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EDITORIAL
EDITOR Christopher John Eggett
01778 392 400
christopher.eggett@warnersgroup.co.uk

MINIATURES EDITOR
James Winspear

Welcome
01778 395 018
james.winspear@warnersgroup.co.uk

CONTRIBUTORS
Owen Duffy, Richard Jansen-
Parkes, Matt Jarvis, Dan Jolin,

W
Alex Sonechkina, Charlie Theel, elcome to The Best Games of 2019! Over
James Wallis, Eric Watson, Chad the next 195 pages discover all of the most
Wilkinson
positively reviewed games of the year. We’ve
HEAD OF DESIGN & PRODUCTION included our Must Play, Yes, and Probably games from
Lynn Wright the last twelve months of reviews and bundled them
DESIGN Richard Hallam together so you can easily look back on what made
2019 special. What’s more, it’ll be easy to decide on
ADVERTISING what to play next using this, our guide to the 181 best
TO ADVERTISE PLEASE CALL games of the year!
ACCOUNT MANAGER We had some odd themes emerging this year,
Murdo MacLeod 01778 391 129 generally all in good, wholesome spirits. The runaway
murdo.macleod@warnersgroup.co.uk
success of beautiful bird-pleasing engine-builder,
MULTI MEDIA SALES EXECUTIVE Wingspan, shows us that there’s no excuse not to have
Elizabeth Ridge 01778 395 059 an impossibly good looking game that offers brain-burner
elizabeth.ridge@warnersgroup.co.uk fun. There’s building a society in Villagers, the deceptively
ADVERTISING DESIGN simple port colour matching joys of Copenhagen, and the
AND PRODUCTION blooming of the desert in Ishtar – all of which leave you
Nicola Lock 01778 392 420 with the feeling of the world being a slightly better place
nicola.lock@warnersgroup.co.uk
when you get up from the table. Hopefully that’s how we
MARKETING all feel about tabletop gaming as we exit 2019.
MARKETING EXECUTIVE So now is the time to relax and begin your journey
Katherine Brown 01778 395 092 Get in touch through the best games of 2019. Enjoy.
katherine.brown@warnersgroup.co.uk
tabletopgaming.co.uk
PUBLISHED BY
tabletopmag
PUBLISHER Claire Ingram
claire.ingram@warnersgroup.co.uk tabletopgamingmagazine
Warners Group Publications PLC
tabletop_gaming_magazine
The Maltings, West Street,
Bourne, Lincolnshire, PE10 9PH Christopher John Eggett Editor
01778 391 000
warnersgroup.co.uk Q U I C K S TA R T
NEWSTRADE DISTRIBUTION It’s a tough, Appropriately A simple
Warners Group Publications PLC
01778 391 150 complex, enough, premise,
PRINTING some might say Hargrave’s game short playing time
This publication is merciless game. is a soaraway and lightening-fast
printed by Warners
01778 395111
But lock into it success turns
and it will blow
The views expressed by contributors are not necessarily
those of the publishers. Every care is taken to ensure that
the content of this magazine is accurate, but we assume
you away
no responsibility for any effect from errors or omissions.
While every care is taken with unsolicited material Mage Knight: Ultimate Edition, p42 Wingspan, p54 Copenhagen, p126
submitted for publication, we cannot be responsible for
loss or damage. While every care is taken when accepting
advertisements, we are not responsible for the quality and/or
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magazine. The Advertising Standards Authority (ASA) exists to
regulate the content of advertisements. Tel: 020 7429 2222 tabletopgaming.co.uk 3
© Warners Group Publications Plc, 2019
THE BEST GAMES OF 2019
020 1066, TEARS TO 105 DEEP SPACE D-6 091 HAND OF FATE: ORDEALS
MANY MOTHERS
182 DETECTIVE CLUB 024 HAVEN
191 20 SECOND SHOWDOWN
178 DIE HARD: THE 070 HELLBOY: THE BOARD GAME
184 5ER FINDEN NAKATOMI HEIST
014 HEROES OF TERRINOTH
081 AERION 132 DOPPELT SO CLEVER
(TWICE AS CLEVER!) 103 HIGH RISK
105 AIR, LAND & SEA
061 DUAL POWERS: 104 HIGH TREASON!: THE TRIAL
029 ALONE REVOLUTION 1917 OF LOUIS RIEL, JULY 1885
065 AMAZING TALES 150 DUNE 146 HONGA
176 ANCIENT CIVILIZATIONS 170 DUNGEON ACADEMY 135 IMPERIAL SETTLERS:
OF THE INNER SEA EMPIRES OF THE NORTH
162 DUNGEONS & DRAGONS –
138 ARRAIAL BALDUR’S GATE: DESCENT 089 INUIT: THE SNOW FOLK
INTO AVERNUS
175 ARTSEE 192 ISHTAR: GARDENS
019 DUNGEONS & DRAGONS OF BABYLON
134 ATELIER: THE – WATERDEEP: DUNGEON
PAINTER’S STUDIO OF THE MAD MAGE 140 JAWS
033 AUZTRALIA 147 DUNGEONS & DRAGONS 080 JOHN CARTER OF MARS RPG
ESSENTIALS KIT
006 AZUL: STAINED 088 JONATHAN STRANGE &
GLASS OF SINTRA 113 DUNGEONS & DRAGONS: MR. NORRELL: A BOARD
ACQUISITIONS GAME OF ENGLISH MAGIC
145 BAHAMAS INCORPORATED
170 JUDGE DREDD:
148 BAND OF BLADES 086 DUNGEONS & DRAGONS: HELTER SKELTER
GHOSTS OF SALTMARSH
167 BARGAIN QUEST 035 JUDGE DREDD: THE
122 DUST IN THE WINGS CURSED EARTH
090 BATTLE RAVENS
112 EMBARK 037 KEY FLOW
048 BETA COLONY
022 ENDEAVOR: AGE OF SAIL 103 KEYFORGE: AGE OF
117 BLACKOUT: HONG KONG ASCENSION
141 ESCAPE ROOM IN A
188 BLITZKRIEG! BOX: FLASHBACK 051 LEGEND OF THE FIVE RINGS
RPG: EMERALD EMPIRE
113 BLOCKBUSTER 010 EVERDELL
130 LETTER JAM
008 BLUE LAGOON 083 FARSIGHT
154 LIFEFORM
155 BOSK 145 FINGER GUNS
AT HIGH NOON 073 LINDISFARNE
092 BUMÚNTÚ
028 FORBIDDEN LANDS 169 LOCKUP: A ROLL
079 BUSHIDO PLAYER TALE
047 FORBIDDEN LANDS:
076 CALL TO ADVENTURE RAVEN’S PURGE 179 LOVELACE & BABBAGE
019 CAMEL UP: SECOND EDITION 051 FURY OF DRACULA: 164 MACHI KORO LEGACY
FOURTH EDITION
128 CENTURY: A NEW WORLD 042 MAGE KNIGHT:
081 GALACTIC SCOUNDRELS ULTIMATE EDITION
060 CITY OF GEARS
179 GATES OF DELIRIUM 186 MAIN GAUCHE
099 CITY OF MIST
026 GEN7: A CROSSROADS GAME 161 MARVEL CHAMPIONS:
118 COMBO FIGHTER THE CARD GAME
056 GENESYS: SHADOW
097 CONQUEST: THE LAST OF THE BEANSTALK 058 MARVEL STRIKE TEAMS
ARGUMENT OF KINGS
106 GLADIATORES: BLOOD 181 MEGACITY: OCEANIA
126 COPENHAGEN FOR ROSES
109 MEMOIR ’44: NEW
059 CORE SPACE 194 GLORANTHA: THE GODS WAR FLIGHT PLAN
078 CORINTH 014 GOODCRITTERS 183 MENTAL BLOCKS
049 CRUSADERS: THY 047 GORUS MAXIMUS 120 MILITO
WILL BE DONE
039 GUARDIAN’S CALL 144 MIREMARSH
133 CYBERPUNK RED
JUMPSTART KIT 034 GÙGŌNG 191 MISTY
156 DEAD MAN’S CABAL 158 HADARA 025 MONOLITH ARENA
160 DEEP BLUE 168 HAKO ONNA 190 NANTY NARKING

4 The Best Games of 2019


147 NATURO BARUTO 189 STAR WARS LEGION:
CARD GAME CLONE WARS CORE SET
052 NEMETON 096 STAR WARS: OUTER RIM
121 NĒTĀ-TANKA 087 SUMMONER’S ISLE
032 NEWTON 102 SUSHI ROLL
098 NOCTILUCA 064 SWORDCRAFTERS:
EXPANDED EDITION
184 ORCHARD
180 TAN-TAN CARAVAN
027 PANDEMIC: FALL OF ROME
163 TAPESTRY
100 PANDEMIC: RAPID RESPONSE
013 TEOTIHUACAN:
174 PARKS CITY OF GODS
116 PATCHWORK DOODLE 084 THE BOLDEST
122 PATHFINDER ADVENTURE 123 THE EXPANSE RPG
CARD GAME: CORE SET
025 THE GRIZZLED:
125 PATHFINDER: ARMISTICE EDITION
SECOND EDITION
066 THE LORD OF THE RINGS:
142 PAX PAMIR: SECOND EDITION JOURNEYS IN MIDDLE-EARTH
124 PERIODIC: A GAME OF 193 THE TAVERNS OF TIEFENTHAL
THE ELEMENTS
062 THINGS FROM THE FLOOD
012 PLANET
035 TOKYO HIGHWAY
172 POWER RANGERS:
HEROES OF THE GRID 153 TONARI
166 PRÊT-À-PORTER: 057 TREASURE ISLAND
THIRD EDITION
153 TUKI
149 RAGUSA
110 UNDAUNTED: NORMANDY
072 RED ALERT: SPACE
FLEET WARFARE 094 VEJEN
068 RES ARCANA 071 VICTORIAN MASTERMINDS
017 REYKHOLT 074 VILLAGERS
109 ROBINSON CRUSOE: 116 VILLAINOUS: WICKED
ADVENTURES ON THE TO THE CORE
CURSED ISLAND –
MYSTERY TALES 050 WAKENING LAIR
114 ROLL FOR ADVENTURE 093 WARHAMMER FANTASY
ROLEPLAY: ROUGH
187 ROMANCE OF THE NIGHTS & HARD DAYS
PERILOUS LAND
165 WARHAMMER
044 SCORPIUS FREIGHTER UNDERWORLDS:
BEASTGRAVE
173 SET A WATCH
129 WARHAMMER: AGE OF
036 SHADOWS: AMSTERDAM SIGMAR – WARCRY
141 SHIPSHAPE 132 WELCOME TO DINO WORLD
136 SHŌBU 038 WESTERN LEGENDS
183 SILVER 065 WILDLANDS: THE
ADVENTURING PARTY
118 SLIDE QUEST
171 WINGS OF GLORY:
018 SOLENIA TRIPODS & TRIPLANES
085 SORCERER 054 WINGSPAN
016 SPEED FREEKS 046 YU-GI-OH! TRADING CARD
GAME: SPEED DUEL
045 SPELL SMASHERS
152 ZOMBICIDE: INVADER
124 SPIRE: STRATA
108 ZWEIHÄNDER: REVISED
040 STAR CROSSED CORE RULEBOOK

tabletopgaming.co.uk 5
THE BEST GAMES OF 2019
window add bonus points to that
score, presenting the chance to set up
game-winning combos with the right
strategy. It's a notably different but no
less interesting flow to Azul’s rewarding
of adjacent tiles on a grid, and gives a
nice structure and flow to each round.
Rather than collecting matching
sets of tiles, the patterns are a mixture
of colours to begin with, making them
tricker to complete as your glazier hops
between strips. Broken glass is near-
unavoidable, handily dropping into the
3D tower and losing players points as
they claim – deliberately or not – excess
panes for a single column. Completed
columns flip over to a reverse side, before
being removed – the variable setup of the
strips’ order combines with two different
play variants that reward either adjacent
completed columns or specialising in a
particular colour for a game that's a tad
more complex and variable than Azul.
In this way, Stained Glass of Sintra
joins Queendomino as a follow-up to
a Spiel des Jahres-winning game that
builds on a simple gameplay hook with
a slightly more complicated expansion
of those ideas. The difference here is that
where Queendomino and Kingdomino
could be combined, the Azul games
remain completely standalone, so there's
not quite as much value in owning both.

AZUL: STAINED Whether Stained Glass of Sintra will


be for you will come down to whether

GLASS OF SINTRA you’ve already played Azul and, if you


have, how much you personally favour
pure elegance over deeper strategic
Mosaic, mo’ problems complexity. The shifting glazier and
30-45m 2-4 8+ £40 combo system gives it a unique feel, and
the variability means there’s more to play
ike the broken shards of glass that WHAT’S IN game is a remix of sorts of Azul’s wall- around with here if Azul has started to

L inevitably pile up in its 3D tower,


Stained Glass of Sintra breaks
the original Azul into fragments before
THE BOX?
◗ Nine factory displays
◗ Four palace boards
◗ 32 pattern strips
tiling puzzle, spinning out its combo-
building scoring and pattern-completion
into a different yet familiar form.
wear thin. If you're yet to play any form
of Azul, this is an excellent game to pick
up by itself. It’s a mish-mash of ideas, but
rearranging it into a new pattern. Like Here, for instance, there’s a glazier together they can be beautiful – it just
◗ Four glaziers
a lot of art, how attractive that pattern who limits which strips of the variable depends on where you’re standing.
◗ Eight markers
appears to you will likely depend on ◗ 100 pane pieces player board can be filled as they travel MATT JARVIS
your perspective. ◗ Scoring board from left to right, forcing players to
Gluing the pieces together is Azul’s ◗ Starting player tile plan ahead to slot in as many panes as
clever take on tile-drafting, with players ◗ Bag they can before the glazier is eventually WE SAY
◗ Glass tower It’s not just Azul with see-through
claiming one colour of the lozenge-like reset to the left like a typewriter. The
pieces. Stained Glass of Sintra takes the
panes of glass from one of the circular progressive movement of the glazier scoring and pattern-making puzzle of the
factories on the table and leaving the neatly counterbalances a combo system tiling smash hit and offers something
remainder for their opponents (or them) that makes filling in right-hand columns new – whether that’s new enough for
to potentially sweep up off the floor later first more valuable, as any completed you will depend on what you're looking
on and add to their arrangement. strips to the right of a newly-finished for: pure elegance or deeper complexity.
The translucent cough sweet
appearance of the tiles aside, this TRY THIS IF YOU LIKED… AZUL
drafting is where Sintra hews mostly Stained Glass of Sintra is essentially a remixed and more variable version of this
closely to its predecessor. The rest of the year's Spiel des Jahres winner, but there’s still plenty to recommend it.

6 The Best Games of 2019


Presented by the South
London Warlords,
Salute 2020 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 18TH APRIL 2020


DOORS OPEN 10.00 -17.00
SALUTE is held at
Tickets
ExCel London, which
is very easy to get to. £10.00 in advance or £20.00 (cash only)
Here is a simplified
transport link map.
at the door.
Under 16s FREE with a paying adult.
Again this year there will be several
‘golden ticket’ prizes.
Tickets are now on sale from our
Facebook page and website:
www.salute.co.uk
NB: there is no bring and buy at Salute 2020.
THE BEST GAMES OF 2019

BLUE LAGOON
Dr. Knizia’s been watching Moana
30-45m 2-4 8+ £25

re you the kind of person randomly scatter resources and landscapes quickly filling up with

A who, no matter how much


you love to slap a new game
on the table, still groans at the sight
statuettes on set stone-circle sites,
having blindly drawn the chunky
wooden tokens from a linen bag.
jostling tribespeople.
Interestingly, Knizia has
also made this a game of two
of a big, thick rulebook? Do you hate These must be collected, with sets halves – literally. First you have
it when your rules explanations for of resources earning points (from the exploration phase, in which
friends and family members have to five for a pair to 20 for a quartet) and players are allowed to place a boat
go on longer than some entire games? a 10-point bonus given for one of anywhere on the board, as well as
Do you find yourself constantly each type: coconut, bamboo, water a settler or village directly adjacent WHAT’S IN
reassuring people sat around your and precious stones. The statuettes, to another piece. Then there’s the THE BOX?
table, “Don’t worry, it’s actually fun?” meanwhile, earn you four points each. settlement phase: after working out ◗ Game board
Well, here’s some great news for you: But you’re doing far more than the half-time scores (which can be ◗ 120 settler
counters (in
Blue Lagoon’s rules fit onto a small, running around the map, scooping a bit fiddly, and does slow the game
four colours)
four-page pamphlet, and it won’t take up as much loot as you can. There’s down) the board is completely reset, ◗ 20 villages (in
you longer than five minutes to either also an area-control element to Blue except for the villages, which stay four colours)
learn or explain them. Yet the game Lagoon, which rewards players for wherever they were put and become ◗ 24 resources (in
itself has impressive tactical depth. gaining the majority presence on each the launching points for your fresh four varieties)
As with many of the crazily prolific island, for populating the most islands bout of settler-placing. It feels less ◗ Eight statuettes
Reiner Knizia’s titles, Blue Lagoon and, in a Ticket to Ride-ish manner, repetitive than you’d expect, and if ◗ Linen resource bag
thinly drapes an appealing theme chaining the most islands together you’ve thought tactically about your ◗ Score pad
– Oceanic island settlement by with your strings of settlers. village placement in the previous
seafaring Polynesian tribes – over While there’s no way for rival phase it’ll really pay off. Besides, with
smooth and seemingly join-less settlers to actually fight – this is a gameplay this dreamy, you’ll hardly
abstract mechanisms. Player gentle Euro through-and-through complain about more of the same.
interactivity is maximal and there’s – you can still get pretty brutal DAN JOLIN
virtually no downtime whatsoever, with your placements, blocking
with each turn involving a single action your opponents’ island-chaining
WE SAY
(place a settler – either boat-side-up in attempts, or effectively cordoning off A sweetly simple, gorgeously
sea, or person-side-up on land – or a entire swathes of territory with your presented and blissfully accessible
village) with little analysis paralysis. settlers. Which is why Blue Lagoon game that deserves to become as
After laying out a board which works best as a three- or four- widespread and beloved as the big
depicts eight verdant islands, you player game, with its Polynesian Eurogame classics.

TRY THIS IF
YOU LIKED…
TICKET TO RIDE
There are echoes
of Alan R. Moon’s
railway-racing
perennial in the
island-chaining
element, but
it’s more about
the way Blue
Lagoon works
as a welcoming-
to-all, entry-level
experience.

8 The Best Games of 2019


tabletopgaming.co.uk 9
THE BEST GAMES OF 2019

EVERDELL cycle. The gameplay is familiar to the


multiplayer variant, except Rugwort
will block options across the board
If you go down in the woods and score points for every card you
play, so strategy is key. To add even
today, you’re in for a great game more strategic thinking to the pot, that
40-80m 1-4 13+ £55 Rat’scallion scores points for every
special event you miss each year so
f you're looking for the remedy to a light engine-building elements, as collecting these becomes vital.

I cold, rainy day, Everdell, a worker-


placement game set in a medieval
fantasy world of forest animals,
some cards have effects that trigger
seasonally, while others produce a
resource when constructions or critters
A visually stunning part of Everdell
is the cardboard Ever Tree that looms
impressively over the game board.
somehow manages to replicate the are played. So, while at the beginning Thematically it does a lot of legwork
feeling of being tucked under a thick of the game the actions are seemingly – it's easy to imagine little forest
comfy blanket with a nice hot drink. restricted, midway through and animals scurrying around its roots to
It is an incredibly feel-good game especially towards the end of the game collect twigs and pebbles. But as for
about preparing for winter and opportunities become bountiful. WHAT’S IN the gameplay itself, it has absolutely
building up your town, nestled in the The game’s board has permanent THE BOX? no effect. Items placed on its branches
roots of the Ever Tree. Players send spots to visit, but also change each ◗ Game board could be simply laid down next to the
their workers – hedgehogs, bunnies, game with a random draw of forest ◗ Four basic events board and although it has a neat place
◗ 30 point tokens
squirrels and turtles – around the cards (more spots for resources or card for storing the main deck it is actually
◗ 20 occupied tokens
board to collect resources. These will gathering) and special events (benefits ◗ Eight-sided die quite fiddly to have it there. The bigger
be used to build up each player’s town and victory points). A simple, yet quite ◗ 128 critter and issue, however, is that in a four-player
by adding construction and critter effective way to add replayability. construction cards game it potentially blocks one of the
cards to their own play space. Everdell also comes with a ◗ 11 forest cards players from seeing the board. While
Every construction has its fantastic solo variant that sees ◗ 16 special pretty and thematic, the Ever Tree is
own occupant; for example, the you compete against the events cards also very impractical.
store has a shopkeeper bunny. troublesome Rugwort, a ◗ Victory card The other components, however,
Once it's been built, their devious rat out to ruin your ◗ 30 berries are impeccable. The gorgeous
◗ 30 twigs
respective occupant harvest. It can be played artwork could have been taken
◗ 25 resin
becomes free to at three difficulties ◗ 20 pebbles straight out of Brian Jacques’ Redwall
play in future turns. or one long game ◗ 24 workers novels. Resource tokens are not only
There are also other over the three-year ◗ Ever Tree shaped after what they meant to
be – berries, pebbles, twigs and resin
– but are also made out of materials
that aim to replicate the feeling of
holding that particular item. Pebbles
are smooth and shiny, as if polished
by the river (and indeed, that's
where they can be found on the
board!), while the berries are rubber
and very slightly squishy. Everdell’s
TRY THIS IF components are some of the highest
YOU LIKED… quality I have ever seen, and those
VITICULTURE tactile elements are an addition to an
It is never explicitly already standout presentation.
said what you do
Absolutely magical and a visual
with berries in
Everdell – perhaps feast, Everdell is not the most original
you could be making worker-placement game, but it is
mulled wine to definitely one of the most enjoyable.
warm you up in the It may have cute animals, but it is
winter? Regardless, strategically deep enough to satisfy
both of these are seasoned board game lovers.
great worker- ALEX SONECHKINA
placement games.

WE SAY
Beautiful from crown to roots, Everdell
magically manages to raise spirits
through feel-good gameplay that is
completely non-confrontational but also
enticingly challenging.

10 The Best Games of 2019


tabletopgaming.co.uk 11
THE BEST GAMES OF 2019

PLANET
Want to try your hand at world-building?
30m 2-4 8+ £30

hen publisher Blue Orange on your planet if you’ve created the is a great example of elegant and

W pulls out the stops it


really pulls out the stops
– anyone who was wondering how it
right conditions for them, in a fashion
that would make Darwin roll his eyes
and reach for the nearest bottle of gin.
clear mechanics coupled with clever
components: part puzzle, part outdo-
your-friends gameplay. In practice it’s
could top the boxful of trees that was Different species want different a little thin on strategy: the 3D boards
Photosynthesis stopped in their tracks things. For example, pandas will move make it hard to keep tabs on where
the moment they saw Planet. This is to the planet with the most forest, everything is on your own world, let
a game about building an ecosphere bears look for the largest single forest alone everyone else’s.
in which you literally build a... well, WHAT’S IN that’s connected to mountains, while It’s not a gamers’ game, but it’s
not a sphere but a 12-sided planet: an THE BOX? squirrels will go to the largest forest good entertainment. It’s easy to teach,
eco-dodecahedron. Not just one of ◗ Four plastic planets that’s not touching an ice field. So your choosing and placing the tiles is fun, the
them, but four. ◗ 50 magnetic tiles task is to look at what animal cards sense of the planet coming together is
And they’re magnetic. Or, rather, ◗ 40 animal cards are coming up – they’re all face-up – satisfying, and looking at your collection
the tiles are magnetic, and the eco- ◗ Five biome cards and create spaces on your planet that of animals at the end to work out what
dodeca– look, I’m just going to call it a they’ll like more than your neighbour’s. crazy biosphere you’ve made is a
planet from here on – the planets have There are also biome cards. delight, except perhaps to any geologists
metallic discs on each side. Each tile Everyone gets one facedown and it and biologists around the table.
is divided into two or three biomes, affects your score; you get one point for JAMES WALLIS
out of five: oceans, grasslands, deserts, every bit of your biome on your planet,
mountains and ice caps, and you’ll be but animals of that biome in your
WE SAY
arranging the tiles so they line up to collection at the end score half. Do It’s a shame the gameplay isn’t as
make bigger biomes. Except you’re not you aim for a monoculture on a desert brilliant as the components, but that
laying them flat, you’re arranging them world, or biodiversity? doesn’t mean this is a poor game. And
in an optimal pattern around a three- It’s the animal collection that’s despite the theme, don’t expect any
dimensional object, and for most of us the heart of the game. On paper this educational content whatsoever.
that’s not going to be easy.
12 sides means 12 turns, and for the
first couple you’re just choosing and TRY THIS IF YOU LIKED… AZUL
placing tiles. From the end of the third If tile-placement with lovely pieces and family-friendly mechanics are your thing
turn onwards animals will come to live then Planet will sit comfortably next to 2018’s most awarded game.

12 The Best Games of 2019


TEOTIHUACAN: CITY OF GODS
As tough to win as it is to pronounce
90-120m 1-4 14+ £45

esigner Daniele Tascini is best

D known for 2012’s Tzolk’in: The


Mayan Calendar, a complex,
strategic game that used interlocking
plastic gears to represent the passing
of the seasons. Now he’s returned
with another release that combines
rich, brain-burning gameplay with
impressive physical bits, and it sees WHAT’S IN
him diving once again into ancient THE BOX?
Mesoamerican history. ◗ 12 map tiles
Teotihuacan: City of Gods casts ◗ Four scenario sheets
players as citizens of an ancient ◗ 12 investigator sheets
shrine-city in what’s now present- ◗ Six reference cards
day Mexico. It challenges you ◗ 32 headline cards
and your opponents to advance ◗ 40 archive cards
◗ 36 anomaly cards
your social standing by hoarding
◗ 96 event cards
goods, constructing buildings ◗ 72 encounter cards
and demonstrating your devotion ◗ 12 ally cards
to the gods. As you play you’ll ◗ 28 item cards
dispatch workers, represented by ◗ 10 spell cards
chunky coloured dice, to quarries, ◗ 26 special cards
lumberyards and gold mines, and ◗ 37 starting cards
along the way you’ll help to build and ◗ 12 condition cards good measure. It means you’ll face all pays off, it leaves you feeling
lavishly decorate the city’s central ◗ 62 monster cards constant decisions about whether to impossibly clever.
◗ 48 clue/doom tokens
pyramid – a three-dimensional use your dice together for powerful This deep, satisfying gameplay
◗ 42 damage tokens
structure that grows over the course of ◗ 42 horror tokens effects, or spread them across comes at a price. Teotihuacan is
the game as players contribute to its ◗ 40 money tokens multiple regions, allowing for greater a complicated game, and it has a
development. ◗ Five anomaly tokens tactical flexibility. handful of niggling rules exceptions
On first inspection, it all ◗ 30 focus tokens Whenever you use one of your that will see you referring back to the
looks impossibly complicated. ◗ Six dice workers, they’ll gain experience, manual as you play. If you’re willing
Teotihuacan’s board is a mass of ◗ 24 remnant tokens represented by increasing the number to invest a bit of time and thought,
tracks, stats and symbols that looks ◗ 18 Mythos tokens shown on their die, and using highly though, this is a powerfully engaging
disturbingly similar to an Excel ◗ 10 marker tokens skilled workers can also help you pull brain-burner. And if you’re a real
◗ Six activation tokens
spreadsheet. But dig through its off more effective moves on your turn. glutton for punishment, it comes with
◗ Event deck holder
24-page rulebook and it all starts to If they ever advance to their sixth some variant modes which ramp up
make sense. and final side, though, they “ascend” its challenge to new levels.
The entire board, it turns out, is – a euphemism for snuffing it – and OWEN DUFFY
one giant rondel. You’ll move your you’ll replace them with a new recruit
dice around it, taking different actions starting at the lowest level. WE SAY
based on the spaces they land on. The result is a pervasive sense of Teotihuacan comes with a positively
Some earn you resources, others transience. You’ll build your way intimidating array of tactical possibilities,
allow you to build houses. Some let to a powerful position, only to start and it’ll take you multiple playthroughs to
get to grips with the range of strategies
you develop new technologies, or add again with low-level dice. But with
it offers. Once you do, though, it’s a
wooden blocks to the temple pyramid. each repetition you’ll grow stronger, precision-engineered assembly of
What makes things tricky is that constantly gaining new ways to boost interlocking parts, and there’s a genuine
the effect you get from each location your score. You’ll spot point-scoring sense of experimentation and discovery
depends on the number of workers opportunities and put together clever as you pull on its various levers to see
you send to it. Placing a single die on combinations of actions; when it what happens.
the gold mine, for instance, might
get you a single nugget. But sending TRY THIS IF YOU LIKED... THE ORACLE OF DELPHI
two or three could see you showered Like Stefan Feld’s game of fickle Greek gods, Teotihuacan presents you
with precious metal, with a few with a host of interesting ways to score points and challenges you to
bonus victory points thrown in for forge your own path to victory.

tabletopgaming.co.uk 13
THE BEST GAMES OF 2019

HEROES OF TERRINOTH
45-60m 1-4 14+ £37

eroes of Terrinoth is a co- Flight released in 2015 and then took The gameplay is almost entirely

H operative fantasy quest card


game from Fantasy Flight
Games and designed by Brady and
off sale in 2017 when its licensing
deal for Warhammer came to an end.
Yep: this is Warhammer Quest with all
unchanged, and that’s a good thing. One
to four adventurers (biffy, spelly, healy
and stealthy) set out on one of eight pre-
Adam Sadler, who created the co- traces of Warhammer scrubbed off it. programmed quests, working their way
operative Warhammer Quest: The How different is it? The action through a stacked deck of encounter
Adventure Card Game that Fantasy has been relocated from the Old cards via a number of locations.
World to Terrinoth, a fantasy Heroes choose from four possible
setting so bland that its most moves on their turn, but once it’s used
remarkable feature is how each move card is tapped and can’t
utterly unremarkable it is. Art be used again until reset. This is what
and text have been changed, gives the game most of its tactics,
characters, monsters and and turns it into an almost puzzly
quests are different, but the card resource-management challenge.
design and graphic elements It’s clever and fun, but it never feels
remain the same. In like a dungeon-bash or an adventure
Warhammer Quest quest. Where the atmosphere of
the player leader Warhammer pervaded Warhammer
token is a torch; in Quest, Terrinoth’s second-hand
Heroes of Terrinoth fantasy tropes aren’t enough to give
it’s a torch with fewer Heroes of Terrinoth any flavour beyond
spikes on it. You cardboard. It’s back and it’s still fun –
want the game in a but it’s simply not the game it was.
nutshell, that’s it. JAMES WALLIS

GOODCRITTERS
30-45m 4-8 12+ £24

remake of German bluffing It’s laughably simple, both in the way The game’s only notable blip is

A game Tiefe Taschen with


criminal creatures in
the place of corrupt politicians,
you’ll pick it up within about 20 seconds
and the guarantee you’ll end up cackling
as you skim valuable sculptures and
its variable play length, which is
strangely fussy to set up at first – a few
rounds and you can eyeball it.
GoodCritters is the perfect example of paintings while your rivals uselessly As light to play as it is lighthearted,
less being more when it comes to the guard against your threat marker – which GoodCritters is a uproarious social
ratio of rules to having fun. is just as handy for targeting an actual bluffing game that your group will gladly
In the vein of stick ‘em up party robbery as it is for messing with people. play without needing to have a gun
favourite Cash ‘n Guns, the action The game knows that the best stuck in their face – foam or otherwise.
centres around the greedy crims entertainment here is each other, and MATT JARVIS
divvying up a stash of loot. The boss gives you just enough toys to play
– you know they’re top of the pile around with as you try to appease
because they have a preposterously everyone enough to canvass votes while
oversized ring that says so – splits the ensuring you stay at least a few grand
loot cards as they like between their ahead of your “equal” partners
minions and themselves, and everyone on the sly. The optional payoff
gets to vote on whether it goes ahead tokens add slightly more
or not. Or they might just skim the top concrete ways to forge alliances
of the deck for the next bit of cash, but – though always temporary – for
only if they’re first to do so; otherwise those who want a little more
they’ll end up empty-handed. Or they control, but the game works
could rob someone else – which might best with likeminded players
backfire and see them losing a loot card unafraid to smooth-talk before
themselves if their target has guarded. sticking the knife in.

