to try
◗ Ruler and parse; something that the mini-maps
◗ Caliper aren’t too well equipped to help with. At
◗ Small search template points, the sheer amount of brain-burning
◗ Large search template feels like it belongs in a three-hour strategy
◗ Small compass heavyweight, rather than a sub-hour game
◗ Large compass
of pirate hide-and-seek. There can also be
◗ Five markers
a fair amount of fiddliness when it comes
◗ 11 district hints
◗ Eight compass hints to drawing lines – the rulebook encourages
reasure Island is a hidden the possible locations of the treasure, an amount of flexibility, so it’s not a

T movement game with no hidden


movement. That small caveat
aside, this pirate scavenger hunt is one of
while every few turns Long John offers
tantilising hints as instructed by cards.
The treasure’s somewhere south or west
◗ Seven starting hints
◗ 11 Black Spot hints
◗ Eight
information tokens
◗ Chest
game to play with pedants. It’s worth
noting that the rulebook in our copy of
the game, which suffered from confusing
the most inventive and original entries in of you! It’s not within five miles of the wording and poor structuring, has since
a genre populated by the likes of Fury of temple! It’s not in this district! Almost ◗ Six chest tokens been updated with a significantly better
◗ Treasure token
Dracula and Whitehall Mystery. all of the hints are accompanied by the version available online.
◗ Long John Silver
It helps that the premise is so immense satisfaction of scribbling on the A few small blips ultimately can’t
mini-map
irresistible: it’s a treasure hunt, plain and board (or your own mini-map, in the case detract from Treasure Island’s buoyant
simple. Long John Silver – controlled by of a private clue), using a caliper, rulers sense of fun and adventure. It’s a
one player – knows where the booty is and templates to quickly turn it into a simple pleasure wrapped up in a
hidden on the island, but has been locked glorious confusion of lines, circles and brilliantly creative package that’s a
up. He ekes out vague clues to the rest of crosses. The simple act of drawing brings treasure well worth discovering.
the pirates, who are all out for themselves the hunt for treasure alive – it’s impossible MATT JARVIS
in the search for the buried chest. They’ll not to feel swept up in the excitement
share some knowledge, but other hints of working out the shrinking number of
PLAY IT? Y E S
given to individual players can be kept places where the plunder could lie. The busy visuals can be a problem,
secret. They might want to consider Of course, pirates aren’t exactly in but the pure joy of seeking out
working together at least a little, though, the business of honesty. Long John can buried booty makes Treasure
as Long John will eventually escape and choose to tactically lie a set number of Island a fantastic addition to the
race to reclaim his treasure first. times, with the unknown veracity of his hidden movement genre.
Lacking the fraught cat-and-mouse clues throwing just enough doubt into
pursuit of other hidden movement games the mix to keep the pirates guessing TRY THIS IF YOU LIKED…
due to its static target, Treasure Island throughout Treasure Island’s extremely FURY OF DRACULA
manages to whip up just as much tension reasonable runtime. Meanwhile, the Looking for another stellar one-
and energy as the greats of the genre pirates have a limited number of more versus-many hidden movement
by letting players draw on its laminated powerful special actions individual to board game based on a classic of
board. The pirates move around, each character, making Treasure Island literature from the turn of the 19th
conducting searches to narrow down more than a simple game of hot and cold. century? You’re in luck!

66 April 2019
WHAT’S IN
THE BOX?
◗ 12 location tiles
◗ Seven dungeon tiles
◗ Yawning Portal tile
◗ 21 secrets counters
◗ 30 rumours tokens
◗ 20 action tokens
◗ 50 treasure cards
◗ 50 magic item cards
◗ Four faction tiles
◗ 40 followers pieces
◗ 12 polyhedral dice
◗ Five casualty dice
◗ Six City Watch tokens
◗ Initiative marker
◗ Dungeon revisited token
◗ Assorted coin tokens

VAULT OF DRAGONS
Looking for a new dungeon-basher? Keep looking
90m 2-4 14+ £40

ragons and dungeons: two the City Watch to be avoided, and other of Waterdeep wrestling for control of

D things that go together as well


as sorcery and swords. Vault of
Dragons, a game set in D&D’s Forgotten
players’ agents to be brawled.
Once you’re sufficiently tooled up
you can head to the Yawning Portal and
different parts of the city and doing
quests – it’s called Lords of Waterdeep.
The dungeon stuff feels perfunctory
TRY THIS IF
Realms but produced by Gale Force start exploring dungeons, three rooms and unsatisfying. The combat system
Nine, has a bloody great gold dragon at a time, which yield better rewards – is entertaining, with lots of satisfying YOU LIKED…
on the cover, so as you’d expect you’re including secrets. Even though you’ve got dice rolls, but luck plays a bigger part LORDS OF
going to spend the game… running a party of fighters, wizards and rogues, all than strategy.
WATERDEEP
The best bit of Vault
round the city of Waterdeep? you do is make a single roll against a series The rulebook is not as bad as you of Dragons is the
It turns out that in Waterdeep a of three increasing target numbers – and may have read on the internet, but action in the city,
‘dragon’ is a gold coin; someone’s that’s how many rooms you get through. neither it nor the game ever captures and this is different
stolen a lot of them and hidden them Once you have found three secrets you the flavour of D&D or Waterdeep, and enough from its
in a dungeon, and four of the city’s can reveal the Vault of Dragons, and beat the game runs too long for what it predecessor to
less-nice factions want to find them. it by rolling 20 or more to win. is. I kept feeling I’d rather be playing make it worth a look.
You play one of those factions, each If that doesn’t sound terribly Lords of Waterdeep and, since I spend
with a special ability and unique D&D-ish to you, you’re right. Vault most sessions of Lords of Waterdeep
action, plus ten little plastic wizards, of Dragons is a retooling of Sons of wishing I was playing Agricola, this is
rogues and fighters that you use to Anarchy: Men of Mayhem, a Gale not a strong recommendation.
occupy areas of the city. Force Nine release from 2014, with JAMES WALLIS
Waterdeep itself is built randomly a dungeon section bolted onto its
from a dozen tiles. Each location has rear end. It plays fine but has few PLAY IT? M A Y B E
benefits if you control it, providing surprises. The main body of the game, It’s fine – there’s nothing actually
money, rumours and quests, letting you set in Waterdeep, is solid and fun, but wrong with Vault of Dragons, except
buy magic items, and so on. But there’s there’s already a game about the lords it’s a bit lacking in vaults and dragons.

tabletopgaming.co.uk 67
P L AY E D

WHAT’S IN
THE BOX?
◗ Eight mech
miniatures
◗ 16-page record
sheet booklet
◗ 16-page
universe primer
◗ 24-page novella
◗ Eight pilot cards
◗ Two reference sheets
◗ Two 18-by-22-
inch double-sided
paper hex maps
◗ Punchboard of
additional mechs
and terrain tokens
◗ Two six-sided dice

BEGINNER BOX (£19)


◗ Two mech
miniatures
◗ One 18-by-22-
inch double-sided
paper hex map
◗ Die-cut mech and
terrain tokens
◗ Quickstart rules

BATTLETECH: A GAME OF ◗ Universe booklet


◗ 24-page novella
◗ Record sheets

ARMORED COMBAT ◗ MechWarrior cards


◗ Six-sided die
Those 31st-century heavy hitters are back
2h+ 2+ 12+ £58

ho doesn’t love a mech? – but this is, if you like, BattleTech Classic. on dice feels at best quaintly retro and

W From Gundam to Scythe, those


titanic, battlefield-stomping,
cannon-blasting robo-warriors have been
Which is both a good and bad thing.
Let’s start with the good. The
worldbuilding is as detailed as ever, with
at worst downright tedious. Add that to
the fact that the gameplay requires turn
after turn of declaring actions before then
a huge part of our gaming culture for the Beginner Box and regular set each actually getting to execute those actions
decades. And, for many of us, our first even including a novella to get you in the and, unless you’re an old pro, have perfect
TRY THIS IF
YOU LIKED…
taste of mech-piloting was BattleTech. MechWarrior mood. It’s an easy setting recall or just love fiddly arithmetic, you’ll BATTLETECH
Published 35 years ago, it served up a in which to immerse yourself even if find each battle dragging inexorably into (1984)
rich and detailed space-operatic universe you’re not willing to do all the lore- thrill-sapping overtime. Loved the original
(think intergalactic Game of Thrones) hoovering homework, and with its solid It’s a shame. Diehard fans might argue game? Can’t find
while offering an attractive visual and mech designs and attractive minis and that if you want it streamlined then there’s your old minis and
thematic point of difference to the troop- standees, the game retains that vicarious already Alpha Strike. But with a universe rulebooks? Well,
heavy antics of Warhammer. It focused thrill of placing you in the cockpit of a this detailed and engaging, you can’t help you’re in for a heavy-
on fewer, bigger, more powerful units, 30-foot-high robo-monster. feeling publisher Catalyst should have at metal treat. Unless,
that is, you were
but these weren’t just tanks with legs. You The careful management of your heat least made some effort to modernise this
hoping for its rules to
could get up close and scrappy with your levels gives an added dimension to your old favourite in its core form. As it is, once feel as modernised
BattleMechs, tearing limbs off your foes. strategic choices, meaning there can be you set your nostalgia aside and get over as its looks.
And then pick those limbs up and use dire consequences for going all-out with the cool minis, the gameplay feels about
them as a club to deliver a head-crushing your particle projector cannons round as elegant as an Atlas with a giro hit.
coup-de-grace. Ah, good times. after round. And there is a lot of fun in DAN JOLIN
Well, for anyone of a nostalgic bent, landing crits on your foes, then rolling
those good times may be here again to find out exactly how severely you’ve
PLAY IT? M A Y B E
thanks to the latest re-release of BattleTech. buggered up their precious Wolverine.
You can’t fault the setting, but
There have been other iterations over the But there is a lot of rolling. Far BattleTech’s old-school appeal has firm
years – on PC and games consoles, as well too much, in fact. In this glorious, limits, which makes its mechanisms
as an RPG spin-off and the streamlined, modern-day golden age of gaming, feel anachronistic on the modern
more card-based Alpha Strike variation BattleTech’s unmitigated dependence tabletop and off-putting to newcomers.

68 April 2019
MARVEL STRIKE TEAMS and become more expensive to perform
as damage is taken, so there’s no
feeling of spamming the same powerful
Clix bait move to mow down row after row of
Designer: Andrew Parks | Artist: Errick Dadisman, WizKids team opponents – although the mastermind
1-2h 2-5 14+ £58
player will certainly feel the might of
their superpowered foes, especially
with fewer players.
With such dependable and fun
gameplay at its centre, it’s a shame that
Marvel Strike Teams’ outer layers don’t
quite live up to the promise of its colourful
superhero brawling. Missions consist of a
random map (one of six, plus the tutorial)
and three random ‘stages’, each consisting
of a generic objective that typically
lasts for around four game rounds and
presents a way for either side to score
points: rescue a prisoner, attack a given
object and so on. While the randomised
nature provides a good dose of
replayability, it lacks any real throughline
to hang a full campaign on and feels
quite bland – especially as winning or
losing comes down to points, rather than
a specific epic moment for the goodies
or baddies. The lack of personality
outside of the heroes themselves is
arvel Strike Teams is a WHAT’S IN spent by any member of the group made worse by the map tiles, which can

M spin-off from the HeroClix


series, turning the collectible
miniatures game into a dungeon-
THE BOX?
◗ Four hero figures
◗ Mastermind figure
◗ Two villain figures
power a diceless system similar to
Monolith’s slick Conan. Actions cost
points for set amounts of movement and
be arranged into a variety of plain grey
warehouses (one side is technically the
Hydra base, which is also grey) with only
crawling board game that pits one damage, but carry over from turn to turn a few sentry turrets, crates or barrels in
◗ Six henchman figures
villainous ‘mastermind’ against some of and can also be spent to defend, dodge fixed locations to really set them apart.
◗ Eight character cards
the best heroes the comic-book world of ◗ 64 action cards or otherwise react to the enemies’ turn, The uninspired mission structure
the Avengers has to offer. ◗ Seven map cards making it a pleasing challenge of careful and dull presentation – outside of the
In place of HeroClix’s busy bases, ◗ 19 scenario cards resource management and strategy miniatures themselves, which do bring
which rotate as characters take damage ◗ Victory card rather than luck. (The only die in the the world to life – undersells what is
and display all of their relevant stats, from ◗ 30 map tiles box presents an optional push-your- otherwise a thoroughly competent and
speed to range, the bases of Strike Teams’ ◗ 20 character tokens luck chance to gain or lose additional enjoyable dungeon-crawler. The robust
miniatures simply state their current level ◗ 16 objective tokens points, which feels a bit tacked-on if gameplay excels at making its stars feel
◗ 18 objective point
and available build points. These points ultimately inoffensive.) superpowered, with the flexibility of
(OP) tokens
can be spent to outfit each character with The combination of customisable selecting how your hero will tackle each
◗ 22 status tokens
a different array of equipment and skill ◗ 12 round tracker tokens powers and quick, tactical combat feels scenario giving plenty of reason to come
cards during each mission, providing a ◗ 25 duration tokens as good as being a superhero should. back and experiment with different
straightforward but incredibly satisfying ◗ 20 spawn point tokens Cap can deflect incoming fire and loadouts and styles. If it could only
level of customisability and shifting ◗ 12 large rubble tokens bounce his shield off multiple goons, borrow a little more of the colour of its
group dynamic. You might decide to ◗ Four small while Iron Man can zoom around on comic-book inspirations, Strike Teams
make Iron Man a ranged fighter in one rubble tokens his jets before firing lasers and missiles could be a truly super experience.
scenario, only to have him fight up close ◗ Four door rokens at unfortunate baddies, Quake can MATT JARVIS
◗ 20 yellow action tokens
when you need to hunker down and cause tremors and Agent May provides
◗ 60 red wound tokens
protect something the next. Levelling-up covering fire. Scenery on the map PLAY IT? P R O B A B L Y
◗ Two command dials
– achieved during a campaign – is just as ◗ Custom action die provides cover but, in a nice interactive It doesn’t look nearly as good as
simple, with characters spending points touch, can be destroyed or even it plays, but the action is strong
amassed by completed objectives to chucked across the stage with the right enough to make this an extremely
expand their potential pool of abilities. skill. Abilities have a cooldown period solid superhero dungeon-crawler.
On the battlefield, the action is as
smooth and solid as Captain America’s TRY THIS IF YOU LIKED… CONAN
vibranium shield. A combination of Powered by a similar conservation of action points and with an all-on-
individual character action points and one setup, Marvel Strike Teams’ superhero theme may make it a more
shared command points that can be approachable brawler than the fantasy adventure.

tabletopgaming.co.uk 69
P L AY E D

WHAT’S IN
THE BOX?
◗ Eight trader miniatures
◗ Nine purge miniatures
◗ Three civilian miniatures
◗ 11 character boards
◗ Eight class boards
◗ Purge board
◗ Two ship boards
◗ Eight plastic
crew dashboards
◗ Plastic hostility tracker
◗ Seven dice
◗ 20 event cards
◗ 42 counters

CORE SPACE ◗ 189 plastic pegs


◗ Token pouch
◗ 100+
Rogue traders equipment tokens
◗ 2ft/60cm square
1-2h 1-2 14+ £80 gaming mat
◗ 90+ 3D cardboard
ore Space is a game best described you’ll like Core Space or not. The game it’s difficult to find the rules that specify terrain pieces

C as a hybrid of a miniatures
skirmish game and dungeon-
crawling RPG. Players control a crew of
is really best played as a running
campaign, and it’s the sort of title that’s
meant to be played over the course of a
what order civilians should act in if there’s
more than one, as well as how many
health points each Purge unit or civilian
traders as they attempt to gather loot, few evenings with the same group. (The has. Minor complications like these don’t
complete various objectives and avoid core box has enough for two players, derail the experience too much, however,
the deadly Purge, either in a standalone with expansions allowing for more.) as once you get started you find the game
scenario or as part of a larger campaign. In essence, the action is divided sequence to be fairly intuitive.
The action takes place on a decent between exploring and combat on the one On that note, the gameplay has a
quality playmat divided by modular 3D hand, and resource and crew management nicely balanced level of risk and reward
scenery, with each mission having its own on the other. The progression system has a that helps create a sense of urgency.
unique layout. The game certainly looks very strong RPG element; each member of You often need to try and complete
impressive when it’s all set up, though your crew not only comes with an innate secondary objectives and gain valuable
the game’s generic sci-fi setting feels skill, but a choice of different skill trees items to upgrade your crew or trade for
like a missed opportunity in terms of art containing half a dozen or so different cash. This is vital in a campaign, since TRY THIS IF
direction. Whilst the board is gridded, abilities apiece. On top of this, each as well as outfitting your characters
YOU LIKED…
STAR SAGA
traders and NPCs – the civilians and Purge ability often has a number of upgradable to deal with greater challenges, you’ll Sharing the same
miniatures – all move by ruler in inches levels that have a different effect on your also have to keep your ship maintained developer as Core
and shoot using line of sight, making the crewmember. Some items also confer and have enough funds to deal with Space, Star Saga
moment-to-moment gameplay more akin their own abilities. It’s certainly an in- unexpected developments. However, is a more linear,
to something you’d find in a skirmish- depth system, but its sheer size means it the Purge are an omnipresent threat streamlined game
level wargame than a traditional board can often be a little overwhelming, and whose numbers increase as the game that tones down
game. The grids are instead primarily there’ll almost definitely be times you progresses, and things can go south the RPG elements
used for as a reference point for laying forget that one of your characters had a very quickly if you’re not careful. in favour of a
greater emphasis
out the scenery for each mission, though specific ability at their disposal. All the JAMES WINSPEAR
on combat.
in practice they’re also quite useful for different variables also means that the
quickly eyeballing distance as well. box comes with a lot of tokens and such,
The need to clip together walls and which can be a bit finicky at times.
PLAY IT? P R O B A B L Y
If you’re prepared to invest the
fill crates with items means that setting The only other major bugbear comes time required to properly get into
up will definitely take a good 20 minutes down to a few hiccups in the rulebook. the meat of Core Space, you’ll find
to half an hour or so, particularly for the Some of this is just a matter of slightly an entertaining romp with mostly
first few games. Your attitude to this fact unintuitive layout, though there are a few intuitive mechanics whose gameplay
will probably be indicative of whether outright omissions as well. For example, clips along at a solid pace.

70 April 2019
CITY OF GEARS
Clockwork, not hard work
45m 2-4 8+ £55

While the randomness of rolling


dice and drawing gears is deftly
balanced in the rules – two unwanted
resources can be converted to any one
alternate and saved for future turns,
and gears must be drawn together
and can only be used once per turn
for a gear link or factory development
– City of Gears can still occasionally
fall prey to the luck of the draw. The
blunt conclusion means that a lucky
scoring bonus drawn in the last few
turns can suddenly swing the game
in a player’s favour, while the limited
number of resources still makes duff
rolls frustrating to a degree.
These small and shared frustrations
pale in light of the game’s well-
considered mixture of points-
or a game that looks and runs of scrap, sending them back to the gathering and player interaction,

F like clockwork, City of Gears has


plenty of electrical spark running
through it.
factory and forcing them to traverse
the board once again. Zaps can also
be spent to destroy the gear links
leaving the cardboard machinery
running smoothly with nary a hitch.
It’s wrapped up in an impressive
Behind its steampunk appearance connecting tiles, cutting off rivals’ presentation that provides the
is a fitting mechanical meshing of valuable networks. With workers and pleasure of plonking the chunky
gameplay. There’s the management gear links determining ownership plastic gears into star-shaped
of resources as players roll dice to over tiles – and their victory points – at holes along the edges of the tiles to
gather steam, gears and electrical WHAT’S IN the end of the game, City of Gears’ link them together – although the
charges. Gears can be spent to THE BOX? latter half can be surprisingly blood– iconography used to denote certain
connect up the central nine-by- ◗ 16 production dice erm, oilthirsty. Luckily, getting zapped development effects could be clearer
nine grid of city tiles (randomly ◗ 24 automaton isn’t a game-ending setback, so the at points.
worker pawns
placed during setup and revealed as heated competition never feels cruel. City of Gears is a well-oiled
◗ 80 ownership markers
they’re explored), creating bridges ◗ 36 resource tokens
The comfortable combination of machine built with dependable parts.
for meeple-like workers – powered ◗ 30 movement tokens spending dice results, expanding It might not feel like the freshest
by steam or more potent electricity ◗ Four converter your presence on the grid and experience on the tabletop, but
– to travel along and extend their development cogs activating tiles zips along surprisingly there’s a certain charm to its sheer
owner’s network of tiles. The gear ◗ 40 standard cogs quickly – playing on the standard reliability as an enjoyable, if not
links double as a way of activating ◗ Four opening day cogs board (a low-conflict option for outstanding, hour of gaming.
ability combos on connected tiles ◗ Gear bag bigger groups is included), the MATT JARVIS
when resources trigger one location’s ◗ 18 city tile boards endgame can come around before
◗ Four factory
ability, granting the chance to you know it. The random nature of
player boards
reap bonus resources and victory ◗ 60 prestige markers
the sudden finish – which is triggered PLAY IT? P R O B A B L Y
points along a well-constructed by pulling three white gears from City of Gears is as solid as they
◗ Nine discovery tokens
web. Gears also feature an optional the bag, and immediately ends the come, combining conventional
route-building and scoring with a
‘development’ ability that can instead game – can be a bit jarring, especially
surprisingly heated level of player
added to a factory, building up an as multiple (or even all three) white interaction towards its slightly jarring
array of bonus actions and scoring gears can be pulled on the same end. Like its clockwork visuals, it’s an
opportunities that gently expand the player’s turn, leaving little chance experience you can count on to run
initially simple loop. to react or make good on certain dependably, even if there are more
What begins as a relatively docile scoring requirements. modern-feeling successors out there.
expansion out of your factory quickly
becomes a scrappy tussle for control TRY THIS IF YOU LIKED… LORDS OF WATERDEEP
of each city tile. The robotic workers Supposedly an inspiration for the dice-rolling steampunk game, this
can zap rival automatons into a pile Dungeons & Dragons spin-off remains a reliable strategy hit years later.

tabletopgaming.co.uk 71
P L AY E D

THINGS FROM THE FLOOD


Back in the Loop
222 13+ £35

he nineties were a weird time to flesh along their wiring and all the adults services catch wind of the broken bones

T be alive, weren’t they? The radio


would jump from the Spice Girls to
the Prodigy, grown adults wore parachute
are acting particularly weird.
These weird and often disturbing
phenomena are what drive the
and whisk them away to a foster home.
If that sounds a little bleak, that’s
because it is. Things from the Flood is a
pants without any trace of irony and who investigations and intrigues of Flood. surprisingly dark game, largely because
could forget the way your friends kept A group might spend a few sessions despite the sci-fi twists it has a much PLAY IT? Y E S
stumbling into weird mysteries involving tracking down a rogue android who’s more accurate portrayal of teenage life It’s darker, deadlier
psychotic robots and science gone been abducting rough sleepers for bizarre than most films or TV shows. Drugs, sex and a little depressing
in places, but this
horribly wrong. No? Okay, maybe that experiments, for example, or searching and self-loathing all weave their way
follow-up takes
last bit is unique to the teens from Things for a missing classmate that everyone else through the pages in a way that manages everything that
from the Flood. in town has mysteriously forgotten. to be both refreshing and disturbing. made Tales from
Things from the Flood stands somewhere Long stretches of these adventures can Where Tales had kids invoking their the Loop great and
between being a direct sequel and a be driven along without the need for any luck and pride to gain bonuses to their adds a new twist.
particularly hefty expansion to the wildly dice, as the game retains a strong narrative rolls, Flood’s teens instead rely on their
successful Tales from the Loop. In many focus, but sooner or later the teens are shame and scars. It’s not a particularly
ways it feels like the original game reflected bound to run into trouble. When they do, significant rule change in terms of how
in a funhouse mirror, staying essentially the mechanics that keep things ticking over the game plays mechanically, but it has a
the same but becoming a little taller, a bit are simple and straightforward – though huge impact on how it feels.
broader and much, much more sinister. they’ve acquired a few interesting twists. Importantly, the designers have TRY THIS IF
Where the earlier game dropped you Whether they’re sneaking past some recognised that there’s much more to the
YOU LIKED…
KIDS ON BIKES
into the shoes of kids investigating sci-fi security guards or clocking a rogue ‘droid teenage experience than writing depressing If you loved Kids
mysteries in the ‘80s, this time you take up with a street sign, players build a pool of poetry and vomiting up your first Bacardi on Bikes’ blend of
the role of a bunch of mid-‘90s teenagers. d6s based on their character’s skills and Breezer. There are plenty of moments of light small-town mystery
The core idea of sticking your nose into stats and try to roll sixes. A straightforward and fellowship amidst the darkness, and and supernatural
weird events while dealing with the trials task might require one success, while a they taste all the sweeter for the contrast. danger, Things from
and tribulations of everyday life is still shot at the near-impossible needs three. Within Flood’s pages you’ll find some the Flood might be
present but, in moving from carefree So long as you’re careful to stick to incredible art, a solid mini-campaign and right up your alley.
youth to troubled, angst-ridden puberty, your strengths and take advantage of your more ‘90s nostalgia than you can shake
Flood has adopted a much darker, grittier surroundings you should have usually have a slap-bracelet at. If you’ve played Tales
and altogether moodier tone. a decent chance at passing the check, but you might balk at the idea of buying what
The sense of optimistic wonder that life and luck aren’t always that kind. If you amounts to a tweaked version of the ruleset,
littered Tales’ robots, hover-trucks and fail your character might well end up with but this puts just enough of a spin on the
mysterious portals is mostly gone, wiped some kind of negative condition – and, if game to make it a truly unique beast – one
out by the titular flood that destroyed things go bad enough, they might leave that’s equal parts enchanting and horrifying.
the mysterious Loop facility. Robots the game completely. Sometimes this Which makes it a pretty solid take on
are revolting in Russia, malfunctioning means they bleed to death in a snowy field, being a teenager, actually.
machines are spontaneously growing and sometimes it means child protection RICHARD JANSENPARKES

72 April 2019
VADORAN GARDENS
30m 2-4 8+ £17
et in the universe of The City of three or more symbols, with bonus can be played, taking away some of the

S Kings, Frank West’s ambitious


and sprawling RPG-in-a-box,
this half-hour, light tile-placement
points obtained by forming certain
combinations of icons required by
objective cards and placing lost items
interesting decision-making present in
those other tile-placement challenges.
It lands somewhere between lacking
game is best served as an appetiser to by leaving certain squares uncovered. the simplicity of Kingdomino and the
its predecessor’s hours-long buffet. ‘Lesson’ cards restrict which card strategic thinkiness of Honshu, without
It plays like a combination of suits from your hand can be played finding a comfortable middle ground.
Kingdomino and Honshu, with the each turn, while others occasionally Still, it’s a solid enough design
shifting tile/player order selection throw up the challenge of combining that benefits greatly from being
of the former and the overlapping two cards for an extra wide or tall handsomely presented – aside from
cards of the latter – although here addition. Along with the inability the odd decision to have one of the
only the rightmost column of squares to rotate cards (apart from a lesson player colours and lost item colours
is covered, forming a constantly that breaks that rule, flipping them match, and use purple and black
stretching pathway through your upside-down) and a limited height player pieces that can be hard to pick
personal garden of soil, grass, water allowed on your pathway, it means out at a glance in certain light.
and sand patches. Connected Vadoran Gardens occasionally feels If you’re craving more of The City
areas only score if they contain overly strict on how and which cards of Kings, Vadoran Gardens’ visual
panache and bite-sized gameplay –
different though it may be – might be
enough to tide you over between full
courses. If you’re not already invested
in that bigger helping of this world,
though, this is unlikely to leave you
with a hunger for more.
MATT JARVIS

PLAY IT? M A Y B E

ILLUSION
15m 2-5 8+ £10

hen the designer of one the one in play, placing it before (less

W of the most interesting


games of last year – The
Mind – comes out with a new game
colour) or after (more colour).
If the next player thinks they’re
wrong they can challenge,
from the same publisher – NSV – in otherwise they have to draw a
a box the same size and colour – new card and place it where they
small and black – you’re going to think it fits in the card sequence.
assume a connection. Is Illusion the Eventually someone challenges,
sequel to The Mind, a follow-up or the cards are flipped to show the
some kind of sibling? percentages printed on the back
No. It isn’t. The Mind is a tense and someone gains a point.
co-op played mostly in silence. It’s Timeline with patterns instead
Illusion is a game about guessing of dates, and more replayability but
how much of a card is covered in less chance of being able to work
red, yellow, green or blue. That may out the right answer with your
not sound thrilling and, though brain. It’s Liar’s Dice without the
Illusion tries hard, it isn’t. randomness or bluffing. It’s fast and
The deck of 98 cards is at the heart clever, but it isn’t very interesting. If
of the game, each one with a unique you’re looking for something to sit
four-colour abstract pattern on it. next to The Mind on your shelf, this
With one card already down, the first isn’t it.
player draws the top card and has to JAMES WALLIS
judge whether it has less or more of
that round’s designated colour than PLAY IT? M A Y B E

tabletopgaming.co.uk 73
P L AY E D

WHAT’S IN
CROWN OF EMARA THE BOX?
◗ Scoring track
Not quite fit for a king ◗ Four countryside
locations
45-75m 1-4 12+ £46 ◗ Four town locations
◗ Nobility board
◗ Four player boards
n a game of generic Eurogame Throughout the game, players will The decisions in Crown of Emara

I bingo, Crown of Emara easily


scores a winning combination.
Medieval setting? Tick. A
be moving the meeples clockwise
around the two boards, picking
up resources in the villages and
are not hard, but the sheer volume of
things one can do leaves players a lot
to think about. If that wasn’t enough,
◗ 16 books
◗ 12 signet rings
◗ Two gold coins
◗ 12 breads
◗ 12 favour tokens
smorgasbord of meeples of various exchanging them for victory points the game also has two different victory
shapes and sizes, and cardboard and cards in the town. While both point systems. Whichever track, citizen ◗ Four donations
pieces galore? Tick. A theme so broad locations are linked through gameplay or house, is the lowest at the end of the markers
◗ Four gift markers
that you forget about it minutes into and depend on one another, they game is the one that determines the
◗ Bread marker
the gameplay? Tick. Various strategic also constantly compete for players’ player’s overall position. While that ◗ Stone marker
paths to victory that overwhelm with attention. The village entices by creates competition for areas around ◗ Statue
their number but are actually fairly offering players more resources to the boards, as various places generate ◗ 36 action cards
straightforward? Bingo! supplement future actions through a different types of victory points, ◗ 20 nobility cards
While Crown of Emara might not simple engine-building mechanic; the overall it feels unnecessary. The ◗ 14 event cards
give the best of first impressions, there spaces needed to get that engine going two-track system mostly just confuses ◗ 22 advisor cards
are some diamonds in its circlet. Even are limited, so the players will need to players and doesn’t contribute a ◗ Four turn overviews
◗ 44 resources
though the game attempts to distract occupy them fast to get decent returns. satisfying crescendo towards the end
◗ 16 craftsmen
players with the pursuit of ancillary There is also an urgency in visiting of the game.
◗ Eight councillors
advisers and title cards, its crowning the town. The price at which resources After six rounds, the game just ◗ Four citizens
features mechanically and visually are exchanged for victory points ends. Except for some residual ◗ Four buildings
are the two boards representing increases the more people visit resources that players can exchange
countryside and town environments. different areas in the town – the earlier to push their victory point tracks up,
The top-down artwork of both players get to a market or a cathedral, there aren’t any other game-twisting
areas is drawn in three dimensions the more they stand to gain from it. elements that make the reveal of the
and, once populated with meeples Deciding whether to move a winner more exciting. While there
and tokens, they instantly come alive. meeple along the countryside or is nothing wrong with the tried and
It is easy to imagine the homeliness town track is the main strategic tested ‘most points wins’ conclusion,
of the little villages next to the mines tension of Crown of Emara. There it’s hard to feel like you have
and the busy market street bustling is the opportunity to plan several progressed, as very little has changed
with things to buy and exchange. turns ahead, making every turn the on the beautiful boards. A satisfying
TRY THIS IF
YOU LIKED…
It's a real shame that the box art of most efficient it can be. The game conclusion is missing; the players LORDS OF
Crown of Emara is so generic and creates a robust set of restrictions that could feasibly keep going for six more WATERDEEP
lacklustre when it has such a winning prevent players from roaming the rounds and they would be doing Lords of Waterdeep
look inside. The boards deliver the environments carefree, by restricting exactly the same things as before. offers a more
entire story and premise of the game their movement and limiting the Crown of Emara is extraordinary robust theme and
without the need for words. number of actions they can perform. and generic at the same time. Some executes the loop of
of its most interesting elements are exchanging goods
in constant conflict with overused for points with more
satisfaction, but
concepts and needlessly convoluted
Crown of Emara
mechanics. It seemingly looks out offers a dynamic
too much for Eurogame lovers, market system
underplaying its strongest elements in and environments
order to play it safe. In certain respects, that attempt to
it succeeds; Eurogame fans will find break away from
plenty to enjoy. However, those looking worker-placement
for something that offers fresher ideas conventions.
might not be satisfied with countryside
vistas and townscapes alone.
ALEX SONECHKINA

PLAY IT? M A Y B E
Attempting but failing to break away
from some of the more overused
Eurogame staples, Crown of Emara
is as beautiful as it is generic.