14 The Best Games of 2019


THE BEST GAMES OF 2019

isn’t exactly X-Wing. The movement


is much more dynamic and wild,
allowing for huge turns and a zany
series of manoeuvres. This dynamism
simply requires you pump more dice
into the manoeuvre pool and give up
opportunities for combat.
There’s also a subtle nod to Steve
Jackson’s classic Car Wars as your
vehicle can drift, spin and lose
control. This captures that Mad
Max: Fury Road gumption – you
can never quite predict where an
opponent will veer.

SPEED FREEKS The core gameplay of Speed


Freeks is exactly what it needs to be.
Gorkamorka goes X-Wing via Mad Max It’s a game that’s a bit lighter and
more free-spirited than its primary
30-60m 2 14+ £90 competitor Gaslands. However, it
does face some challenge. It’s quite
nce Games Workshop WHAT’S IN The barricades and piles of detritus difficult and expensive to expand,

O re-released modernised
versions of Necromunda
and Warhammer Quest, we knew it
THE BOX?
◗ Eight multi-part
plastic miniatures,
including two
are also very sharp. They keenly sit atop
the large folded board sections that make
up the play surface, tying together the
and it also lacks a full-fledged
campaign system.
The latter is disappointing as it
wouldn’t be long. Gorkamorka, the veneer of Mad Max and 40,000. This all distances the release quite a bit from
buggies and six
skirmish game of cobbled-together sets the stage for the bloodbath to come. its predecessor. This is softened
motorcycles
Warhammer 40,000 Ork vehicles, is ◗ Six plastic The system is relatively flexible and due to the variety in scenarios and
cherished by those who bleed green. barricades very engaging. It’s a dice-allocation several ways to engage the game, but
It was a phenomenal system with a for terrain mechanism where you assign from it still feels like a jagged scar on an
high degree of verisimilitude and a ◗ 84 damage, data your pool to different stats such otherwise alluring visage.
vibrant campaign system that rivaled and Kustom as moving and shooting. Each is Speed Freeks may not be perfect,
‘Munda. It was nearly perfect. Job cards triggered in their appropriate phase but it’s certainly a hell of a ride.
So, Speed Freeks is here and I have ◗ Four folded double- and you’re given significant control As a boxed game crammed full of
some good and some bad news. The sided game boards over whether you want to slam on the flavour and atmosphere, it succeeds
◗ Two dashboards
bad news is that this is not Gorkamorka gas or unload with all you’ve got. in pairing that charisma with a very
and player screens
– well, not exactly. The good news is ◗ Two sheets Anyone discussing this game is going solid system of madcap automobile
that this is a killer design that takes that of tokens to have a hard time getting away from dueling. It’s mayhem on wheels and a
beloved concept and tosses it into a ◗ A plastic range ruler the X-Wing comparison. This is apt long-toothed Ork is behind the wheel.
blender with X-Wing and a bit of good ◗ 21 dice because movement is handled via a wide I’d suggest you strap in but there’s
old-fashioned Car Wars. Like an Ork range of templates in similar fashion. nary a seatbelt in sight.
Nob guzzling his prey’s lifeblood, the Combat is comparable as well, in that CHARLIE THEEL
resulting concoction goes down easy. the attacker rolls dice looking for hits and
It’s impossible to discuss this game the defender tosses the bones looking to WE SAY
and not highlight those ridiculous cancel ‘em. It’s simple and it works. It’s not exactly Gorkamorka, but a
buggies. While we’ve seen those bikes Once you drill down into the worthy modernised release packed
before, we haven’t seen anything like muck, though, it’s easy to see this with attitude.
those two low-profile high-octane
thrill rides. Both models consist of TRY THIS IF YOU LIKED… X-WING
a large number of bits and will take If you’re a fan of X-Wing and you’ve been itching for a Mad Max: Fury Road
quite some time to assemble – but counterpart, the time is now. This borrows some familiar concepts while
they’re totally worth it. introducing a wild and zany ride that’s unique to Speed Freeks.

16 The Best Games of 2019


REYKHOLT WHAT’S IN THE BOX?
◗ Double-sided game board
◗ Covering tile (for three-
Everything’s gone greenhouse player games)
◗ Eight game round tiles
30-60m 1-4 12+ £58 ◗ 40 goods tiles
◗ 160 goods tokens
iven he created the mother ◗ Five goods boxes

G of all farm-based worker


placement games – namely
Agricola – the idea of Uwe Rosenberg
◗ Four manager tokens
(one in each colour)
◗ 12 worker discs (three
in each colour)
making another farm-based worker- ◗ Sheet of stickers for
placement game presents something the worker discs
of a double-edged shovel. He’s the ◗ Four player cards
master of earth-turning and meeple- ◗ Start Player card
plonking, so it’s got to be a surefire ◗ 23 greenhouse cards
hit, right? But then, if we’ve already ◗ 36 service cards (in five sets)
got Agricola (and for that matter ◗ 34 story mode cards
Caverna), do we really need Reykholt?
The truth is, Reykholt was never simply, the player who ends the game
going to surpass, or even match, furthest around the track.
Agricola. But few games will, whatever Every choice you make feeds into this
their theme or mechanism. More to slowly escalating table scramble. You
the point, aside from the fact that it can always look several tables ahead
involves worker discs that gradually and plan out exactly what it is you need
block out a limited menu of actions, to grow, but it’s often a challenge to
and features wooden goods tokens, it stick to that plan, especially when
feels significantly different. your options become limited by the
The setting is modern-day Iceland kinds of greenhouse you’ve obtained
rather than 17th-century Central and the actions your opponents take.
Europe, and you’re not playing a family As you’d expect from Rosenberg,
struggling to subsist, but a bunch of it all clicks together perfectly and,
happy-looking gardeners hoping to despite the gentle and cheery theme,
most impress visiting tourists with the once you arrive at the final round,
quality of your cauliflowers, carrots, it can become quite frantic as you
tomatoes, mushrooms and lettuces. see your lead slipping, or someone
You’re not ploughing fields; you’re unexpectedly catches up with you.
seeding parcels in greenhouses. There With several different decks of
are no animals you’ll have to slaughter bonus-giving strategy cards (which,
to feed your starving children. And interestingly, have to be shared with
when you harvest during each of the player to your left or right in the
the game’s seven rounds, it’s not a three- and four-player version), a
question of survival but, surprisingly, solo mode and a light-campaign-ish
of winning a race. story mode, Rosenberg has also once
The major point of difference again built added longevity into his
between Reykholt and Rosenberg’s game. While it won’t ever replace
other arable offerings is you don’t, Agricola in our hearts, Reykholt does
well, score points. There’s not a VP in at least reaffirm the German design-
sight. Instead, the fruit and veg you maestro’s mastery of his craft.
yield from your carefully maintained DAN JOLIN
greenhouse cards are used to pay
your way around the tourism track at Although, in a neat little twist, each
WE SAY
the end of each round; this being a player can claim a bonus and take the Another gentle winner from a
chain of tables that rings the board. To veg depicted once per “tourism time”, Eurogaming giant, which enjoys more
advance to the table that depicts two which only makes you think harder depth than Rosenberg’s recent tile-
carrots lying on its surface, you have to about your long-term veggie-growing laying trio, but is lighter and quicker
remove – that's right – two carrots from strategies. Because the winner is, quite than his big worker-placement classics.
your stock. Then three tomatoes for the
next table, three lettuces for the one TRY THIS IF YOU LIKED… VITICULTURE
after and so on, until you run out of Rosenberg worked with Viticulture designer Jamey Stegmaier on the expansions
veg and can go no further this round. to his wine-maker-placement debut, and you can certainly feel its influence here.

tabletopgaming.co.uk 17
THE BEST GAMES OF 2019

SOLENIA
A bright and airy trip above the clouds
30-45m 1-4 10+ £34

s you play, Solenia floats along as WHAT’S IN by the 0-value cards of the players. The the compact board can become crowded,

A gently as the plastic airship that


charts its route through the centre
of its stunning board. Make no mistake,
THE BOX?
◗ Airship figurine
◗ Five double-sided
game board strips
visually arresting movement from dawn
to dusk across the modular strips is for
more than just looks, too; the sunshine
diminishing the ability to fully plan
ahead – two or three people is where
the game works best. The optional
though – as breezily as it moves, this is and moonlight bring with them different advanced rules add a little more reward
◗ 48 delivery tiles
a game stuffed with clever ideas and ◗ Star-shaped gold/ opportunities for players to obtain and asymmetry to the game without
winning execution that just refuses to be point tokens resources and deliver them to needy complexity, though the standard game
weighed down. ◗ 15 wood tokens cities. Players have to deliver to locations has plenty to recommend it as a fast,
The action is completely card-driven: ◗ 15 wheat tokens during both day and night to maximise elegant experience.
a set of just three cards in each player’s ◗ 15 stone tokens their score, requiring them to plan ahead Solenia flies high, lifted by its balanced
hand, drawn from an individual deck of ◗ 15 water tokens accordingly with the changing board. It’s mixture of outstanding presentation
only 16, stretching the strategy as taut as ◗ 64 airship cards a gorgeous idea that’s gracefully executed, and simple but meaningful gameplay.
the skin of a balloon. Each numbered ◗ Four player boards and lifts the straightforward gameplay to It does lose a little air with too many
◗ 24 improvement tiles
card – 0, 1 or 2 – either gains or delivers new heights. people, and even its slightly heavier
◗ Die (for the
resources when placed on a location solitaire game) The momentum of the board also variants will feel too lightweight for
on the board, which can be adjacent grants bonuses as players’ previously those after more substantial strategy; but
to either the airship or another of that placed cards reach the back edge of the taken as something that plays in under
player’s cards. This creates a wonderfully flight path, handing out extra resources 40 minutes, looks exquisite and does
elegant concentration of claustrophobic and points as they’re removed from the something new with familiar elements,
area control, as players gradually expand strip and the flipped section returns to the it’ll leave you feeling like you have your
outwards from the blimp in a race to front. The combination of immediate gain head in the clouds.
collect the goods and exchange them for and delayed benefit subtly adds an extra MATT JARVIS
points and other bonuses ahead of their consideration to the placement of cards
rivals. The tight number of options and without weighing the rules down at all.
objectives results in a game that plays The included solo rules against a WE SAY
short and quickly but still feels satisfyingly simulated opponent controlled with It’s light, stunning and as fun as it is
fast. Solenia puts together a tight
strategic, with pure efficiency in the order a die work well enough to enjoy, even
card-driven take on area control and
in which you play all of your 16 cards over if they lack much of the direct jostling resource delivery with impeccable
the course of the game determining your for position as the result of the random visuals and inventive ideas for
standing by the end. rather than tactical placement of cards. something that doesn't need to stay
The exceptionally stripped-back On the other hand, with more players, aloft for long to have you soaring high.
cardplay combines with Solenia’s
stunning masterstroke: a day-night cycle TRY THIS IF YOU LIKED… WILDLANDS
that the board transitions through as the The card-driven action of both of these elegant strategy games offers up
airship proceeds, periodically propelled plenty of tactical decision-making without getting overly complicated.

18 The Best Games of 2019


DUNGEONS & DRAGONS – hundred little stories that emerge
as the adventurers explore. They

WATERDEEP: DUNGEON OF might spend a few sessions weighing


their options in a conflict between

THE MAD MAGE minotaurs and dark elves, and then


find themselves uncovering a hidden
gate that links the dungeon to an
320 11+ £39 orbiting asteroid.
However, there’s no getting around
or all the talk of adventure, gold and glory that fact that they’re all variations

F dungeons in Dungeons
& Dragons, you’d be
amazed by how little they
is probably going to be the
main motivation.
This may not sound
on a theme. Playing a campaign of
Dungeon of the Mad Mage from start
to end is going to mean spending an
feature in many modern particularly exciting, but it awful lot of time exploring monster
campaigns. This is something gives the entire campaign lairs and dodging traps.
that Dungeon of the Mad Mage a unique feel among the This may not be a problem for
aims to correct with a torrent world-shattering quests of some groups – the dungeon crawl
of entertaining subterranean earlier books. It shows that was the foundation of D&D, after
adventures. sometimes it can be fun to all – but many modern roleplayers
The campaign is a sequel just kick in a few doors, dodge cut their teeth on more narrative
of sorts to Waterdeep: Dragon a couple traps and dump a campaigns and may well tire of the
Heist and sends the party on fireball on whatever unlucky trek down into Undermountain after
a quest into the sprawling creatures cross your path. six months of questing.
complex of Undermountain. It’s a little unfair to act as Dungeon of the Mad Mage is a
Though there are a handful though Dungeon of the Mad campaign that knows exactly what
of hooks that can give the Mage doesn’t have much in it wants to be – and that’s a stack of
heroes their first nudge into the way of story, however. fun, old-school dungeons for the
its cavernous depths, the book While there isn’t too much party to delve.
makes it clear that the thirst for in terms of grand arcs, there are a RICHARD JANSENPARKES

CAMEL UP: SECOND EDITION


30m 3-8 8+ £37

amel Up (as it’s now undeniably out a complete winner. (The new rules the still delightful camel meeples, plastic

C called, thanks to the new


logo of this second edition
clearing up the ‘Camel Cup’ debate)
can be ignored for those who prefer less
chaotic outcomes – but if you’re not
here for that teetering tower of camels,
Egyptian pounds (clink!) and outstanding
refreshed artwork from Chris Quilliams
for a table setup that invites the hours
is the definition of a feel-good you’re probably missing the point.) of laughter and cheer it deserves.
game: a fast and fun, simple and The game’s creators clearly know If you’ve already played Camel Up,
silly betting experience that takes its strengths as a spectator game: the you know what you’re in for – only
the unpredictability of rolling dice new 3D pop-up palm trees on the better. The only caveats here are that
and turns it into near-unbeatable board and plastic pyramid dice-shaker this comes at a cost: around a tenner
entertainment that’s just as good at (replacing the cardboard original) join more than the original game, depending
home with the kids and grandparents on where you look, and the inability
or over a few drinks with friends. to use the longer track and modules of
The basics here remain the same: roll expansion Supercup, which makes it a
dice, move camels and try to predict bit of a needless upgrade for existing
which will cross the finish line first. fans. There’s also a superficial increase
Camel Up 2.0 takes the brilliant chaos of the minimum player count from
of seeing the racers pelt it around the two to three that has no bearing on
track with potential passengers stacked gameplay – other than reflecting that
on their humps and amps it up even the betting still works best with bigger
further with two misguided dromedaries groups. Those minor points aside, if
running in the opposite direction, which you’re yet to experience the hilarity
can see the leader quickly carried to of seeing a stack of camels wobble its
the back of the pack. It’s a fantastic way around a race track, this version of
addition that leans into the game’s Camel Up will have you laughing harder
sudden reversals of fortune and risk- than ever.
reward of placing bets early and comes MATT JARVIS

tabletopgaming.co.uk 19
THE BEST GAMES OF 2019

1066, TEARS TO MANY MOTHERS


Because you can never have too much Saxon violence
30-40m 1-2 10+ £35

ou might not be able to rewrite about this famous historical event. It give you an advantage (though a

Y history, but with 1066, Tears


to Many Mothers you can at
least replay it. And replay it you will,
is a laudable feat of research, all in the
service of the game experience.
1066 isn’t just pretty on the surface.
slimmer one than you’d like), you
need to keep an eye on the greater
need: getting your strongest and
because British designer Tristan Hall’s Hall has crafted a non-collectible most effectively synergistic cards on
follow-up to fantasy quest card game card-game duel which is appealingly that battle grid – while destroying
Gloom of Kilforth is sure to draw you asymmetric but also deftly balanced. your opponent’s strongest cards
in like a greedy Norman duke to a Each side has its own strengths whenever you can – for when it all
shiny English throne. and weaknesses, and its own set of properly kicks off at Hastings.
What first strikes you about 1066 objectives, too. While both players Unless you manage to kill your
is its sheer, astonishing attention to are ultimately aiming to win the day opponent’s leader before then
detail. Every card in its two hefty decks WHAT’S IN at Hastings, the battle is only the final (which is a rare occurrence) or your
(one for the Normans, one for the THE BOX? act of the game, the last of several foe burns through their deck (also
Saxons) features some finely rendered ◗ 173 cards objectives via which Duke William unlikely), the only way you’ll win is
artwork: the illustrators’ flattering ◗ 80 teardrop tokens and King Harold must follow their by being the first to deal 10 damage
(red and blue)
impressions of real historical figures own journeys. to two of the three wedges. While
◗ 22 attribute
who were involved in the build up to, modifier tokens For the Normans, it is primarily you can chip away at the wedges
and execution of, the pivotal seaside ◗ First Player token about securing papal support for this during the build-up, it’s only when
scrap at the Battle of Hastings. nation-invading adventure. So the both players have cleared all their
The detail’s not just in the art; every emphasis is initially on building up objectives that the really furious
card treats you to flavour text that is your cards’ total zeal value. Every fighting happens, giving the game a
well worth reading. Not only does it card you play on the game grid, glorious sense of climactic impact
flesh out the era you’re recreating, in one of the three rows (front and final reckoning as arrows
in many cases adding life to the line, middle line or back line) or fly, horses fall and axes sink into
characters, units, events and three wedges (each representing enemies’ faces.
tactics you draw, but will also a section of the final battle), Unlike Kilforth, which could last
likely teach you something new can contribute to achieving for hours, 1066 is a tightly calibrated,
the current objective come the relatively quick-play experience,
round’s end. Well, as long as you but it feels no less epic and will
haven’t tapped it to execute an action demand encores. With all the care
or make use of any resources it might and attention Hall and his artists
give you. The Saxons, meanwhile, have lavished on it (including a neat
will first be trying to build up the solo mode) this indie card-based
other main stat, which is might, with face-off arguably deserves the same
Harold and his troops charging attention as its recent blockbuster
around the country repelling equivalent, KeyForge.
other invaders. DAN JOLIN
While steaming ahead
of your opponent
WE SAY
and clearing your A superb asymmetrical card game
objectives first does which throws into just one box
everything you need for hours of
engaging, thrilling historical action.

Full disclosure: The author of this


review was a backer of 1066, Tears
to Many Mothers on Kickstarter.

TRY THIS IF YOU LIKED…


KEYFORGE: CALL OF THE ARCHONS
It might not be as big as Richard Garfield’s latest card-
duelling monster, but 1066 is similarly innovative and
addictive, and has far greater educational value.

20 The Best Games of 2019


tabletopgaming.co.uk 21
THE BEST GAMES OF 2019

WHAT’S IN
THE BOX?
◗ Double-sided
game board
◗ 95 trade tokens
◗ 49 building tiles
◗ Five start
building tiles
◗ 42 asset cards
◗ Six governor cards
◗ Five player mats
◗ 175 population discs
◗ 20 status track cubes
◗ Start player crown
◗ Card glossary
◗ Score pad
◗ Four track extenders
ENDEAVOR: AGE OF SAIL ◗ Exploit components

A fleet treat that’s pretty neat


60-90m 2-5 13+ £70

ndeavor is a modular civilisation each player’s nation to the interactive It’s worth taking a few words here to

E Eurogame sailing under the colours


of a historical nautical exploration
sim. Its box comes packed with so many
jostling for control of regions,
particularly as players race to claim the
valuable position of being governor of a
praise Endeavor’s box, which might well
be up there with the best game inserts
going. Each player’s components are
optional bits and pieces for rules variants newly-opened part of the world. separated for near-instant play out of
there’s even room to squeeze in a spare Though its many mix-and-match the box, and the display of building tiles
cardboard ‘U’ to Britishise the spelling rules variants, referred to as ‘exploits’ similarly comes with little more setup
on the cover. All this probably sounds and featuring unique components and effort than popping the clear lid off the
like enough to sink any hope of a tidy, scoring objectives, take inspiration tray. The entire game looks fantastic, but
reasonable-length playing experience from the 16th- to mid-19th-century the combination of its gameplay and
but, like seeing tonnes of heavy wooden background, Age of Sail keeps its storage make for exceedingly smooth
planks somehow float on water, Age of gameplay thoroughly dry, allowing the sailing indeed.
Sail is remarkably shipshape. waves of immersive theme to lap at the Endeavor’s gameplay-focused design
Keeping everything buoyant is the edges of the game but never quite seep won’t have you feeling the salty spray
game’s hull, a tight construction that through to dilute the pure strategy. of the sea on your face in the same way TRY THIS IF
firmly nails together worker placement This makes the inclusion of a deck as more immersive, thematic nautical YOU LIKED…
and area control. Players expand their of cards designed to replicate the adventures on the table, but its masterful NAVEGADOR
onshore player board each turn with historical presence of slavery particularly construction as a graceful, well-paced Find searching
building tiles, granting the ability to curious. The designers clearly recognise strategy game and the astonishing for far-off lands
deploy ships, occupy far-off cities, the sensitive material they’re playing level of variety offered by its exploits is thrilling? These two
attack rival nations and generally with, giving an admirable amount of impossible not to appreciate. It’s gaming’s nautical exploration
spread their influence beyond Europe space in the rulebook to a justification ship in a bottle; you’ll find yourself games have the
setting but don’t
to the rest of the globe by placing their of acknowledging their treatment of the wondering how one game fit so much
skimp on strategy.
workforce of discs on both the tiles topic and encouraging further reading. inside without simply falling to pieces.
and the central board. This gathers the Subject aside, in play, the cards make for MATT JARVIS
staple resources needed to grow their a genuinely intriguing mechanic – one
empire – wealth, culture, industry and that can grant players who choose to
influence – and ultimately propels engage in the entirely optional business WE SAY
them towards amassing the glory of slavery industrial benefits (at the Those expecting a rollicking seafaring
adventure will be left high and dry.
needed to rule supreme after seven cost of their morality, of course) but
Though its presentation and setting
pleasingly fast-flowing rounds. loses them glory later on if the abolition are highly evocative, this is a game
The simplicity of the central of slavery comes to pass, which other focused on the strength of its strategy
gameplay lets the game glide smoothly players can choose to accelerate, for gameplay – and in those terms, it’s
between the individual progression of social or strategic reasons. very strong indeed.

22 The Best Games of 2019


“Superbly packaged, Forbidden Lands is a pleasing combination of ‘Old School’ nostalgia and
FOUR TIME fast, simple mechanics with unobtrusive narrative elements designed to bring aspects of the
ENNIE WINNER character into play.”
–REVIEWS FROM R’LYEH

freeleaguepublishing.com
THE BEST GAMES OF 2019
deck, not knowing whether it will
help you win or push you over the
lore threshold costing you the whole
fight. Even when luck is not in your
favour, it never feels overly unfair. The
individual decks are small, making it
easy to remember cards, especially
since they are reshuffled several times
throughout the game. Knowing what
you already played and having even
a rough memory of what is in the
discard pile gives a good indication of
the risk of drawing blindly.
While there is definitely an element
of luck, Haven is still more balanced
towards strategy, making the game
perfectly paced and suited for two
players. There are several approaches
to winning and similarly various
outcomes to every fight, which can
be utilised for end-game scoring.
It’s quick and easy to learn but gives
enough to think about every turn.
Echoing its own theme, inside Haven
there is a conflict between a desire to
keep the game fair and remain true to its
concept. The decks, besides the pretty
artwork, are completely identical, except
for three cards. It is as if there was a lack

HAVEN of confidence in Haven’s core gameplay.


Half a step was taken towards reflecting
the different characters of the two
All the elements of a good game sides – nature and the city – but
45m 2 13+ £24 without fully committing to that contrast.
It's a missed opportunity, as the game
classic conflict of expanding All cards have a secondary number should either play exactly the same for

A urbanisation versus the


innocence of nature is the
premise of two-player battling and
WHAT’S IN
THE BOX?
◗ Game board
◗ 30 seeker cards
◗ 20 lore power cards
value called ‘lore’. Each location,
where the battles take place, has a
maximum lore allowance, meaning
both sides, or be different enough so
it is noticeable and players can take
advantage of varying deck strengths.
area-control game Haven. One player that players can’t pile all their minions Haven’s thematic conflict may not be
takes the side of nature and uses its ◗ 20 haven tokens in one spot and must actually consider entirely convincing, but its gameplay is
seekers, leaflings and forest creatures ◗ 10 cog tokens card placement seriously before compelling enough to keep coming back
◗ 10 leave tokens
to win territory from the city and its committing. Cards can be moved or to. It has enough depth to keep players
◗ Four victory
rusty machine servants. point cards removed from the space, but if the engaged, but is also swiftly paced and
Haven spreads its gameplay over ◗ Three elemental location is triggered and you have too doesn’t outstay its welcome.
two areas: the game board, where standees much lore, all your cards are discarded. ALEX SONECHKINA
players try to take over locations, build ◗ 18 lore tokens When playing a card from your hand,
shrines and move elementals, and the ◗ 12 shrine tokens its value is hidden to your opponent.
battle area, where seekers from both ◗ 24 offering cards If played from the deck, you have no WE SAY
◗ Six hidden Haven might look like an area-
sides face each other in a fight for the choice: you get what was picked, and
artifact cards control game, but at its core it
control of havens. that card is revealed simultaneously to is actually about the tense battle
The fighting mechanics are both players and placed face-up. between nature and the city. The
fairly basic: add the number When the battle is close, and there only disappointment is that the
of swords on the cards together are no good cards in your hand, conflicting characters of the two
and the highest number wins. it’s is all too appealing to tempt the sides are not reflected in any other
Yet, there are some clever little fates and play a top card from the way besides the beautiful artwork.
mechanical twists that change the
generic addition of numbers into TRY THIS IF YOU LIKED… THUNDER & LIGHTNING
part-luck and part-strategy combat, Where Thunder & Lightning impresses with the deep thematic ties in its
where almost every encounter is gameplay, Haven shows that exciting battles can have simple mechanics
tense until its resolution. but still be strategic and tense.