74 April 2019
VISITOR IN
BLACKWOOD GROVE
I want to believe in this alien deduction game, but...
5-15m 3-6 8+ £20

eduction games can be some of WHAT’S IN boundary by attempting to pass various The trouble is that there are times when

D the most engaging entries in a


gamer’s collection. They come
with the potent appeal of problems to
THE BOX?
◗ Forcefield board
◗ Trust board
◗ Alien player screen
objects through it, drawn from a shuffled
deck of cards containing everything
from toys and musical instruments to
you’ll want to test a theory, but just won’t
have the cards in your hand that let you
do it, leading to some unsatisfying turns.
solve and mysteries to unravel, taxing ◗ Flying saucer tokens pieces of fruit and electronic gadgets. Then there are the game’s production
players’ powers of logic, observation ◗ Agent tokens Before the game begins, the alien values. It comes with some thin card
and intelligence. In recent years, though, ◗ Six role cards player secretly chooses a rule determining components; several arrived already
there’s been a glut of games revolving ◗ 142 object cards what kinds of objects can pass through bent in our review copy. The graphic
around hidden information, and the ◗ 13 forcefield the forcefield. It might be “red objects”, design doesn’t do much to enhance
result is that it can be hard to get excited rules cards “things that make noise” or “things made the atmosphere, with lots of sparse
about a new one hitting shop shelves. from metal”. Each round, players attempt elements which try to look mysterious
Visitor in Blackwood Grove stands out to breach the barrier with different items but end up seeming a bit empty.
from the pack with the allure of its theme. and, by carefully observing the ones that It’s a nice idea, and one that plays well
A flying saucer has crash-landed near a make it through, you’ll be able to spot with its ‘80s-inspired sci-fi theme. But it
small town, with a child as the only witness. similarities and start speculating about stumbles in the execution, and it doesn’t
Government agencies descend on the site, what the common factor might be. Have do much to inspire repeat visits.
intent on capturing the occupant. But the a chair and a skateboard both made it? OWEN DUFFY
alien has a powerful defence mechanism: Maybe you’re looking for things made of
a seemingly impenetrable forcefield wood. A guitar and a smartphone? Maybe
which stops the FBI, CIA and other shady the answer is objects that make noise. PLAY IT? N O
three-letter government departments There are a handful of other Deduction games are often thematically
getting anywhere close. It’s reminiscent mechanical elements – most notably a thin, but Visitor in Blackwood Grove is a
welcome exception with its nods to the
enough of E.T. and The X-Files to spark a system representing the growing trust
1980s Spielbergian concept of a child
surge of nostalgia in ‘80s or ‘90s kids. between the child and the alien, letting befriending an extraterrestrial being. Its
The game sees one player adopt the them exchange information without actual gameplay does little to make it stand
role of the alien, while the others attempt giving anything away to the agents. But out from the crowd of similar releases,
to discover a way to break through the the process of testing, observing and though, and the quality of its components
forcefield. One, playing the child, aims speculating is the heart of the game. leaves quite a bit to be desired.
to help the visitor escape. The others,
playing the agents, intend to capture it for TRY THIS IF YOU LIKED... DECEPTION: MURDER IN HONG KONG
their own nefarious purposes. Whichever Like the well-regarded investigation game, Blackwood Grove challenges you to
side you’re on, you’ll need to test the spot the links between groups of apparently unconnected images.

tabletopgaming.co.uk 75
P L AY E D

The government and socialists each


have three leaders who can be called
upon, deploying to the board as unique
units and allowing for special actions,
such as revealing your opponent’s
secret objective or blocking a
movement route between regions.
Each played card has a cost in time
which advances a calendar through the
year of 1917, granting bonus actions
for landing on certain dates and later
triggering the return of Trotsky from
exile, who can lend his strength to
either side to begin with before allying
permanently with the Bolsheviks in the
summer. The calendar also serves as a
timer for the surprisingly brisk game,
handing victory to the dominant side if
neither player manages to swing public
support far enough in their favour.
Neutral units who lend their strength
DUAL POWERS: to whichever side has the ‘Will of the
People’ – which can be claimed once
REVOLUTION 1917 by each player by using Kerensky or
Lenin – present another interesting
Don't you know it’s gonna be alright? way of keeping the board-based
competition consistently dynamic.
45m 1-2 13+ £39 Along with its exceptional visual
presentation, these sprinkles of Dual
he 1917 Russian revolutions and WHAT’S IN that can be used for one of two available Powers’ historical theme stand out

T the civil war they sparked were


complex and bloody, and their
eventual outcome would go on to
THE BOX?
◗ Game board
◗ Six region tiles
◗ 48 command cards
actions or played as an secret objective.
These secret objectives are one of
the elements that make Dual Powers
as the highlights of a game that is
otherwise solid and satisfying, but
still lacks flavour – despite the chance
change the world forever. Dual Powers more than a run-of-the-mill battle to dive into a period with a wealth of
◗ Six leader cards
distils the events, figures and conflict ◗ Eight historical for territory. Each player plays a potential. The tight, tense cardplay,
of the momentous year into a head- information cards card facedown at the beginning of a layers of hidden information and
to-head struggle for power between ◗ Two player aid cards round, secretly selecting one of the asymmetric area-control strategy make
the Provisional Government and the ◗ Eight leader tokens regions that will be scored and how for an enjoyable abstracted two-player
Petrograd Soviet that’s beautiful to look ◗ 26 unit tokens many points the controlling side will experience, but it’s hard not to feel that
at and impressively streamlined to ◗ Score marker earn. A third region is dictated by there was a missed opportunity here to
play, but lacks the rich thematic depth ◗ Blockade marker an area of ‘unrest’, which is known make something both as mechanically
◗ Day marker
to make it a true classic. by both players. The combination of robust and steeped in its setting as
◗ Month marker
The tussle between the state power hidden and shared knowledge cleverly Twilight Struggle.
◗ Will of the People
formed in the wake of Tsar Nicholas marker introduces an element of bluffing Had Dual Powers managed to find
II’s abdication and the rising socialist ◗ Three objective and deduction into the movement of the middle ground of its own tug-of-war
movement led by a worker council is markers units around the map, as you try to between theme and gameplay, it could’ve
symbolised by a Twilight Struggle-like ◗ 27 opposing deduce where your opponent might been something extraordinary. Instead,
tug-of-war points tracker along the unit tokens (for score that round while misleading it’s remarkable – but not revolutionary.
bottom of the board, which swings solitaire variant) attempts to counter your own points MATT JARVIS
back and forth as the two sides claim ◗ Three difficulty grab. It works brilliantly, enriching
regions in Petrograd. Each player has level tokens (for the straightforward strategic cardplay
four actions each round to recruit
solitaire variant)
on the board with the potential for PLAY IT? P R O B A B L Y
Dual Powers is a well-designed and
new units, move them around the psychological jousting.
fun two-player game with a fantastic
board or recover their strength before While Dual Powers wears its look and a promising theme. It’s just
up to three of the regions are scored, historical dressing loosely, the setting a shame that the theme doesn’t go
handing points to the dominant force. allows for the comfortable addition of deeper, resulting in something that
Despite the complexity of the real- some fantastic asymmetrical gameplay. doesn’t live all the way up to its potential.
life politics involved, the core of Dual
Powers remains this trim area-control TRY THIS IF YOU LIKED… TWILIGHT STRUGGLE
conflict throughout, powered along by the Two players using tight cardplay to battle for control during one of history’s
smartly designed deck of command cards most pivotal moments? That sounds familiar…

76 April 2019
SWORDCRAFTERS: EXPANDED EDITION
Well weapon
20-30m 1-5 6+ £48

n Swordcrafters you craft a sword. version of that way of splitting cake the Expanded Edition. It contains so

I Out of cardboard, sadly, and the


blade you’re going to create has
a strange blocky quality that looks
between kids, and it works really well.
There’s a huge first-player advantage,
but that’s based on who takes one
many Kickstarter stretch goals so that
getting them all back in the box is a
genuine struggle.
more like a child’s construction toy particular tile, so it all functions. More importantly, it adds another
or something from a mid-‘90s Final Then you build your sword, which three routes to victory points: sword
Fantasy game, but it’s an actual 3D is really satisfying. The tiles are robust, mastery, relics and tips. The clever part
sword with four sides, each studded the grooves well cut; it all holds is that you’re not supposed to use them
with gems in the way that regular together surprisingly well. You can all at once. You mix and match. The
swords aren’t. At all. even swing it about a bit. No idea how rulebook even includes advice on which
Put that aside for now. You’re long it’ll last, but I’m optimistic. ones work together particularly well. WHAT’S IN
going to make your sword by slotting And then you score. In the basic Each one completely changes THE BOX?
cardboard tiles together, so the sword version of Swordcrafters there are the tone of the game. The core cut- ◗ 91 sword tiles
◗ 12 sword guards
will have four sides. Essentially you’re three ways of getting victory points: and-decide mechanic stays, but the
◗ 10 sword hilts
building four columns, and the tiles longest sword, sword quality (sets combinations of gems you’re trying
◗ 12 sword tips
you put on each side will depend on of gems per side) and sword magic to create, either turn by turn or at ◗ Five sword pommels
(1) what tiles you can get, (2) how (particular gem combos, on cards). the end of the game, goes upside ◗ 18 sword magic cards
long the other sides are and (3) what This works fine. It’s a decent game down. Relics are particularly great, ◗ 48 sword relic tiles
victory conditions you’re trying to in vanilla form, but this review is for sword tips a little disappointing, but ◗ 24 sword
complete. Here’s the nub of the game: they all bring their own flavour and mastery cards
it depends. add longevity. ◗ 10 solo player
You get your tiles each turn Swordcrafters looks like a kids’ variant cards
◗ Scoring tracker
by cutting them. Yes, it’s clever; game and it’s simple enough for the
◗ Five player tokens
mechanic as metaphor, all that. You family, but there’s both breadth and
◗ First player token
lay out a random selection of tiles in depth here – and length too, because ◗ Forge tile
a grid, then the first player splits it in the funnest part is seeing who’s got
two, horizontally or vertically, and the longest. Come for the displays of
the next splits one of the halves, and potence, stay for an intriguing and
so on. Then you go round again, each delightful game experience.
taking one of the chunks. It’s a game JAMES WALLIS

PLAY IT? Y E S TRY THIS IF


Swordcrafters is packed with
novelty, charm, intelligence and thick
YOU LIKED…
cardboard. It’s unique and a lot of fun.
SPLENDOR
Mechanically it’s
nothing like Splendor,
and it’s not about
the gems either. But
the two games have
a similar flavour, and
the way they engage,
puzzle and satisfy is
tonally close.

tabletopgaming.co.uk 77
P L AY E D

NINJA SQUAD
20-40m 2-4 8+ £27

he intriguing thing about the city streets. Along the way you’ll

T Ninja Squad is that it offers


two games for the price of
one. A family-weight release set
accumulate power-ups letting you make
additional moves or hurl razor-sharp
shurikens at unfortunate enemies.
in feudal Japan, it puts players in It’s a premise plucked from big-
the shoes of a squad of – wait for screen martial arts epics, but it comes
it – ninjas. The first half of the game with some real rough edges. While
sees you work together to evade you’ll try to evade guards, there are
guards and sneak into the palace times when both of your available
of a wicked shogun to assassinate cards leave you with no option but to
the despotic ruler. The second plough headlong into them. When
ditches the co-operative approach, that happens, you’ll lose your next
with you and your friends fighting turn and, while Ninja Squad plays
it out to escape before you can be so quickly that it’s not the end of the
brought to justice for his murder. world, it’s the kind of thing that’s been
The co-op portion of the game practically eliminated from modern
introduces its mechanical core. On game design – for good reason. stage, which seems like a sensible
your turn you’ll choose one of a pair of There’s also not much you can do in option, although it still suffers from
randomly-shuffled movement cards the way of meaningful co-operation, moments that strip away players’
to manoeuvre an anime-style plastic and the competitive mode on the sense of agency.
assassin across a square-grid board, board’s reverse side feels considerably OWEN DUFFY
aiming to stick to shadowy areas and better by comparison. A note in the
avoid running into guards patrolling rulebook suggests skipping the co-op PLAY IT? N O

SHOWTIME Each character has a favoured movie


genre and specific seating requirement
needed to score points. It’s a good
20-40m 2-4 8+ £29 idea for a lighthearted game, but the
delivery leaves a seriously sour taste
our rows from the back, middle denote who scores what where makes in the mouth. The characters and their

F of the row. Everyone has a


favourite place to sit in the cinema;
Showtime has you trying to please as
placement and scoring more drawn-out
and clumsy than it needs to be.
The gameplay is a bit basic and flat,
requirements range from the dull and
clichéd to the downright creepy and
offensive. A small-waisted, large-
many picky cinephiles as possible by but it’s serviceable. What condemns chested blonde gives bonus points
placing them in the sticky seats of their Showtime to a permanent place in for being seated near male patrons,
local multiplex. the bargain bins is how it takes such a and loses points for being near other
The theme’s a winner, and helps lift promising theme and ruins it. women. Meanwhile, a chiselled
up gameplay that’s otherwise as light George Clooney-ish hunk whose shirt
as a piece of popcorn. The jigsaw-like is almost as white as the entire roster
board slots together the inside rows of of characters gains points for being
a screen (more rows for more players) surrounded by fawning women. A
with the outside of a cinema, a movie physically larger movie-goer stuffing
poster displaying the scoring genre of their face with food shouldn’t be sat
movie for that round and a red carpet next to anyone because L-O-L everyone
tracking players’ points. It’s clever, and hates greedy fat people, right?
cleverly presented. Rampant with such lazy stereotypes
Then it falls apart. Placing cards to and tiresome attempts at humour,
put your patrons in the right seats isn’t Showtime is the kind of unpleasant
all that interesting or difficult, and aisle neighbour you’d never want to
rarely are there enough viable options find yourself sat next to for the 20 to 40
to make it particularly strategic. An minutes of its runtime, let alone the
unclear use of symbols to signify special length of a feature film.
abilities – there are a few opportunities MATT JARVIS
for take-that rearrangement of your
opponents' audience members – and PLAY IT? N O

78 April 2019
INVISIBLE SUN something should work they turned
the dial until it broke, leaning into the
concept so fully that it straddles a line
Treading the line ‘twixt genius and madness between enthralling and off-putting.
One of the most striking examples of
500+ 13+ £234
this is the way it approaches language.
Despite that fact that every player
character casts magic, the rulebooks
note that describing them as ‘wizards’
is rather gauche and old-fashioned.
Instead, they are known as Vislae,
though some prefer to be known as
‘esoterics’, ‘canny ones’ or any one of a
half-dozen other rather flowery terms.
Almost every page adds a fresh
word to the glossary, so rather than
applying bonuses to rolls you build
them into a ‘venture’ that you subtract
from the difficulty of the task, creating
a target number that you want to
hit on a d10 – or possibly several of
them, depending on how things are
shaking down. Instead of levelling
up you combine ‘joy’ and ‘despair’ to
create ‘crux’, which you can spend to
advance your abilities and position.
ne of the cardinal rules of rulebooks, but its flesh and blood This, perhaps, is what best sums up

O clear writing is that you


should almost never describe
something as ‘unique’, because most
comes in the form of countless cards,
maps, markers, boards and notes. It
even comes with a life-sized six-fingered
Invisible Sun. It’s a game that straddles
the line between indulgence and
inspiration. While sessions are certainly
of the time it simply isn’t true. So, hand for holding and displaying cards. enjoyable, now and then I have to shake
bear that in mind when I tell you that It’s a truly stunning display of the nagging doubt that assails me at
Invisible Sun is a truly, genuinely, physical grandeur, but there’s more to galleries and experimental exhibitions
maddeningly unique RPG. the game than props and gimmicks. – the question of how much of my
Coming from Numenera creator The rules themselves are stuffed with enjoyment comes from the actual quality,
Monte Cook, Invisible Sun bills itself as interesting ideas about the structure and how much it owes more to the grand
a game of surreal magic and adventure, of RPG storytelling, such as guidelines presentation and price of admission.
one where our waking world is revealed for running inter-session side-scenes There’s no doubt that Invisible Sun
to be a vast illusion and dreamscapes by text or email – the most interesting is something unique. If you want to
form the true reality. It’s an intriguing of these is the way it approaches sip on liquid creativity and can spare
premise, for sure, but even that only narrative arcs. the cash, you should start tracking
scratches the surface of what makes it In most games the GM is the one down the few remaining pre-orders
stand out from the crowd. who plots out the broad strokes of the right this second. But if you’re a fan
To begin with, it’s probably best campaign. When you play Invisible of stark simplicity and have little time
to address the elephant lurking in Sun, however, it’s the players who for grandiose airs, there are probably
the room and admit that a small determine their own story arcs, long better ways to spend your cash.
but significant part of Invisible Sun’s before any dice are rolled. RICHARD JANSENPARKES
unique nature comes from its rather If a player’s arc points towards
impressive price tag. Picking up the uncovering an arcane library, it’s up PLAY IT? M A Y B E
core game’s box set, portentously to the GM to build the story towards If you can ignore the price tag
known as The Black Cube, is going to that point. If their goal is to avenge this is a truly incredible display of
set you back well over £200. Even a set their father, sooner or later they’ll creativity and, even if you never play
of PDFs comes in at around £75. have the chance to meet the killer. the game, it’s a fascinating read.
That would be an eye-watering price Plenty of games like to cast the GM as However, that’s a pretty big ‘if’.
tag for even the most committed of board the story’s facilitator rather than its
game buyers, and for most RPG fans master, but few commit to the idea TRY THIS IF YOU LIKED…
it’s almost impossible to comprehend. quite so wholeheartedly. NUMENERA
However, there’s never been an RPG quite In fact, it’s hard to think of anything Monte Cook has always been a
so packed with stuff as Invisible Sun. that Invisible Sun doesn’t embrace whizz at the surreal; if you loved
The Black Cube’s heart may lie in the body and soul. It feels like every time the weird world of Numenera you’ll
four hard-backed, beautifully designed the designers made a choice about how probably dig Invisible Sun too.

tabletopgaming.co.uk 79
P L AY E D

TERMINATOR GENISYS:
RISE OF THE RESISTANCE
Roll your dice if you want to live
90-120m 1-4 14+ £60

difficult to execute, as it’s easy to find


yourselves split up while chasing an
objective or ambushed by an unlucky
roll that overwhelms you with enemies.
Like many of games of this ilk, every
mission has a story premise, but Rise
of the Resistance also peppers small
narrations throughout each level that
are unlocked by interacting with certain
objects on the board. No matter how
inconsequential and eye-rollingly cheesy
those bits of story are, they manage to
create a little interlude between constant
dice-rolling and repetitive movement.
As a welcome breather, they unite the
whole table as the players listen to a little
bit of dialogue before going back to their
routine of shooting robots.
Perhaps because of the game’s
incredible simplicity, the strength of
its setting or because its association
to the movie of the same name
doesn’t exactly inspire high hopes,
the mediocrity of Rise of the Resistance
erminator Genisys: Rise of the miniatures, there is no connection to becomes almost irrelevant. It is easy

T Resistance is a board game


version of a really bad movie,
which you can’t help but like despite
the mechanics of the gameplay.
In addition, despite being a
miniatures-focused game, the
to learn and easier to play, but can still
be hard to win – and shooting robots
with futuristic-sounding weapons
its more than obvious flaws. figurines are of average quality and, to is entertaining enough to keep
If you have played any action or top that off, do not fit well inside the pushing you through the campaign.
RPG-in-a-box games, like Zombicide or box. The rest of the components are If that sounds like too much of a
Vengeance, Rise of the Resistance won't equally shabby in their quality and time investment, there is always the
surprise you in any way. Its gameplay WHAT’S IN presentation, with misaligned printing, skirmish mode.
loop is almost too familiar: arrange THE BOX? extra thin cards and bending boards. On paper, Rise of the Resistance does
cardboard map tiles to form your ◗ 28 miniatures Despite all of that, almost not sound like a game that is worth
battle arena, drop in a couple of tokens ◗ 32 base rings unexplainably, Rise of the Resistance is your time. In reality, it doesn’t demand
◗ 22 dice
that represent supplies and barriers, actually good fun. The combat might much from you at all, and the time
◗ Four character boards
put a miniature of your character on be basic, but its mindless dice-rolling is spent will be full of silly mindless fun –
◗ 13 double-sided
a starting spot, and battle waves of map tiles entertaining in its ease and simplicity. until the next, better action game in a
endlessly spawning enemies while ◗ 111 tokens The enemies might continually spawn box comes along.
trying to achieve objectives that vary ◗ 108 cards and attack from all directions, but you ALEX SONECHKINA
slightly from mission to mission. dispense with them equally swiftly due
The dice combat is basic and the to the generous actions available each
PLAY IT? M A Y B E
story that accompanies the missions turn. The winning strategy is often as It doesn’t make much sense or follow
is laughably clichéd, being overstuffed simple as it is logical: stick together, any logic, but Rise of the Resistance,
with dramatic end-of-the-world pick up as much equipment as you can despite its many flaws, is simple
motivational speeches that are made carry, focus on your objective, level-up fun. If nothing else, you can have a
even funnier by a scattering of typos. between missions. Yet, it can still be good laugh at its clichéd writing.
Finally, while the game may have
enticed you by providing good old TRY THIS IF YOU LIKED… ZOMBICIDE
gung-ho action in the Terminator Instead of being overwhelmed by zombie hordes, Rise of the Resistance sees
universe, the theme is entirely you clearing waves of killer robots – the gameplay may not be as nuanced, but
window dressing – beyond the art and you will be back for more of its unintentional dramatic silliness.

80 April 2019
LINDISFARNE
A snack for Odin
Designer: Damien Fleury, Alain Pradet | Artist: ann&seb 30-45m 2-4 15+ £15

indisfarne is a whole lot of game largest collection and offer bonus score come a final scoring sheet, cards score

L in not a lot of box. With just a


deck of cards, three smallish
boards and a few handfuls of tokens,
for completing connected sections of
the panoramic frescos that run across
several cards. Meanwhile, objective
in at least three different ways – its
presentation feels a little less inventive.
The muted wood effect and awkward
this Viking dice-roller manages to cards award specific sets of card suits, arrangement of its three Europe-forming
create an experience that feels like it based on the various destinations; cards central boards, which serves a gameplay
belongs in a package several times the from the Viking home of Norway grant purpose but looks strangely disjointed,
size – and price.
WHAT’S IN bonus actions and scoring opportunities. sits alongside cards that are nicely
THE BOX?
At the centre of the Norse action ◗ Three map boards Dice-rolling and card set-collection illustrated but lack any individuality
is dice-rolling, with players chucking ◗ Six dice are two staples of the gaming world, and versus any one of the countless Viking
cubes equal to the number of Vikings in ◗ 38 destination Lindisfarne doesn’t necessarily reinvent games out there. In a word, the look of
their clan: six to start, then fewer as they cards the wheel when it comes to its gameplay. Lindisfarne is forgettable.
head off to European shores in search ◗ 20 objective cards The rules will be familiar to those who’ve Lindisfarne won’t change the world.
of regions to pillage. The results can be ◗ 24 Viking tokens spent time in similar small-box card and Taken piece by piece (of the few pieces
assigned to each of the boards to try and ◗ 12 rune tokens dice games, and can be picked up in a there are), its gameplay mechanics
◗ First Player pawn
achieve the most unique die results, couple of minutes by everyone else. and look are overly familiar and fail to
longest consecutive run of numbers or That said, what the combination of do anything special alone. Put them
largest number of matching rolls. The dice and cardplay here lacks in originality, together, though, and this compact set
diverse objectives – with the caveat of it makes up for with dependability as becomes so much more than the sum
having to place at least one token and tight as a longboat's planks. It’s wholly of its parts. It’s fast and fun, and asks
only being able to assign dice to a single satisfying to assign dice, collect cards and little of your time or money. A lot for a
board each turn – means that the luck of score points, and the quickness of turns little – who can argue with that?
the dice is offset, leaving enough room for and setup makes a good experience MATT JARVIS
a competitive, tactical feel. The chance to even better. You’re left with the feeling of
collect dice-modifying runes for unspent having played a much more substantial
Vikings at the end of a round opens up game thanks to the mixture of gameplay PLAY IT? P R O B A B L Y
Its gameplay isn’t revolutionary –
control of the cubes further, without elements and scoring considerations
but the amount it crams into an
taking away the excitement of throwing coming together seamlessly. extremely reasonable package is. This
down and seeing what turns up. Where Lindisfarne excels in making is a thoroughly solid and strategic
Achieve one of the objectives and its components go the distance – the experience that deserves the small
you’ll swipe one of that board’s attached three main map boards flip over to space it’ll occupy on your shelf.
cards, which is where Lindisfarne’s
second clever half comes into play. The TRY THIS IF YOU LIKED… RAIDERS OF THE NORTH SEA
cards can be worth points alone, but Love Vikings? This pairing of compact Norse-themed Eurogames will give you
also earn points for the player with the plenty of gaming joy to be thankful Thor.

tabletopgaming.co.uk 81
P L AY E D

WHAT’S IN
THE BOX?
◗ Double-sided
game board
◗ 18 influence tokens
◗ 18 intrigue tokens
◗ Eight
opportunity tokens
◗ 140 faction tokens
◗ 70 faction cards
◗ Six scoring cards
◗ Five scenario cards
◗ Four lord figures
◗ 56 courtier figures
◗ Four scoring markers
◗ Round marker
◗ Cloth bag
◗ Four player
hand screens
◗ 21 rings
◗ Start Player marker
◗ Ring stand
◗ Ring sticker sheet

TUDOR
More choices than Henry VIII had wives
90-120m 2-4 12+ £70

n Tudor, predictably, players are Rings are put on creepy cardboard of several scenarios, which give a

I transported to the court of Henry


VIII. But not to worry: there is no
beheading in this game. In fact, except
hand cut-outs that double as player
screens, although keeping them
standing straight on the table becomes
bonus special action. There are several
end-game bonuses that are drawn
randomly at the beginning of the game.
for the portraits of Henry’s wives that one of the biggest challenges of the To perform actions in the three rooms,
serve as a turn tracker, very little relates game. Putting the impracticality of the players also must follow a specific
to the history of that period at all. setup to the side, the rings and their sequence of placement and activation
Tudor is supposedly all about position on specific fingers add an of meeples.
courtly intrigue, which is really just interesting twist to the core gameplay. Unfortunately, the iconography
a thematic explanation for players to In the first two sequences of the turn, makes the already hard-to-remember
send their meeples around the board players assign their meeples to one of rules and objectives even more
to collect different faction tokens. The the three rooms on the board, which convoluted. Unintuitive little symbols
broad premise could work for almost allows them to perform a specific set of and signs present throughout every
any royal court, real or imaginary. actions. The rings are used to enhance step of the turn force players to
The game board, illustrated like those actions, making them more constantly refer back to the game’s
part of the palace, is divided into effective and powerful; for example, rulebook, slowing the flow of the
several zones, but the main area is allowing players to pick up more cards game significantly. This remains a
the courtroom. It is populated by a or move additional spaces up on one of stumbling block for a few rounds, if
staggering number of tokens. They the tracks on the courtroom portion. not for your first couple of games. TRY THIS IF
constitute the majority of the initial As players begin with just two rings Tudor’s gameplay and core concept YOU LIKED…
lengthy setup, but look gorgeous and gain additional ones only after are done well. It fails, however, in TZOLK’IN:
once all the tokens are placed on the getting to the top of one of the court its execution. It is not enough for THE MAYAN
board. Collecting them and moving tracks, choosing the position of rings components to look pretty; they need CALENDAR
up several tracks in the courtroom is the biggest strategic decision in the to be practical and help gameplay to Tzolk’in is an
– which represents your growing game. Players are able to enhance run smoothly. In an attempt to stand example of a
influence – is just one of many things only one ability, so they need to out by looking different, Tudor's worker-placement
board game with
you will be doing in Tudor. While decide right at the start what their goal gameplay is overshadowed by flashier
a gimmick that not
this is primarily a worker-placement for the first couple of rounds will be. and less meaningful gimmicks. only works with
game, there are a lot of bells and Especially if you are new to the ALEX SONECHKINA its gameplay, but
whistles to its gameplay. game, that is a tough decision. Apart is executed well –
One of the extra elements that from moving up on the court board PLAY IT? N O something from
stands out immediately is a mechanic and placing the rings on cardboard It may have some interesting ideas, which Tudor could
that uses the placement of rings on the fingers, there are a lot of other things but their poor execution leaves learn a lot.
fingers of players’ respective noble. to consider. Every game there is one Tudor on the chopping block.

82 April 2019
AMAZING TALES
20-40m 2-4 4+ £17

oleplaying, when you get down Much of this is common sense:

R to it, is all about make-believe.