24 The Best Games of 2019


THE GRIZZLED:
ARMISTICE EDITION
45m 1-4 14+ £47

here The Grizzled packed rough historical markers accompanied The fully painted miniatures

W the entirety of the First


World War into a tense and
punishing half-hour card game, this
by affecting licks of narrative.
Even more meaningful are the
helping hand cards that create ongoing
in the bigger box are as gorgeous
as the cards’ artwork yet arguably
unnecessary, but they hammer home
deluxe and expanded version threads an relationships between players’ soldiers this premium-priced collection as
even stronger sense of the camaraderie that persist throughout the campaign, being a tribute: both to the centenary
and suffering of those who served on or can be used once at the cost of your of the 1918 armistice
the frontline through an impressive new overall score to buy a reprieve from and illustrator Tignous,
campaign that allows it to examine each the shells for a moment. The other big whose death in the 2015
beat of the conflict more intimately. gameplay addition sees inexperienced Charlie Hebdo shooting
The co-op gameplay is relatively recruits join the fray that the veterans and the subsequent
untouched from the original game and must train up, but also reveal their cards exhaustion of
its only expansion At Your Orders!, but to the group, allowing some chance to existing artwork
has been remixed here into a series of plan ahead and work closer as a team – has led the game’s
chapters that progressively roll out new unlike the deliberately limited strategy designers to suggest
mechanics inspired by the major events of the individual players. These minor Armistice Edition
of the war. The Grizzled was never the touches provide interesting gameplay will be the final
most complicated game to understand to shifts to consider and bring the heartfelt Grizzled game. If
begin with, so the benefit is all tone: the tale of the friends at the centre of the that’s the case, it’s a
relief of the Christmas truce and the terror conflict to the fore; you get the impression remarkable way to
of the arrival of gas are that much more that this was the memorable experience say goodbye.
pronounced when they arrive at their The Grizzled was destined to become. MATT JARVIS

MONOLITH ARENA
30m 2-4 10+ £36

here are moments in a opposing unit away or declare Ultimately you need to defend

T reviewer’s life where you want


to punch something. You learn
a new game, and halfway through the
battle. When battle is declared
every champion on all sides
resolves its attacks in initiative
your banner, which sits atop your
monolith: a stack of counters
that can unfurl into three pieces
rules explanation someone says, “So order, and suddenly the arena is across the battlefield, which is not
it’s like Neuroshima Hex, then?” a lot emptier than it was before, exciting enough to have the game
Yes. Monolith Arena, by the because most champions can named after it and fundamentally
designer of Neuroshima Hex, is very only take one point of damage. misunderstands what the ‘mono’
like Neuroshima Hex. You part of the word means.
could say it’s a fantasy Play is fast and tactical: you
reskin of Neuroshima Hex, place tiles, jockeying for position
but the box doesn’t say and highest initiative, and then
that, and I’ve never played battle is joined – this happens
Neuroshima Hex so I can’t several times each game – and
judge for sure. But arena special attacks trigger, and it doesn’t
combat between colour- go the way you expected. The four
based forces made of hex forces are pleasantly different, and
tiles looks very similar. the art is impressionistic not hyper-
Each side is a pile of real fantasy.
hex counters that includes Monolith Arena claims it’s a
champions, runes that skirmish game but in play it’s so
power up champions elegant it’s almost abstract. The
and order tiles that let armies’ themes get a bit lost, but
champions do things in the tense experience you’ll
they can’t normally do hardly notice.
like move, rotate, push an JAMES WALLIS

tabletopgaming.co.uk 25
THE BEST GAMES OF 2019

GEN7: A CROSSROADS GAME


Don’t worry, you haven’t missed Gens 1 to 6
60-90m 3-4 14+ £90

ou are the seventh generation of WHAT’S IN clear right answer, and you’ll need to Crossroads Game’ but the system is not

Y crewmembers on a colony ship


on a 210-year journey to a distant
star system and things are about to go
THE BOX?
◗ Plot book
◗ Ship log
◗ Five barracks
negotiate and vote on your decisions – a
higher rank provides more votes. The
Crossroads cards add more player-based
at the heart of the gameplay; it’s bolted
onto the side, doesn’t feel like a coherent
part of the structure and slows down an
wrong – though perhaps not the way the story elements. It’s decently written but already long experience.
placards
game designers intended. slow. This isn’t a great epic. There’s about Back in the 1990s, as the Eurogame
◗ Track board
Gen7 is a seven-session campaign ◗ Nine ship location enough plot here for a single direct-to- juggernaut was hitting top speed, there
game using the Crossroads narrative- boards video movie. was a name given to big-box games
choice system that appeared first in ◗ 34 crew dice Ultimately what it lacks is atmosphere. lacking the elegant structure of the
Dead of Winter. It’s a semi-co-op: ◗ Resource tokens Dead of Winter is not the same game, German newcomers: Ameritrash.
players must work together to overcome ◗ Rules cards but playing it was tense, human and They weren’t necessarily bad – some
a common threat, but at the same time ◗ Crew cards occasionally terrifying, because the threat were brilliant – but they had too many
you’re jockeying for the morale points ◗ Personal objective cards was obvious: zombies and starvation. mechanics and components doing too
that will raise your individual rank, ◗ Episode objective cards Gen7’s mechanics are simply mechanical. many things in too many directions.
◗ Crossroads cards
giving you bonuses in future sessions. It never feels like you’re controlling a Gen7 is a modern Ameritrash game.
◗ Schema cards
By placing dice you’ll fill seats in the ◗ File cards spaceship crew. The logbook, an RPG It’s a box full of exciting-looking bits and
ship’s facilities to get the resources to ◗ Operations character sheet where you choose the promise, and it does clever things with
complete tasks and objectives – some task cards ship’s name and record its stats, is a nice interactive narrative, but it’s fiddly and
personal, some operational and some ◗ Critical task cards touch but nine small boards do not give lacks focus. When you’re paying £90 you
mission-critical. ◗ Officer perks cards the sense of journeying through space. want to be sure the core mechanic isn’t
You won’t get much of that information ◗ Operations When things are getting tense, placing going to get dull after a few sessions. For
from the rulebook, which is barebones. chief badge dice on grey cards to earn resources some groups, this will be their game. For
That’s because many of the actual rules ◗ Assorted markers punctures the fiction that the narrative others, leave it in hibernation.
◗ Nine sealed
and special conditions are delivered on sections build up. JAMES WALLIS
packages
cards and other components, most of The Crossroads system, which ought
which unlock as the game goes on. While to give players their individual story WE SAY
many campaign games alter after each challenges and tasks, never catches It’s a seven-session commitment,
session, Gen7 pushes that pretty far. New light. That's partly because we simply but if you like story-heavy games
boards, new decks of cards – a lot of stuff kept forgetting to take the cards when and worker-placement then
can change, and the whole experience we were meant to. It may be subtitled ‘A prepare to come aboard.
can be replayed to tell a completely
different tale. TRY THIS IF YOU LIKED… HOLDING ON:
The core story is delivered in a thick THE TROUBLED LIFE OF BILLY KERR
ring-bound volume, structured like a Another campaign game where succeeding at worker-placement challenges
solo gamebook. The choices it offers leads to an unfolding story. They couldn’t be more different in tone, but they’re
are clever, often moral ones with no equally clever and involving.

26 The Best Games of 2019


PANDEMIC: FALL OF ROME
A spin-off that marches its way to the top
40-60m 1-5 8+ £47

based on the number of legionaries


present. The dice can clear tribe cubes
and activate characters’ special powers,
but may also eliminate friendly forces.
When the game is hard already
and relies so heavily on co-operation, WHAT’S IN
planning and strategy, the luck element
THE BOX?
◗ Game board
that rolling dice brings could have ◗ Three battle dice
been frustrating. Fortunately, it is not. ◗ Seven role cards
It enjoyably raises the stakes and adds ◗ Seven pawns
tension. This could be because the dice ◗ 70 player cards
and special powers are balanced just ◗ Seven reference cards
right. Or simply, because it just makes ◗ 49 barbarian cards
complete sense; sometimes even the ◗ 100 barbarian cubes
most carefully planned battles go awry. ◗ 16 legion
◗ Six forts
In presentation and component quality,
◗ Five alliance tokens
Fall of Rome is a clear improvement on its ◗ Invasion rate marker
predecessors. From nice chunky tokens to ◗ Decline marker
gorgeous card backs, it looks beautiful laid
out on the table. The theme inspires and
enriches the look of the game to its benefit.
Pandemic fans will not be disappointed
tart talking about a co-op game end-game conditions apply, meaning by the latest instalment in the series. Fall

S where players travel around a


map clearing it of cubes and it
is immediately obvious what is being
there are more ways to lose than win –
achieving the latter requires co-operation,
planning and tactical thinking.
of Rome is still intrinsically Pandemic but
with added freshness and challenge. All
the same, the game could be just as easily
described. Whether those cubes are The most significant change in Fall of serve as an introduction to the series.
diseases, growing water levels – as in Rome revolves around the introduction Pandemic Legacy remains the
2017’s Rising Tide – or an angry hoard of of tribe forces on the map. Instead of ultimate Pandemic experience. But in
Visigoths has become more and more immediately spawning into a location as the growing parade of smaller spin-offs,
irrelevant. You say Pandemic and, no with the infections of typical Pandemic, Fall of Rome confidently marches at the
matter the theme, everyone instantly they travel along set migration paths, front of the procession.
knows what the game will be about. so it might actually take them a couple ALEX SONECHKINA
Having such definitive gameplay of turns to arrive at their destination.
TRY THIS IF
comes at a disadvantage: it is so robust While this may seem like an advantage YOU LIKED…
that not much can be done to it. Little for players, allowing them to plan better, WE SAY
Pandemic: Fall of Rome doesn’t PANDEMIC
changes might spice up the familiar the influx of tribes is still not easy to While the original
redefine Pandemic. However, as
gameplay by adding a couple of exciting control. One careless move and it is easy a new instalment in the series, it Pandemic will
twists here and there but, essentially, no to find yourself overrun. brings new and interesting ideas always be a co-op
matter which version finds its way onto Clearing locations is trickier and a lot that manage to improve on the classic, Fall of Rome
your table, you are still playing Pandemic. more reliant on luck. Players roll dice gameplay so many know and love. definitely offers more
Sometimes it is a better version – two both in gameplay and
visuals, and could
fantastic seasons of Pandemic Legacy
become a go-to in
testify to that – and sometimes it is the series.
worse, but, either way, it’s Pandemic.
Good news: Pandemic: Fall of Rome
is one of the better spin-offs. It tries its
absolute hardest to bring something
new to the series, with some fairly
minimal yet meaningful additions.
This time around players are the forces
of Rome defending its territories from
invading barbarian tribes. To win, players
have to form treaties with all the tribes –
or eliminate them. The usual Pandemic

tabletopgaming.co.uk 27
THE BEST GAMES OF 2019

FORBIDDEN LANDS
Old-school roleplaying for a modern world
208 11+ £38

the magic swords, abandoned castles entire game is set in a kingdom that
and horrible monsters you could wish was effectively walled off from the rest
for, and the rules are designed around of the world and left to die at the claws
allowing the players to explore and of a demonic mist that killed anybody
quest to their hearts’ content. foolish enough to leave their homes
While it’s certainly aiming for an after dark. Anything resembling a
old-school feel, the mechanics that shining bastion of civilisation has long
propel the game along are thoroughly since rotted away and countless ancient
modern and supported by a few rather manors and treasuries lie empty save
fascinating innovations. The core for the dead and the desperate.
ruleset has stats and skills that feed The game kicks off a few years
into a dice pool that will feel after the blood mist mysteriously
very familiar to anyone who disappeared, leaving the land free to
has played other Free explore for the first time in centuries.
League games; even How the players shape this dangerous
newcomers should land is entirely up to them.
be able to get a handle on While the lore is incredibly
things within a few minutes. compelling, it does have a few weak
Perhaps the biggest quirk to the points that might leave readers
system is the complete absence of hit scratching their heads, most of which
points or any other kind of health score. revolve around the surprisingly limited
Instead, any damage you take cuts into impact the blood mist seems to have had.
your stats, so physical damage reduces Many of the backgrounds suggested
your strength while emotional trauma in the players’ guide involve travelling
slashes away at your empathy. As you extensively as a child, which in theory
rely on these stats to defend yourself from would have been near impossible, and
damage in the first place, a battle can the towns and villages seem plucked
very quickly push you right to the edge. straight from a conventional dark fantasy
he dark dungeons and fog-grey This may not be such a huge world rather than one where settlements

T morality of Forbidden Lands offer


a delightfully old-school take on
the traditional fantasy RPG, creating a
problem, however, as forcing your
character to the limit of their abilities
is the only way to gain ‘willpower’ –
were forced to survive in near-isolation
for hundreds of years. These may seem
petty concerns, but the blood mist is
sense of freedom that rewards GMs for the resource used to perform special such a fascinating idea that it’s frustrating
a hands-off approach and allows the abilities and cast spells. The most when it fails to gel with the details.
players to truly forge their own destiny. practical way to generate willpower is This doesn’t change the fact that
The game comes to us from Free to re-roll a failed check, which comes Forbidden Land is a beautiful game
League, the Swedish studio probably at the risk of taking damage while that offers a chance for players to
best known for 2017’s Tales from the boosting reserves of inner strength. experience something that captures
Loop. Though the tone of Forbidden It’s a strange system that seems ripe the feel of old-school adventuring but
Lands is about as far as you can get for abuse, but once you get it onto the still feels fresh. It’s well worth a look
from the doe-eyed wonder of that RPG, table it works surprisingly smoothly. for anyone looking for something
it shares the same retro approach and The fact that magic is a product of different to their fantasy gaming.
charming take on childhood memories desperation and defiance in the face of RICHARD JANSENPARKES
– in this case the awe and excitement death fits well into the world, which is
so many of us felt when we first another way that Forbidden Lands sets WE SAY
encountered fantasy gaming. itself apart from the crowd. It’s like someone took hazy childhood
Almost every aspect of the game, The setting, and indeed the overall memories of a classic D&D game
from the beautiful black-and-white tone, manages to be both unrelentingly and mixed them with a dash of
design to the enormous map found in bleak and strangely liberating. The bleak Scandinavian darkness.
the starter set, sparks happy memories
of leafing through old D&D books or TRY THIS IF YOU LIKED…
daydreaming epic adventures sparked WARHAMMER FANTASY ROLEPLAY: FOURTH EDITION
by Lord of the Rings. The titular Forbidden Lands is almost as dark and violent as the world of Warhammer, but
Forbidden Lands are stuffed with all offers a different take on freedom and exploration.

28 The Best Games of 2019


Picture courtesy of BoardGameShot

WHAT’S IN
THE BOX?
◗ Hero sheet
◗ Evil screen
◗ 21 item cards
◗ Four character cards
◗ 104 reaction cards
(four decks)
◗ Eight green starting
ALONE mission cards
◗ Eight blue starting
If you’re not afraid of the dark, you will be mission cards
◗ Eight final
1-2h 2-4 13+ £70 mission cards
◗ Four reference
cards
emember the motion tracker in Alone’s real masterstroke is the stops things being too predictable on

R Aliens that Ellen Ripley used to


locate approaching xenomorphs,
your heart pounding in time with the
claustrophobic atmosphere achieved
by its line-of-sight mechanics, which
remove sections of the board that the
either side of the screen.
Alone’s gripping atmosphere suffers
only in its adherence to sci-fi cliché
◗ Compass
◗ Eight room tokens
◗ Six mission tokens
◗ Eight dice
relentless bup-bup-bup-bup as the dots hero player can no longer see, allowing – none of the monsters or heroes are ◗ Two map sheets
blipped ever closer? That feeling is the monsters to sneak up in the dark and overly memorable, and the map tiles ◗ 10 doors
feeling of playing as Alone’s isolated spring out at them if they fail to explore are near-identical grey corridors. The ◗ 15 creature tokens
hero, fleeing the nightmarish terrors ahead – or are forced to run and take repetitive visuals add to the sense of ◗ Two boss tokens
◗ Two difficulty
that lurk in the dark: your friends. their chances. Just as engaging is its being lost in a maze, but do little to
level tokens
Alone is a sci-fi dungeon-crawler clever use of light; the hero can repair bring the world alive, even during the ◗ Five hero miniatures
with a refreshing premise. The solo hero light units to illuminate sections of campaign mode. ◗ Three cultist miniatures
is trapped in a labyrinthine network of the environment, letting them gain The game’s other stumble is that ◗ Cultist leader miniature
corridors and rooms, only able to see a the upper hand over monsters that it works best as a head-to-head ◗ Three hybrid miniatures
very limited portion of the environment thrive in the darkness. Combat, when experience for two players. While ◗ Three spores miniatures
at any point. In the parts of the map it occurs, is fast: a few dice chucked adding a second or third evil player ◗ Three parasite
they can’t see, on an overlay of the to dish out wounds, with a variety adds an interesting element of restricted miniatures
entire environment hidden behind a of different aliens, from facehugger communication and co-operation, it ◗ Three worm miniatures
◗ Alpha Worm miniature
screen, the ‘evil’ players summon alien stand-ins that move fast but go down doesn’t go far enough to make up for the
◗ Mech miniature
monstrosities and lay traps for the in a couple of shots to slow-moving diluted tension of a one-on-one chase. ◗ Eight room tiles
unsuspecting explorer to encounter as worms that are formidable in the dark Alone doesn’t quite stand completely ◗ 17 corridor tiles
they try to survive a series of missions. but useless in the light, offering plenty apart from the dungeon-crawler crowd, ◗ Round marker
Having a player serve as a DM-like of chances for variation. but its tense use of unseen danger and ◗ Eight turn tokens
overlord isn’t exactly new to dungeon- There are some other smart reversal of the one-versus-many format ◗ Six adrenaline tokens
crawling games, but it’s well executed additions, including a basic system gives it plenty to recommend. Bring it into ◗ 73 charge tokens
here. Once you’ve wrapped your head of unlockable hero abilities and a the light and it might just surprise you. ◗ HP marker
around the three (3!) rulebooks in sizeable inventory board that lets them MATT JARVIS ◗ Four stairs tokens
◗ Light/blocked tokens
Alone’s box, the game’s reaction-based keep track of where unseen noises are
◗ Evil leader token
gameplay quickly becomes second coming from – something that the evil ◗ SC marker
nature, as the hero moves around, players can use as distractions to their WE SAY
Alone’s inventive use of line-of-sight ◗ Stairs/LCU tiles
scavenges for kit and tries to avoid being advantage. The constant pressure of ◗ Danger/condition
really makes the horror lurking in the
turned into extraterrestrial tagine by time on the hero keeps things moving dark feel truly frightening – even if its tokens
the evil player(s) as they lay down cards at a fair clip, gently prodding them out monsters aren’t all that memorable ◗ Hero token
after each action to spawn creatures, of a safe ‘check every corner’ approach, once you see them. It’s decent fun
move them around and make portions while the opportunity to complete with three or four, but a two-player
of the map more dangerous. Both optional objectives for extra benefits hunt is where it shines brightest.
sides of the fight can combo actions
and cards together – at a cost – so the TRY THIS IF YOU LIKED… DESCENT: JOURNEYS IN THE DARK
choices never feel stilted or limited, and Alone’s sight-based action brings something new to the dungeon-crawling
there’s never too much downtime. format, making those journeys in the dark even more dangerous.

tabletopgaming.co.uk 29
A CELEBRATION OF THE PLACE
BOARD GAMES, RPGS, TO PLAY!
CARD GAMES & MINIATURES » See, play and buy the
hottest blockbusters
ALL UNDER ONE ROOF! » Participate in roleplaying and
TWO DAYS, ONE VENUE, HUNDREDS miniature games within our
OF GAMES = HOURS OF FUN! participation and demo area

S E E I T | P L AY I T | B U Y I T

26th and 27th September 2020


Alexandra Palace,
London PLUS! HUGE
OPEN GAMING
AREA AND
FREE BOARD
TICKETS FROM £16 GAME LIBRARY
KIDS UNDER 10 GO FREE » Revisit an old classic or
discover a new favourite
VISIT:
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TICKET HOTLINE:
0844 338 0338
WANT TO
PRESEN T ING PAR T NER KNOW MORE?
TAKE PART IN…
» Hands on workshops
» Inspiring talks
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WATCH OUR PREVIEW VIDEO HERE:


THE BEST GAMES OF 2019

WHAT’S IN
THE BOX?
◗ Map board
◗ Tracks board
◗ Four study boards
◗ 10 objective tiles
◗ 10 specialisation
tiles
◗ 12 income tiles
◗ Four medicine
income tiles

NEWTON ◗ 20 potion tokens


◗ 48 bookshelf tiles
(12 for each colour)
The tabletop appliance of science ◗ 32 coins
◗ 10 invention tiles
90-120m 1-4 14+ £50 ◗ 20 development tiles
◗ 18 bonus tokens
ir Isaac Newton, it’s safe to say, complete rows and columns on a grid, components and actions, you’ll quickly

S was a man who could handle


some pretty complex concepts.
Several complex concepts at the same
thereby earning victory points, while
also playing down their action cards
onto their ‘desk’.
realise that the surest way to success
is to focus on your studying as soon
as possible and set yourself up for a
◗ Seven city tiles
◗ Six university tiles
◗ Three ancient
land tiles
◗ 20 master cards
time, in fact. He was a smart cookie, This final aspect is the game’s steady stream of victory-point income
old Izzy was. So it’s only right that the core mechanic and is by far its most at the end of each round. ◗ 24 starting action
cards (six for
Eurogame that bears his name should satisfying. Blending elements of hand- After all, nobody’s going to be able to
each colour)
give its players a lot to get their own and engine-building, it allows players take it from you. There is so little player ◗ 45 action cards
brains around. So much so, it’s likely to add cards to their hand which, interaction in Newton that you can play (15 for each level)
to get your head spinning the first when played to their desk, grant them it solo with hardly any rules adjustment. ◗ Four summary tiles
time you play it. both one of five basic actions (work, The absence of take-that will be off- ◗ 16 students (four
The loosely-fitted theme casts each travel, study and so on) and also putting to those who like a bit of cut and for each colour)
player as an 18th-century scientist provide a unique bonus from each thrust to their gameplay, and it can feel ◗ Four scientists (one
competing to earn the most prestige. card. The value, or strength, of each like each player is just sat in their point- for each colour)
They can do this in a number of ways: action is determined by the number scoring silo. But with so much going on ◗ 48 travel cubes (12
for each colour)
travelling around Europe, sending of relevant symbols on display on the each turn and everything so clockwork-
◗ Eight player markers
their students to innovate new player’s desk – a cog for ‘technology’, calibrated, there’s every chance you’ll (12 for each colour)
technologies, studying, attending say. You can build these up through be too busy thinking to notice. ◗ First Player token
lessons and, erm, earning money. some judicious discarding, because DAN JOLIN
All this requires a lot of cardboard at the end of each of the game’s first
on the table. One board depicts a five (of six) rounds you’ll be forced to
tangle of routes around Europe, while chuck out one of your played cards, WE SAY
A heavyweight Eurogame that
another bears the work track, for losing its bonus but adding its basic demands a lot of your processing
reaping coins, and the technology action value to your desk. power, but rewards you with multi-
track, which boasts a branching, Elsewhere, you’ll be shoving layered depth. Though if you’re
flow-charty array of one-way routes meeples from point to point around fussed about player interaction,
towards scientific discovery. On the two central boards and positioning it might not be for you.
these you’ll randomly place a variety tiles in a manner that will very familiar
of tokens during setup, which grant to fans of Uwe Rosenberg’s recent TRY THIS IF YOU LIKED…
a multitude of bonuses when your output. It’s all smartly balanced by A FEAST FOR ODIN
meeple passes over, or lands on them. designers Simone Luciani (Lorenzo Similar to Uwe Rosenberg’s Norse
Then each player has their own study Il Magnifico) and Nestore Mangone epic, Newton treats its players to a
board on which they will have to place although, once you’ve finally got huge variety of options each turn,
little tiles depicting bookshelves to your head around all those bitty with a bit of tile-laying to boot.

32 The Best Games of 2019


AUZTRALIA
An outback tale of steam, sheep and shoggoths
30-120m 1-4 13+ £68

n 2013, designer Martin Wallace You’ll make these choices under raising the possibility that the game

I released A Study in Emerald. A


tabletop adaptation of a short story
by author Neil Gaiman, it transported
some serious pressure. AuZtralia uses
a Patchwork-style time track, where
each action you take progresses
itself might emerge as the eventual
winner. But it turns out that a few
well-placed howitzer rounds can
players to an alternate Victorian age you a different number of spaces stop even the most blasphemous and
where a band of revolutionaries led by depending on its complexity. Once unspeakable of beings, and the result
Sherlock Holmes conspired to overthrow you and your opponents reach a is that taking them on feels more like
the tyrannical rule of creatures from certain point, the ancient horrors pest control than a desperate fight for
H.P. Lovecraft’s Cthulhu Mythos. Now WHAT’S IN lurking in the wastes will start to the fate of humankind.
Wallace is back with a sequel and, while THE BOX? awaken, moving inexorably towards In just about all other respects,
◗ Four ports
there are still plenty of cosmic horrors your carefully-built rail lines, farms though, AuZtralia is a hell of a ride
◗ 80 cubes
to confront, his new game shifts the ◗ 12 discs and ports, creating an escalating – a madcap mix of mechanisms that
focus from 19th-century Europe to the ◗ 80 railway tracks sense of tension as more threats somehow comes together in the most
Australian outback in the 1930s. ◗ 28 cattle farms emerge across the board. It’s a deft satisfying way.
With the rest of the world largely ◗ 28 corn farms combination of strategic challenge OWEN DUFFY
reclaimed by humanity, the tentacled ◗ 28 sheep farms and mounting threat.
interdimensional beasties have ◗ Four player boards AuZtralia also gets points for
retreated to heart of the Australian ◗ Game board the diversity of its artwork, which WE SAY
continent. You and your fellow players ◗ 10 infantry tiles depicts characters of all genders and On paper, AuZtralia looks like there’s
◗ Five armoured no way it should work. It throws so
plan to forcibly return them to the cold ethnicities — something which would
car tiles many disparate elements into its
void of space; while your foes might ◗ Three airship tiles have surely horrified the notoriously
be eldritch beings with sanity-sapping xenophobic Lovecraft. mechanical melting pot that it seems
◗ Three artillery tiles like it should be a confused mess. But
psychic powers, you’ll be taking them ◗ Four armoured If there’s one shortcoming, it’s
it pulls it all together into a cohesive
on with crack infantry regiments, train tiles that its monsters never feel truly and compelling whole, and the result
airships and heavy artillery. ◗ Old One disc terrifying. They creep across the is an impressive blend of strategy
What’s surprising about AuZtralia, ◗ 10 Old One map, blocking your railways and and tension that sees you competing
though, is that while its premise damage cubes despoiling your farms. Along the against the game’s AI antagonists just
revolves around the fight against ◗ 35 Old One tiles way they’ll score points of their own, as much as your human opponents.
◗ 50 coal
Cthulhu and his squiggly minions,
◗ 50 iron
combat is only one part of its much ◗ 50 cold
larger package. As you aim to wipe ◗ Seven phosphate
an assortment of monsters, ghouls ◗ 36 personality cards
and cultists from the map, you’ll also ◗ 40 Old One cards
develop the land, building railway ◗ 30 event cards
networks to transport your troops, ◗ Four player aids
mining resources like coal, gold ◗ 20 survey tiles
and iron, and establishing farms ◗ ◗Attack marker
◗ 15 victory point tokens
producing sheep, cattle and corn.
◗ 13 sanity tokens
It means that from your very first
turn you’ll face a multitude of different
tasks, and you’ll need to prioritise
them carefully. Should you focus
on extending your rail routes deep
into the continent, allowing you to
strike at distant enemies? Should you
concentrate on mining, hoovering up
resources before your rivals can claim
them? Should you stick to the coastal
edges of the board, where the more
varied terrain allows you to build a
diverse mix of farms and ranches? Or
should you build your army, battening TRY THIS IF YOU LIKED… VIA NEBULA
down the hatches for the inevitable It’s another route-building, resource-grabbing Martin Wallace game,
onslaught of monstrous foes? but it comes in a more family-friendly package.

tabletopgaming.co.uk 33
THE BEST GAMES OF 2019
hands and even anticipate their moves,
which adds a nice layer of strategy and
indirect player interaction.
What makes the exchange of cards
even more meaningful are the destiny
dice, a series of randomly-rolled
numbers that, if matched at the end of
the round, give players extra workers,
the supply of which is always tight. This
makes every turn a tug-of-war between
actions the player either wants to or
can take, the available number of
workers and, finally, a gentle nudge
of the destiny dice that encourages
players to compete for the same cards.
So, while there are plenty of spots
on the board, even in the two-player
mode, there is enough competition
and interaction between players.
Gùgōng is a game that greets new
players by overwhelming them with
a complex-looking board, slightly
fiddly setup and a smorgasbord
of iconology. Once the anxiety of

GÙGŌNG this first encounter subsides, it


becomes clear the gameplay is very
No bribes required straightforward and easy-flowing
from round to round. It does feel,
to put this on the table however, that the proportion of setup
time versus actual gameplay (which
60-90m 1-5 12+ £54 lasts only four rounds) is unbalanced.
When the board is completely set up
bribe is not a bribe if it is an WHAT’S IN different branches of the government it looks gorgeous, but the number of

A exchange of an expensive
gift for a slightly cheaper gift
and a favour, right? At least, that was
THE BOX?
◗ Game board
◗ Five player boards
◗ Round marker
– whether that’s building the Great
Wall to protect from Mongol attack
or engaging with in-palace intrigue
small cardboard pieces that require
sorting out and placing overextends
the preparation time and feels slightly
the policy of Chinese officials of the – helps it all make perfect sense. It is unnecessary considering how simply
◗ Start Player marker
Forbidden City under the rule of the ultimately up to the player to decide and swiftly the game actually plays.
◗ Next Start
Longqing Emperor, who attempted to Player medal which parts of the board they would Despite its excesses, Gùgōng is an
battle the increasing bureaucracy and ◗ 38 gift cards like to get involved with and which easy game to like. While essentially an
corruption of the Chinese government... ◗ 11 solo cards objectives to chase in order to progress. assortment of small mini-games on the
apparently to little success. ◗ 32 travel tokens There are a couple of elements same board, a clever and interesting
This is the main inspiration behind ◗ Six bonus travel that set Gùgōng aside from the typical theme brings all of its elements
Gùgōng, a worker-placement game set tokens worker-placement gameplay template. together into a unified whole that’s
in the Forbidden City where players ◗ 15 decree tiles In order to place a worker on the greater than the sum of its parts.
are the noble families vying for favour ◗ 20 jade board, players need to exchange gifts ALEX SONECHKINA
◗ 15 Grand
with the Emperor by innocently – and – cards of values one to nine – with the
Canal ships
lawfully – exchanging gifts (definitely ◗ 60 servants official responsible for that particular
not bribes!) with the highest officials area of government. If the gift value WE SAY
◗ Five double servants Governmental corruption is definitely
for an assortment of favours. The ◗ Five travellers is higher, the player can perform the
wrong, but play your gifts right and
theme is a strong glue that holds ◗ Five envoys respective actions, whereas with a you will succeed for sure in Gùgōng.
together what could otherwise could ◗ Five VP discs lower value card, they just get a new While the message is a bit off – if
be perceived as a disparate collection ◗ Five intrigue markers card for the next round. As there are there was intended to be one at
of mini-games. ◗ Three destiny dice limited cards in play, it is fairly easy to all – this is a solid worker-placement
Mechanically, Gùgōng is still a rather know what every opponent has in their game that is easy to enjoy.
unconnected mishmash of area-
control, set-collection and even racing TRY THIS IF YOU LIKED… COIMBRA
games that are activated through Coimbra is slightly better at easing players through a panic-inducing, complex-
worker placement and somehow looking board behind which simple yet excellent gameplay is hidden. However,
found on the same board. However, both games do well at uniting a variety of mechanics on the same board into
having various officials, responsible for coherent and exciting play.