Whether you’re stabbing goblins
in a dingy dungeon or uncovering
keeping sessions from running too long,
handing players a degree of creative
control and using characters’ failures as an
shadowy conspiracies in a neon-tinged opportunity to introduce interesting twists
future metropolis, imagination is the to the plot rather than as sudden brick
beating heart of the hobby. walls. It’s the kind of advice that could
That should make it a perfect activity equally apply to grown-up roleplaying.
for parents to share with children. But for What’s really helpful, though, are the
the most part, designers and publishers pages that deal specifically with GMing
are happy to tailor their products to an for kids: providing them with interesting
older crowd, with many games revelling questions, keeping things from becoming
in complicated rules and violent themes. too scary or stressful, and harnessing
Even when RPGs do cater for younger the energy, enthusiasm and imaginative
players, they tend to assume that quirkiness they bring to the table.
they’ve at least reached reading age. Other than this, the bulk of the book
Amazing Tales is different. An is made up of pre-made settings for
introductory roleplaying system with adventures, but it’s far more interesting
an emphasis on fun and creativity, it’s to work with your kids to create one of
designed specifically for pre-school your own. By adult standards, Amazing
and primary-aged kids. Its rules are Tales may seem rather light on actual
incredibly light – in fact, they pretty content. But as a new twist on storytime
much fit on a single page – and and a way to join your children in
rather than endless stats, tables and creative play, it’s priceless.
modifiers, it comes packed with hints OWEN DUFFY
on how to keep children engaged and
interested through a game. PLAY IT? Y E S

WILDLANDS:
THE ADVENTURING PARTY
30-60m 2-4 14+ £20

ast year, Martin Wallace’s this deck: a heal, for the cleric character, tower and a deep, crystal-studded

L Wildlands blew us away with its


super-slick, ultra-refined card-
based take on the miniatures skirmish
Thom. This can really make a difference
in the thick of battle, and offers a great
way to confound your opponents.
canyon), it’s clear these expansions are
going to keep coming. On the evidence
of The Adventuring Party, that can only
genre. Its appealingly motley factions You can also recast the heroes as a be a good thing. All we need now is a
and busy, colourful double-sided gang of troublesome looters – game- Scythe-style Automa deck to make a
board, made it clear from the start that it controlled characters with preset actions solo mode possible, and we’re set.
would benefit from expansion sets, and who move around the map during your DAN JOLIN
publisher Osprey Games hasn’t held battle and try to nab the players' crystals.
back from delivering them. First out of It’s a fun enough addition to the scrappy PLAY IT? Y E S
the gate was the six-strong reanimated chaos, but in truth this faction is best
horde The Unquiet Dead, and now appreciated as an active participant.
we have The Adventuring Party – a In fact, we’d go as far as to say they’re
quartet of classic questing hero types: the finest faction yet. Only having four
barbarian, rogue, wizard and cleric. of them gives you more tactical focus
With one fewer party member than (protect the healer!), which certainly
the other base set factions (and two adds an appropriate against-the-odds
fewer than the zombie gang), they might thrill when playing them.
appear underpowered. But Wallace With new maps also on the way
balances that by adding a new action to (May’s Map Pack 1 features a warlock’s

tabletopgaming.co.uk 83
HARRY POTTER
MINIATURES ADVENTURE GAME
Whether it’s dragon heartstring or unicorn hair, grab your bristled wand THE
ORDER
and cast some painting magic on the goodies of the wizarding world OF THE
PHOENIX
Words and photographs by Andy Leighton

e’re off to the wizarding world of creating characters, ensuring they really feel begging to snap. My biggest gripe is with the

W Harry Potter this month to explore


how to paint a selection of goody
miniatures from the Harry Potter Miniatures
like they’ve been plucked straight from their
respective universes.
Harry Potter is no exception to this. The
bases. They come with a plastic cobblestone
texture – perfect for the universe – but the
slotta bases (a tab at the bottom of the model
Adventure Game’s core set and expansions. miniatures are stunning, with each and slides into a slot) leave a ghastly gap with a
These wonderful models come to us from every one instantly recognisable and usually thick tab where more cobblestones should
Knight Models; no stranger to a franchise, featuring a very thematic or dynamic pose. be. It’s something that can only really be fixed
it has been involved in making miniatures All of them come in resin, which offers a great with some Green Stuff and sculpting work –
for Lord of the Rings, Star Wars, Marvel, and level of detail and is fairly easy to work with. something a scenic base should avoid.
Batman and the rest of the DC universe at There are some very fiddly bits, though. This doesn’t detract from the fact the models
one point or another. One thing that’s clear Some hands or even legs need to be glued in are a joy to paint, so let’s look at how you can
is the stunning sculpting work that goes into place and the wands are super thin and just add a touch of magic to your collection...

April 2019 tabletopgaming.co.uk 85


H A R R Y P O T T E R M I N I AT U R E S

HARRY, RON & HERMIONE


STAGE 1
PA I N T S & Skavenblight Dinge:
Basecoat the trousers/skirt.
TECH N I QU ES Dark Reaper: Apply a
basecoat to the outer robes.
Dawnstone: Apply a
STAGES basecoat to the jumpers.
Each model is split up into four stages, each Cadian Fleshtone: Apply a
with a list of colours and the corresponding basecoat to the skin.
paint that was used for it. Each stage uses a Celestra Grey: Apply a
basecoat to the shirt.
different technique to achieve a similar effect
Dryad Bark: Apply a basecoat
on each element but with different colours. to the wands and Harry’s hair.
Khorne Red: Apply a basecoat
Stage 1 is basecoating. Base colours are to the inner robes, edging,
applied using flat colours. Since the models are scarves and school crest.
XV-88: Apply a basecoat to
primed a lighter colour these initial coats are
Hermione’s hair.
applied slightly watered-down, around two parts Jokaero Orange: Apply a
paint to one part water. basecoat to Ron’s hair.

Stage 2 is shading. During this stage we apply


washes and glazes to the more shadowed STAGE 2
Nuln Oil: Apply a wash
areas of the miniatures, particularly the lower
over the jumpers, trousers
edges and undersides. and exterior cloaks.
Druchii Violet: Apply a
Stage 3 is layering. This stage involves applying wash to the reds.
a layer of a lighter colour, generally focused Reikland Fleshshade:
Apply a wash to the skin.
towards the top of the model, avoiding the
Agrax Earthshade: Apply
areas previously shaded. This guide also a wash to everyone’s hair.
features a lot of line highlights at this stage.
This involves applying a thin line of paint to the
raised areas and straight edges of the area.

Stage 4 is for final details and highlights. This


stage involves adding the finishing touches,
sometimes just small details like the eyes, or
adding small highlights to increase definition.
If you find yourself unsure of where to apply
the highlights or spot highlights, look over the
images alongside the guide and compare that
stage to the last.
STAGE 3
Dawnstone: Apply a layer to
the jumpers and highlight the
trousers. Add a line highlight
to Harry’s hair.
PAINTS YOU Russ Grey: Apply a line
WILL NEED highlight to the robes.
Ulthuan Grey: Apply a layer
Abaddon Black Karak Stone
to the shirts.
Agrax Earthshade Khorne Red
Wazdakka Red: Line highlight
Averland Sunset Kislev Flesh the underrobes, scarf and ties.
Balor Brown Leadbelcher Kislev Flesh: Apply a layer
Blue Horror Liberator Gold to the skin.
Bugmans Glow XV-88: Paint the wands.
Loren Forest
Averland Sunset: Apply
Cadian Fleshtone Lugganath Orange stripes to the ties and scarf.
Caledor Sky Mournfang Brown Jokaero Orange: Apply a
Castellan Green Nuln Oil line highlight to Ron’s hair.
Celestra Grey Rakarth Flesh Tallarn Sand: Apply a line
Ceramite White highlight to Hermione’s hair.
Reikland
Dark Reaper
Fleshshade
Dawnstone
Deathclaw Brown
Retributor Armour STAGE 4
Russ Grey Celestra Grey: Highlight
Death World the jumpers and trousers.
Skavenblight Dinge
Forest Fenrisian Grey: Apply edge and
Skrag Brown spot highlights to the robes.
Dechala Lilac
Slaanesh Grey Ceramite White: Apply a
Doombull Brown
Steel Legion Drab highlight to the shirt.
Drakenhof
Sycorax Bronze Slaanesh Grey: Apply a
Nightshade spot highlight to the reds.
Druchii Violet Tallarn Sand Flayed One Flesh: Apply a
Dryad Bark Teclis Blue highlight to the skin.
Fenrisian Grey Temple Guard Blue Karak Stone: Add a spot
Ulthuan Grey highlight to the wand tips.
Flayed One Flesh
Yriel Yellow: Scarf and ties.
Fulgrim Pink Wazdakka Red
Lugganath Orange: Apply a
Genestealer Purple Xereus Purple spot highlight to Ron’s hair.
Incubi Darkness XV-88 Blue Horror: Spot highlight
Ionrach Skin Yriel Yellow Harry’s hair.
Balor Brown: Apply a spot
Jokaero Orange Zandri Dust
highlight to Hermione’s hair.

86 April 2019
SIRIUS BLACK & PADFOOT

REMUS LUPIN & WEREWOLF FORM


STAGE 1 STAGE 1
Incubi Darkness: Apply a Slaanesh Grey: Apply a
basecoat to Padfoot and basecoat to the werewolf.
Sirius’ waistcoat. Death World Forest:
XV-88: Apply a basecoat Apply a basecoat to
to the jacket. Lupin’s suit.
Skavenblight Dinge: Castellan Green: Apply a
Apply a basecoat to basecoat to the cloak.
the trousers. Fenrisian Grey: Apply a
Cadian Fleshtone: Apply a basecoat to the shirt.
basecoat to the skin. Cadian Fleshtone: Apply a
Doombull Brown: Apply a basecoat to the skin.
basecoat to the hair. Doombull Brown: Apply a
basecoat to the hair.

STAGE 2 STAGE 2
Nuln Oil: Apply a wash Druchii Violet: Apply a
to the waistcoat, shirt wash to the entirety of
and trousers. the werewolf.
Agrax Earthshade: Apply Agrax Earthshade: Apply
a wash to the jacket a wash to everything but
and hair. the skin of Lupin.
Reikland Fleshshade: Reikland Fleshshade: Apply
Apply a wash to the skin. a wash to Lupin’s skin.

STAGE 3 STAGE 3
Dark Reaper: Line highlight Slaanesh Grey: Apply a
the waistcoat and shirt. layer to the werewolf’s skin.
Apply a layer to Padfoot’s Skavenblight Dinge: Apply a
fur, focusing on raised layer to the werewolf’s hair.
areas and facial features. Jokaero Orange: Apply a
Balor Brown: Apply a layer layer to the werewolf’s eyes.
to Padfoot’s teeth. Balor Brown: Apply a layer to
Tallarn Sand: Apply a layer the werewolf’s teeth.
to the jacket. Abaddon Black: Apply a layer
Kislev Flesh: Apply a layer to the claws of the werewolf.
to the skin. Death World Forest: Apply a
Dawnstone: Apply a line layer to the suit and trousers.
highlight to the trousers. Dark Reaper: Apply a line
Steel Legion Drab: Apply a highlight of the robes.
layer to the hair. Skrag Brown: Apply a layer
Retributor Armour: Apply to Lupin’s hair.
a layer to the buttons. Kislev Flesh: Apply a layer
Leadbelcher: Apply a layer to to the skin.
the pocket watch chain.

STAGE 4 STAGE 4
Russ Grey: Apply a spot Ionrach Skin: Apply
highlight to the waistcoat a line highlight to the
and shirt. Apply a spot werewolf’s skin.
highlight to Padfoot’s fur. Dawnstone: Apply a
Yriel Yellow: Apply a layer line highlight to the
to Padfoot’s eyes. werewolf’s hair.
Flayed One Flesh: Apply a Yriel Yellow: Apply a layer
line highlight to the skin, as to the eyes.
well as a spot highlight to Flayed One Flesh: Apply a
Padfoot’s teeth. line highlight to Lupin’s skin
Karak Stone: Apply a line and a spot highlight to the
highlight to the jacket. werewolf’s teeth.
Celestra Grey: Apply a spot Deathclaw Brown: Apply a
highlight to the trousers. spot highlight to the roots
of Lupin’s hair.
Russ Grey: Apply a spot
highlight to the robes.
Tallarn Sand: Apply a line
highlight to the suit.

tabletopgaming.co.uk 87
ALASTOR ‘MAD-EYE’ MOODY H A R R Y P O T T E R M I N I AT U R E S

KINGSLEY SHACKLEBOLT
STAGE 1 STAGE 1
XV-88: Apply a basecoat Xereus Purple: Apply
to the jacket. a basecoat to the
Cadian Fleshtone: Apply a inner robes.
basecoat to the skin. Caledor Sky: Apply a
Skavenblight Dinge: Apply basecoat to the cloak.
a basecoat to the trousers Mournfang Brown:
and top. Apply a basecoat to
Mournfang Brown: Apply the skin and wand.
a basecoat to the staff. Liberator Gold:
Jokaero Orange: Apply a Apply a basecoat to
basecoat to the hair. the shirt detailing.

STAGE 2 STAGE 2
Agrax Earthshade: Apply Nuln Oil: Apply a wash to
a wash to the staff, jacket the skin.
and hair. Drakenhof Nightshade:
Reikland Fleshshade: Apply a wash to all the
Apply a wash to the skin. robes and hat.
Nuln Oil: Apply a wash to
the trousers and top.

STAGE 3 STAGE 3
Zandri Dust: Apply a line Teclis Blue: Apply a
highlight to the jacket. line highlight to the
Russ Grey: Apply a line outer robes.
highlight to the trousers Genestealer Purple:
and top. Apply a line highlight to
Kislev Flesh: Apply a layer the inner robes.
to the skin. Bugmans Glow: Apply a
Lugganath Orange: Apply layer to the skin.
a layer to the hair.
Steel Legion Drab: Apply a
line highlight to the staff.
Sycorax Bronze: Apply a
layer to the buckles on the
jacket as well as around
the ‘magical eye’.
Ceramite White: Apply a
layer to the magical eye.

STAGE 4 STAGE 4
Flayed One Flesh: Apply a Temple Guard Blue:
highlight to the skin. Apply a line highlight to
Cadian Fleshtone: Apply a the outer robes.
spot highlight to the roots Dechala Lilac: Apply
of the hair. a spot highlight to the
Fenrisian Grey: Apply inner robes.
a spot highlight to the Cadian Fleshtone: Apply a
trousers and top. highlight to the skin.
Karak Stone: Apply a spot
highlight to the staff. Also
apply a spot highlight to
the jacket.
Caledor Sky: Apply a pupil
in the centre of the eye.

88 April 2019
NYMPHADORA TONKS

BASES
STAGE 1 STAGE 1
Xereus Purple: Apply a Mournfang Brown: Apply
basecoat to the cloak. a basecoat to the bases.
Genestealer Purple: Apply
a basecoat to the hair.
Dawnstone: Apply a
basecoat to the top.
Skavenblight Dinge:
Apply a basecoat to
the trousers.
Cadian Fleshtone: Apply a
basecoat to the skin.

STAGE 2 STAGE 2
Nuln Oil: Apply a wash to Skavenblight Dinge: Apply
the top and trousers. a fairly heavy drybrush
Druchii Violet: Apply a across each base.
wash to the jacket.
Reikland Fleshshade:
Apply a wash to the skin.

STAGE 3 STAGE 3
Fulgrim Pink: Apply a layer Dawnstone: Apply a light
to the hair. drybrush to each base.
Genestealer Purple:
Apply a line highlight to
the jacket.
Dawnstone: Apply a layer
to the trousers.
Celestra Grey: Apply a
layer to the top.
Kislev Flesh: Apply a layer
to the skin.
Abaddon Black: Make a
mix with around one part
water and carefully apply
lines down the trousers.