34 The Best Games of 2019


JUDGE DREDD:
THE CURSED EARTH
30-50m 1-5 14+ £25

he Lost Expedition was one of Judges Dredd, Anderson and Giant. here to present a new challenge and

T the small-box gems of 2017,


with Peer Sylvester’s compact
card game capturing the challenge
The added complication of radiation
that must be balanced against health
and the potential to use psi powers,
different feel. Though a few unlucky
draws can still leave you doomed,
you’ll be heading back out on the
and beauty of surviving – and dying, which puts an interesting twist on hunt as soon as you can.
and dying again – in the rainforest. the restricted co-operation with MATT JARVIS
Judge Dredd: The Cursed Earth, your fellow players, feel like natural
themed after 2000 AD’s notorious arm additions given the setting and give
of the law, remains just as punishing more to consider without muddling
and visually breathtaking, swapping the simple central gameplay.
lush plant life and colourful creatures The landscape takes on more of
for brilliant comic-book artwork from a role here too, as locations that the
Dredd artists Rufus Dayglo and Dan team travel to add one-off or ongoing
Cornwell, showcased magnificently effects, marking them out against the
on oversized cards. relatively samey forest cards of the
The core of the action remains the Amazon. Applying even more pressure
same: players lay down cards from and changing up the pace is the fact
their hands to collectively form a it's a race against a game-controlled
row, hoping that their combination gang of criminals to reach the slightly
of symbols to spend and receive randomised destination of their target
resources such as rations, ammo and – the returning competitive mode pits
expertise – rearranged consecutively the players against each other.
in the ‘dawn’ round, left as-is at If you’ve played The Lost Expedition,
dusk – can be survived in order by it’s familiar territory but there’s enough

TOKYO HIGHWAY
30m 2-4 8+ £35

f you’ve heard of Japanese build and score becomes increasingly tweezers are some help, but

I publisher Itten it’s probably for


quirky games like Stonehenge and
the Sun, which requires a pendulum
challenging. The threat of running
out of building supplies encourages
people to build low, but the big points
those with steady hands and slim
fingers will have an advantage.
It’s equal parts tactics and
suspended from your ceiling, or Yeti come from soaring high. balancing – and it’s a shame the
in the House, where a yeti hides in It’s beautiful. With starkly balancing is a little unbalanced,
your actual house. Tokyo Highway is minimalist components, the grey of because otherwise this is a delight
its first title to get proper distribution, the roads and columns offset by the that you shouldn’t bypass.
and the closest thing it’s done to a bright colours of the cars, it’s very JAMES WALLIS
normal game. That doesn’t mean it’s a satisfying on an aesthetic level.
normal game. Where the game falls down
Tokyo Highway is a rare hybrid: a is where it falls down. If you
tactical stacker. Each player builds dislodge an opponent’s
a network of roads that rise up, dip piece you have to
down and snake around. When replace it, but the
you place a road that crosses over roads become
or under another player’s road so interlocked
without touching it, you can put that it’s really
a car on it. First player to place all hard without
their cars wins. knocking over
The game has plenty of emergent other bits –
strategy, as the table becomes covered not to mention
in a glorious and intriguing network remembering what
of roads and finding new places to went where. The included

tabletopgaming.co.uk 35
THE BEST GAMES OF 2019
opportunities to butt heads without
the feeling that everyone is continually
treading on each other’s toes. In the
same way, only half of the police hexes
– landing on three loses the round for
that team – are common between the
hidden map cards used in team-colour
pairs by the intelligence officers, so it’s
not just a simple case of avoiding the
spaces where the other team gets caught.
The artwork, themed around
Amsterdam and its animal citizens,
pops with character and colour. As with
Mysterium and Dixit, the images are busy
enough for a variety of clues to make
sense – even with a bit of a leap at points
– while being clear enough for elements
to stand out and give a sense of the setting.
Having sets of the pictures locked

SHADOWS: into the seven preset districts helps


speed up setup and makes it easy to

AMSTERDAM change the board between rounds by


flipping them over, but can lead to the
same images becoming overly familiar
A little bit Dixit, a little bit Codenames, game after game. A few more districts or
but a game all of its own enough intel cards to create completely
randomised layouts would’ve been
30m 2-8 10+ £23 welcome. That said, the large number
of potential map arrangements behind
hadows: Amsterdam could WHAT’S IN hint comes down to a bit of luck, speed the screens and limited number of

S be described as the visual


deduction of Dixit combined
with the co-operative minesweeper of
THE BOX?
◗ Seven double-
sided districts
◗ Starting tile
and the faith that your team will know
exactly what you're thinking.
With the pressure of identifying a
clues available for each move mean
that Shadows doesn’t wear out its
gameplay too quickly. The only part of
Codenames. It could be described that wealth of visual similarities against the box that truly feels unnecessary is
◗ Three obstacle tiles
way, but you’d be doing it a disservice. ◗ 84 intel cards the clock having the potential to the small tracker marker used to follow
Yes, there are echoes of those other ◗ Six evidence tokens overwhelm and frustrate, Shadows the detectives’ movement on the map
games in the way that it sees two plus bases smartly limits things. The detectives’ cards – more fiddly than it’s worth given
opposing teams racing around a hex ◗ Two police tracks mopeds only move one or two how easy it is to see where they are on
grid, one clue-giving ‘intelligence ◗ Five police tokens adjacent hexes at a time, determined the main board, but at least specified as
officer’ on each side hoping to steer ◗ Two screens by how many clue cards they’re given. optional in the rules.
their detectives toward three hidden ◗ 40 map cards It’s a small but meaningful detail that Shadows: Amsterdam isn’t quite
pieces of evidence and the client ◗ Two tracking means you never have to consider the as evergreen as Codenames or Dixit,
markers
they must deliver them to by silently entire board and can instead focus but it’s a game that offers something
◗ Two detective
handing them sets of deliberately figures on where you are, stopping detectives fresh and different in a familiar mould.
ambiguous picture cards. Are they from spending precious seconds The switch to real-time deduction sets
giving you this image of a tree because frozen with indecision – or making it apart, with the head-to-head race
they want you to go to the park, the desperate guesses to try and outpace making it a standout party game. All
flower shop or just because it’s mainly their rivals. Impassable obstacles the evidence points to a game that
green, like the helicopter pad? around the centre of the modular belongs in your collection.
What makes Shadows different to layout, constructed from six of seven MATT JARVIS
the careful consider-every-possibility double-sided ‘districts’ and a handful
mulling of Codenames, though, is that of intel cards each round, further break
it’s played completely in real time, up the map to keep things moving.
WE SAY
The real-time race across the
neither team having to wait for their A combination of evidence exclusive board means that Shadows:
rivals to select a clue or make their to either team and hexes that can be Amsterdam feels original as an
move before they scoot their moped claimed by either side, depending on experience and is huge fun to boot.
miniature and its anthropomorphic who gets there first, sets up enough It’s well deserving of your time.
rider to their next destination. What’s
more, both intelligence officers share TRY THIS IF YOU LIKED… MYSTERIUM
the same grid of ten available intel cards Like hunting for picture clues to solve a mystery? Shadows: Amsterdam will pit
to give as clues, so nabbing the perfect you against a real ticking clock – and the other team.

36 The Best Games of 2019


KEY FLOW
45-75m 2-6 14+ £50

ey Flow review in nine words: Except sometimes it’s aaargh.

K it’s Keyflower, minus hexes


and auctions, plus card
drafting. Done!
From Key Flow’s art it looks like it’s
going to be pastoral and lovely, but
this is an intelligent, fiercely tactical,
If you don’t know Keyflower then challenging title with ever-changing
that’s as useful as mud, of course. gameplay. Speaking as a designer, I
So: both games are from the same wish I’d created this. As a player, if
design team. Both are surprisingly you like engine-builders then this is a
intense engine-builders, where each must-try.
player constructs and populates a But you can’t ignore the similarities
village over four seasons, gathering to Keyflower. They’re like parallel
resources and scoring points based universe versions of the same game
on their buildings. Different things and, honestly, if you have one
happen in different seasons: ships then you probably don’t want the
arrive in summer, stores are filled in other. For me Key Flow just has
autumn, everything scores in winter. the edge but then I like drafting
Key Flow ditches hexes for cards, games. One thing’s for
and your villages are built along a river sure: if you’re
(bottom level) and a road (top level). new to the
The way the cards are placed is not Key universe,
just strategic, it’s also deeply satisfying. either of these
You’re creating a lovely community titles makes an
that makes stuff and trades with its excellent start point.
neighbours and it’s just ooooh. JAMES WALLIS

Out Now!

Coming Soon
Pre-order the revised and updated Director’s Cut of one of the most
highly regarded roleplaying campaigns ever written at cubicle7games.com

shop now on cubicle7games.com


Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2019. Warhammer Fantasy Roleplay 4th Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles, the twin-tailed comet
logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence.
Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved.
THE BEST GAMES OF 2019
Western Legends is so keen to push
the edges of its world horizontally that it
often avoids the opportunity to dig a little
deeper into each separate part, leaving
it a little shallow under the impressively
broad surface. While the universal nature
of LP means you can hypothetically
focus on a single part of the game, the
simple nature of each action – roll two
dice to prospect, collect then deliver a
token to herd cattle, play poker just with
the three-card flop and so on – means
you’ll likely find yourself sampling a little
bit of each portion rather than feasting
on just one, to avoid becoming bored if
nothing else. While the player characters
that populate its world are a diverse wild
bunch of real-life heroes and villains,
they too feel a little underserved by a
few random story cards that offer only
licks of generic flavour and individual
goals that are simply additional ways to
score LP rather than anything especially
character-driven or narrative-focused.
WESTERN LEGENDS Fortunately, this all feels like a missed
opportunity rather than a critical flaw;
Card Fight at the O.K. Corral the lightness of the rules means things
move swiftly and everyone has the
60-90m 2-6 14+ £60 opportunity to see everything, making
the experience an enjoyable western
ost western board games lack WHAT’S IN Adding to the feeling of open-world romp rather than a heavy simulation

M the sweeping scope of the epic


genre. You can duel in Bang!,
rob trains in Colt Express and herd cattle
THE BOX?
◗ Game board
◗ Six player mats
◗ 12 scoring cubes
freedom are the wanted and marshal
tracks, which layer in an aspect of
morality and reward (or punishment)
of the real-life drudgery of prospecting
or cattle herding. There’s plenty of
opportunity for a spot of roleplaying
in Great Western Trail – but rarely has to players’ exploits. Players that indulge your particular spin on Jesse James or
◗ 12 story discs
a single game attempted to paint the in bank heists and cattle rustling Bass Reeves, too – though that’ll depend
◗ Two prospecting dice
entire canvas of life in the Wild West. ◗ 36 gold nuggets can earn regular LP each turn while on whom you’re playing with.
Stepping in through those swinging ◗ Six wound tokens wanted by the law, but risk being Western Legends succeeds because it’s
saloon doors with its spurs jangling and ◗ End of game marker arrested by the sheriff or ‘good’ players, willing to sacrifice a bit of depth for the
a cocktail stick stuck firmly between its ◗ 16 cattle tokens losing some of their fortune, LP and straightforward fun of galloping around
teeth is Western Legends, a sandbox take ◗ 18 legendary tokens possibly giving an upper hand to their the Wild West, taking in the breadth – if
on being a rootin’-tootin’ cowpoke that ◗ First Player token opponents. Staying on the straight not the depth – of its expansive world.
ambitiously tries to widen the lens to ◗ Six player aids and narrow by arresting outlaws, It’s a hugely entertaining way to spend
cover everything from prospecting for ◗ 12 character cards dispatching bandits and wrangling an hour or two in the company of
◗ 40 story cards
gold to reveling at the local cabaret. cattle, meanwhile, awards bonus LP at cowpokes; just don’t look too hard,
◗ 52 poker cards
Its kitchen sink approach to ◗ 11 Man in the end of the game, making it more of otherwise you’ll notice that the bullets
gunslinging adventures is given Black cards a long-term commitment but a path are blanks and that breathtaking sunset
a dependable throughline by the ◗ 48 goal cards that can swing the final standings. is little more than a painted screen.
legendary points that players score, and ◗ 54 money cards The more immediate gains of being a MATT JARVIS
which are awarded for almost every ◗ 13 fight cards fugitive – and the risk-reward feeling
notable action in the game. Win a game ◗ 54 item cards of being constantly on the run it
of poker, get LP. Sell gold nuggets at the ◗ Six player miniatures brings – versus the slower burn and WE SAY
(with coloured Western Legends is a massively
bank, get LP. Defeat a rival in a duel, get delayed gratification of the marshal
plastic rings) fun romp through the Wild West
LP. It’s a tidy way of letting a player who gives the game a satisfying level of that chucks almost every cliché
◗ Sheriff miniature
wants to avoid combat completely and ◗ Six bandit miniatures variety, interaction and player impact you can think of into a single box to
spend their time amassing money to ◗ General Store stand on the world without saddling it with serve up a shallow but satisfying
upgrade items (more LP) or completing convoluted rules. feast of cowpoke exploits.
their character’s specific goals (you
guessed it: LP) stay neck-and-neck TRY THIS IF YOU LIKED… XIA: LEGENDS OF A DRIFT SYSTEM
with an anarchic outlaw robbing other Looking to expand your legend from a far-flung galaxy to the dusty plains? The
players of their nuggets, cash and cattle. sandbox of Western Legends will give you plenty to play around with.

38 The Best Games of 2019


GUARDIAN’S CALL
Defend the realm by hoarding and lying
30-45m 2-5 14+ £30

coins to discard a curse from the market


for victory points. It’s an intuitive and
effective balancing system, and helps
make Guardian’s Call much more
manageable for kids (and the hopelessly
honest) despite the 14-plus age rating
on the box.
Quest cards help add a welcome dash
of variety. Each game features three
random quests that offer bonus points,
such as collecting the fewest weapons
or including only two different types
of cards in your tableau. Quests often
change the inherent value of certain
cards in a game, leading to even more
deliciously duplicitous mind games.
Where Guardian’s Call truly
succeeds is in its components. You’ve
never seen a simple card bluffing
game as well-moulded as this one.
Each adventurer includes a full player
board that provides a nice rundown of
each set-collection bonus, as well as a
coloured mini for the castle track board.
The card art is colourful and lovely, and
everything is incredibly well-organised
in the box thanks to the included Game
Trayz insert.
Great components don’t make a bad
game good, but they can make a relatively
simple game much more memorable
and attractive. It’s disappointing that the
individually-named hero classes don’t
uardian’s Call looks like a opponent to suss out the truth or the lie. differ much from each other, and the minis

G generic fantasy RPG, but


it isn’t an adventure game
at all – despite including player
A sixth guardian card, the curse, offers
a fun bit of take-that as the loser in the
offer is forced to lose a card.
WHAT’S IN
THE BOX?
◗ Castle track board
◗ Five player boards
ultimately feel like a wasted opportunity.
Despite its relative simplicity, Guardian’s
Call can be hilariously enjoyable with the
minis and a score tracker that looks Each guardian card type offers a ◗ Five player minis right group of devious adventurers.
suspiciously like a dungeon crawl. different set bonus. Weapons and ◗ 20 player offer tokens ERIC WATSON
It’s a straightforward bluffing and shields simply score victory points at the ◗ 120 guardian cards
set-collection card game, filled with end, while artefacts can be traded in for ◗ 20 treasure cards
impressive components and smart treasure cards that provide more victory
◗ 18 quest cards WE SAY
◗ Council card Guardian’s Call is one of the best-
balancing elements that help elevate it points and special abilities. Rescuing ◗ War card looking set-collection games we’ve
beyond being Liar’s Dice with cards. villagers is far from altruistic, as well, ◗ 72 victory seen, but it’s still a very simple
Guardian’s Call features five guardian moving your mini along the castle track point tokens gameplay concept and may not
cards that players should be collecting for board to nab extra victory points at ◗ 36 coin tokens do enough to attract non-fans
the war effort: weapons, shields, spells, certain intervals. ◗ Starting player marker of social deduction games.
artefacts and villagers. The primary In every offer there’s a winner and a
method to acquire cards into your loser, depending on if your opponent TRY THIS IF YOU LIKED…
tableau from your hand is to offer them guessed correctly. Smartly, Guardian’s SHERIFF OF NOTTINGHAM
to your fellow adventurers, facedown. Call gives the loser a single coin as Take the card bluffing of Sheriff of
The gameplay works similarly to compensation. You can then use three Nottingham and add different set-
Liar’s Dice; you can opt to tell the truth coins to purchase a card directly from collection bonuses and more ways
or bluff, and it’s up to your targeted the market of face-up cards, or five to acquire victory points.

tabletopgaming.co.uk 39
THE BEST GAMES OF 2019
experience, with the blended fear and
anticipation of the crashing of wood
and spraying of blocks across the floor
managing to provide a real link between
the in-game world and reality. Making
the decision to throw out a hand and
intentionally sweep the tower to the
ground at a story-appropriate moment
is one of the most satisfying moments
found in all of roleplaying.
All of this does come at a cost,
however. Star Crossed is a game
of intense emotion and intimate
moments and, while this makes for
great stories and excellent roleplaying,
it can sometimes be hard to play.
In many ways this isn’t a fault of the
game, but rather an issue with the entire
concept. Indeed, Star Crossed does
an incredible job of making sure that
every player stays safe and comfortable,
STAR CROSSED with plenty of encouraging words
about setting boundaries and avoiding
The tower of love uncomfortable topics.
This doesn’t change the fact, however,
43 11+ £39 that playing out an intense romantic
relationship can be, well, embarrassing.
ith just two players, a accurate. For some people, picking from Not everyone will feel this way,

W couple hours and a tower of


wooden blocks, Star Crossed
manages to conjure up unparalleled
a functionally infinite list of scenarios can
be a rather daunting prospect, but once
you get used to the idea and learn to go
of course. There are plenty of folks
comfortable enough in their skin and
sexuality to laugh off any awkward
stories of romance, tragedy and comedy with the flow you’ll be scribbling potential moments, but if the idea of reading love
– as long as you’re able to relax and pairings as you sit on the bus or lie in bed. poetry out loud sends flushes of anxiety
shrug off the awkwardness that can There’s more to the game than smashing across your cheeks you might struggle
come from in-character flirting. characters into each other, though, and to find the detachment needed for
The box describes it as “a game of while the rules are feather-light they do comfortable play.
forbidden love” and, while that sounds manage to elegantly capture a feel of rising This all raises the question: is it
a little vague, that’s exactly what it is. tension and anticipation. This is achieved worth shelling out for a game system
There are no presumptions about what through the teetering tower of wooden that you might hesitate to pull out for
setting you might use or what tone you blocks – think Jenga – that acts as a rough the local games night or a session with
should work towards, because the only stand-in for the sensible part of them that your friends or family?
hard-and-fast requirement Star Crossed knows the relationship can’t work. If this was a review for something
imposes on its player characters is that As scenes play out and the characters practical – a washing machine or a car –
A) they feel a powerful attraction to one grow closer by revealing intimate secrets then the answer might well be no. But it
another, and B) they have a very good or accidently brushing hands/tentacles/ isn’t. It’s a review for a game that can be
reason for not acting on that attraction. mind-probes, the players must draw awkward, embarrassing and beautiful all
Everything else – the genre you want bricks from the stack and place them on at the same time. If you’re the least bit
to riff on, how silly things are going to get top. If the tower topples to the table then interested in its sweetly simple concept
and how grounded you’re going to be in the characters’ resolve breaks and they and have a couple folks to play with, Star
reality – is decided by the players when act on their emotions, with the exact Crossed is well worth taking a gamble on.
they kick off a session. One game could consequences depending on how many RICHARD JANSENPARKES
drop you into the realistically grimy shoes bricks were placed over the course of
of two soldiers sharing a mud-slicked the session – a representation of how WE SAY
trench in a time when a love affair could close they grew. Despite the simple rules, Star
lead to prison or worse, while the next Watching your wooden edifice sway Crossed isn’t always the easiest
may propel you into a wacky sci-fi setting and teeter as your characters bare game to play – but when it works
where a starship science officer establishes their hearts is an electrifying, tense it’s a truly wonderful experience.
a relationship with a sentient gas cloud.
Many games claim to only be limited TRY THIS IF YOU LIKED… FIASCO
by the players’ imaginations, but in Star Crossed comes to us from Bully Pulpit, the same publisher as Fiasco, and
the case of Star Crossed it’s completely shares a similar love of GM-less storytelling and off-the-wall improvisation.

40 The Best Games of 2019


tabletopgaming.co.uk 41
THE BEST GAMES OF 2019

WHAT’S IN
THE BOX?
◗ Fame and
reputation board
◗ Day and night board
◗ 26 hex map tiles
◗ 204 deed cards
◗ 56 unit cards
◗ Seven hero cards
◗ 14 skill description
cards
◗ 12 tactics cards
◗ 54 wound cards
◗ 23 site description
cards
◗ Four city cards
◗ Factions card
MAGE KNIGHT: ULTIMATE EDITION ◗ Scoring card
◗ Four castle
Sizing up a tabletop giant miniatures
◗ Seven hero
1-4h £115
miniatures
2-4 14+
◗ Volkare miniature
◗ Eight mana dice
efore there was Gloomhaven, from which they must play cards with its mechanisms and the game flow

B there was Mage Knight. Vlaada


Chvátil’s 2011 fantasy conquest
game wasn’t a legacy title, nor was it
the utmost of care and a crystal-clear
focus on good planning. Those cards
offer a basic action (Move 2, Block
smooths, it will become one of the
most satisfying tabletop experiences
you’ve ever had.
◗ 68 mana gems
◗ 42 skill tokens
◗ 140 shield tokens
◗ Eight turn
order tokens
strictly a co-op (though co-op play 2, Attack 2 and so on) and a stronger That is why Mage Knight is worth
rules were included). But with its action that requires a once-per-turn the attention of newcomers. There ◗ 145 enemy tokens
◗ 15 ruins tokens
modular hex map, hero miniatures, mana boost of the correct mana type, is an undeniable thrill to powering
◗ Volkare clix dial
action-card system and emphasis on drawn from a source of regularly your Norowas or Goldyx around the ◗ Volkare token
granular, every-little-decision-counts re-rolled dice. Any card can add one Atlantean Empire with smart cardplay ◗ Two avatar tokens
strategy, it was an inspiration for Isaac to the strength of any action if played choices, often via combos which ◗ Necropolis token
Childres’ hit game. sideways, but this is often suboptimal. you didn’t realise were there at the ◗ Hidden valley token
Now, eight years after its debut, it’s As is wandering aimlessly, or even start of your turn, but emerge as you ◗ Five graveyard tokens
back and bigger than ever. Literally. curiously, around the board. As is begin laying those deed cards down.
It’s been repackaged with its three getting wounded, each wound putting It is puzzley in the best way possible
expansions (The Lost Legion, Krang a useless, non-discardable card into – absorbing rather than frustrating –
and Shades of Tezla) in an Ultimate your hand. As is anything else which which is also why it’s an amazing solo
Edition box that is annoyingly far too in any way impairs your ever-crucial game. So much so, some Mage Knight
chunky to fit in your Kallax shelves. play tempo. Start lagging and the fans prefer it as a solitaire experience.
TRY THIS IF
YOU LIKED…
Including everything but the Atlantean game is lost. It is certainly one of the best out GLOOMHAVEN
kitchen sink, it’s an impressive For some, it might feel overly there and, despite its complexity If Isaac Childres’
relaunch. But how does it bear up in mechanical, a little soulless. It doesn’t and numerous components, has combination of
this post-Gloomhaven world? help that the story is scant and your a blessedly quick setup time, too. cardplay and
The short answer is: extremely well. characters, while represented by On that front at the very least, it has miniatures battles won
Of course, Mage Knight: Ultimate colourful pre-painted miniatures, are Gloomhaven beat. you over, get stuck in
Edition won’t win back any detractors. blanks. It’s all about the nitty-gritty of DAN JOLIN with one of the games
The rules remain just as complex your choices each turn, and it requires that inspired him.
and chewy to digest, while the game a lot of thought. If played with others WE SAY
itself is brutally difficult. Combining who are still learning its knotty ropes, It’s a tough, complex, some might
deckbuilding, exploration, conquest the downtime can become crippling. say merciless game. But lock into
and very light RPG elements, it gives But, as with Gloomhaven, once you it and it will blow you away like a
each character their own ‘deed’ deck, and your fellow players click with strength-eight siege attack.

42 The Best Games of 2019


tabletopgaming.co.uk 43
THE BEST GAMES OF 2019

SCORPIUS FREIGHTER
Rogues' galaxy
45-75m 2-4 14+ £58

rom Han Solo and Chewbacca who’s played rondel-based games like Just as your crew has a powerful effect

F to Mal Reynolds and the crew of


Serenity, deep-space smugglers are
among the most beloved characters in
Mac Gerdts’ Antike, but it’s never felt
more thematically appropriate than here,
where it represents spacecraft dropping
on the way you play, you’ll incrementally
improve your ship to open up new
options and opportunities over the
science fiction. It seems that wherever out of orbit to perform different tasks. course of the game. Adding more storage
human civilisation spreads across the You’ll take on cargo contracts, arrange space for different types of goods makes it
stars, there are roguish entrepreneurs under-the-table missions, train your crew easier to complete different haulage gigs.
ready to make a few bucks with a spot of and add a variety of new upgrades and Building new engine drives, docking bays
less-than-legal trading. gizmos to your freighter. and fanciful sci-fi gadgets grants you a
Scorpius Freighter gives players It’s these last few actions that give the host of useful advantages.
the chance to hop into the cockpit for game its depth and sense of progression. It means that your ship gradually takes
WHAT’S IN
THE BOX?
themselves and attempt to forge their You’ll begin with a four-member crew, on its own character, and with some ◗ Game board
fortunes as daring cargo ship captains each with different abilities letting them advanced game options that subtly ramp ◗ Three motherships
operating on the wrong side of the law take more powerful actions, or granting up the level of challenge for veteran ◗ Four dreighter boards
and the far side of the galaxy. you new ways to score points. But you’ll space-dogs, there’s plenty about Scorpius ◗ 38 crew cards
Its action unfolds in the Scorpius only be able to take advantage of their Freighter to keep you coming back for ◗ Four cards each in
Sector, governed by a despotic regime skills if you unlock them during the further adventures. seven different factions
that controls all commerce between game, and it means you’ll need to think OWEN DUFFY ◗ Starting player tile
its three inhabited worlds. You and carefully about the potential strategic ◗ Four standard
credits tiles
your opponents are ostensibly well- edges they offer. WE SAY ◗ Four standard
behaved agents of the repressive rulers, For your first few games, you’ll Scorpius Freighter strikes a brilliant goods tiles
shuttling supplies between planets. command pre-assembled crews with a balance between thoughtful strategic ◗ 13 cockpit tiles
In reality, though, you’re not averse collection of skills designed to broadly planning and the story that unfolds as ◗ 12 contract tiles
to doing a little unofficial business on complement one another. Once you’ve ships become more powerful and crews ◗ 32 equipment tiles
the side, and you’ll aim to complete gained a little experience, you and your gain valuable experience. Its interlocking ◗ 36 side deal tiles
lucrative missions to become the most opponents will draft crew members elements may seem complicated ◗ 30 storage tiles
prosperous smuggler in the system. before you play. If means that even at first, but the game’s iconography ◗ 25 gray data cubes
and player aids mean it doesn’t take ◗ 25 pink meds cubes
On each turn you’ll choose one of a before you take your first turn, you’re
long to master its rules and focus on ◗ 25 green goods cubes
selection of available actions by moving spotting synergies and potential tactical becoming the galaxy’s most notorious ◗ 25 orange
a government spaceship around one approaches in a way that feels almost smuggler. Add a respectable dose of credits cubes
of the planets on the central board. It’s akin to drafting a deck in a collectible replayability, and this is a universe that’s
a setup that will feel familiar to anyone card game like Magic: The Gathering. well worth getting into trouble in.

TRY THIS IF
YOU LIKED...
TEOTIHUACAN:
CITY OF GODS
It’s a million light
years removed
from Teotihuacan’s
Mesoamerican
theme, but both
games use a
rondel-based core
and come with
plenty of intriguing
tactical options.

44 The Best Games of 2019


SPELL SMASHERS
How to spell Scrabble with a D & D
45-60m 1-5 12+ £47

s you’d expect from revenant. Doing damage gets you WHAT’S IN useless vowels. I could have spent

A Christopher Chung, the


designer of Lanterns,
Spell Smashers is a tranquil group
money because hit points are coins, in
a mechanic that makes no sense but
works really well. Killing a monster
THE BOX?
◗ Town board
◗ Five player boards
◗ Five ready tokens
gold to get rid of them with potions,
but if you’ve got a lousy hand then
you’re probably short of gold already.
experience of making pleasing gets you its tile, which is worth victory Old-timers may be reminded of the
patterns so that you can KILL points, but the tile also adds a new ◗ Five player aids Judge Dredd board game of the 1980s.
◗ 26 monster tiles
MONSTERS with THE POWER OF permanent letter to your collection, so Like that, Spell Smashers makes little
◗ 84 letter cards
YOUR MIND. The English language the [E]lemental is a popular target and ◗ 24 wound cards logical sense and isn’t particularly
even has a special word for these the [Z]ombie less so. ◗ 24 gear cards tactical, but it’s a lot of fun. The lack of
mind-patterns: ‘words’. Yes, someone If the monster wounds you then ◗ 29 quest cards direct competition means kids can keep
finally did the Scrabble/D&D mash-up you take a wound card for each one. ◗ 36 modifier cards up with their parents and there’s enough
that nobody’s been waiting for. What’s Wound cards have tricky letters or ◗ Four boss strategy that, like Scrabble, a clever player
surprising is not that it exists, but how letter combos on them and are harder monster cards has a good chance of beating someone
good it is. to play, but you can pay the shaman in ◗ 30 ale tokens who’s swallowed a dictionary.
You’re all fantasy adventurers, town to get rid of them. ◗ 15 potion tokens JAMES WALLIS
◗ 55 coins
except the game never really makes The town is where things get a bit
◗ Five monster crests
that clear. You get a fistful of cards unstuck. The second part of each ◗ Round marker
with letters on them, and each turn round is spent here, and you can heal
WE SAY
◗ Tiebreaker marker A delightful twist on an old idea,
you make a word. The number of wounds, get quests, or buy equipment, Spell Smashers isn’t elegant
cards in the word gives you the potions or ale. It’s meant to be a den but it is smart and fun. If you like
initiative order; the numbers and of interesting choices but it never word games or hitting monsters
symbols on each card gives the becomes that, and it feels over-fiddly. for money, you should try it.
amount and type of damage you’re The core of the game is absolutely
going to do. solid and if you like word games then TRY THIS IF YOU LIKED…
There are 26 monster tiles, one per there’s plenty to enjoy. It’s not perfect; PAPERBACK
letter of the alphabet, but they get there are a few weak spots and blind Like the card-drafting word-making
paired with modifier cards with cute spots. I have a particular quibble game, Spell Smashers brings a new
names and bonuses, so you can fight with the mix of letter cards, having twist to an old formula and wraps it
a vexing bugbear or a calamitous twice got stuck with two Ws and some in a great theme.

tabletopgaming.co.uk 45
THE BEST GAMES OF 2019

YU-GI-OH! TRADING CARD WHAT’S IN


THE BOX?

GAME: SPEED DUEL


DESTINY MASTERS:
◗ 20-card Yami
Yugi deck
In the blink of a Blue-Eye ◗ 20-card Ishizu
Ishtar deck
10m 2 6+ £10 ◗ 20-card
Pegasus deck
◗ Nine skill cards
hile it may not have the will give you more options to fine- main game's overgrown gameplay

W
(three for Yugi,
mainstream fame of Magic: tune and mix things up once you’ve is refreshingly quick to get to grasps three for Ishizu and
The Gathering or Pokémon, mastered the decks they come with. with. Draw a card, summon a monster, three for Pegasus)
the Yu-Gi-Oh! trading card game has Each character is also represented by play spells, lay traps and attack your ◗ Three ultra rare
been going on strong for 20 years now. a selection of skill cards – a Duel Links opponent – potentially all in the same variant cards
Like any collectible game with dozens mechanic making its physical debut turn. Everything moves so quickly and
DUELISTS OF
of card sets and rules additions, it can – one of which can be equipped and damage is dished out with such speed TOMORROW:
seem overwhelming to jump in now if activated during fights to introduce a that it can be almost bewildering when ◗ 20-card Seto
you missed the train by a decade or two. little more variety to play styles. your first few matches come to an end in Kaiba deck
Speed Duel, a reboot in some ways Although regular Yu-Gi-Oh! cards a single-digit number of turns. ◗ 20-card Mai
and spin-off in others, aims to solve aren’t officially allowed to be used in There’s certainly value to be found Valentine deck
this problem. Based on the Yu-Gi-Oh! the new format, the Speed Duel cards here for existing fans, with Speed Duel’s ◗ 20-card Joey
mobile app Duel Links, it’s a blazingly (they’re subtly watermarked with a entirely separate card list allowing Wheeler deck,
quick introduction-level simplification hologram) can be split out of their set rare cards and old favourites to make plus three extra
deck cards
of the game’s extremely pleasing lists and built into custom decks, or a reappearance in what is currently a
◗ Nine skill cards
“summon cool monsters, spells and even taken into the main game as the much more reasonably-sized pool. Even (three for Kaiba,
traps to mess up your opponent” next step up for those left hooked. so, players who have already stepped up three for Mai and
battling. And it works a treat. While Yu-Gi-Oh!’s signature brand to the meatier full experience might find three for Joey)
The first two Speed Duel starter of over-the-topness can still seem a the trimmed ruleset here overly basic and ◗ Three ultra rare
sets – Destiny Masters and Duelists of little ridiculous to the uninitiated at lacking strategic options by comparison. variant cards
Tomorrow – include three compact first – player life points, attack values Speed Duel seems unapologetically a
decks of just 20 cards, each themed and defence stats all measure in the Yu-Gi-Oh! aimed at those who remember
around one of the series’ main hundreds to thousands, while the playing as kids and want a cheap, easy
characters and able to be played right relative power of monsters is symbolised way to relive their nostalgia (early
out of the box. Despite there being two by a line of stars that would leave the noughties playground hotness Blue-Eyes
initial sets, you only need one to play Hollywood Walk of Fame feeling bare White Dragon is present and correct),
with two people – though getting both – the back-to-basics reduction of the those who are currently kids and want
something to blitz through multiple TRY THIS IF
times during lunchtimes, and people YOU LIKED…
tempted by the idea of a fun trading card POKÉMON
game but intimidated by the pressure of
TRADING
CARD GAME
building decks and learning the meta. Looking to relive
On those fronts, Speed Duel is a flying a childhood spent
success. It manages to feel like the Yu- swapping cards in
Gi-Oh! you remember, without saddling the playground, or
itself with the weight of the game’s own simply after a quick,
success. Sure, it’s ultimately a set of fun and exciting
stabilisers for the proper thing that you’ll card-battler to
probably want to remove at some point, enjoy? Here’s an
easy way in.
but when whizzing along is this much
fun, you wouldn’t be blamed for simply
enjoying the ride for as long as it lasts.
MATT JARVIS

WE SAY
Veteran players will likely find the
simplified gameplay a little lacking, and
it might only sustain others so long.
That said, Speed Duel is a wickedly
fast and massively fun way to dive into
a magnificently enjoyable card game
– whether it’s your first time or not.

46 The Best Games of 2019


GORUS MAXIMUS
20-45m 1-8 13+ £20

s sure as Maximus was about It works and plays well, but lacks the depth of the similar

A having his vengeance (in


this life or the next), this
gladiator-themed trick-taker is one
twisting the mechanic with a
trump-changing device whereby
the leading suit, or ‘school’,
Tournament at Camelot or the
innovation of the theme-sharing
Gladiatores (whose release we still
of the most gorgeous card games can switch when a matching eagerly await). Gorus Maximus’
you’ll lay on your table this year. number is played, representing a greatest strength is its looks. And as
Or should that be gore-geous? Star crowd-favoured gladiator being we know, they can go a long way.
illustrator Kwanchai Moriya’s vivid, challenged by a new contender. DAN JOLIN
cartoony artwork doesn’t hold back McGoey’s points system allows
on viscera-spraying depictions of for some neat strategies, the 0 card
violence – there’s even a brain- being worth five points if you manage
eating ostrich. It’s so eye-grabbing, to end the round with its school as
it’s almost a shame Gorus Maximus' the 'preferred' one (i.e. trump) and
swift gameplay doesn’t allow you to the 8 card inflicting a potentially
hold onto each card for longer. crippling minus-four points at tally
Despite the blood-and-sand-y time, making it a great take-that
dressing, this is really a quick, against the bout-winner.
straightforward trick-taking game After each round,
that could have worked with any the player with the
theme. It was Moriya, in fact, who most points takes
suggested gladiators, because he a crowd favour
wanted to have fun drawing them token. The first
(and clearly did); Canadian designer to three tokens
Conor McGoey had originally wins. It’s as
devised the game with a regular set of simple as that.
cards while on holiday with his wife a It is quick, easy,
decade before. engaging and fun,

FORBIDDEN LANDS: While this can make running the sites


a little overwhelming, it also allows for

RAVEN’S PURGE absolutely anything to happen – there’s


no chance of the party derailing your
plans when there weren’t any rails to
224 17+ £28 begin with, after all. A quest to an orcish
fortress might end with a dawn raid
rom the first trip in a filth- It sets out a rough plot involving alongside an elvish strike force, or the

F encrusted slavers’ camp to


the pivotal showdown with
a genuinely disturbing demonic
magical elven rubies, a legendary
crown and a battle to decide the
fate of the Forbidden Lands, but it’s
party could end up with an emperor as
a friend and an army at their back.
Sometimes it can be hard to pick out
sorcerer, Raven’s Purge manages to expected that the quests will come important details about a site, and a
perfectly capture the blend of epic together in bits and pieces as the more concise sketch of the campaign’s
fantasy and dark horror that defines adventurers forge their own path. introduction would be nice, but the
Forbidden Lands. Just be warned The meat of the campaign comes writing is generally solid and the
that nothing comes easy in the in eight large adventure sites that presentation is truly second-to-none. Just
wastelands, and both players and GM range from an old quarry that’s been beware that Forbidden Lands is definitely
will need to put in some solid effort if taken over by a band of party-loving a game aimed at older players, and that
they plan to come out the other end ogres through to an ancient mine that some of the content can get a little nastier
intact. houses a powerful demon with the than standard fantasy villainy.
A lot of this comes from that fact mind of a child. Rather than having The free-roaming soul of Forbidden
that – in line with the RPG’s love of any pre-determined events play out Lands can make it an acquired taste,
freedom and exploration – Raven’s or obvious quest hooks to leap on, but if you’ve had a crack at the boxset
Purge shies away from a traditional each site simply comes loaded with and want to expand your adventures in
linear campaign structure and suggestions of what could happen the darkness Raven’s Purge should be
instead acts more like a toolbox and a solid list of characters to play an easy purchase.
stuffed with locations and characters. around with. RICHARD JANSENPARKES

tabletopgaming.co.uk 47
THE BEST GAMES OF 2019
the roll completely defining their choices.
Fuel can alter the number of spaces
players can move and there are plenty of
bonuses to go around if you match the
colours correctly.
A twist to the dice-rolling mechanic
that I haven’t seen any other games
do before is that players use the same
combination of dice colour and value
during that round. While no two players
will ever have the same turn – there are
just too many options and goals to aim
for! – this still makes the game feel fairer.
It is akin to giving every player the same
number of resources and letting them
spend them as they will. Everyone starts
on equal ground and uses their wits to
progress further.
Matching colours correctly is definitely
the key to doing well in Beta Colony. The
colours of dice matter, as do the colours
of the pods and the type of the terrain
they are placed onto. Given how much
planning and colour co-ordination that
takes, limiting players to just two actions
per round is a great move. There is just

BETA COLONY enough to plan and think about to tickle


the brain, but not enough to overtax
players or make rounds confusing.
An alpha experience with With its absolutely superb,
zeta components challenging and even innovative
gameplay, the quality of Beta Colony’s
30-60m 2-4 14+ £60 components is a real disappointment.
While the thin cards and lack of any
ate to the party, I tried for movement around the action track – kind of box insert (or even some

L Terraforming Mars not long ago


and found myself instantly in
love, regretting I hadn’t played it sooner.
WHAT’S IN
THE BOX?
◗ 60 player crew
◗ Game board
◗ Round marker
represented by your ship orbiting around
the planet – while the second determines
how well that action is performed.
extra plastic bags to make setup
quicker) can be overlooked, there
were just too many chipped wooden
From its sci-fi theme, tightly interlaced Based on this alone, there several tokens to ignore. It feels like the
with simultaneously co-operative and ◗ Five player mats options to consider. Some spaces earn gameplay embraces players, while the
competitive gameplay, to its engine- ◗ 16 player markers bonus victory points if they are activated component quality pushes them from
◗ Nine cycle cards
building element, the pace of which is with a particular colour dice; others give the game before they get the chance fall
◗ Eight cultural
controlled by the players themselves, achievement cards bonus resources. When buying pods in love with how it plays.
Terraforming Mars left me asking for ◗ Eight cultural to populate the planet, the dice value There may have been an oversight on
more of the same. Beta Colony answered. achievement tokens determines from which row the pods can quality control, but every other part of
In Beta Colony, the players are ◗ 40 colonisation be chosen. However – and this is such a Beta Colony is top of the range. It brings
similarly improving the viability of a pod tiles refreshing feeling – rolling a six on a dice bright colours to dark space and finds a
planet by mining its moons for resources ◗ 30 fuel is not always good. Dice values primarily way to turn luck into strategy, managing
and building pods on its surface. The ◗ 16 artefacts correspond to different marketplaces to stay unique and fresh while doing so.
hexagonal tiles used to signify the areas ◗ Four player that players have access to and, as items in ALEX SONECHKINA
spaceship
that players control will look familiar those markets are random, rolling a one can
◗ 16 dice
to anyone who has tried Terraforming be more worthwhile than a six, depending
Mars before. Here, however, the on what players are looking to do.
WE SAY
Beta Colony only misses being a
similarities in gameplay between the Even when rolling a higher number must-play due to its poor component
two games end. Beta Colony manages on the dice generates more resources, quality. Otherwise, this is a fantastic
to replicate the theme and some of the there are plenty of ways for players to game that surprises, challenges
feel of Terraforming Mars while also manipulate the dice to avoid the luck of and impresses from the first turn.
successfully standing apart.
During their turn, players take four TRY THIS IF YOU LIKED… TERRAFORMING MARS
coloured dice that determine their If you enjoyed developing life on the Red Planet, Beta Colony manages to quench
choices for that round. One die is used the same thirst.

48 The Best Games of 2019


CRUSADERS: THY WILL BE DONE
Knights of the Rondel Table
40-60m 2-4 14+ £58

rusaders: Thy Will Be Done’s matter, focusing on the growing comes to overthrowing other players,

C theme and gameplay might be


rooted in tradition, but this is a
game that feels thoroughly modern.
influence of orders – players each
control one of ten, with unique
abilities keeping the replayability
however, it’s more a case of passive-
aggression. There’s no direct iteration
between players beyond claiming a WHAT’S IN
Crusaders powers itself along with a high – in Europe during the medieval token or constructing a building in an THE BOX?
reversal of the mancala-like rondel found era, rather than just their military area first, giving the game more of a ◗ Four player boards
in Trajan – designer Seth Jaffee openly campaigning. (A designer’s note feeling of an engine-building race to ◗ 24 action
credits Stefan Feld’s innovative game as carefully acknowledges the efforts charge across Europe and spread your wedge tiles
being a key inspiration in the rulebook. made to avoid trivialising the dark influence fastest than a head-to-head ◗ 12 knight tokens
Whereas in Trajan the final space of period, and the deliberate liberties skirmish over space. ◗ 64 building tokens
the rondel landed upon was the action taken with historical accuracy.) With almost every action in the game ◗ 48 action tokens
◗ 20 troop tokens
performed, in Crusaders it’s whichever It’s a depiction of expansion and providing points in the form of influence,
◗ 10 knight order tiles
segment from which the action tokens development, rather than slaughter no turn feels wasted. The player-specific ◗ Double-sided
are plucked that is executed. and suffering, and the presentation number of tokens acts as a timer for game board
It’s a smart inversion that eliminates and streamlined mechanics come the game as they gradually trickle into ◗ 32 enemy tokens
the risk of space-counting overthinking together well to achieve a stisfying players’ possession, but a short and ◗ 30 building
and lets the number of tokens sense of momentum. easy list of end-game scoring bumps bonus tokens
redistributed one by one around the In fact, despite its blood-soaked from fully upgraded buildings, sets of ◗ Six enemy majority
circular action wheel neatly dictate setting, Crusaders is surprisingly defeated enemies and so on means award tiles
each action’s power, lending a now- combat-free – at least, you won’t be that the final outcome remains in flux ◗ 61 influence tokens
or-later consideration to decisions. clashing swords with your fellow until the last. The risk of feeling limited
As troops are mustered, buildings knights at all. The ‘crusade’ action to using segments with only one or
erected on the central hex map and allows you to clear out Prussian, Slav two action pieces on them is avoided
new knights sent forth from castles to and Saracen foes from regions of the through the option to upgrade a wedge
conquer further territory, the bonuses map using a simple comparison of instead of taking an action, allowing
they provide to the actions give a strengths, awarding influence and improved spaces to be used for more
satisfying sense of growing power other bonuses but increasing the efficient combos and options to remain
and ability, keeping things galloping remaining forces’ might; additional open. The flow of pieces around the
forward at a very decent speed. points are awarded for whoever wheel quickly becomes second nature,
The game takes a similarly defeats the most and second-most building up the delayed gratification of
refreshing approach to its subject armies at the end of the game. When it seeing tokens gradually clump together
on spaces before performing powerful
actions and being showered in influence.
It might not be the same reward as
wiping gangs of soldiers off the map,
TRY THIS IF
YOU LIKED…
but it feels seriously good all the same. TRAJAN
Its reasonably brief length, tight set With Stefan Feld’s
of familiar core actions and lack of pioneering game
bloodlust won’t necessarily satisfy those credited as a key
after an epic conquest on their table, influence, Crusaders
but Crusaders’ deep-enough spin on is a natural next
the intuitive, approachable foundation step on your
of mancala makes it a wholly solid rondel-powered trip
through history.
experience with plenty to appreciate.
MATT JARVIS

WE SAY
Crusaders’ inversion of rondel action-
selection drives along a brilliantly strategic
and utterly satisfying hour of expansion
and development, with plenty to think
about without becoming a drag. It’s a fresh,
fun approach to a theme and gameplay
that are as traditional as they come.

tabletopgaming.co.uk 49
THE BEST GAMES OF 2019

WAKENING LAIR
Awaken your inner adventurer
30-40m 2-6 14+ £40

akening Lair doesn’t pull its doesn’t always apply to monsters. This feels like a missed opportunity

W punches. This co-operative


dungeon crawler loves to
overwhelm players with monsters. It will
There are plenty of dungeon bosses,
each with their own special ability and
a certain way to kill them. Their cards
but is also understandable because
Wakening Lair is undeniably a gateway
game, wanting to be approachable,
spawn a dungeon boss on the first turn. look appropriately impressive and easy to learn and to play. Adding more
It will laugh in face of your bad rolls. Yet menacing, even in Wakening Lair’s complication and layers to its core
its simple gameplay and quick play time almost chibi-like cartoon art style. The dice-rolling could have snowballed into
prevents players from getting frustrated. other dungeon-dwelling monsters, needing to similarly inflate other parts
It is so easy to go again, and again, and however, lack variety. The excitement of of the game that already work perfectly
again until you finally emerge victorious. discovering a new room and revealing fine. To keep it nice and simple, players
Wakening Lair understands exactly a new monster quickly dissipates. If you roll up to three dice maximum, and
what players want out of a dungeon- WHAT’S IN have encountered that monster before then either hit or miss. They also roll for
crawler: explore rooms, fight some THE BOX? you know exactly how you kill it, and the monster attacks, which can feel a little
monsters, grab awesome loot and then ◗ Nine hero cards fight relies mostly on the luck of your disheartening – especially if your attack
battle the main boss. The whole game is (double-sided) roll, rather than strategic thinking. results in a useless roll of one, whereas a
basically a race to kill as many monsters as ◗ Six monstrous There are dungeon-crawlers, monster attack lands with a deadly six.
you can to level-up by adding weapons terror boards such as One Deck Dungeon, that It may not always feel fair, yet
◗ 24 monster cards
and magic items to your character card successfully strike a balance between Wakening Lair is always fun. It manages
◗ Monstrous Terror
before the big bad spawns. Awakens card dice-rolling and strategic planning for to compensate in other areas for its
This straightforward gameplay ◗ 24 treasure cards each fight. Wakening Lair, however, fairly minor shortcomings, while
loop – kill a monster, get loot, become ◗ 12 room cards prefers to leave most of it up to sustaining a gameplay loop that is both
stronger – is very satisfying and sustains ◗ Three dice chance. It does attempt to introduce satisfying and challenging.
the momentum of progressing and ◗ 30 effect markers a bit of thought into fights by handing ALEX SONECHKINA
evolving. The loot cards provide the ◗ 40 damage markers monsters certain weaknesses and
choice of a weapon or a magic item so, creating combos between weapon, WE SAY
if one of them is not very useful to your item and room powers, yet even that Wakening Lair is definitely a game for
character, you always have a viable is somtimes not enough to outweigh those who are itching for a smaller and
option in another. There is little fluff in the luck of the odds. quicker dungeon-crawler experience.
the loot design: the cards might not have
much variety, but all the powers are TRY THIS IF YOU LIKED… ONE DECK DUNGEON
nicely balanced and useful in a fight. What Wakening Lair lacks in strategic dice adaptability (at which One Deck
While this targeted selectiveness Dungeon excels) it makes up for by creating a simple yet satisfying gameplay
works very well for the loot, the same loop that spurs players to beat its dungeons against any odds.

50 The Best Games of 2019


FURY OF DRACULA:
FOURTH EDITION
2-3h 2-5 14+ £55

ury of Dracula has been a hidden The game itself remains a standout pre-painted miniatures – well done,

F movement classic for more


than three decades. Its fourth
edition – the game’s first update
experience, as up to four hunters
chase the Count between cities, trying
to catch his trail as he spreads despair,
and delightfully thematic in a game
already dripping with atmosphere –
and slightly bigger cards.
since 2015 – marks a very welcome seeds new vampires and lays traps for The other noticeable changes are,
return for the epic one-versus-many the troublesome humans. unfortunately, not so good. Misprints
vampire hunt across Europe, despite At a couple of hours minimum it on all but one of the character boards
some production missteps and few runs long, but the tension of working may confuse newcomers, while the
significant changes for existing fans. together to continually close the net contrasting colours of the hunter and
while loading up with garlic, stakes Dracula event cards (previously only
and other items – moving at night the middle symbol differed) means
is too dangerous, but supplying that the risk-reward of drawing from
after daylight risks giving powerful the bottom of the deck at night can be
abilities to Dracula – makes the time undone by a slightly exposed edge.
whizz by. A few lucky card draws can These are disappointments, not
swing the favour one way or the other deal-breakers. With the game’s past
– particularly in the rock-papers- editions previously out-of-print and
scissors-ish symbol-matching combat only available at an inflated cost
– but with the right players on either for a long time, the fourth edition
side it’s a thrillingly close-run thing. makes a bloody fang-tastic game
If you already own the third easy to find once again. That's
edition, there’s no need to pick this furiously good news.
up. The only notable additions are MATT JARVIS

LEGEND OF THE FIVE RINGS RPG:


EMERALD EMPIRE
303 14+ £40

hen a book is dominated Players can use this to craft in, players also get the chance to

W by settings, locations and


characters it usually falls
squarely into the domain of the GM,
their backstories and build their
relationships with the wider world,
while GMs use it to fuel adventures
pick from a handful of new options.
These include the chance to create
a character from one of the imperial
but navigating the complex politics and excitement throughout the families – a choice that presents
and social rules of Rokugan makes campaign. A section on dark rituals countless story threads for your
the detailed breakdown of Emerald and forbidden magic is particularly GM to pluck on – and a pair of new
Empire virtually required reading for potent with possibilities and could monk disciplines, but perhaps the
Legend of the Five Rings players, too easily end up forming the heart of a most interesting options are the
– the fact that it comes with a handful campaign or adventure. Kitsune and the Kolat Saboteur.
of new character options is just the One welcome addition throughout These are both roles that stand apart
icing on the cake. these background sections are from the usual dynamic of a loyal
Where the core rulebook was short semi-regular sidebars explaining and honourable party, starting the
on setting in favour of laying out the how the beliefs, spirituality and character off with a false identity and
rules, Emerald Empire approaches cultural aspects of the Japan-inspired a whole heap of secrets to keep.
things from the complete opposite Rokugan relate to actual real-world Emerald Empire is a resoundingly
direction. The overwhelming majority customs. These are great primers for solid book and a must-buy for any
of the book is filled to the brim handling things with appropriate adventurers looking to truly invest
with facts, figures and fiction about levels of respect and care, while still in the world of Rokugan. For once,
everything from mighty castles to having fun at the table. the GM may even be able to get the
lonely fishing villages, with only one On top of learning more about players to chip in to buy it too.
chapter containing new rules. their clan and the world they live RICHARD JANSENPARKES

tabletopgaming.co.uk 51
THE BEST GAMES OF 2019
the most, while avoiding making their
opponents’ turns too easy by providing
them easy-to-reach resources.
Some tiles generate special areas,
where another host of available
actions become available. Players can
go to the Nemeton stone monoliths to
use their accumulated plants to brew
victory point-giving potions, fly to old
oak trees to exchange resources or
visit water features to call on familiars.
Each one of these three options
spreads like a tree branch into several
other sub-options to choose from. For
example, every familiar has its own
ability that can either be immensely
useful or will sit on the player board
for several turns until you remember
you can use it.
At the end of a turn, players can
get achievements based on what they
have accomplished in the game so
far. Some of them reward the number
of potions brewed or how many
special areas in the forest were visited.
On their own, these are not hard to
achieve. However, the sheer quantity
of them, combined with all the other
things players need to do on their
turn, make them that much easier to
forget about. Instead of having one or
NEMETON two objectives players absolutely must
get, Nemeton has 11, which dilutes the
A glowing, growing delight! players' focus.
Nemeton has great ideas – oh,
75m 2-4 12+ £50 so many great ideas – wrapped in
a beautifully-coloured package
emeton sees players become WHAT’S IN That said, Nemeton’s forest is no with 3D components and an ever-

N druids, reinvigorating the forest


using the power of the moon
and the help of their animal familiars.
THE BOX?
◗ Four character cards
◗ 80 character tokens
◗ Two forest boards
walk in the park. On its own, no single
feature or element of the gameplay
is overly complicated, but the sheer
expanding whimsical forest made
up of its hexagonal tiles. Yet it can
also feel slightly overwhelming with
Despite its dark, sombre box art, this is an amount of options and objectives can choice, where the sheer number of
uplifting game full of colour, with themes ◗ 24 oak cards be hard to wrap your head around. objectives and powers make it easy to
◗ 75 plants
of rebirth and co-operation, celebrating This is a game that definitely takes forget to use them. Luckily, Nemeton’s
◗ 14 3D elements
the power and beauty of nature. ◗ Eight special several playthroughs before players world is enjoyable enough to venture
While competition between the movement tokens get a good and firm grip on everything into again and, with more experience,
players is present, it is very non- ◗ Four figurines available to them. the game will keep growing on you.
confrontational, with every player ◗ 38 animal tiles Players begin a round by laying a tile ALEX SONECHKINA
expanding the forest, creating more ◗ Game board that triggers certain areas on the board
opportunities for all by populating the ◗ 14 special tiles to grow plants, the game’s main source
board with flowers and places to visit. ◗ 40 forest tiles of victory points. The tile placement WE SAY
◗ Eight Triskell tokens Nemeton is a beautiful tile-laying
The only action that allows players to itself is a little pattern-recognition
and resource-management game
mess up one another is intentionally puzzle that test players’ attentiveness that has a lot to offer. It may
low on impact and aggression; one and their power of foresight. Players take a couple of playthroughs to
player can take a resource from need to think carefully about what they familiarise yourself with the myriad
another but, even then, they must give are trying to achieve on their turn and of options available, but this will
a resource in exchange. Nemeton is how the tile placement can benefit them definitely be an enjoyable journey.
much more concerned with everyone
doing well and enjoying their stroll TRY THIS IF YOU LIKED… CARCASSONNE
through the growing forest, among its The basic tile-laying in Carcassonne is uplifted in Nemeton through the magical growing
old oaks, rivers and water features. power of the moon, lending extra strategic weight to every new piece of the board.