STAGE 4 STAGE 4
Flayed One Flesh: Apply a Celestra Grey: Apply a fine
highlight to the skin. edge highlight to the front
Dechala Lilac: Apply a line and side of each stone.
highlight to the jacket. Abaddon Black: Apply
Ulthuan Grey: Apply a a coat to the rim of
spot highlight to the top. the base.
Fulgrim Pink & Ceramite
White: Make a 1:1 mix
and apply a spot highlight
to the roots of the hair.

tabletopgaming.co.uk 89
90
T H E D U N G E O N M A S T E R ’ S G U I D E T O R O L E P L AY I N G

April 2019
AN OPTIMAL SITUATION
Does min-maxing your character’s fighting so reliably as having a meticulously planned
combo go off just the way I want it. In Diablo
prowess suck the fun out of the tale you’re telling? III this might mean crafting equipment that
causes enemies to explode the moment they
We weigh up the challenge of juggling story and skill attack me, while in D&D it first manifested in
a warlock who endlessly exploited their ability
Words by Richard Jansen-Parkes | Image courtesy of Wizards of the Coast to see in magical darkness using a spell that
summoned an inky sphere of night.
hen you looked at The fallacy revolves around an assumption Even when I’m not pushing the boundaries

W Wrath, it was hard to


see anything beyond
a warrior – a creature
built for the beating,
bloody heart of battle and very little else.
His skills and training were all guided by
the need to excel in combat, and his natural
that many people seem to hold – namely that
roleplaying and character optimisation are
somehow mutually exclusive. It’s the belief if you
create a mechanically effective character, they’ll be
boring when it comes to the story, and vice versa.
Like the two aspects sit at opposite ends of a see-
saw, with one naturally falling as the other rises.
of balance, I still struggle with the idea of
controlling a character who isn’t at least
effective at what they set out to do. If I’m
playing a pilot in Star Wars I want to be good
at flying ships. If I’m the muscle in an ill-fated
band of Call of Cthulhu investigators I want
to be able to at least glance over at a cultist
abilities were further enhanced by a carefully Like all fallacies, the point of the Stormwind without losing my mind.
curated selection of equipment. Enchanted Fallacy is that once you examine it for any time at And if I’m being entirely honest, sometimes
armour boosted his strength to superhuman all it quickly reveals itself to be absolute nonsense. I have to bite my tongue when folks I’m
levels, while the maul he wielded crackled and There is no reason, for example, that a playing with don’t feel the same way. No
fizzed with magical force. player’s ability to piece together the rulebook matter how much I try to bury it, there’s
This image of the consummate fighter was should somehow be linked to their storytelling always part of my brain that knows that their
only enhanced when he entered the battlefield, skills. We aren’t RPG characters ourselves, after character could be so much more effective is
with every attack, manoeuvre and charge all, with only so many skill points to assign. It’s they just picked this feat over that one, or that
dictated by cold, tactical logic. Wrath would entirely possible to craft a world-boiling hero they wouldn’t be complaining about missing
ignore the taunts of armoured brutes in favour one minute and play out a nifty conversation so much if they just boosted their core stats
of closing to close quarters with spellcasters with a shopkeeper the next. instead of fiddling with minor alterations
and leaders, crashing through their paltry This becomes even more obvious if we to things that only crop up once every nine
defences like a half-tonne of steel thunder. consider the counter-example. Just because sessions and… well, as you can see, I find it
He was, quite obviously, a creature someone insists on playing that negative-INT rather hard to switch it off.
optimised for battle. wizard or the Jedi who refuses to use Force
And yet there was more to him than powers, for example, they don’t instantly become ALL FOR ONE
that. He lacked the silver tongue that some the most nuanced, fascinating character going. Over the years, however, that’s exactly what
of his fellow party members used to talk And yet there still seems to be a feeling I’ve made myself do. Because I also know that
rings around their foes, but that didn’t stop among many RPG communities that character people play RPGs for different reasons; I know
him from letting his voice be heard. It was optimisation is anathema to creativity. that people find their enjoyment in different
a blunt tool that relied on plain logic and Which is weird, because people don’t aspects of the games.
simple honesty rather than cunningly crafted seem to mind heroes in other forms of media. Some folks get their kicks from taking out
combinations of flattery and threat, and it was Nobody looks at Aragorn from The Lord of the entire rooms full of bad guys in one move,
well-respected by those that knew him. Rings or Luke from Star Wars and rolls their others couldn’t care less about whiffing every
Though at first glance he seemed fierce eyes at they way they put so many points into roll so long as their death scene is on point.
frosty as a mountain, over the course of Wrath’s swordsmanship. When John Wick blasts his Part of playing RPGs with other people is
adventures he grew to become the grudging way through an entire nightclub of gangsters recognising the fact that other people are
leader of his band of misfits – in large part we don’t get huffy because he trivialised what there to have fun too and trying to enable that.
because he was a solid point of sense in a should have been a deadly encounter. So, the next time that someone turns up at
tide of chaotic schemes. He reconnected with No, we clap and cheer and nod appreciatively. your table with a shiny new character sheet
friends who had once thought him dead, Because it turns out that characters kicking with more numbers than words, try to avoid
regained a shattered sense of honour and after ungodly amounts of arse is fun. dismissing them as some kind of fun-sucking
many battles took down the wizards who had munchkin. Instead, try and work with them
once bought his pride with gold and magic. OPTIMISED FOR FUN to craft an experience that everyone can enjoy.
Yes, he was an optimal warrior. But he This is the point in the tale where I have to admit And if you’re like me, try to bear in mind
was also a leader, a lover and an all-round that I have skin in the game, so to speak. While the fact that not everybody is so invested in
incredible character. I wouldn’t like to think of myself as a win-at-all- the mechanical aspects of RPGs, and that
costs, nothing-counts-but-damage kind of player, unsolicited advice often comes across as
THE STORMWIND FALLACY I will freely admit that when I’m on the far side patronising rather than helpful.
In RPG circles people occasionally talk about of the GM’s screen I love playing mechanically Finally, remember Wrath – living(ish) proof
something known as ‘The Stormwind Fallacy’, powerful – or at least interesting – characters. that just because you’re a sleekly designed
named after the person who got the idea down Whether in video games, card games or slab of murder there’s nothing stopping you
in digital ink on an old D&D message board. RPGs, few things bring a smile to my face quite from being a fascinating character too.

tabletopgaming.co.uk 91
In Call to Adventure, players compete to craft
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Cast the Runes


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Play Hero and Antihero cards to improve
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www.brotherwisegames.com
UPCOMING EVENTS
CONPULSION DEATH
Friday April 5th to Sunday 7th
Teviot Row House, Edinburgh
conpulsion.org

SALUTE
Saturday April 6th
ExCel, London
The biggest wargaming-focused show
in the UK, the South London Warlords’
one-day event includes trades, demos and
EVENT REPORT participation games to enjoy.
salute.co.uk

CONPULSION SEVEN HILLS


Saturday April 6th to Sunday 7th
Sakura Brandi tells us about the Scottish convention Garrison Hotel, Sheffield
The roleplaying convention returns with
hosted by the University of Edinburgh’s RPG society games to play inspired by this year’s
theme: historical.
Interview by Matt Jarvis 7hills.org.uk

Conpulsion has been running a long time. When did Each year the GMs are asked to relate their games UNCON 5.0
it start, and how has it changed over the years? to the theme as much as possible, and ‘death’ Saturday April 6th to Sunday 7th
Conpulsion has had a tumultuous journey which may be the easiest theme to incorporate so far! St. George’s School, Broadstairs
Run by a local group, this family-friendly
started sometime in the late ‘80s/early ‘90s, RPGs are often illed with NPC, and sometime
event puts socialising at the front of its
providing nerds of all ages a place to celebrate PC, deaths, acting as a catalyst for many welcoming feel.
and share their hobby for many decades. adventures, but we have plenty of lighthearted unconuk.co.uk
Hosted by the University of Edinburgh’s and family-friendly games on ofer too.
roleplaying games society, GEAS, it has steadily HAMMERHEAD
grown to a convention that attracts attendees As well as playing games (of course), what else is Sunday April 28th
from all over the world, while maintaining its happening over the weekend? Newark Showground, Newark
unique sense of community and highlighting Other than RPGs and LARPs we will be ofering a This historical, fantasy and sci-fi miniatures
local talent, businesses and charities. trade hall with some of the best independent and show features tables of visitor participation
games, letting you jump into titles new and old.
local businesses in our community, demo tables of
hammerheadshow.co.uk
What’s new for this year’s event? exciting new games and panels/workshops, board
We are moving to a bigger room for traders games, logo and best games competitions, and CONTRAPTION
this year for the irst time in a while due to high even a chance to try out medieval sword ighting! Friday May 3rd to Sunday 5th
demand, as well as bringing back a selection of Chatsworth Hotel, Worthing
panels and workshops from a variety of topics and What advice would you give to those attending a Sessions of Pathfinder, Starfinder and Call of
with some very talented and experienced guests. roleplaying/gaming convention for the first time? Cthulhu join a packed three days of gaming,
For our convention, the wide variety of RPG one- plus meals and a film screening.
You feature a different theme each year. What shots available are the highlights of the weekend, warhorn.net/events/contraption-2019
does this bring to the event, and what have so I would recommend arriving as soon as doors
NORTH STAR
some of your favourites been? open on Saturday morning to grab a programme Saturday May 11th to Sunday 12th
he theme each year is voted upon during our and make your choices! Sign-ups will open straight The Garrison Hotel, Sheffield
logo competition over the course of the weekend, before each game slot, so keeping an eye on the A weekend of sci-fi roleplaying awaits
allowing our community to be involved with the clock and making sure you arrive early is key to those that come along to this con held in
selection process. avoid disappointment! Sheffield’s unofficial home of gaming, the
We believe that the themes make each Garrison Hotel.
Conpulsion memorable and varied, whilst also Why is Edinburgh’s Teviot Row House the perfect northstarcon.org.uk
giving us an excuse to reimagine our logo and place to hold a gaming get-together?
produce more merch! he one constant we Afordable food and drink, a relaxed atmosphere,
UK GAMES EXPO
Friday May 31st to Sunday June 2nd
employ is our mascot, Grify, which has had evocative décor and architecture are some of the NEC, Birmingham
many diferent reincarnations thanks to the irst things that spring to mind, as well as all the A mainstay of the UK gaming calendar, the
wonderful interpretations of the artists taking friendly members of the roleplaying society! long-running convention returns to its Brum
part. It allows us to showcase the artistic talent home for another year.
of the members of our community and to What have you got planned for next year’s ukgamesexpo.co.uk
lavour the RPGs and LARPs that will be ofered Conpulsion – and beyond?
at each convention. We want Conpulsion to grow bigger and stronger
each year, and be at the forefront of innovation in
Your 2019 theme is ‘death’. What are you roleplaying games and board games. From a more
expecting to see in the vein of the macabre practical sense, we hope to have at least enough
subject during the weekend? conventions to complete the alphabet!