52 The Best Games of 2019


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THE BEST KIDS’ GAMES LITTLE WARS
EX NTSID
CO IN
TR EN E

The first roleplaying game set in the world of Android: Netrunner will put you right at T O P L AY W I T H T H E Y O U N G ( A N D O L D ) T H I S S U M M E R H O W WA R G A M I N G M A D E I T B I G
A T

the centre of New Angeles’ cyberpunk dystopia. Step into the Shadow of the Beanstalk
Words by Matt Jarvis
tabletopgaming.co.uk August 2019

ndroid: Netrunner is dead, long “Personally, I hold out hope that one

A
live Android. day Netrunner will return, and that our part in its
When Fantasy Flight history will be regarded as a significant chapter of its
announced last summer that much longer journey.”
its living card game reboot of
Richard Garfield’s ‘90s CCG TAKE BACK CTRL
Netrunner would be coming to While Android: Netrunner’s fate had been sealed,
an end after six years, the news buried amongst the bittersweet reminiscences lay
was unsurprisingly received with an amount of shock a flicker of hope for the future of the wider Android
and disappointment among fans. Disappointment universe – the futuristic setting Fantasy Flight had
that one of – if not the – most acclaimed competitive relocated its reboot of the card game to in place of
tabletop games ever made was being cut off in its Netrunner’s origins in the world of ‘80s tabletop RPG
prime, combined with the surprise of the timing Cyberpunk 2020.
mere months after the game had been updated “While Android: Netrunner is coming to an end, the
with a revised core set and long-awaited rotation for worlds of Android will continue to be explored, from
tournament play. the gritty streets of SanSan to the warring colonies of
Even those working on the game seemed surprised Mars,” Fantasy Flight vowed.

Go to: pktmags.com/ttg-tbg19
at the decision of Wizards of the Coast – the Magic: The The next journey into the cyberpunk world would
Gathering maker that owns the rights to the original turn out to be the deepest exploration of the Android
Netrunner – not to renew the licence it had granted to universe yet. Shadow of the Beanstalk is the first
Fantasy Flight to work on Android: Netrunner. roleplaying sourcebook to take place in the setting,
“It seems like the timing couldn’t be worse to giving players the chance to live out their adventures in
announce the end of the game line,” studio head both the near-future real world depicted in murder-
Andrew Navaro wrote in a blog post at the time, while mystery series starting point Android and its follow-up
lead developer Michael Boggs described his own “mix board games New Angeles and Android: Infiltration, S U M M E R O F R O L E P L AY I N G S P E C I A L !
of sadness, confusion and nostalgia” at being told the and the Matrix-like virtual space known as the
game was to be brought to a close. Network that served as the battlefield for Netrunner
Both designers added their hope that Netrunner’s and cyber bank heist Android: Mainframe. Where
passionate community would keep the game alive after those games each focused on just one slice of the
its final expansion, Reign and Reverie, wrapped up its connected world, Shadow of the Beanstalk brings all of
impressive six-year run. the parts of the universe together for a closer look at its

&
“I hope and believe the community will keep it alive technological and social strata than ever before.
for years to come,” said Boggs. “Up until now, you’ve seen Android in either a big-
“Just because we won’t be printing it anymore picture view – the Worlds of Android [book] and the
doesn’t suddenly turn it into a game that’s not worth Android and New Angeles board games – or through
playing,” Navaro added, pointing out the continued a lens that’s very focused on the Network: Android: Shadow of the Beanstalk
popularity of the original Netrunner among fans long Netrunner,” says developer Samuel Gregor-Stewart. is the most intimate look
after it too had stopped being updated: “Their patience “In the board games, you’re flying over New Angeles at at Android’s cyberpunk
and dedication were eventually rewarded by the a very high level – quite literally in some cases – then universe to date
resurrection of the game they loved. swooping down to have specific interactions.”
Hell yeah! Return to Baldur’s Gate and face the demons
of the Nine Hells in the RPG’s wicked next adventure
18 January 2019
tabletop
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THE BEST GAMES OF 2019

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
condor, we never would have got, er, ◗ Five player mats 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
WE SAY
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.

54 The Best Games of 2019


tabletopgaming.co.uk 55
THE BEST GAMES OF 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
original, all this would become a
lot harder. Perhaps that counts as TRY THIS IF
the neon-lit streets of the cyberpunk hacking or, to give it its official title, damning by faint praise, but it’s true. YOU LIKED…
genre – though the smorgasbord of ‘Running the Network’. Breaking into a Folks who are already invested SHADOWRUN
tropes does give the setting itself a well-protected system isn’t settled with in the near-future of Android and It lacks the fantasy
distinctly generic feeling, this may not just a single roll, but rather a lengthy and Netrunner will certainly get a kick elements that make
actually be a bad thing. involved process of battling defences out of the lore and info-dumps, Shadowrun unique,
but Shadow of the
Like the previous Genesys and grabbing data where you can. and those that just want sweet
Beanstalk is a much
sourcebook to hit shelves, Realms of In many ways this acts as a kind of cyberpunk rules will find exactly simpler way to hack
Terrinoth, Shadow of the Beanstalk secondary combat system for the game what they want. It’s not the most mega-corps in a
is designed to get players exploring a and, just as the more hands-on members exciting product of all time, but it dystopian future.
world first seen in other Fantasy Flight might buy new guns or combat drugs, works. Sometimes, what else can
games. In this case it’s the corporate- a group’s dedicated runner can equip you want but that?
dominated near-future that’s home to themselves with all kinds of sweet tech RICHARD JANSENPARKES
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 WE SAY
This is a world that neatly ticks every alongside the rest of the team, opening Like other Genesys settings the world
cyberpunk cliché going. Corporate doors and disabling cameras as they of Android is rather cookie-cutter, but
giants grow clones for menial jobs, break into a black-ops lab, can be a the rules have everything you need for
street toughs with luminous hair jack thrilling experience that really drives a strong cyberpunk adventure.
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
out your neon and chrome fantasies. painted in broad strokes and, while it
There are new templates for playing lacks any depth or – if we’re being honest
as mechanical bioroids or long-limbed – originality, there’s still plenty of room to
humans born and raised in micro- build your own stories and characters. In
gravity, skills dedicated to knowing fact, in many ways the generic cyberpunk
what’s hot on the Net, and careers for feel of the book works out in its advantage.
hackers and tech experts. If you want With a slight shift to your
to, you could build a cyborg cop armed perspective you can begin to
with a futuristic hand-cannon and a approach Shadow of the Beanstalk
drinking problem, or a genetically- as less of a setting guide and more
modified courier with chameleonic like a general cyberpunk toolbox that
skin and an ear for online gossip. Genesys GMs can plunder as they see
Beyond all the new options and fit. Yes, you can use it to run games set
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
economy – a way of tracking who owes Blade Runner or Ghost in the Shell, or
what and how big a deal their obligation even something of your own creation.
might be. While it may seem like a If Shadow of the Beanstalk was a
pretty minor deal, it meshes incredibly little more off-the-wall, a bit more

56 The Best Games of 2019


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 the map often make the multicoloured
tokens
pens tough to see. As the board is filled
◗ Game board
◗ Calendar board with scribbles, it quickly becomes an
◗ Four character sheets overwhelming mess of information to try
◗ Two mini rulers and parse; something that the mini-maps
◗ Ruler aren’t too well equipped to help with. At
◗ Caliper points, the sheer amount of brain-burning
◗ Small search feels like it belongs in a three-hour strategy
template heavyweight, rather than a sub-hour game
◗ Large search of pirate hide-and-seek. There can also be
template
a fair amount of fiddliness when it comes
◗ Small compass
◗ Large compass 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
◗ Five markers
◗ 11 district hints
◗ Eight compass hints
◗ Seven starting hints
◗ 11 Black Spot hints
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 ◗ Eight information been updated with a significantly better
Dracula and Whitehall Mystery. all of the hints are accompanied by the tokens version available online.
◗ Chest
It helps that the premise is so immense satisfaction of scribbling on the A few small blips ultimately can’t
◗ Six chest tokens
irresistible: it’s a treasure hunt, plain and board (or your own mini-map, in the case ◗ Treasure token detract from Treasure Island’s buoyant
simple. Long John Silver – controlled by of a private clue), using a caliper, rulers ◗ Long John Silver sense of fun and adventure. It’s a
one player – knows where the booty is and templates to quickly turn it into a mini-map 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
WE SAY
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
due to its static target, Treasure Island throughout Treasure Island’s extremely TRY THIS IF YOU LIKED…
manages to whip up just as much tension reasonable runtime. Meanwhile, the FURY OF DRACULA
and energy as the greats of the genre pirates have a limited number of more Looking for another stellar one-versus-
by letting players draw on its laminated powerful special actions individual to many hidden movement board game
board. The pirates move around, each character, making Treasure Island based on a classic of literature from the
conducting searches to narrow down more than a simple game of hot and cold. turn of the 19th century? You’re in luck!

tabletopgaming.co.uk 57
THE BEST GAMES OF 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
and available build points. These points ◗ 18 objective point 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 powers and quick, tactical combat feels scenario giving plenty of reason to come
cards during each mission, providing a tokens as good as being a superhero should. back and experiment with different
straightforward but incredibly satisfying ◗ 25 duration tokens Cap can deflect incoming fire and loadouts and styles. If it could only
level of customisability and shifting ◗ 20 spawn point tokens bounce his shield off multiple goons, borrow a little more of the colour of its
group dynamic. You might decide to ◗ 12 large rubble while Iron Man can zoom around on comic-book inspirations, Strike Teams
make Iron Man a ranged fighter in one tokens his jets before firing lasers and missiles could be a truly super experience.
scenario, only to have him fight up close ◗ Four small at unfortunate baddies, Quake can MATT JARVIS
when you need to hunker down and rubble tokens cause tremors and Agent May provides
◗ Four door rokens
protect something the next. Levelling-up covering fire. Scenery on the map WE SAY
◗ 20 yellow action
– achieved during a campaign – is just as tokens provides cover but, in a nice interactive It doesn’t look nearly as good as
simple, with characters spending points ◗ 60 red wound tokens touch, can be destroyed or even it plays, but the action is strong
amassed by completed objectives to ◗ Two command dials chucked across the stage with the right enough to make this an extremely
expand their potential pool of abilities. ◗ Custom action die 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.

58 The Best Games of 2019


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+ equipment
Rogue traders 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.
WE SAY
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.

tabletopgaming.co.uk 59
THE BEST GAMES OF 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 board (a low-conflict option for outstanding, hour of gaming.
ability combos on connected tiles day cogs bigger groups is included), the MATT JARVIS
when resources trigger one location’s ◗ Gear bag endgame can come around before
◗ 18 city tile boards
ability, granting the chance to you know it. The random nature of
◗ Four factory
reap bonus resources and victory player boards the sudden finish – which is triggered WE SAY
points along a well-constructed by pulling three white gears from City of Gears is as solid as they
◗ 60 prestige markers
web. Gears also feature an optional the bag, and immediately ends the come, combining conventional
◗ Nine discovery tokens
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.

60 The Best Games of 2019


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
to make it a true classic. ◗ Day marker 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
formed in the wake of Tsar Nicholas People 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 WE SAY
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…

tabletopgaming.co.uk 61
THE BEST GAMES OF 2019

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 WE SAY
could forget the way your friends kept A group might spend a few sessions despite the sci-fi twists it has a much It’s darker, deadlier
stumbling into weird mysteries involving tracking down a rogue android who’s more accurate portrayal of teenage life and a little depressing
psychotic robots and science gone been abducting rough sleepers for bizarre than most films or TV shows. Drugs, sex 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
the Loop great and
Things from the Flood stands somewhere Long stretches of these adventures can Where Tales had kids invoking their
adds a new twist.
between being a direct sequel and a be driven along without the need for any luck and pride to gain bonuses to their
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 TRY THIS IF
the same but becoming a little taller, a bit are simple and straightforward – though huge impact on how it feels. YOU LIKED…
broader and much, much more sinister. they’ve acquired a few interesting twists. Importantly, the designers have
KIDS ON BIKES
If you loved Kids
Where the earlier game dropped you Whether they’re sneaking past some recognised that there’s much more to the on Bikes’ blend of
into the shoes of kids investigating sci-fi security guards or clocking a rogue ‘droid teenage experience than writing depressing small-town mystery
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 and supernatural
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 danger, Things from
The core idea of sticking your nose into stats and try to roll sixes. A straightforward and fellowship amidst the darkness, and the Flood might be
weird events while dealing with the trials task might require one success, while a they taste all the sweeter for the contrast. right up your alley.
and tribulations of everyday life is still shot at the near-impossible needs three. Within Flood’s pages you’ll find some
present but, in moving from carefree So long as you’re careful to stick to incredible art, a solid mini-campaign and
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

62 The Best Games of 2019


C O M I N G D E C E M B E R 1 0

freeleaguepublishing.com
THE BEST GAMES OF 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
will have four sides. Essentially you’re three ways of getting victory points: and-decide mechanic stays, but the ◗ 12 sword guards
◗ 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
by cutting them. Yes, it’s clever; game and it’s simple enough for the ◗ Scoring tracker
◗ 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

WE SAY 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.

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

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

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

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.
studded canyon), it’s clear these
expansions are going to keep coming.
On the evidence of The Adventuring
genre. Its appealingly motley factions You can also recast the heroes as a Party, that can only be a good thing.
and busy, colourful double-sided gang of troublesome looters – game- All we need now is a Scythe-style
board, made it clear from the start that it controlled characters with preset actions Automa deck to make a solo mode
would benefit from expansion sets, and who move around the map during your possible, and we’re set.
publisher Osprey Games hasn’t held battle and try to nab the players' crystals. DAN JOLIN
back from delivering them. First out of It’s a fun enough addition to the scrappy
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
balances that by adding a new action to way (May’s Map Pack 1 features a

tabletopgaming.co.uk 65
THE BEST GAMES OF 2019

THE LORD OF THE RINGS: control your deck like this, particularly in
the dedicated ‘battle’ scenarios separate to

JOURNEYS IN MIDDLE-EARTH the exploration-focused ‘journey’ chapters,


brings Journeys’ combat closer to the
crunchy tactical cardplay of Gloomhaven.
An adventure you won’t go Sauron The app is far improved from Mansions’
virtual GM across the board, bringing flash
1h+ 1-5 14+ £90
visuals, a Howard Shore-aping soundtrack
and the ability to track, save and resume
a playthrough with the same characters.
Replayed scenarios feel genuinely fresh
thanks to new combinations of baddies,
items, interactions and environments,
with the central narrative generously
supplemented by random side quests and
able to branch as the result of critical player
decisions. The variability of enemies’
behaviour – which can include gangs, elite
toughs and a variety of keywords that force
players to switch up their battle strategies
on the fly – combines with the cards on
the table to ensure encounters feel more
than menial. The plot beats and writing
are generally effective enough to keep you
adventuring and conjure up the sense of
Middle-earth – bar a few moments where
certain dialogue feels a little limp coming
from the mouth of a bloodthirsty orc.
Journeys is a step-up from Mansions
on the table too, its miniatures a leap in
olkien’s stories were always a pathfinder tuned for exploration or quality from flimsy cultists. The switch

T about the journey, rather than the


destination. The most memorable
scenes of The Hobbit and The Lord of
musician able to buff their companions
– brings a meaningful layer of roleplaying-
lite progression to the experience. Over the
from sweeping arrangements of modular
hex tiles to the close-knit battle boards
dotted with terrain (which springs up
the Rings take place on the way to the course of an ongoing campaign (the core in animated 3D on-screen) achieves a
Misty Mountain and Mount Doom: trolls box’s Bones of Arnor arc runs across more pleasingly cinematic changing of pace and
turning to stone, crossing the Bridge of than a dozen separate scenarios), you showcases the strength and flexibility of the
Khazad-dûm, an old ring in a cave. gradually come to know your character and central cardplay. The result is a juggling of
Journeys in Middle-earth is itself part WHAT’S IN their deck’s unique make-up of symbols exploration and action that you can see and
of a longer tale. Its app-powered blend THE BOX? and abilities, spending amassed experience feel, and excels at sustaining the energy and
of narrative exploration and combat ◗ 22 journey map tiles points and upgrading equipment to spec scope the RPG-ish campaign deserves.
has roots in the spectacular second ◗ Two battle map tiles them further in a specific direction. If Mansions and The Lord of the Rings:
edition of Mansions of Madness, while ◗ 31 plastic figures The subtle depth of the card system lets TCG’s stream of expansions are anything
◗ 83 item cards
its lore situates it in the same post- Journeys to become so much more than the to go by, Journeys’ core set will be just
◗ 15 boon cards
Hobbit, pre-Fellowship gap as The Lord ◗ 28 fear cards sum of its parts. Recalling the turn-by-turn the beginning of a new Middle-earth
of the Rings: The Card Game. ◗ 28 damage cards refinement of deckbuilders, players can epic. When the journey is this much fun,
While the two share basic gameplay ◗ Ten terrain cards remove cards from their deck as ‘prepared’ there’s no way you’ll ever want it to end.
elements, Journeys is far more than ◗ 172 skill cards abilities, temporarily removing their MATT JARVIS
Mansions with prosthetic elf ears and (basic/hero/role/ symbols from aiding with tests but offering
hobbit hair glued to its feet. In place of the weakness/title) up other potential benefits. ‘Scouting’ at
Lovecraftian game’s fatalistic dice rolls ◗ Six hero cards the end of each turn allows cards to be
WE SAY
◗ 30 terrain tiles Building on the impressive atmosphere
– the ideal fit for that universe’s doom- prepared or placed on the top or bottom and gameplay of Mansions, Journeys
◗ 12 enemy banners
and-gloom horror – Journeys implements of the deck, offering deliciously agonising drops the dice for a meaningful card-driven
◗ 84 assorted tokens
an original system of drawing cards from choices over when to keep skills ready system and the involving progression
individual character decks to resolve tests versus guaranteeing a successful test. and storytelling of an RPG-lite. It’s an
thrown up by the app, from battles against Being able to effectively customise and adventure you won’t want to miss.
roving goblins and orcs to interactions
with rangers and townspeople. TRY THIS IF YOU LIKED…
The personalisation of the decks based MANSIONS OF MADNESS: SECOND EDITION
on each character and their selectable Journeys’ gameplay is clearly based on the Lovecraftian adventure game, but its
D&D-ish role in the party – whether engaging cardplay, updated app and deeper story hooks make it a fitting successor.

66 The Best Games of 2019


tabletopgaming.co.uk 67
THE BEST GAMES OF 2019

RES ARCANA WHAT’S IN


THE BOX?
◗ 40 artefact cards
Res for the Galaxy ◗ 10 mage cards
◗ 10 monument cards
30-60m 2-4 14+ £35 ◗ Five places of power
◗ Eight magic items
ames about battling spellcasters There’s a nice system of pre-built decks And then there are the dragons. You ◗ 150 essence tokens

G are speckled across the modern


history of the hobby, from
pioneers like Warlock and Wiz-War to
for novice players, and a drafting option.
But still, those eight cards are all you’re
going to get for the whole game. Your job
can forego the obvious point race to
victory and spend your essences on
monsters instead, and the monsters
◗ 12 essence chips
◗ Four reference cards
◗ First Player token
◗ Summary tile
heavy hitters like Magic: The Gathering is to manipulate them, along with spells, will royally screw up your opponents’
and recent contenders like Mage Wars to gather resources to unlock your plans. This is the cherry on Res
Arena. And yet there are new things to be other cards, to gather the gold needed Arcana’s cake, bringing the inter-
done with the idea of gathering magical to buy monuments and ‘places of player fire that many engine-builders
energy and summoning stuff with it. power’, which are the main sources of lack. They don’t end the game, but
Res Arcana is from Tom Lehmann, the the ten victory points you need to win. their appearance alters its direction.
mind behind Race for the Galaxy, and, This is, you’ve probably gathered, It’s a masterclass in elegant game TRY THIS IF
while this is not the same game or even not a wham-bam battle of mages, but design, and an antidote to all those YOU LIKED…
a sibling of it, it shares the same DNA. an altogether more subtle affair. You’re games that cover the table and fill RACE FOR
They’re both tight, intelligent games where building an engine, but it’s a very small your brain with fiddly details. Despite THE GALAXY
you build a tableau of cards, with their own and finely engineered engine – more of the small number of cards, it’s not a It’s the obvious
language of symbols you’ll have to learn, a Swiss watch movement than the great game that gives up its secrets quickly, comparison. If you
and both reveal their tactical richness the terraforming machines of some other and I feel I’ve only begun to explore it. enjoy Race for the
more you play and understand them. games – and it must be built with delicacy Thankfully once you’ve mastered the Galaxy then you
should get this to
Opening up the box, the first and care because every point is crucial. rules it zips along at a good pace; you
the table as soon
impression is of elegance. Everything Res Arcana has obvious overlaps with can easily get in two or three games in as possible.
has its place: the essence tokens are other Tom Lehmann games, and other an evening, and I won’t be surprised if
in a five-sided holder that lifts out, all mage-fighting games – the five essences you do.
the components have room to breathe have more than a numerical resemblance JAMES WALLIS
and both the art and graphic design to Magic's mana – but tonally it’s a
are beautifully in tune with the theme. thing apart. This is so stripped down, the
Second impression: there really isn’t cards so finely balanced and the sense of
WE SAY
Theydies and gentlethems, please
very much in the box. That doesn’t increasing power so real as you muster welcome Sand Castle Games to
mean there isn’t much to the game. your cards and your understanding of the international stage. This is a
Everyone is a mage, each with a special their language and the way they relate to seriously impressive first release
power and a hand of eight artefact cards each other grows. It’s engaging, satisfying from a new publisher. Expect it to
– three up and five down. That’s your lot. and encourages you to want to master it. be on awards shortlists soon.

68 The Best Games of 2019


tabletopgaming.co.uk 69
THE BEST GAMES OF 2019

HELLBOY: THE BOARD GAME


Hell to play
60-90m 1-4 14+ £75

ellboy: The Board Game lands situations – firing into an area with – major archenemy Rasputin joins a giant WHAT’S IN
H with the punch of the Right
Hand of Doom.
Released in time with the new
multiple characters, taking damage,
spending additional action points –
letting fights feel pleasingly dynamic and
frog monster and tentacle monster in the
core set – similarly feel more than robotic
pistol fodder thanks to boss behaviour
THE BOX?
◗ Hellboy miniature
◗ Liz Sherman
miniature
cinematic reboot of the series, but strategic without bogging rolls down in decks that come into play during the finale.
◗ Abe Sapien
hewing closer tonally and visually to endless rulebook-checking. Character While its gameplay feels designed to
miniature
Mike Mignola’s original comics, Sophie abilities and the opportunity to load up stand up to repeat plays, Hellboy is held ◗ Johann Kraus
Williams and James Hewitt’s rompy with equipment before a mission invite back by the lack of enemy variation and miniature
dungeon-crawler pits the agents of replayability and co-op experimentation small number of case files in the core box. ◗ Game tiles
the B.R.P.D. against evil frogs, eldritch as you hurl enemies into scenery, wade Without picking up one of its expansions, ◗ Door and
tentacle monsters and, worst, the ticking into groups to dish out melee blows or you’ll find yourself facing off against furniture tokens
clock of encroaching doom. Mignola was pick off baddies across the map. It’s still a just four frog minion types during each ◗ Custom dice
himself involved in producing the look dice-chucking dungeon-crawler at heart, playthrough: something that can become ◗ HQ board
of the game – and it shows. The cards but one that manages to feel fresher and a bit one-note. Given the efforts of the ◗ Action cubes
◗ 18 minion
and player boards are faithful to the more exciting than many of its peers. rest of the game to keep its scenarios as
miniatures
comic-book artwork, while the purple, Much of this satisfaction comes fresh as possible, it’s a disappointing ◗ Rasputin miniature
turquoise and blue hues of the garish down to its creators' clear willingness sticking point. That accepted, the core ◗ Tentacle monster
map tiles that make up each modular to just let players have a good time. box is a strong foundation to build on. miniature
layout are a breath of fresh air against Hellboy can be punishing, but it Hellboy is a game that thrums with ◗ Giant frog
the dank dungeons and murky forests of never punishes the players. There’s the energy and attitude of its big, red star. monster miniature
so many bland dungeon-crawlers. no permanent player elimination – as It’s an accomplished dungeon-crawler, a ◗ Core agent cards
The blending of exploration and in Silver Tower, characters can rest to riotous experience and a hell of a time. ◗ Encounter deck
combat lands somewhere between recover health and revive knocked out MATT JARVIS ◗ Requisition deck
◗ Deck of Doom
the winding Lovecraftian narratives allies – and dice rolls can almost always
◗ Case file deck
of Mansions of Madness and the be boosted or modified to help avoid ◗ Enemy deck
room-by-room adventure of Hewitt’s the frustration of bad luck.
WE SAY
Offering up more interesting
own Warhammer Quest: Silver Tower. As well as the overarching ‘case gameplay and richer scenarios
The players generally spend the first file’ scenarios, Hellboy uses decks of than the typical dungeon-crawler
act of each scenario gathering clues, exploration and event cards, dubbed the fare, Hellboy is a fitting tabletop
dispatching minor monsters and Deck of Doom, to inject semi-randomised tribute to the seminal comic-
clearing room, racing to progress situations into each playthrough. While the book character and his world.
their insight against a creeping doom broader storytelling means that
counter. Whether the players are Hellboy’s scenarios lack some
prepared or not, a final confrontation of the narrative richness such
is eventually triggered, with the team’s as Mansions, the peppering
efforts to investigate the paranormal of thematic flavour into the
goings-on putting them in better or moment-to-moment dungeon-
worse stead against a final boss and/or crawling experience gives the
TRY THIS IF
their gribbly minions. game an effective feel of the YOU LIKED…
The two-act structure gives a strong comics and helps colour WARHAMMER
backbone to hang the meat of Hellboy’s in each scenario and the QUEST:
gameplay on. An intuitive test system characters. The bosses SILVER TOWER
combines three dice of varying strength Hellboy builds on
– dictated by the characters’ individual elements of co-
traits – with an effect die that can designer James
trigger events both good and Hewitt’s past
dungeon-crawler,
bad, from extra damage and
making sure to
rerolls to guns running put the feeling of
out of ammo and fun first.
enemy special
abilities. Dice
can be upgraded
or downgraded as
the result of various

70 The Best Games of 2019


Da Vinci Codex tokens – adds an
extra stratum of challenge. It helps to
have a good memory, just in case you
end up accidentally sabotaging your
own efforts.
However, there is a bit of a
disconnect between the two halves.
While the agents help build the
machines, and the machines boost
your powers, you don’t really feel
how these gigantic inventions
impact on the game world. It’s
the agents who do all the work in
the capitals, while the machines sit
rather passively off to the side. Surely
with the OTT, cartoony steampunk
style, you’d want to imagine your
gargantuan, metallic tarantula
rampaging down the Strand, or
looming over the White House?
Instead, it feels like it never leaves
the workshop, especially as the game
ends when the first machine is built.
For both Lang and Bauza this is

VICTORIAN MASTERMINDS definitely a minor work. It’s certainly


serviceable, looks great and adds a
Get your moustaches twirling – neat little twist to worker-placement
mechanics, but it doesn’t quite
the world’s not gonna destroy itself bolt together into a resoundingly
satisfying whole. And, we suspect,
45-60m 2-4 14+ £40 would have worked just as well at
half the size and price.
henever you see the and tokens. Not that this is a devastating WHAT’S IN DAN JOLIN

W CMON logo on a box,


you can be sure it’s going
to have high production value. But
issue (unless the price point puts you
off); Victorian Masterminds is a fun-
enough little game.
THE BOX?
◗ Central board
◗ Secret Service board
◗ Six machine sheets
sometimes you can’t help but wonder Partly, it involves building gigantic,
◗ 48 machine
if a game really, honestly requires all deadly contraptions, which are segment pieces
that table space and moulded plastic. chosen from six possible options at ◗ 20 agents gears
On the surface, Victorian the game’s start. You have to gather ◗ Four firepower
Masterminds looks like a big game. materials to piece your machine markers
It has a big theme: competing together, placing jigsaw-style ◗ 85 part tokens
steampunk supervillains try to build components on a fetching blueprint ◗ 30 mayhem tokens
their own doomsday machines and player mat. Partly, it requires ◗ 48 Da Vinci
dominate the globe. It comes from a assigning agents, who are drawn Codex tokens
◗ 24 mission cards
pair of big designers, namely Blood from the top of a shuffled, facedown
◗ 20 building miniatures
Rage creator Eric M. Lang and the stack of thick, plastic gear tokens and ◗ 12 scientist miniatures
brain behind 7 Wonders, Antoine placed on one of the board’s five cities ◗ Monocle of
Bauza. And it presents an impressive (London, Paris, Moscow, Rome or Forgetfulness token WE SAY
tabletop spread, with chunky, Washington D.C.). Each site will take A straightforward game elaborately
cartoony miniatures representing up to three stacked agents (two in a presented, which is most likely
buildings (which earn points when two-player game), before they have to to appeal to fans of worker
captured) and scientists (who can be turned over and resolved in order. placement. But it’s far from either
be spent to shortcut to certain Each agent will firstly snaffle a of its designers’ best work.
achievements along the way). resource specific to the city, then
In fact, the game is a surprisingly trigger its own power. So the gunner TRY THIS IF YOU LIKED…
light worker-placement, engine-building can attempt to capture a building, IMAGINARIUM
hybrid which, honestly, could have for example, while the saboteur will A similarly steampunky game, which
fitted in a box half the size if it just used negate the next agent down’s power. also blended worker-placement (to
cardboard counters and cards instead of The fact that you can’t choose your a lesser degree) and engine-building
environment-bothering plastic figures agent – well, until you collect enough (to a far greater degree).

tabletopgaming.co.uk 71
THE BEST GAMES OF 2019

RED ALERT: SPACE FLEET WARFARE


Star phwoars
60-90m 2-6 14+ £100

enemy ships is largely secondary to


completing objectives and scoring
victory points. One feature of the combat
dice is the titular ‘red alert’ symbol. Used
to represent a malfunction on a ship,
it forces that unit to retreat and severly
hampers its capability, meaning that
outright destruction of a unit isn’t always
the only outcome of combat.
The only major niggle with the game
is a potential lack of replayability. The
rulebook only has six missions, two of
which are tutorials, and it would have
been nice if there had been more. The
game does include an army list-building
element for these scenarios, however,
and with a little bit of imagination players
could try to make up their own missions.
It’s also a shame that for a game so
accessible, the £100 price tag may put
off some players who would otherwise
o quote Douglas Adams: “Space WHAT’S IN effective mechanic that adds a sense appreciate its approachable nature.

T is big. Really big. You just won’t


believe how vastly, hugely, mind-
bogglingly big it is.” So it’s appropriate
THE BOX?
◗ Starfield game mat
◗ 92 starships
◗ 92 ship bases
of uncertainty to the proceedings; not
only do players have to prioritise which
precious few units they can use on a
What stands out most about Red
Alert is that it manages to strike that
balance between creating mechanics
that the gaming mat for Red Alert is so given turn, but they have to do so within that are straightforward and simple
◗ 154 poles
massive that even a decent size kitchen the limits of the cards they’re dealt. but also provide a level of depth
◗ 18 space
table will struggle to find room for it. feature tiles Apart from the look of the miniatures, that allows for complex strategising
This preference for bigness in some ◗ 36 star tokens the factions in the game are identical, and engaging moment-to-moment
ways captures the essence of Red Alert; ◗ 32 faction markers so strategising depends largely on gameplay. Space warfare is one
it’s a title that takes a broad-brush ◗ 11 red alert markers choosing which cards to play and how of those ideas that could easily be
approach to gameplay to capture a ◗ Three cloaking you utilise the different types of ship in mishandled and turned into an
suitably epic sense of space combat. device markers each fleet. Some command cards come obsessively over-detailed game with
Set millennia in the future, players ◗ Six capital ships have special abilities that break up the a novel-length rulebook, but here
control the fleets of two rival factions – ◗ 50 unit markers routine of gameplay, and further tactical that temptation has been roundly
◗ Two victory stands
the Commonwealth Alliance and the choices are afforded from a second deck avoided. What players get instead is a
◗ 60 command cards
Rebel Confederation – as they duke it ◗ 50 combat cards of combat cards. Each ship type is nicely game that’ll clip along at a brisk pace
out for supremacy in the starry void. ◗ 12 task force cards distinguished from its brethren and fill a and make them feel like the daring
The game is an iteration of Richard ◗ 12 battle dice variety of combat roles; fighters are fast, commander of a vast starfleet armada
Borg’s Commands & Colors series, ◗ Two unit summary short-range ships whilst battleships are in the process.
where the board is comprised of a hex sheets more cumbersome but come equipped JAMES WINSPEAR
grid and split into three sectors. Each with longer-range weaponry, for
of a player’s spaceships occupy one example. The game also has an element
hexagon on the board, and activating of resource management, as certain
WE SAY
Simple but not simplistic, Red Alert
them depends on which sector the actions like repairing damaged ships or is a thoroughly enjoyable game
hex is in (right, centre or left). Players using combat cards require spending that offers both strategy and visual
have a small hand of command cards valuable star tokens. spectacle. Though somewhat
drawn from a communal deck and The combat avoids stagnating into pricey, its mechanics are elegant
replenished each turn; unit activation a war of attrition because destroying and its gameplay dynamic.
is determined by which card the player
chooses to play. For example, a card
may allow two units from the left sector TRY THIS IF YOU LIKED… THE GREAT WAR
to activate, or two from the centre and Another entry in Borg's Commands & Colors series, The Great War takes a similar
so on. It’s a wonderfully simple but set of mechanics as Red Alert and transports it to the trenches of World War I.

72 The Best Games of 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 cards Lindisfarne doesn’t necessarily reinvent games out there. In a word, the look of
their clan: six to start, then fewer as they ◗ 20 objective cards the wheel when it comes to its gameplay. Lindisfarne is forgettable.
head off to European shores in search ◗ 24 Viking tokens The rules will be familiar to those who’ve Lindisfarne won’t change the world.
of regions to pillage. The results can be ◗ 12 rune 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 ◗ First Player pawn dice games, and can be picked up in a there are), its gameplay mechanics
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 WE SAY
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 73
THE BEST GAMES OF 2019

VILLAGERS
A top tableau-builder for your tabletop
30-60m 1-5 10+ £20 WHAT’S IN
THE BOX?
◗ 170 cards
he Middle Ages were tough. An Bedded firmly beneath this positive Some villagers have value because

T era characterised in large part by


repression, poverty, warfare and
plague. The latter offers the thematic
and appealing theme (bolstered by
some admirably diverse character
design) is a tableau-builder that,
they provide an essential link in a
production chain to a high point
scorer you might have in your hand.
◗ Six card dividers
◗ Five player boards
◗ 150 coins
◗ Kickstarter
starting point for newcomer designer like Elizabeth Hargrave’s recent hit Others enable you to unlock other expansion pack
Haakon Gaarder, with Villagers’ Wingspan, involves many pleasing cards, yielding a two-coin bonus. (Deluxe Bundle only)
European communities ravaged by card synergies. Every game will Others give you big bonuses during ◗ Coin chest (wooden
the Black Death and struggling to get end with each player leaning over the game’s two market phases, coins) (Deluxe
themselves back on their feet after so a sprawling set of cards, laid out which come when the second and Bundle only)
many of their citizens have been lost to according to their relevant suit-driven final of the road’s six facedown
the disease. production chains, and totting up stacks are depleted.
Sounds pretty grim. But Villagers’ points yielded by a variety of carefully It’s all satisfyingly implemented,
bright, cheery illustrations and constructed interactions. and neatly compact too, both in terms
graphic design (all impressively As with most tableau- or engine- of box size and play time. Gaarder
done by Gaarder himself ) tell a builders, player interaction is fairly has also included a dynamic solo
different story. limited, although you will be able to mode, where you have to build your
Despite being a competitive game, affect other players’ villages through village while being harried by an
it’s is all about co-operation – building some of the ‘special’ villager cards evil countess, with her own deck of
a new community by welcoming (the apprentice, for example, can challenging events. Which is all even
new people to your village, and then be played to nab a villager from more impressive when you consider
finding ways for them to help each a rival), which adds a snatch of this is the designer’s first published
other, with greater rewards for all the take-that flavour. You’ll also be game. We can’t wait to see what he
more co-operation you encourage. So, drafting cards in the first phase of produces next.
in order for a jeweller to set up shop, each round, which means there is DAN JOLIN
for example, you’ll need to establish a some competition for the six face-up
production chain starting with a miner, cards on ‘the road’ where potential
WE SAY
via a seeker and spelunker, plus you’ll villagers are laid out for selection, If you like your tableau-builders then
need a bit of help from the blacksmith each placed below a facedown you have to check this one out.
– hopefully one in your own village, stack which can also be drawn from Villagers is slickly implemented,
but if not, you can call on one of your semi-blindly, knowing only the card’s moreishly fun and, if you buy the
neighbours’ at a small cost. profession-based suit. basic set, welcomingly inexpensive.

TRY THIS IF
YOU LIKED…
WINGSPAN
It doesn’t have quite
the same wow-
factor production
value, but Villagers
shares Wingspan’s
strong sense of
gentle-but-deeply-
involving gameplay.

74 The Best Games of 2019


tabletopgaming.co.uk 75
THE BEST GAMES OF 2019

WHAT’S IN
THE BOX?
◗ Four player mats
◗ 24 runes (acrylic)
◗ 45 character cards
◗ 92 story cards
◗ 44 hero and
anti-hero cards
◗ 40 experience tokens
◗ 11 adversary
quest cards

CALL TO ADVENTURE
Everyone’s got their own story to build
30-60m 1-4 13+ £35

he young apprentice vowed Many RPG players would agree card to your hand) and you can spend

T to wreak vengeance on the


Assassin’s Guild that executed
her father. But in order to do so, she
that character creation is the most fun
part of the process, and what Johnny
and Chris O’Neal have done here is
experience to add in ‘dark runes’, which
can boost your result while potentially
pushing you down your player mat’s
had to train as a killer and infiltrate construct an entire game around that corruption track towards the ‘dark side’.
them, learning dangerous forgotten idea. Where their Boss Monster was It’s a superb alternative to dice and
lore along the way. about building dungeons, this is about has been integrated so well it doesn’t
The foundling squire was an building protagonists. Starting with an feel like a novelty. Indeed, it makes up
unabashed thrillseeker, though he origin, a motivation and a hidden destiny, for some of the game’s flaws, such as the
had a good, unselfish heart. After each player builds their own three-act way the tableaux are tricky to arrange, TRY THIS IF
defeating a foul sorceress he put aside story by choosing traits to add to their with gained cards having to be tucked YOU LIKED…
his daredevilish ways and became character or challenges to set them – each under the character cards in such a way DUNGEONS
an enlightened master, sharing his challenge offering two different paths, that they’re all too easy to whack out
& DRAGONS
Call to Adventure is
wisdom just as he’d once shared his often (but not always) presenting a choice of alignment at the slightest brush of all about character
gains with the needy. between a triumphant or a tragic result. a shirt sleeve. Or a scoring system that and narrative
The lone hunter earned praise for It’s a very simple structure, and most feels more fiddly and less intuitive than creation. So
his heroic acts, yet all along he was sessions may whizz by too quickly for it should for such a relatively light game. much so, it could
pursuing a villainous, secret agenda, some hardcore gamers’ tastes. But the But these are minor complaints. If conceivably inspire
manipulating events for the benefit of O’Neals tweak up the engagement you’re a sucker for fantasy and appreciate character ideas for
his dark, demonic master. levels by adding hero and anti-hero cards games that are fuelled by narrative, then players of D&D and
In most games, this trio of fantastical which can help with challenges or hinder you should definitely answer this Call. other fantasy RPGs.
narratives might offer a starting point: other players’ attempts and, best of all, by DAN JOLIN
a set character you select to head off replacing dice-rolling with rune-casting.
on further tabletop adventures. Call Satisfyingly cast in smooth acrylic, WE SAY
to Adventure takes a different, rather Call to Adventure’s runes represent the A neat, swift, story-driven tableau-builder
novel approach. All of the above seven core D&D stats – strength, dexterity, whose rune-casting element provides an
represent three different players’ constitution, etc. – and can be cast only elegant and innovative alternative to dice.
endgame outcomes, each formed from in combinations that specific challenges
a tableau of tarot-sized cards collected allow. However, you always have a set of Full disclosure: The author of
and played during an interestingly three core runes (one of which has a 50/50 this review was a backer of Call
narrative-driven engine-builder. chance of adding a hero or anti-hero to Adventure on Kickstarter.

76 The Best Games of 2019


Come Adventure with Us!

www.brotherwisegames.com
THE BEST GAMES OF 2019
Yspahan’s transition to a faster,
sleeker roll-and-write game is
frictionless, the alternating dice-drafting
and race to collect one-off bonuses only
available to the first player to fill out all
each district’s shops giving a refreshing
level of interaction and strategy to a
genre that often falls prey to the isolated
competition of ‘multiplayer solitaire’.
The passive-aggressive dice-picking of
players comes to the fore even more in
the two-player mode, where one person
gets two turns each round. At around
half the length of its predecessor (it’s
a perfect lunch game), Corinth moves
quickly but never feels passing.
Publisher Days of Wonder’s consistent
excellence when it comes to presentation
and production only helps seal an
easy deal, with the box’s sparse set of
components exuding quality. In a game

CORINTH where the dice are the thing, they shine


here, looking, sounding and feeling
pleasing to chuck across the table or into
Does the roll-and-write get the box lid. The player sheets are similarly
your goat or get your GOAT? a delight, neatly keeping everything
easy to track without sacrificing some
20-30m 2-4 8+ €20 splashes of colour and visual flair.
Yspahan fans will find plenty that’s
orinth feels and looks familiar. shifting decisions and risk-reward familiar here, wrapped up in a smaller,

C There’s a pool of six-sided dice.


There’s trading of goods. It’s set
in a historical port. It’s a roll-and-write.
moments; do you fill out the more
numerous and easily-gotten lower-
value boxes on your sheet, or go for
shorter, better-looking package. Those
after a new roll-and-write after last year’s
deluge of newcomers shouldn’t pass
Deliver the elevator pitch and you’ll the less common but potentially more up a more interactive and thoroughly
be asleep by the second floor. But drift prosperous high-value results? entertaining entry in the genre. Everyone
off in the lift and you’ll miss out on a Grabbing goods gradually fills up else deserves 20 minutes of fun and easy
delightful little game that makes up for shops and completes districts – the (but still satisfyingly thinky) dice-rolling
its lack of originality with pure pleasure. WHAT’S IN main way of scoring – while gold can and pen-scribbling. Something old(ish)
There’s another key reason Corinth THE BOX? be spent on extra yellow dice to boost in the form of something new(ish), it’s
might seem so familiar. It began life ◗ 150 game sheets only your roll or combined with goats to a pleasure through and through, even if
as Yspahan: The Dice Game, a spin-off ◗ Nine white dice construct buildings for an array of helpful it’s not breaking any untouched ground.
from Sébastien Pauchon’s Spiel des ◗ Three yellow dice effects to boost your score. Meanwhile, When your biggest complaints
Jahres-nominated dice-drafting debut ◗ Harbour board any roll’s value can be used to send the are that the box doesn’t include any
from 2006. steward sauntering around the market pencils and 150 sheets feels like too few
Yspahan’s way of divvying up a pool that number of spaces, with the Snake- for the number of times you’ll want to
of dice between six different actions sits like challenge of never crossing your own play, you know Corinth is a game that’s
at the centre of Corinth’s gameplay, as path; taking your time and landing on the doing something very right.
players take it in turns to take a group corners of the grid can reap a significant MATT JARVIS
of matching cubes from the harbour amount of points, but could waste dice
board and cash them in for goods, gold better spent on filling out shops.
or the ability to navigate their steward Though the ‘pick dice, do something’
WE SAY
It’s nothing particularly new – that
around a grid of icons for various extra core is almost laughably easy to grasp, doesn’t matter one bit when
bonuses and points. there’s plenty of things to keep in mind is such fun to play. It looks great,
Dice stack up from the bottom of the and consider as you maximise your score teaches fast, plays quick and has just
main board in ascending value, meaning – the result is a very comfortable position enough depth to make it interesting
that not every action is guaranteed as between strategy and simplicity. to return to time after time.
a choice each round (gold, goats and
moving the steward are always a given),
and the number of cubes determines TRY THIS IF YOU LIKED… YSPAHAN
the strength of each action. It’s a simple The clever dice-drafting is here, along with several of the elements of Pauchon’s
but superb way of offering up constantly older game in a condensed form. Plus, it’s much easier to pronounce. Win-win.

78 The Best Games of 2019


BUSHIDO the use of their cards, their specialisation
has an effect on the flow of gameplay.
For example, the fire school focuses on
Five ninja stars out of five dealing a lot of damage and thus allows
players to primarily draft attack dice.
20-30m 2-4 8+ £29
A five-card draft is really not a lot,
especially as there are both strategic
he experience of two-player WHAT’S IN advantages and disadvantages to focusing

T fighting games usually involves


methodically chipping away at
an opponent’s health, the crescendo of
THE BOX?
◗ 20 dice
◗ 31 technique cards
◗ 12 weapons cards
too much on a particular school. However,
this is also what makes each turn count
and adds weight to every decision.
victory preceded by careful planning over ◗ Two hit tokens Players choose a weapon that can
several turns. Then in bursts Bushido and ◗ Four lock tokens enhance the abilities of the cards they
asks: how would you like it if you could ◗ Two guard tokens have just picked up previously. The
kill your opponent in one go? ◗ 16 rage tokens final step of setup is to choose a guard,
Your initial gut reaction to this ◗ 10 torii/armour tokens which provides players with a base
suggestion is probably that the fight ◗ Two player boards set of dice to draft. These vary in their
would feel unfair and unsatisfying. offensive and defensive capabilities
With Bushido that couldn’t be further depending on how aggressive players
from the truth. Here you appreciate the want to be and also affects the bonus
sudden resolution of each fight because they gain from their chosen weapon.
it gives you the chance to go again, try a Only after this does the actual fighting
different approach and build up a new takes place. With the right combination
hand of cards. And if that doesn’t work? of techniques, weapon, a little luck of
Go again. And again. the roll and a couple of bonus tokens, a
Every element of the game – cards, the gameplay and is secondary to the match can be over in just a few turns. If
abilities, dice, tokens – has such a strategic elements. a player can strike their opponent five
precise purpose that if a player manages Setup in Bushido is a crucial part of times or more undefended in one round,
to combine them all together for one the pre-combat phase. Players draft they win immediately. This is not the only
swift and deadly attack, it never feels technique cards that each belong to path available to players, so if they want to
unjust but impressive – even if you are different schools of combat, the styles methodically chip away at their opponent’s
on the losing side. While dice-rolling of which range from attack and defence health over a series of turns, there is
is the core mechanic of the combat, to dodging and focusing. While all the absolutely a card build that will sustain
a lot of thought and planning comes schools have a good mix of abilities and a that type of gameplay as well. Even then, a
before it; luck in no way dominates variety of dice that can be drafted through match will not last more than 30 minutes.
Bushido proves that being quick and
thoughtful do not have to be antithesis
to each other. It may be easy to play, but
the options and combos built into all
elements of the game will take several
plays to master and take advantage of
their full potential. Whether you prefer
that step-by-step carefully planned
combat or one fast finishing blow, Bushido
will let you fight the way you want to.
ALEX SONECHKINA

WE SAY
Bushido hits hard and fast in a flurry
of satisfying combos that can leave
you in awe. It is easy to be Bushido’s
fighter but hard to be its master.

TRY THIS IF YOU LIKED…


STREET FIGHTER:
COLLECTIBLE CARD GAME
While the UFS games provide
thoughtful, methodical combat, Bushido
doesn’t limit its players by fighting style
or take up a lot of time, offering
brawls that demand a rematch.

tabletopgaming.co.uk 79
THE BEST GAMES OF 2019

JOHN CARTER OF MARS RPG


Interplanetary pulp perfection
278 13+ £42

t first glance there doesn’t seem original to modern sensibilities, but the at everything from duelling to piloting

A to be anything too special about


John Carter of Mars – there’s
no unique mechanic or complicated
gleeful blend of so many different ideas
produces something that can’t easily be
found in tabletop gaming.
airships, so why should our own heroes
be limited by such paltry things as training
and practice? Sure, it’s not wildly realistic,
gimmick to help it stand out from the In order to achieve the properly pulpy, but that isn’t the point of the game.
crowd. Once you dig a little deeper, heroic feel of John Carter of Mars, the Several other areas have been trimmed
however, you soon find that what the team at Modiphius has streamlined and down, too. Every sword deals the same
game lacks in bells and whistles it trimmed the 2d20 system, which has also amount of damage and movement is
more than makes up for with a sheer, cropped up in several titles including Star abstracted into a handful of rough bands.
unwavering commitment to having fun. Trek Adventures and Mutant Chronicles. There aren’t any rules for cover; it’s
The entire game emits waves of pulp- It’s still chunkier than most deliberately assumed that when characters are shot at,
tinged excitement like a ball of madly lightweight games out there, but any kind they’ll naturally leap behind a convenient
grinning radium, and it’s clear that the of rule that could distract from the action pillar while thinking up their next quip.
designers made a conscious decision has been tossed out of the window. This does detract from the game’s
to ditch any idea that didn’t mesh with One of the more obvious examples of tactical combat, but that’s not what John
the theatrical heroics of the original this comes from that fact that it doesn’t Carter really cares about either. Combat’s
Barsoom stories. Everything from combat bother with a traditional skill system. main role isn’t testing player skill or even
to character creation encourages players Rather than parcelling out a couple of luck, but giving the characters a chance to
to leap out of windows, ride chandeliers things for each hero to be good at, the show off their bravery and strength.
and pause a pitched battle to challenge the game chooses to operate under the base Players who get their kicks from
enemy commander to an honourable duel. assumption that they’re all effortlessly mechanically optimising their builds
It’s a refreshingly blunt take on the competent at anything they put their or struggling through dangerous, dirty
pulp adventure genre, but in all truth minds to, whether that’s sneaking into an worlds of darkness may quickly tire of the
it’s probably the only real way to match enemy camp or tracking a band of raiders game’s antics. If you’re after a few nights
the tone of the setting. Dreamed up by through the burning Martian desert. of gaming guaranteed to stick a smile on
Edgar Rice Burroughs – also known for Some characters will still handle some your face, however, this is an unexpected
creating Tarzan – the Barsoom books tasks better than others thanks to their gem just waiting to be uncovered.
are packed with tales of derring-do and core stats, and every background lists a RICHARD JANSENPARKES
impossible heroism that would be a couple of areas where individuals may
shameless power fantasy if it wasn’t for struggle, but beyond that they’re given the
WE SAY
the air of cheerful sincerity it exudes. room to be almost comically skilled. Everything from the rules to
The world Burroughs created is This may sound a little silly, but the artwork drips with liquid
saturated with violence and honour in the titular John Carter was a dashing heroism. It may be a little dumb,
equal measure; it’s a world of radium- hero who managed to instantly excel but it’s undeniably fun.
infused rifles and jewelled princesses,
where multi-limbed monsters roam the TRY THIS IF YOU LIKED… PULP CTHULHU
wastes and airships drift over blue canals. There are a lot of similarities between John Carter of Mars and Pulp Cthulhu,
Nothing about it seems particularly but the former leans into the madcap adventures a little harder.

80 The Best Games of 2019


GALACTIC SCOUNDRELS
90-120m 3-5 13+ £24

olo play is a big thing in games Every time a card is played,

S right now, but only a few let


you play capital-S Solo, as in
Han. Galactic Scoundrels wears its
the person who played it must
build it into the unfolding story
of the job, so the game turns into
influences on its sleeve; it’s a game a collaborative story. At least, it’s
of smuggling, sabotage, smirking supposed to, though we found
and shooting first, with three rounds it bitty and small-e episodic.
titled Episode IV, Episode V and Although the individual cards
Episode VI. catch the atmosphere of Star Wars,
It’s a card-based narrative game. Firefly and similar stories, it’s too
You’re all captains of scrubby little easy to get stuck with a hand that
starships. A job comes up and all shuts you out of the play, and
players can bid for it in a bluffing therefore the narrative.
round based on Liar’s Dice. The It’s entertaining – natural
player who ends up with it must do storytellers and genre fans will
the mission; this is mostly the other enjoy the experience – but the
players playing encounter, character gameplay is too random to
or twist cards, and the captain trying appeal to competitive gamers, the
to counter them with traits, crew or narrative isn’t solid enough for
passengers, dumping their cargo, story game fans and, at one-and-
or bartering with the other players a-half to two hours long, Galactic
for help. There’s bluffing, lying and Scoundrels is never going to set a
cheating, tensions build, ships get record for the Kessel Run.
upgraded and jobs get harder. JAMES WALLIS

AERION
15m 1-2 10+ £24

your first one feels like starting a to mix and match these add-
series of novels with the third book. ons, almost at random. In fact
Aerion, the latest, is a dice most of the components in the
game of building sky ships by box are for the expansions, not
rolling dice to buy components the base game. There’s a good
(blueprints, material, crew) from variety, but no indication of which
one of six piles, by matching the ones fit together best. Some
score combinations they need. It’s recommended combinations
like Liar’s Dice without bluffing, would have been nice, but then so
and rerolls have to be paid for by would having the cards pre-sorted
burning uncollected resource cards. to start the basic game, instead of
Complete all six ships and you win; having to dig through the decks to
run out of cards and you lose. find them.
It’s a clever game of intersecting If you’re new to the Oniverse,
constraints, and squeezes a lot the place to start is probably
of ideas into its small box, but Onirim. Aerion works well – it
he Oniverse is a collection ‘clever’ doesn’t necessarily mean balances chance and strategy, it’s

T of whimsical but strategic


games set in a mysterious
dreamland. They’ve been around
‘enjoyable’. The basic game is dry
and unexciting, but another trait of
the Oniverse games is that each one
a tight solo or two-player co-op
game, and the expansions are
integral to the design, not stretch
since 2010’s Onirim, all by the same comes with several expansions in goals tacked on at the end – but it
designer and artist, all for one or the box – six in the case of Aerion. makes few concessions to the new
two players, and none with much Once you’ve mastered the arrival in its unique universe.
explanation of the setting. Opening basic game you’re encouraged JAMES WALLIS

tabletopgaming.co.uk 81
for building and crafting, but in the city, players get
access to powerful combinations of actions.
But Ragusa has a trick up its sleeve - when
building in the city, your houses may reactivate the
houses that are already there, whether they belong
to you or another player. This simple rule keeps
everyone engaged, even when it’s not their turn,
and means that your early choices can give way to
Set in the titular Renaissance city in the 15th
a huge advantage later on in the game.
century, Ragusa tasks players with building the
Meshing together worker placement, market
city, its walls, and making use of its growing
manipulation, hidden objectives and trading,
economy to ind their fortunes!
Ragusa isn’t without its complexity - but still only
Each turn, players place houses in and around
asks players to make one choice per turn, keeping
the city and countryside, which is split into hexes.
things light and fast.
Instead of placing on the hexes, players build
between them - activating all 3 surrounding hexes.
1-5 PLAYERS - 60 MINS PLAYTIME - £55 RRP
In the countryside, this means collecting resources

events ranging from weather to deadly plagues


encourage players to review their strategies. The
irst player to capture 8 of 12 areas, or the 3 areas
Set in a grim future, Farsight immerses players in a closest to their opponent, claims victory.
world where powerful Private Military Corporations Out the box, Farsight supports 2-4 players,
ight over the Earth’s last remaining resources. with a blank map, cards to customise the terrain,
Developed over 8 years, Farsight brings and enough units in the box for each player to
in-depth wargaming to the table in a way that’s build a completely unique army to wage war with!
elegant, accessible, and easy to engage with. Our favorite thing about Farsight is just how
Each turn, players deploy units face-down to the easy it is to get to grips with for the amount of
battleield, revealing them when they’re spied upon, strategy it ofers. With four simple phases and a
or enter combat. On a parallel ‘Shadow Map,’ hidden handful of combat modiiers, Farsight eases players
specialists are deployed to help spy on the enemy, into efortless strategic gameplay. Before long you’ll
sabotage units and shift the course of the war. be lanking, ambushing and conquering your rivals.
As the corporations battle for control of the ield,
2-4 PLAYERS - 60 MINS PLAYTIME - £60 RRP
THE BEST GAMES OF 2019

FARSIGHT
A battlefield for veterans and rookies alike
50-90m 2-4 12+ £58

hen one thinks of WHAT’S IN The specialist abilities add doesn’t detract from the strategy and

W wargames, the words


‘suitable for new gamers’
and ‘plays within an hour’ are not
THE BOX?
◗ Map board
◗ Four player boards
◗ Two dry-erase pens
excitement to the battlefield. Through
their addition the game becomes more
than simply positioning units of the
thinking that surrounds it. The luck
spices up combat, adding a bit of
unpredictability, but doesn’t subtract
the first that come to mind. But right strength to take objectives and from a well-executed manoeuvre. The
◗ Start team token
with Farsight that is exactly what you eliminate opponents. Sabotaging at sequence of actions can be as, if not
◗ 48 casualty tokens
get. It maintains the core staples of ◗ 24 status tokens the right moment or placing an extra more, important than the units that
the venerated genre and introduces ◗ 24 base tokens unit through a supply line can easily get moved on the board.
some exciting twists of its own that ◗ 40 faction tokens turn the tide of battle. Yet it also doesn’t Farsight is so much more than big
make for a quick, approachable and ◗ 20 hit dice feel overpowered or unfair, because mechs smashing each other on the
strategic game that will neither scare ◗ Two co-ordinate dice the opponent can figure out the secret battlefields of different terrains over
off rookies nor bore veterans. ◗ 26 event cards location of specialists and take them faceless objectives. It is still generic
What immediately grabs with ◗ 80 specialist cards out of play. A well-timed specialist enough to give a certain detachment
Farsight is its Battleship-like ◗ 136 unit tiles combo feels great but a perfect pinpoint from the brutal realities of war and to
◗ 36 terrain cards
mechanic of hiding specialists – assassination feels even sweeter. allow players to think of its combat
spies, saboteurs, seers and supply You will need all the strategic in an abstract chess-like puzzle style.
lines – somewhere on the map. advantage you can get. In Farsight However, its hide-and-seek gameplay
Every specialist has an ability that the presumed dominance over the element, reminiscent of Battleship
can help the fighting units on the battlefield does not necessarily mean but with more substance, adds a lot
board, giving them an advantage a guaranteed victory. There are several of excitement and layers to accessible
over the opponent’s forces. The paths to victory and while some of combat gameplay.
abilities are not all-powerful and them can be achieved with brute ALEX SONECHKINA
have to be placed strategically on force, others may be done through
certain areas of the board (marked cunning and careful tactical play.
WE SAY
on players’ individual maps, so While the combat is still dice- Farsight is a great starting point for
the opponent doesn’t know their based (there is a dice-free mode those new to the wargaming genre,
location) to affect hostile units. for those players who would like while for veterans it still retains
While it is very tempting to use to eliminate the element of luck enough freshness with its Battleship-
the specialist powers as much as from their gameplay completely), it like hidden placement mechanics.
possible, there is a danger that
the opponent may guess at their TRY THIS IF YOU LIKED… BATTLESHIP
location and send an assassin to Borrowing from the classic and expanding its gameplay to offer a far deeper
eliminate them, removing them experience, hidden unit deployment is Farsight’s centrepiece, making this light
from the game completely. wargame challenging for newcomers and grizzled vets alike.

tabletopgaming.co.uk 83
THE BEST GAMES OF 2019
skip a round before they can be played
again – apparently, the adventuring
party ends up feeling a bit hungover after
celebrating their successful expedition
and needs a day’s break. So if an
opponent won the bid for the warrior
expedition last turn, it is safe to assume
that they won’t have a lot of warriors
to compete this time around.
In a nice touch, each faction of
adventurers has its own artwork and
– and this is important – a different
animal companion. Condolences,
however, must be given to the red
player, who in an roster of animals
filled with cute otters, kittens and dogs
drew... a frog. Animals serve as the
joker cards of the game, able to bolster
the strength of any group: another great
move from designer Sophia Wagner
who demonstrates clearly throughout
the gameplay (because another
reminder never hurts) that animals are
simply better than humans.
There is only one fault with The
Boldest: the quality of its components
doesn’t rise to heights of the quality of
its artwork. The cards and other pieces
are thin and flimsy, and even the main
board bulges as it is placed on the
table. In a less attractive game, this

THE BOLDEST might have been a smaller problem,


but when you want to preserve and
And the Beautiful-est admire every component of the game,
its fragility is disappointing.
30-90m 2-5 10+ £60 The gameplay of The Boldest might be
simple: bid some cards, claim rewards,
he Boldest can easily put some WHAT’S IN grid of cards offering a variety of victory make sure enough cards are left to play

T of the prettiest board games


to shame. Its calm, and at first
glance understated, art style reveals
THE BOX?
◗ Double-sided board
◗ Five player screens
◗ Five flag tiles
points) to collect the rewards.
While it may seem that the bidding in
this adventuring auction is quite random,
next turn – yet it has enough variety and
abilities to stay strategically competitive
and enticing, without needlessly
impressively intricate details the more there are actually quite a few in-built overcomplicating things. There is always
◗ Five planning tables
you look, and tells the story of the game tells during each round. For example, just enough to sustain the players’
◗ Five hamlets
better than any rulebook exposition ◗ Central tableau most characters can only pick up items interest and encourage them to return
ever could. This is a story of adventures, ◗ 140 forest cards from the bottom-most row of the forest, to the mysterious forest once again.
of venturing into the forest to defeat ◗ 180 hero cards meaning that all players will essentially ALEX SONECHKINA
mysterious monsters and find precious ◗ 10 starting be competing for the same four items. If
items and artefacts. item cards one of them is particularly rich in victory
Adventuring in the world of The ◗ Five fire cards points, it becomes pretty clear which cards WE SAY
◗ Four starting The Boldest easily stuns with its
Boldest is reserved for the best(est) – other players will put down to get them.
artefact cards beauty, even if the component quality
which, in this case, means strength in It may be really hard to predict does not adhere to the high standards
numbers. Only the biggest party earns exactly how many cards of each type of its artwork. Its auction mechanics
a spot on the expedition and therefore an opponent has, but guesstimating are simple, yet offer compelling
gets to enjoy its spoils. Players, under the approximate number is pretty easy. gameplay with enough depth to keep
the cover of screens, select adventurers The cards played in the last turn have to the game interesting and challenging.
of the same type and assign them to one
of the three expeditions. Once all the TRY THIS IF YOU LIKED…
choices have been allocated, the type of SPARTACUS: A GAME OF BLOOD & TREACHERY
parties and their number are revealed, Bidding was one of the best parts of Spartacus, a game that mixed several game
and the player who has the most cards mechanics and styles in one arena. The Boldest manages to tie a similar auction
in each category heads into the forest (a aspect closer to the core gameplay, even if thematically it makes a little less sense.