April 2019 tabletopgaming.co.uk 93


CLUB DIRECTORY

ABERDEENSHIRE HEFFERS GAMES - BOARDGAMES SMIPHEES GAMES CLUB EAST SUSSEX GREATER MANCHESTER HERTFORD BEER &
ABERDEEN WARGAMES CLUB AT THE BOOKSHOP Callington, PL17 7AN 1066 WARGAMING CLUB TABLETOP MANCHESTER BOARDGAMES
Aberdeen, AB15 4YQ Cambridge, CB2 1TY St. Leonards-on-Sea, Cheadle Hulme, M15 4ST Hertford, SG14 1HH
THE DICE AND DAGGER TN38 8BL
BROCH BOARDGAME NIGHT NEWMARKET KNIGHTS GAMING CLUB GWENT HITCHIN HERETICS
Fraserburgh, AB43 9AH GAMES CLUB Bude, EX23 9BL FAMOUS COLLECTABLES GWENT REAVERS TABLETOP Hitchin, SG5 1XL
Ely, CB7 5HS Bexhill-on-Sea, TN40 1DU GAMING CLUB
OLDMELDRUM WEDNESDAY NIGHT GAMING Abertillery, NP13 3DJ LOST ARK GAMES RPG CLUB
WARGAMES GROUP PETERBOROUGH Redruth, TR15 3QY UCKFIELD TABLETOP GAMERS Stevenage, SG1 1EE
Inverurie, AB51 0AA WARGAMES CLUB Uckfield, TN22 5DT GWYNEDD
Peterborough, PE1 1NA COUNTY TYRONE CONWY WARGAMES CLUB NORTH HERTFORDSHIRE
ANGUS OMAGH WARGAMES CLUB WADHURST WARGAMERS Llandudno, LL30 3LB WARGAMES CLUB
ANGUS WARGAMES CLUB ROLL WITH IT! Omagh, BT78 1HL & ROLEPLAYERS Hitchin, SG5 1XL
Forfar, DD8 3AQ Huntingdon, PE29 3TF Wadhurst, TN5 6UL HAMPSHIRE
CUMBRIA ARBBL NORTH LONDON
KIRRIEMUIR WARGAMES CLUB THE CHATTERIS WARLORDS THE WIZARDS OF WINDERMERE EAST YORKSHIRE Andover, SP10 1DQ WARGAMES CLUB
Kirriemuir, DD8 4HN GAMES CLUB Windermere, LA23 1DY WOLDS WARGAMERS Waltham Cross, EN8 9AJ
Chatteris, PE16 6NA Driffield, YO25 6SS BLACK HOLE WARGAMERS
AYRSHIRE DERBYSHIRE Petersfield, GU32 3HS POTTERS BAR GAMES CLUB
NORTH AYRSHIRE THE GAMES TABLE CONSORTIUM GAMES ESSEX Potters Bar, EN6 5BT
WARGAMES CLUB Cambridge, CB24 4RP CLUB @GHQ BASILDON WARBOYZ CHINEHAM BOARD GAMERS
Irvine, KA12 0BA Chesterfield, S40 1JW Basildon, SS16 4NW Basingstoke, RG24 8LT ST. ALBANS BOARD GAME CLUB
CARMARTHENSHIRE St. Albans, AL3 5PE
BEDFORDSHIRE CARMARTHEN OLD GUARD DERBY ON BOARD GAMES BILLERICAY BOARD GAME CLUB DARK WORLDS GAMING SOCIETY
AMPTHILL ON BOARD Carmarthen, SA31 3AD Derby, DE1 1QH Billericay, CM12 9BQ Fareham, PO15 6TL STEVENAGE BATTLEGROUP
Bedford, MK45 2JS Stevenage, SG1 1NA
TOWY VALLEY TYRANTS (TVT) GROWN UP’S GAMES NIGHT BRENTWOOD CRUSADERS FARNBOROUGH BOARD
BEDFORD BOARD GAMING Carmarthen, SA31 2JE Matlock, DE4 3FQ Brentwood, CM13 1LP GAMES CLUB THOR’S HAMMER GAMING CLUB
Bedford, MK40 2SX Farnborough, GU14 0LE Borehamwood, WD6 5PR
CHESHIRE SUNDAY NIGHT BOARD COLCHESTER WARGAMES
BEDFORD GLADIATORS ALTRINCHAM GAMING AT THE OLD ASSOCIATION FARNBOROUGH TRING WARGAMES CLUB
Bedford, MK41 7TW WARGAMING CLUB KINGS HEAD BELPER Colchester, CO3 5RH WARGAME SOCIETY Tring, HP23 6BA
Altrincham, WA14 4PG Belper, DE56 1NP Farnborough, GU14 7LE
LEIGHTON BUZZARD ESSEX WARRIORS WARLORDS WARGAMING
BOARDGAMES CLUB CHEADLE BOARD ROOM DEVON Chelmsford, CM1 3DU FIRESTORM CARDS OPEN ST. ALBANS
Leighton Buzzard, LU7 2NR Cheadle, SK8 1DW BARNSTAPLE SLAYERS GAMING NIGHT St. Albans, AL3 4DJ
GAMING CLUB GBCON QUARTERLY GAMING DAY Basingstoke, RG24 8FB
LEIGHTON BUZZARD CHESHIRE GAMERS Barnstaple, EX32 8LS Loughton, IG10 4LF WATFORD WARGAMES CLUB
GAMING CLUB Crewe, CW1 4NJ FORDINGBRIDGE GAMING CLUB Watford, WD17 4PN
Leighton Buzzard, LU7 1ES CULLOMPTON BOARD LOUGHTON STRIKE FORCE Fordingbridge, SP6 1AS
CONGLETON AND DISTRICT GAMES GROUP Loughton, IG10 1LH WELWYN WARGAMERS
SAXON GAMES & CRAFTS LIGHT BOARD GAMES GROUP Cullompton, EX15 1JX GARY DONALDSON Welwyn Garden City, AL8 6PS
Bedford, MK40 4FU Congleton, CW12 1AH SAFFRON WALDEN Waterlooville, PO8 8RG
DARK STAR GAMING GAMES COLLECTIVE INVERNESS-SHIRE
VINTAGE & MODERN ELEMENT GAMES NORTH Plymouth, PL4 0AL Saffron Walden, CB10 1HQ MUSKETBALLS 1812 INVERNESS TABLETOP GAMERS
BOARD GAMES CLUB WEST GAMING CENTRE WAR GAMING Inverness, IV1 1LU
Dunstable, LU6 2PJ Stockport, SK2 6PT DEVON WARGAMES GROUP SOUTHEND-ON-SEA Southampton, SO15 3FQ
Exeter, EX4 8AW ROLEPLAYING SOCIETY ISLE OF MAN
BERKSHIRE GUARDIANS OF THE GAMES Southend-on-Sea, SS1 1BD PHOENIX BOARD GAMERS KB TABLETOP GAMING
BROAD STREET GAMERS (TABLETOP GROUP) EAST DEVON TABLETOP Bordon, GU35 0LR - ISLE OF MAN
Wokingham, RG40 3AQ Macclesfield, SK11 6UB & RPG GROUP THE HORNCHURCH Isle of Man, IM4 4LA
Honiton, EX14 1HR WARGAMES CLUB PORTSMOUTH ON BOARD
NEWBURY & READING MUG AND GAME Romford, RM3 9LB Portsmouth, PO1 1PT KENT
WARGAMES ASSOCIATION Congleton, CW12 1PG EXMOUTH IMPERIAL ALL AROUND THE BOARD
Newbury, RG14 2RA WARGAMES CLUB THE OVERLORDS RINGWOOD ASSOCIATION Westgate-on-Sea, CT8 8RE
POYNTON BOARD GAME DAY Exmouth, EX8 4SW Dagenham, RM8 2HQ OF WARGAMERS
NEWBURY & READING Stockport, SK12 1RB Ringwood, BH24 1DW ASHFORD (KENT)
WARGAMES ASSOCIATION GAME NIGHT @ CARPE THE PHOENIX GAMES CLUB BOARDGAMES CLUB
Newbury, RG1 4PS VARIABLE MAGERS Plymouth, PL4 8EU London, E13 0AD SOLENT WARGAMERS CLUB Ashford, TN24 9AJ
Stockport, SK4 3BS Portsmouth, PO1 1PT
THATCHAM TABLETOPS NEO TIVERTON GAMING CLUB FIFE BEXLEY REAPERS
Reading, RG7 6QH WARRINGTON BOARD Tiverton, EX16 5JJ DUNFERMLINE WARGAMING SOUTHAMPTON SLUGGAZ WARGAMING CLUB
GAMES CLUB AND ROLEPLAYING FELLOWSHIP Southampton, SO17 2JZ Bexley, DA5 1AA
THE READING Warrington, WA1 2SX PLYMOUTH ASSOCIATION Dunfermline, KY12 7DS
BOARDGAMES SOCIAL OF WARGAMERS THE SOUTHAMPTON GUILD BROMLEY BOARD GAMERS
Reading, RG1 5DE WINSFORD WARHAWKS Plymouth, PL3 5TB EAST NEUK TABLETOP GAMES OF ROLEPLAYERS Bromley, BR1 1TS
WARGAMING CLUB Anstruther, KY10 3DJ Southampton, SO14 0LH
WARFIELD BOARD GAMERS Winsford, CW7 4AT TORQUAY BOARD GAME CLUB CANTERBURY CRUSADERS
Bracknell, RG42 2DD Torquay, TQ2 7AD KIRKCALDY MEEPLE CLUB THE THIRD COALITION Canterbury, CT1 1RT
CLEVELAND Kirkcaldy, KY2 6LF WARGAMES CLUB
WARGAMES ASSOCIATION HARTLEPOOL DORSET New Milton, BH25 5BT CANTERBURY DRAGONS
OF READING WARGAMES SOCIETY SOUTHBOURNE TABLETOP FLINTSHIRE Canterbury, CT1 2DR
Wokingham, RG41 5DU Hartlepool, TS24 7DH & BOARDGAMERS DEESIDE DEFENDERS WATERLOO TABLE TOP GAMERS
Bournemouth, BH6 3AA Chester, CH4 0DR Waterlooville, PO8 8RG DICE ON THE HILL
BIRMINGHAM REDCAR IRONBEARDS London, SE18 3EG
BIRMINGHAM WARGAMES Redcar, TS10 1RH WESSEX WYVERNS FGC FLINTSHIRE GAMING CLUB WESSEX WARGAMES
AND BOARDGAMES CLUB WARGAMES CLUB Mold, CH7 6SZ WINCHESTER GOLDCHEST GAMING CLUB
AKA DRAGOON’S DEN CO ANTRIM Ferndown, BH22 9AN Winchester, SO22 4QB Dartford, DA12DX
Birmingham, B13 9EA DRAGONSLAYERS GLASGOW
Belfast, BT7 1NN WEYMOUTH LEVELLERS CLUB ANTONINE BOARD GAMERS WESSEX WYVERNS GRAVESHAM WARGAMING
BUCKINGHAMSHIRE Weymouth, DT4 0AR Glasgow, G64 4EN GAMING CLUB AND TABLETOP GAMING CLUB
AYLESBURY BOARDGAME CLUB LISBURN GAMING CLUB Ringwood, BH24 2NP Gravesend, DA11 9EU
Aylesbury, HP19 8SR Lisburn, BT28 1NY WORLDS AWAY GLASGOW GAMES GROUP (G3)
Bournemouth, BH2 5RQ Glasgow, G20 7QE HEREFORDSHIRE GREENWICH & BLACKHEATH
MILTON KEYNES QUB DRAGONSLAYERS DICE AND DECKS BOARD GAMES AND BEER CLUB
WARGAMES SOCIETY Belfast, BT7 1NN DUMFRIESSHIRE UNPLUGGED GAMES CLUB Ross-on-Wye, HR9 5HR London, SE3 7JQ
Milton Keynes, MK11 1JQ ANNAN GAMING CLUB Glasgow, G41 3AB
CO CORK Annan, DG12 6EF HEREFORDSHIRE BOARDGAMERS MAIDSTONE
NEWPORT PAGNELL BRETHREN WARGAMING CLUB GLOUCESTERSHIRE Hereford, HR4 9EA WARGAMES SOCIETY
BOARD GAMES CLUB West Cork, T23 F577 THE FIVE ARCHES GAMING CLUB GLOUCESTER TABLETOP Maidstone, ME17 4AW
Newport Pagnell, MK16 8AN Dumfries, DG1 3JR GAMING COMMUNITY HERTFORDSHIRE
CO DURHAM Gloucester, GL2 5AS BISHOP’S STORTFORD TABLETOP MEDWAY AREA BOARDGAMERS
WYCOMBE WARBAND DARLINGTON’S DOGS OF WAR DUNBARTONSHIRE Bishop’s Stortford, CM23 3BQ Maidstone, ME14 1ED
Beaconsfield, HP9 1LG Darlington, DL3 7LX DUMBARTON WARGAMES CLUB GLOUCESTERSHIRE
Dumbarton, G82 1QQ GAMES BUNKER BLACK WOLF WARGAMES CLUB MILTON HUNDRED
WYRMBERG GAMES DURHAM RAIDERS Cheltenham, GL51 4XA Hitchin, SG5 1XL WARGAMES CLUB
Aylesbury, HP21 9DT Croxdale, DH6 5HJ DURHAM Sittingbourne, ME10 4BX
DWG IWARPUK CALAMITY COMICS HATFIELD
CAITHNESS GAMERS@HART Durham, DH1 1QG Gloucester, GL2 9EB Hatfield, AL10 0JJ SEVENOAKS & TONBRIDGE
NORTHERN Hartlepool, TS26 9DE ASSOCIATION OF
KNIGHTS WARGAMES DYFED LECHLADE BOARD GAMES CLUB FINCHLEY GAMES CLUB GAMERS (STAG)
Thurso, KW14 8HN CO LONDONDERRY CARMARTHEN OLD GUARD Lechlade, GL7 3HA London, N12 7JE Sevenoaks, TN15 9HA
THE SIEGE BUNKER Carmarthen, SA31 3JS
CAMBRIDGESHIRE Londonderry, BT48 7JL LINCOMBE BARN GAMES CAFE CLUB TUNBRIDGE WELLS
2D6 LODGE GAMEPARK GAMING WARGAMES SOCIETY St. Albans, AL3 4BL WARGAMES SOCIETY
Cambridge, CB1 8NN CORNWALL Aberystwyth, SY23 2JS Bristol, BS16 2RW Tunbridge Wells, TN3 0PR
CORNWALL MINIATURE HEMEL HEMPSTEAD
FENLAND RPG CLUB WARGAMES ASSOCIATION WELSH WEYR GAMING GROUP PORK CHOP GAMING WARGAMING CLUB WHITSTABLETOP
Ely, CB7 5NG Newquay, TR8 4LA Ammanford, SA18 1DX Cheltenham, GL50 3HA Hemel Hempstead, HP1 1LD Whitstable, CT5 1DA

94 April 2019
List your club for free and see full club details
tabletopgaming.co.uk/clubs

LANARKSHIRE GRIMSBY WARGAMES SOCIETY PHOENIX GAMING CLUB SOUTH HUMBERSIDE GUILDFORD BOARD SOUTH DOWNS SIEGEBREAKERS
CARLUKE WARGAMES CLUB Grimsby, DN32 9HT Rushden, NN10 9YE SCUNTHORPE GAMES CLUB Pulborough, RH20 4DR
Carluke, ML8 5JQ TABLETOP GAMERS Guildford, GU1 4LH
LINCOLN BOARD GAME GROUP THE BRACKLEY & Scunthorpe, DN16 1DQ WEST YORKSHIRE
GLASGOW BOARD GAMERS Lincoln, LN1 3BJ DISTRICT GAMERS HAMPTON COURT BOARD IN THE VILLAGE
Glasgow, G2 5AP Brackley, NN13 6LF SOUTH YORKSHIRE GAMES CLUB Bradford, BD14 6RE
LOUTH STRATEGY GAMES CLUB MALTBY AND DISTRICT East Molesey, KT8 0BT
LANARKSHIRE GAMERS Louth, LN11 8DB THE PIT GAMING CLUB WARGAMES CLUB GAMING CLUB BRADFORD
Motherwell, ML1 1BS Wellingborough, NN9 5TU Rotherham, S66 8JB KINGSTON GAMES GROUP Bradford, BD1 2DX
LONDON Kingston upon Thames,
ML2 GAMERS CROSS GAMING CLUB NORTHUMBERLAND ROTHERHAM WARGAMES CLUB KT2 6LN HALIFAX BOARD GAMERS
Hamilton, ML3 6BU London, SE1 1DX BOARD TO DEATH Rotherham, S60 1JE Halifax, HX1 1SJ
Alnwick, NE66 3NP REIGATE WARGAMES GROUP
LANCASHIRE SELWG ROTHERHAM Reigate, RH2 0NA KEIGHLEY TABLETOP COMBAT
BLACK TOWER WARGAMING London, SE6 2TS NOTTINGHAMSHIRE WARGAMES SOCIETY Keighley, BD20 6EB
Blackpool, FY4 4ND K.I.A GAMES CLUB Rotherham, S60 1JE STAINES WARGAMES
TANELORN WAR Nottingham, NG17 8LA ASSOCIATION MIDLIFE DICES
BOLTON GNOME’S GAMING CLUB STEEL CITY WARGAMING Egham, TW20 0QT Shipley, BD18 4SJ
Bolton, BL1 5QD London, E11 3DB NOTTINGHAM BOARD & Sheffield, S13 7LL
WARGAMES CLUB STAY ON TARGET OTLEY BOARD GAMERS
BURNLEY BOARD GAMERS THE ROLE PLAY HAVEN (STRATFORD) Nottingham, NG2 1NB VAULT 14 Woking, GU21 5BG Otley, LS21 2AU
Burnley, BB10 3LF London, E15 2HU Doncaster, DN1 3JU
THE CLUB WITH NO NAME SURREY GIRL GAMERS PENNINE RAIDERS
BURNLEY WARGAMES CLUB THE ROLE PLAY HAVEN (LEWISHAM) Nottingham, NG2 1NB ZONE OUT GAMES CLUB Woking, GU21 4AL Halifax, HX3 6AW
Burnley, BB10 3EU London, SE13 6LH Doncaster, DN1 2PX
WAR & PEACE GAMES CLUB SUTTON GAMES CLUB WILTSHIRE
DECKS & DICE MERSEYSIDE Nottingham, NG10 5BD SOUTHWARK Sutton, SM1 1DT BOSCOMBE DOWN &
Manchester, M25 1AW FORGEMASTERS GAMING CLUB DICE CULT AMESBURY WARGAMES CLUB
Wirral, CH63 6HD WILDSIDE GAMING London, SE1 4GZ SUTTON GAMING CLUB Salisbury, SP4 7LN
DICED TEA Newark, NG24 1ER Sutton, SM1 4DP
Oldham, OL1 2DB LIVERPOOL LION BOARDGAMERS STAFFORDSHIRE CHIPPENHAM BOARD
Liverpool, L3 9NS OXFORDSHIRE ALL ABOARD GAMING CLUB SWIGGERS GAMES CLUB
DUNGEONS & FLAGONS ABINGDON WARGAMES CLUB Stoke-on-Trent, ST4 1JB London, SE1 2TF Chippenham, SN15 3WL
Manchester, M1 7HL MUTANT DICE GAMES Abingdon, OX14 5AG
GAMING GROUP CHASE WARGAMES CLUB THE SOUTH LONDON WARLORDS DEVIZES & DISTRICT
ELWA: EAST LANCASHIRE St. Helens, WA9 4TR AMBROSDEN GAMING CLUB Burntwood, WS7 0JL London, SE21 7BT WARGAMES GROUP
WARGAMES ASSOCIATION Bicester, OX25 2LZ Devizes, SN10 5AD
Blackburn, BB6 7DD SOUTHPORT BOARD GAMING POTION THE WOKING WEIRD BOYZ
GAMES GROUP BICESTER BOARD GAMERS Stoke-on-Trent, ST10 4JY Woking, GU22 7TA WEDNESDAY KNIGHT GAMERS
FAN BOY THREE BOARDGAME NIGHT Southport, PR8 1NH Bicester, OX26 3HA Salisbury, SP1 3TA
Manchester, M1 1EL LICHFIELD GAMERS AND RPG TOLWORTH 1ST FOUNDING
ST. HELENS BOARDGAMES, NORTH OXFORDSHIRE Lichfield, WS13 6EB Chessington, KT9 1PF WORCESTERSHIRE
GECKO GAMES CLUB ROLEPLAYING GAMES (B.O.R.G.) WARGAMING CLUB BROMSGROVE BOARD GAMERS
Accrington, BB5 3QW St. Helens, WA10 5BF Banbury, OX16 9AF STAFFORDSHIRE SUSSEX Bromsgrove, B60 2DZ
WARGAMING GUILD BRIGHTON WARLORDS
HARLEQUINS BLACKPOOL MID GLAMORGAN OXFORD GAMING CLUB Stone, ST15 8TG Brighton, BN1 1UB KIDDERMINSTER AND
Blackpool, FY1 3QA CAERPHILLY BOARD GAMERS Oxford, OX2 7DP AREA ROLEPLAYERS
Caerphilly, CF83 1AP TAMWORTH GAMES CLUB WARWICKSHIRE Kidderminster, DY11 5QA
HOUSE LANCASTER OXFORD ON BOARD Tamworth, B79 7DJ AFTERNOON PLAY
GAMING GROUP CASTLE GAMERS BRIDGEND Oxford, OX4 1EA Birmingham, B15 1AY PERSHORE GAMING
Lancaster, LA1 1EE Bridgend, CF35 6AU TAMWORTH LIBERATORS Pershore, WR10 1EQ
OXFORD OUTRIDERS GAMING CLUB BOARD GAME CAFE
LYTHAM ST. ANNES GAMERS MIDDLESEX Oxford, OX1 2AU Tamworth, B77 3AE SUMMERFIELD POSTAL ORDER GEEK MEET
Lytham St. Annes, FY8 4BX BATTLEUX WARGAMES CLUB Birmingham, B16 0EZ Worcester, WR1 1DN
Uxbridge, UB10 0RY RENFREWSHIRE THE VINE INN GAMERS
PRESTON’S GAMERS GUILD GLASGOW AND DISTRICT Rugeley, WS15 2AT BRAVO ONE GAMING REDDITCH
Preston, PR1 7DP DICE CLUB WARGAMING SOCIETY Birmingham, B1 1QP WARGAMING SOCIETY
Uxbridge, UB10 0RY Glasgow, G41 4AD TRITEX GAMES Redditch, B97 5YE
SALFORD AND MANCHESTER Stafford, ST16 1BG COCKED DICE GAMING
GAMING HAVEN HESTON AND SHROPSHIRE Coventry, CV5 9EQ WORCESTER BOARD
Salford, M8 0TW EALING WARGAMERS BIG ORBIT GAMES STIRLINGSHIRE GAMERS (WOBOG)
London, W13 9SS SHREWSBURY FALKIRK DISTRICT DREAMDEALERS GAMING CLUB Worcester, WR1 2DP
THE HUNGRY DRAGON Shrewsbury, SY1 1PH WARGAMES CLUB Coventry, CV6 4FE
GAMES NIGHT LONDON ON BOARD Grangemouth, FK3 8QR WYRE FOREST GAMERS
Manchester, M21 0AE London, W1F 9LD E-COLLECTICA GAMES GRANGE LIVE GAMING Kidderminster, DY10 1RP
Shrewsbury, SY1 2DT STIRLING WARGAMERS Birmingham, B1 1QP
THE LIVERPOOL WARGAMES TABLETOP TUESDAYS Stirling, FK8 1QJ YORKSHIRE
ASSOCIATION (LWA) London, N16 8BX GAMES @THE BIRD NUNEATON ALTERNATIVE AIREBOROUGH
Liverpool, L1 6HB Shrewsbury, SY1 2DT SUFFOLK GAMES ASSOCIATION COMMUNITY GAMERS
THE GAMES CLUB BURY ST. EDMUNDS Nuneaton, CV10 8LJ Leeds, LS19 6AS
THE NEGG (NORTH OF London, NW1 2JU STAGS TELFORD BOARD GAMING GROUP
ENGLAND GAMING GROUP ) WARGAMING SOCIETY Bury St. Edmunds, IP30 9LH OCTOBER WARGAMES BEYOND MONOPOLY
Accrington, BB5 3EE MIDLOTHIAN Telford, TF1 1LU ASSOCIATION York, YO24 1AQ
EDINBURGH LEAGUE OF GAMERS HAVERHILL AREA BOARD Birmingham, B16 8SY
THURSDAY SCYTHE Edinburgh, EH7 5EA TELFORD BOARDGAMERS CLUB GAME GROUP EAST LEEDS
BOARD GAMERS Telford, TF1 2BW Haverhill, CB9 8AU SCIMITAR WARGAMES GROUP Leeds, LS25 2HD
Liverpool, L3 8HE SOUTH EAST SCOTLAND Coventry, CV3 5GT
WARGAMES CLUB SOMERSET HAVERHILL WAR GAMES CLUB EAST LEEDS MILITARIA
LEICESTERSHIRE Edinburgh, EH7 4EW BATH GAMING GROUP Haverhill, CB9 9JE WEST MIDLANDS SOCIETY WARGAMES CLUB
CHARNWOOD ROLE Bath, BA2 6AA BIRMINGHAM WARGAMES Leeds, LS25 2HD
PLAYERS GAMING CLUB NORFOLK IPSWICH BOARD GAMERS AND BOARDGAMES CLUB
Loughborough, LE12 8DT AFTERMATH GAMING CLUB MID SOMERSET Ipswich, IP3 0FS AKA DRAGOON’S DEN HEADINGLEY GAMES CLUB
Norwich, NR3 4HX WARGAMES CLUB Birmingham, B13 9EA Leeds, LS6 3HN
LEICESTER ALL SCARS Wells, BA5 2PU IPSWICH COUNTY LIBRARY
Leicester, LE1 3JR KING’S LYNN RPG & BOARD GAMES LIBRARY DUDLEY DARKLORDS HOLMFIRTH GAMING CENTRE
WARGAMES CLUB PIGMAR WARGAMING CLUB Ipswich, IP1 3DE Kingswinford, DY6 8AP Holmfirth, HD9 7HP
LEICESTER PHAT KATZ King’s Lynn, PE30 4DN Bath, BA1 6AB
Leicester, LE3 0QY MID SUFFOLK GAMING CLUB PLAY MORE GAMES! HULL’S ANGELS
NORWICH BOARD GAMERS THE ESCAPE COMMITTEE Stowmarket, IP14 4SH Solihull, B90 3GG Hull, HU1 3HG
MARKET HARBOROUGH Norwich, NR2 4AL WARGAMES CLUB
WARGAMES CLUB Burnham-on-Sea, TA8 2ET SKYWARD FIRE GAMES WEST SUSSEX IRELAND WOOD GAMES
Market Harborough, LE16 7JU TAS GAMING CLUB Lowestoft, NR32 1TY BOGNOR REGIS COMMUNITY
King’s Lynn, PE34 4SJ THE FROME BOARD GAMING ASSOCIATION Leeds, LS16 6BS
SECTION 31 GAMES CLUB WHITE EAGLES Bognor Regis, PO21 5EU
Leicester, LE1 1PA NORTH YORKSHIRE Frome, BA11 1PU WARGAMES CLUB LEEDS GAMING
SCARBOROUGH GAMES SOCIETY Ipswich, IP2 0RG BOGNOR REGIS MILITARY Leeds, LS1 3DL
SONS OF SIMON DE MONTFORT Scarborough, YO12 7BY TRINITY WARGAMING CLUB MODELLING AND
Loughborough, LE12 8TX Taunton, TA1 3JG SURREY WARGAMING SOCIETY LEEDS NIGHT OWLS
YORK GARRISON BELLUM KNIGHTS Bognor Regis, PO21 5SB Leeds, LS6 1LJ
THE LEICESTER WARGAMES WARGAMING CLUB WARGAMING @ RADSTOCK Surbiton, KT6 5NJ
AND FANTASY GROUP York, YO32 4AQ Radstock, BA3 4BD CRAWLEY GAMING CLUB SHEFFIELD AND ROTHERHAM
Leicester, LE3 0QU CROSS GAMING CLUB Crawley, RH10 5DF WARGAMES CLUB
NORTHAMPTONSHIRE WESTON WARGAMERS CLUB London, SE1 7RW Sheffield, S2 2TP
LINCOLNSHIRE BATTLEFIELD HOBBIES Weston-super-Mare, DUNGEON CRAWL-EY
BOSTON TABLETOP GAMERS Daventry, NN11 8RB BS23 1NF CROYDON BOARD GAMERS GAMES CLUB SHEFFIELD BOARD GAMES
Boston, PE21 6QQ Croydon, CR0 1DP Crawley, RH11 7QG Sheffield, S3 7HG
DESBOROUGH ROLEPLAYING WSM BOARD GAMING CLUB
GRANTHAM FRIENDLY GAMERS AND WARGAMES CLUB Weston-super-Mare, EAGLE GAMING CLUB MID SUSSEX MEEPLES SHEFFIELD WARGAMES SOCIETY
Grantham, NG31 6LJ Kettering, NN14 2NQ BS22 8PD London, SW18 2PT Burgess Hill, RH15 8DX Sheffield, S8 0PS

tabletopgaming.co.uk 95
You stock all sorts of games. What’s been proving
particularly popular so far in 2019?
he Games Workshop releases have been
very well received, with Genestealer Cults,
Gloomspite Gitz, Carrion Empire and
Shadowspear all in high demand. In other
SHOP SPOTLIGHT ranges Gloomhaven, KeyForge, Pokémon: Team
Up, Magic: he Gathering’s Ravnica Allegiance
and WizKids’ unpainted miniatures have also

DARK SPHERE
Alexi Tingey tells about us the rise of the outlet from a
been very popular with our customers.

Have you noticed any wider trends when it comes


to what people are buying and playing recently?
We’ve noticed a steady trend towards
small miniatures website to a London megastore skirmish-style games – Kill Team, Guild Ball,
Blood Bowl, Shadespire, Ininity. hese tend
Interview by Matt Jarvis
to have a signiicantly smaller model count,
usually ive to ten models, which means busy
Could you give us a brief history of Dark Sphere? games, roleplaying games, a massive paint players can still ind the time to paint their
We originally started in 2006 as selection including Games Workshop, Vallejo, force and since the games are typically quicker
MiniaturesByPost, a webstore selling only Scale Color and Army Painter, brushes, basing they can it in a game or three after work even
Games Workshop products. materials, tools, primer sprays, and basically if their job means they leave work relatively
In 2009 we opened a tiny store in Waterloo everything else you need for the hobby. late at night. It’s also easier to ind room for
– and I mean tiny, we had a single six-by- he new Shepherd’s Bush megastore is one a small case containing a handful of models
four table in the store and that was a massive of the biggest gaming stores in Europe which than trying to travel in the rush hour with
squeeze! As we grew, we played on tables out means that we have far more space to display large cases as well as a computer bag etc.
on the pavement, putting up sheets between a much larger product range, rent out board
pillars to protect product and people from games, run multiple tournaments on the same What are you expecting to be the biggest releases
the elements. Curious people would poke day or just run single large events. We also have of the rest of the year?
their head through the gaps to see what on space to have ixed display and demo tables [Warhammer 40,000’s] Sisters of Battle has
earth was happening. It was a great deal of such as the Rogue One Scarif X-Wing demo that been a range that players have wanted for
fun. Passers-by would come and interact for a we took to Salute a couple of years ago. years and we anticipate that will be incredibly
while before they had to make their trains or popular. Even though we don’t know what it
various sightseeing bookings. Are the local gaming communities in Shepherd’s is yet I imagine whatever Games Workshop
Having taken up all the available space Bush and Waterloo different? releases on Black Friday will be the most
on the pavement which might have been Not massively, and we do have a large overlap popular thing in the remaining year; Blood
considered ‘ours’ we moved into a bigger unit of players who will happily game at either store. Bowl, Necromunda and Blackstone Fortress
just further down the road. As we continued Waterloo is easier for players who work or were Black Friday releases from previous years.
to grow and with no room to expand on to the study centrally so tends to have a bit more of
pavement we hired a second unit a few doors a skew towards university students and young What are your plans for the rest of 2019?
down to be our gaming centre. professionals. Being a short distance from the here is still much to sort out in the new
We soon ran out of room yet again and so Imperial War Museum it does have a lot of megastore and a very large amount of scenery
about four years ago we moved it all under one historical gamers popping in; being close to to build and paint! We’re hosting a 100-player
roof to our current store. As gaming continued the London Eye means we have a number of Warhammer 40,000 tournament this autumn
to expand we began our search for a venue tourist and overseas visitors who want a quick and already have plans for large events for Age
where we could run the size of tournaments game whilst they are visiting London. Last year of Sigmar, X-Wing and hosting a Malifaux GT.
that we really wanted to host and in October we had an American visitor who bought his Our new dedicated high-speed line should
we opened our second shop, a west London tournament Eldar list with him who managed to be installed in the megastore by end of April,
megastore in the shopping centre opposite play six games against four diferent opponents allowing us to have great customer wi-i but
Shepherd’s Bush underground station. in three days and returned home a happy man. also to start streaming a number of our events
Shepherd’s Bush tends to be a little more – and we should be able to start ofering food
What makes the two shops similar – and unique? family-based, especially with the large board and drink around the same time.
In both stores we’ve tried to support as many games selection and lending library. he
diferent games and ofer as much gaming extra space means it’s more popular with our WHERE CAN I FIND IT?
space as possible. So you’ll ind shop shelves wheelchair customers and being in a shopping 186 Hercules Road, SE1 7LD (Waterloo)
running along the wall of the store full of the centre we get more casual gamers or people W12 Shopping Centre (Shepherd’s Bush)
most popular tabletop miniature systems, just popping in who have never seen a store 020 7928 1373/020 8749 2916
darksphere.co.uk
collectible and living card games, board like us before!

96 December
April 20192017 tabletopgaming.co.uk
SHOP DIRECTORY
ONLINE

Gunpowder
Original games
with a spark
12 Buckwell Street, Plymouth, PL1 2DA
Phone: 01752 604414
Scotland’s leading online retailer
Facebook: G.I. Games
of speciality games. We offer a Email: gigamesinc@gmail.com
range of board games, collectable
card games, miniature games & • Board games • Roleplaying
other gaming products. • Tabletop Battle games • CCGs
FIND US AT: • Miniatures • Paints • D & D
• Conan • Cthulhu • Pathfinder
Red Dice Games
@RedDiceGames
Bag of Dungeon, Kastles, • Star Wars X-Wing • Catan
Tight Red Pants and more... • Traveller • and much more ...
reddicegames
GUNPOWDER ST UDIOS.CO.UK
reddicegames.com home or wholesale welcome

SOMERSET

This space
COMICS & GRAPHIC NOVELS
could be yours!
TOYS & ACTION FIGURES
RPG & BOARD GAMES
To advertise here,
MAGIC THE GATHERING
GAMES WORKSHOP call Dani on
& WARHAMMER
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STAR WARS & DR WHO
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& MUCH MORE!
warnersgroup.co.uk Check out our SINGLES for Star Wars Destiny,
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We also ofer a great selection of brand new Board Games, Card Games,
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HERTFORDSHIRE

GUERNSEY

A new and exciting centre for many different types of


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

Unit 5, The Albany, St. Peter Port, Guernsey, GY1 1AE


Tel: 01481 712240 Facebook: Facebook.com/JustGamesGsy
www.justgamesgsy.co.uk
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PIT: BULL & BEAR


it is a playing card game that

P was first released by Rook


Card Company Inc. in 1904.
In 1919 it released a special
edition which contained
two extra cards: the bull and the bear.
These cards added some extra strategy
to a game that was already fun to play.
The rights were bought by Parker Bros.
and released in many different versions
throughout the USA and Europe. While
there are many older versions out there
it is still being actively produced and
marketed today by Hasbro.
Pit was created by Edgar Cayce,
who later found fame for his psychic
predictions, but it was most likely based
on the game Gavitt’s Stock Exchange,
which was invented in 1903 by Harry E.
Gavitt. The game’s title comes from the
Chicago Board of Trade (known internally
as ‘The Pit’) and it is intended to be a
simulation of the open outcry commodity
trading which took place there. It’s quite
easy to see why Pit was a big hit in the early 20th cards you have to trade.
century; it was an era where parlour games were You can only trade
popular and Pit is designed for several players – it’s complete sets – with
noisy, fun and ideal for parties. the exception of the
The game is for between three and seven players bear card, which you
and the deck of cards represents seven different can sneak in with other
commodities: wheat, barley, corn, flax, hay, oats and cards during a trade.
rye. There are no turns in Pit but rather all players play The extra bull and
at once, creating a noisy atmosphere representative of bear cards are optional for play but are used to add a
open outcry trading; if you stay quiet in Pit you’re not further element of luck/risk to the game. The bull can
going to win. be used as a wild card to represent any commodity
The aim is to try to collect a full set of nine cards of a or it can be used to create a ten-card set rather than
single commodity by trading with fellow players, thus nine, which stands for double points. Any player with Words Phil Robinson
Phil Robinson is a game
cornering the market. When this happens you lay down the bear in their hand when a set is completed gets 20 historian and the founder
your cards and collect the points indicated. Versions of points deducted. of the Museum of Gaming,
the game from 1970 onwards were issued with a bell, Pit is a game that has lasted. It’s a game that thrives an organisation that
similar to a hotel desk bell, to signal the start of trading, in a party environment and that’s partly why it it’s still explores and documents
at which point everyone starts advertising what they around today. If you’re looking for a game that can be the history of gaming
through its collections,
have to offer – hence the noise. All trading is blind in played by a group at a party then Pit is worthy of your
exhibitions and research.
respect of commodities so you just shout how many attention. It’s noisy, chaotic and fun.

98 April 2019 tabletopgaming.co.uk


IN M AY ’ S I S S UE ON S AL E AP RIL 2 6 T H

POKÉMON
Fans and pros tell us why they catch ‘em all –
and why you should join them

YU-GI-OH! THE HIDDEN DESIGNERS SECRET UNKNOWN STUFF


20 years of the TCG – Meet the secret talent behind How three friends came up with one of
and what comes next the board games you love the most original universes on the table

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