84 The Best Games of 2019


SORCERER
Custom-mage combat
30-90m 1-4 14+ $50

their deck, discard pile and even their WHAT’S IN


opponent’s hand to maximise their THE BOX?
fighting power. ◗ Four character
Victory isn’t just playing your cards decks (each with
right, though. In a decision that will a skill card and
no doubt turn off those players after 10 deck cards)
a purely card-based clash, Sorcerer’s ◗ Four lineage
decks (each with
battle phase uses dice to determine how
a skill card and
many hits are dished out on either side 20 deck cards)
of each battlefield. The unpredictability ◗ Four domain
of the dice is smartly mitigated by the decks (each with
common ability to gain reroll tokens that a skill card and
can be used to improve your own rolls 10 deck cards)
or hamper those of your opponent, with ◗ Blood Pool card
successful hits divided up into critical ◗ Four player boards
strikes divvied up by the attacker and ◗ Three London
battlefield boards
normal blows decided by the defender,
◗ Underground
allowing some control over how battlefield board
devastating a lucky roll ends up being. ◗ Seven battle dice
The addition of dice in itself isn’t a ◗ One energy die
problem – their integration with the card ◗ Seven wooden cubes
abilities feels natural and well judged ◗ Six red glass beads
orcerer’s simple, one-word together, forming both a personalised when it comes to fairness. But it is in the ◗ Six blue glass beads

S name is the unassuming top


hat from which it pulls an
endless stream of colourful scarves.
deck with distinctive gameplay effects
and a unique ‘avatar’ represented by a
cardboard standee who can lend their
battles that Sorcerer can begin to groan
under its own weight. Both players
having the chance to force rerolls, trigger
◗ Four avatar standees
◗ Three card dividers
◗ Foam block
◗ Three fate counters
Its lore brings together zombies, abilities to a battlefield each round. The abilities and activate each card in turn ◗ 69 damage/
vampires, hellish demons, Medusan decks can be selected specifically, drafted for up to three battlefields with eight omen counters
snakepeople, Lovecraftian cosmic spawn or randomised in a matter of seconds, minions apiece can lead to Sorcerer ◗ 49 arthropod/
and you-name-it in a battle for Victorian resulting both in a game that feels like slowing down during what should be flame counters
London. Its gameplay is similarly it has a significant amount of flexibility the most exciting part of the game. It’s
missing only the kitchen sink, as it out of the box (extra decks are available this bagginess that means the game can
mashes up card-battling, dice-chucking, as expansions) and the entertainment of take up to 90 minutes (or more) to play,
deckbuilding and even area control in a creating a custom character in the vein falling well outside the realm of being
smorgasbord of interlocking mechanics. of KeyForge’s algorithmically-generated a snappy half-hour duel – particularly
What’s so impressive about the whole decks, with the likes of Ariaspes the given the extra table space required.
thing is how satisfying and easy it is to Necromancer of the Screaming Coast In some ways, though, Sorcerer’s
get to grips with, even if its overstuffed and Miselda the Bloodlord of the excess is part of its charm. It’s a game TRY THIS IF
nature leaves a few baggy areas. Haunted Forest hammering home the to gorge upon, experimenting with the YOU LIKED…
Best of all, Sorcerer is tremendous fun game’s enjoyably over-the-top tone. glut of deck combinations available and MAGE WARS
from the off. At its centre is a Magic: The Seeing how your particular deck the surprisingly digestible gameplay ARENA
Gathering-style card-battler, as players holds up against your opponent’s – offered by its buffet of cards, dice, Sorcerer is another
generous mash-up
summon minions and cast spells to whether for the first or fortieth time boards and tokens. It runs a little
of card battles,
claim two of the three regions of London – is a delight. With three battlefields long, but it’s hard to regret those extra customisable
represented by boards in the middle to squabble over, the added layer of minutes spent in the company of a deckbuilding, dice
of the table. Like Magic, there’s a huge area control as minions hop between game that offers so much. rolling and board-
amount of joy to be found in assembling adjacent locations to lend their MATT JARVIS based action.
your personal deck, but Sorcerer cuts strength to allies or weaken enemies
out the anxiety and effort of learning gives Sorcerer’s combat a different,
specific card combinations and selecting dynamic feel to the direct head-to-
WE SAY
Its battle phase could be tighter,
every card individually by simplifying head confrontation of traditional but Sorcerer rewards the extra
each player’s 40-card ‘grimoire’ to three card-battlers. The interaction between time it requires with a tremendous
component parts: character, lineage cards on both sides of the table amps combination of gameplay elements
and domain. Each is represented by a this up, as abilities pop off left, right and and a world overflowing with deck
fixed list of 10 or 20 cards that combine centre (literally) and players dig through combinations to play around with.

tabletopgaming.co.uk 85
THE BEST GAMES OF 2019

DUNGEONS & DRAGONS:


GHOSTS OF SALTMARSH
Seafaring scenarios that won’t leave you salty
256 13+ £39

rom ghost ships and smugglers spot a few gaps here and there – even Even if you don’t use any of the

F to shark-people and kraken, this


seaborne supplement for D&D’s
fifth edition cheerfully plunders the
if they all lined up, the nature of RPG
parties means you’ll probably have to take
diversions into unmarked waters anyway.
adventures at all it may still be worth
picking up the book for its lengthy rules
on sea combat, sailing and battling
long list of nautical clichés to craft Fortunately, the designers have planned underwater beasties. These really add to
a half-dozen quests that – though well for this; there are plenty of tables, the windswept nautical feel of the tome;
they may not have the world-shaking maps and adventure hooks to lead you simply upgrading a ship until it sprouts
consequences or careful plotting of off the beaten path with comparatively countless ballistae and magical sails can
other campaigns – offer a pirate king’s little pain. Everywhere you look there are become the focus of an entire campaign.
hoard of swashbuckling excitement. diversions and missions to occupy a party The toolbox nature of the rules and
Rather than a central villain to for a few days or interesting NPCs for them adventures provides something new to
overthrow or dire threat to battle, the to befriend. The stage is set for political D&D; in many ways Ghosts of Saltmarsh
scattered adventures of Ghosts of Saltmarsh manoeuvring within the town of Saltmarsh, works best when it’s used to provide a
are linked by their connection to the sea or you could choose to ignore this in favour backbone to your own homebrewed
and the bustling port town of Saltmarsh. of more battles against pirate princes. campaign rather than as a completely
TRY THIS IF
YOU LIKED…
Each of them is chunky enough to last Importantly, the need for these self-contained unit. Most kitchen-table D&D –
at least a couple of sessions of fun and diversions only really begins to appear campaigns end up carving out their own WATERDEEP:
provide their own little arcs of excitement once the party have a few adventures stories anyway, and few pre-written DUNGEON
and explanation, whether that involves under their belt. Hopefully by that point adventures suit this quite as well as this one. OF THE
raiding a sinking ship or negotiating everybody should be more comfortable If you’re looking for something that will MAD MAGE
with marsh-dwelling lizard folk. with the idea of going off-script; it’s very constantly force the characters into action If you enjoyed the
Like 2017’s Tales from the Yawning unlikely that newer GMs will be forced to the more focused D&D campaigns may chance to peel
Portal, each of the individual quests is a pull together something entirely original. suit you better, but if you’re comfortable dungeons off from
Mad Mage you’ll love
reimagined take on a classic adventure Once you feel comfortable in the setting with letting the players stumble their way
doing it with Ghosts
from D&D’s history. Where its predecessor and the rules, there’s some truly impressive into dramatic finales this latest book will of Saltmarsh.
kept each of its dungeons neatly separated scope for expanding things how you see fit. set you on a course for many months of
from the others, Ghosts of Saltmarsh Of course, there’s nothing forcing you to smooth sailing.
puts some effort into working them into run Ghosts of Saltmarsh with a campaign RICHARD JANSENPARKES
a more-or-less functional campaign. in mind. Most of the adventures work
The slight hesitancy over this comes wonderfully as one-offs – though a trio of
WE SAY
from the fact that you probably won’t the earlier examples feature direct links that If your group has any interest in
be able to take the book as it is and run can be awkward to work around – and are seaborne adventures this is an
smoothly from the first page through to the kept generic enough that it’s the work of a easy buy, whether you run it as
final one. If you look at the recommended few minutes to slot them into any campaign a campaign on pinch adventures
levels of the individual adventures you’ll or quest that happens to head seaward. or ideas at your leisure.

86 The Best Games of 2019


SUMMONER’S ISLE conversely receive a bonus to
their energy – a neat mitigation
mechanic which prevents runaway-
Wyrms and trolls and sprites, oh my! leader syndrome. So summoning
Designer: Artist: energy needs to be carefully
40-60m 2-4 12+ £20
managed throughout.
The core of the game involves
placing and battling with those
creatures. There are the little
sprites, which are weak but low-
cost, and receive a defence bonus
if supported by their spritey pals,
who also grant a significant energy
bonus at each round’s close. There
are trolls, tough and versatile, able
to pull off three actions each during
their activation phase. And for each
faction there is a single wyrm: big,
strong and allowed to switch places
with adjacent allies at an energy
cost, to slither through to the
frontlines at the start of each turn.
With small territories and few
placement spots, it doesn’t take
long for any game, even two-player,
to become hotly contested – and
swiftly contested, too, as combat is
slickly resolved with a single die roll.
Each game plays quickly, meaning
its engaging intensity is maintained
throughout, and there are no
attention dips, with each round’s
phases arranged so there’s barely
odesty is too unappreciated WHAT’S IN areas to control. Like Risk it gives any downtime. There is a player turn

M a virtue in board games


these days. With Kickstarter
encouraging a ‘bigger boxes, better
THE BOX?
◗ Double-sided
game board
◗ Four wyrm tokens
you only three kinds of ‘troop’ to
deploy. Each player is a summoner,
contesting for supremacy of a single
order (always favouring whoever’s
lowest on energy), but the phases
are arranged by creature rather than
components, more miniatures’ island to prove their creature- by player: so everyone’s wyrms go
◗ 12 troll tokens
approach to game design (with, ◗ 36 sprite tokens conjuring worth. The first to earn 36 first, then everyone’s trolls, then
admittedly, some spectacular results), ◗ Four turn energy triumphs outright, although if everyone’s sprites.
it’s easy to overlook the value of a order counters the game reaches six or seven rounds It may not be to everyone’s
travel-friendly, small-box game that ◗ Four energy counters before that happens then the player tastes – especially those of us
won’t knacker your back lugging it ◗ Journey rune with the highest energy at the end who love plonking finely-wrought
to your next game night. And just ◗ Four six-sided of the final round is the winner in a minis on expansive boards – and
because a game is light, that doesn’t custom dice lesser sense. the board design might be a bit
have to mean it’s lightweight. ◗ Cloth token bag The tricky thing is you need too busy for some. But there’s an
◗ Eight rules
Summoner’s Isle, the debut title to spend that energy to put your undeniable appeal to the compact
summary cards
from independent designer Robbie creatures on the island, placing (and reasonably-priced) elegance
Munn, is one such game. It comes them on any available space when of Summoner’s Isle. It is a modest
with a compact, double-sized board, you do so – even in the middle of success, in all the best ways.
a selection of dinky cardboard tokens territory already dominated by DAN JOLIN
and a single custom die for each another player. Also, the further
player. Its rulebook is only a few along the energy track you are, the WE SAY
pages long, and most participants will greater energy penalty you have It’s fierce, fast and fits nicely
absorb how to play before the first to pay at the end of each round; into your carry-on luggage.
round is half over. Yet once you get while anyone lagging behind will Sometimes small is beautiful.
stuck in, you’ll find your mind racing
with all the tactical possibilities each TRY THIS IF YOU LIKED… ROOT
game presents. They’re very different games in terms of strategic weight, but if you’re
Like Root it is an area-control affair the kind of player who enjoys making animals fight over limited territory,
with a relatively limited number of Summoner’s Isle will certainly appeal as a lighter alternative.

tabletopgaming.co.uk 87
THE BEST GAMES OF 2019
nemesis, the Gentleman with the Thistle-
down Hair, gathers strength as cards are
drawn and periodically pops up every few
rounds, giving players the chance to defeat
him and bring the game to an immediate
end by surpassing his own magical might.
If they fail… nothing happens. The game
continues, the characters continue to tour
Europe and perform tricks, and the years
pass until the Gentleman returns again.
If he remains undefeated by the end of
the game, there’s little consequence; the
game just ends up being a little longer. It's
underwhelming in its fleeting execution,
and struggles to make the pursuit of
magicianship feel like anything more than
a thinly-veiled point-counting exercise.
The disappointing lack of atmosphere
and theme extends to the entire game.
While the gameplay is perfectly fine

JONATHAN STRANGE & as an hour of action selection, board


movement and cardplay, with interesting

MR. NORRELL: A BOARD decisions present in how those cards


are used, it never feels especially

GAME OF ENGLISH MAGIC magical. The Gentleman’s appearance


and spells drawn when feats of magic
Will the book-based game are completed allow for occasional
interludes to the core of moving, drawing
leave you under its spell? and discarding cards, but outside of
O’Toole’s outstanding dressing of the
60-80m 2-4 4+ £40 components Strange & Norrell largely
fails to engage with the promising setting
onathan Strange & Mr. Norrell: A WHAT’S IN The need for balance is reflected by the of its source material.

J Board Game of English Magic has a


lot of expectation to live up to. It’s
designed by two of the co-creators of the
THE BOX?
◗ 48 invitations
◗ 48 introductions
◗ 33 feats of magic
dual-use invitation and introduction
cards held by players, which can either
be spent at the matching locations
From another creative team, the game
would feel like a perfectly acceptable
adaptation of a popular book. The
thematically rich, mechanically complex around the board’s map of 1800s Europe fundamentals are there: the gameplay
Lord of the Rings adaptation War of the ◗ 24 spells to leverage more social opportunities or enjoyable enough to pass the time, the
◗ Six named
Ring. It’s illustrated by Ian O’Toole, the instead used to contribute the naturalistic lightness of theme elevated by exquisite
connexions
talented artist behind the sumptuous ◗ 18 books of magic elements required to cast spells. Actions presentation. From this particular line-up
visuals of Vinhos, Lisboa and The Gallerist. ◗ 12 cards of Marseilles selected at the outset of each turn, which of tabletop talent, however, it’s hard to
Its source material is Susanna Clarke’s ◗ Four magician pieces can’t be repeated until all tokens are shake the sense of a missed opportunity.
dense Hugo Award-winning, Man Booker ◗ 44 wooden discs recovered, help dictate which elements What could have been something
Prize-longlisted, adapted-for-TV bestseller ◗ Fairy disc can be used, making maximising your extraordinary is simply conventional.
crammed with erudite homages to classic ◗ Year token conjuring during each round vital. This MATT JARVIS
literature and a spectacularly realised ◗ Map of Europe increases the characters’ magicianship,
vision of an alternative 19th-century and London the trait that will define their standing by WE SAY
◗ Four magician boards Jonathan Strange & Mr. Norrell doesn’t
Britain where magic is real, but forgotten. the end of the game. Social prestige may
◗ 78 spell element quite live up to the lofty expectations set
Given the combined cachet of its tokens not put Strange, Norrell, Miss Redruth
creators, maybe the board game was always or John Segundus on top alone, but by its creators – that doesn’t mean it’s a
bad game. The balancing of social standing
going to face an insurmountable challenge attending the right balls and shaking the
and magical power is cleverly reflected
of anticipation. Whatever the reason, it’s right hands enables the characters to gain in the dual-use cards, and presents
hard not to feel that Jonathan Strange & Mr. companions who make their ascent to plenty of interesting decisions to mull
Norrell is a little less than the sum of its parts. magical mastery that much easier. over. Plus, it looks astonishing. It doesn’t
That’s certainly not to say it lacks craft. When the end of the game might come quite feel as magical as it should, though,
Marco Maggi and Francesco Nepitello’s is unclear. Strange and Norrell’s arch leaving a feeling of unfulfilled potential.
svelte gameplay – War of the Ring fans may
be in for a shock at the length of both the TRY THIS IF YOU LIKED… PANDEMIC
game and its rulebook – smartly seesaws Travelling around a map playing your cards carefully sits at the centre of both
between the characters’ pursuit of social of these games, though the competitive and co-op titles are different enough
standing and their efforts to revive magic. to sit side-by-side.

88 The Best Games of 2019


INUIT: THE SNOW FOLK
Do you intuit it’s Inuit in it innit?
45m 2-4 13+ £40

There isn’t much opportunity for


player interaction, at least in the basic
game, apart from taking Great White
cards you know other players want.
But that helps things rattle along at
speed, and the ever-changing mix of
the available cards prevents too much
strategising in advance. When your
turn comes, there will probably only
be one or two things you’ll want to do.
It’s interesting, but not deep.
The expansions – although if they
come in the box they’re not really
expansions, more like optional
components – add conflict between
the villages, legendary characters,
great game and seasons. There’s
nothing radical here; most of the
extra cards amount to little more
than higher victory points, and
the addition of seasons is fine but
doesn’t change enough. If I’d paid
for either as an actual expansion, I’d
have been disappointed.
fter the furore over Manitoba last At its icy core Inuit is a simple It’s not great with two players,

A year, and its crass inaccuracies


about native American tribes,
the makers of Inuit must have known
engine-builder, where your engine
is one of four villages: Crow, Raven,
Owl or Puffin. Each turn you activate
and suffers a little from the
runaway-winner problem and its
opposite; once you drop behind
their game would be examined with one group of your villagers to gather – and all that takes is a couple of
a fine walrus-ivory comb. Inuit’s something from the Great White, the rounds where other people are
rulebook opens with a statement on the pool of face-up cards in the middle. adding villagers and you aren’t –
importance of respecting the history Whalers gather whales, bear hunters catching up is very hard.
and traditions of actual cultures, and WHAT’S IN bring back polar bears and so on. There’s much to admire in Inuit:
lists three Inuit consultants in the THE BOX? Shamans find rites and spirits which it’s fast to teach and play, evocative,
credits. Board & Dice has taken care to ◗ Four village boards give you one-off abilities or special has clever touches, looks great, and
◗ 117 base
get this one right. Which, given that it’s a scoring conditions; scouts add extra its attention to cultural detail is
game cards
re-theme of 2017’s Natives, which got it ◗ 46 optional cards to the Great White, and elders, admirable. On the downside: forty
wrong, is definitely a good thing. module cards crucially, find more Inuit to add to quid. At half that price, without the
I don’t think anyone’s going to ◗ Scoring pad your village. expansions, I’d be raving about this as
be complaining about issues of The more villagers you have a modern gateway game. As it is, it’s
representation in Inuit, because in a group, the more cards they definitely worth a play, but play before
they’ll be too busy complaining that can gather. But they may be from you buy.
this is £40 for a mostly empty box with different villages, which means JAMES WALLIS
only 160 cards and four long, thin they’ll work for you but their final
boards. Aerion (reviewed on page 75) victory points go elsewhere. If it
WE SAY
has 133 cards, plus dice and tokens in wasn’t clear, the player with the Inuit does a lot of things right and
a smaller box, and is nearly half the most victory points (from hunted has atmosphere in spades, so it’s
price. Plus Aerion has six expansions animals, rites, spirits, weapons and a shame it’s priced itself out of an
included; Inuit has two. villagers) when the Polar Nightfall area of the market where it could
Price doesn’t just reflect arrives wins. have shone like the midnight sun.
components, of course – it’s also
about the quality of the experience TRY THIS IF YOU LIKED… SPLENDOR
and its longevity. Does Inuit’s style of Inuit puts a different spin on simple engine-building, and both games are quick
play justify an inflated price tag? to learn and have rich, evocative art.

tabletopgaming.co.uk 89
THE BEST GAMES OF 2019

BATTLE RAVENS
Become Vi-king of the hill in this battle of wits and luck
45-60m 2 14+ £35

n contrast to how it’s usually ravens, tokens that serve as action opponent’s moves and play a delicate

I portrayed in pop culture, a lot


of Viking Age conflict was less a
screaming charge of axe-swinging
points to be used on each square the
player holds. (Rather morbidly, the
in-game justification being that where
game of risk and reward. Do you
dedicate all your tokens to a few key
squares, or try and distribute them
maniacs and more a deadlier version the fighting is thickest, the hungry evenly? Use too many tokens to attack
of a rugby scrum. Such warfare ravens swoop in to feast on the fallen.) and you may be left with too few to
involved two sides in tight formation Each token can be spent performing subsequently defend yourself. Play
pushing at one another behind a wall one of three actions – attacking, too conservatively and a few bad dice WHAT’S IN
of shields, taking thrusts with swords blocking or moving units to an rolls may find you on the losing end THE BOX?
◗ Game board
and spears when the opportunity adjacent square. The former two are of a war of attrition. With so many
◗ Two Anglo-Saxon
arose. It was grinding, it was slow and done by means of a dice roll (one dice variable factors, the real meat of the army punchboards
it was bloody. Inspired by these brutal per token spent), with sixes scoring game comes down to knowing how ◗ Two Norse army
melees, Battle Ravens pits two players two hits (or blocks), fives or fours one, and when to use the resources at your punchboards
against one another as they struggle and threes or less a failure. Players disposal each turn. ◗ Nine dice
to slaughter each other’s army of spend the beginning of a turn placing In truth, it’s hard to find any real ◗ 20 tactics cards
cardboard Norse and Anglo-Saxons. their tokens in alternating sequence, faults with Battle Ravens, although there ◗ 78 plastic stands
At its core, the game is essentially one then proceed by activating each were a few times when it felt like there
of resource allocation and probability square in an order of their choice, was a slight second-player advantage.
values. Each square of the game board again one after the other. A turn is Because of its short length, players are
represents one segment of the player’s completed when all tokens have been kept on their toes throughout and each
battle line, and is filled with a mixture of expended. These – along with thralls dice roll carries a real degree of weight
warriors split between hirdmen – who – are then restocked and the next – a good thing too, given how much of
take two hits to remove – and bondi, turn begins. Each army comes with it players will be doing. The gameplay
who only take one. Each player also a small deck of faction-specific cards reflects the theme well and at no point
has access to three stands of thralls; that confer bonuses, another strategic did the latter feel like superfluous visual
support units who don’t count as part element that also helps to give some dressing over the mechanics. Battle
of the battle line but can be spent to individual flavour to each force. Ravens is a solid title that will appeal
reroll attack dice. In order to claim On paper, the rules system appears regardless of whether you’re a Dark Age
victory, players need to wrest three so simple as to lack room for much history buff or not.
squares from their opponent’s side by strategy. This couldn’t be further from JAMES WINSPEAR
eliminating all enemy warrior stands the truth, and Battle Ravens manages
within each and occupying them with to achieve that coveted sweet spot of WE SAY
their own troops instead. a ruleset that’s straightforward and A characterful game of historical
Winning is a matter of skill, easy to learn whilst also providing warfare, Battle Ravens offers an
planning and luck. Each player is a great amount of tactical depth. engaging, tactical experience that’s
allocated a number of the titular battle Players constantly have to guess their deep but doesn’t outstay its welcome.

TRY THIS IF
YOU LIKED…
WAR CHEST
Like Battle Ravens,
War Chest presents
a game of strategic
combat where
players have to
combine luck,
skill and resource
management.

90 The Best Games of 2019


WHAT’S IN
THE BOX?
◗ Central board
◗ Four adventurer
miniatures
◗ King of Skulls miniature
◗ Four player boards
◗ 40 food tokens
◗ 30 token shards
◗ 32 usage cubes
◗ Eight health/
fame markers
◗ Four king tokens
◗ 48 encounter cards

HAND OF FATE: ORDEALS ◗ 32 minion cards


◗ 20 curse cards
◗ 18 pain cards
The deckbuilder gets another twist ◗ 14 relic cards
◗ 12 royalty cards
in this dark fantasy adventure ◗ 157 dealer’s cards
◗ 12 quest cards
90m 1-4 14+ £50 ◗ 12 quest
reward cards
ince Donald X. Vaccarino invented Australian designer Michael ‘Barantas’ unique abilities, these are limited and ◗ Four curse tokens

S the deckbuilder with Dominion,


the genre’s become rather hard to
avoid. Not that anyone should be trying
McIntyre combines these elements deftly,
with encounter cards arranged facedown
for miniatures to land on and turn to
utterly absent from the competitive base
game, denying the characters any sense
of individuality beyond the art on their
◗ Time marker

to avoid it – it's a versatile and satisfying reveal events, both good and bad. This boards and the shape of their minis. The
core mechanic that makes for great game makes the game reminiscent of Tristan main game also swiftly turns samey, with
escalation and tactical variation. It also Hall’s Gloom of Kilforth albeit on a smaller the same encounters coming up during
slots well into other genres. Wizards of scale, and with the encounters reset for repeated plays. Co-op mode should
the Coast hybridised it with area control each of the three boss levels. mitigate this somewhat, but the rulebook
to pleasing effect for Tyrants of the The deckbuilding feeds into this includes only one measly three-scenario
Underdark, while last year Andrew Parks through cards which provide food, which adventure, with further campaigns rather
smartly bolted it onto dungeon-crawling is the fuel for moving around the board, cynically held back for expansions.
and team skirmishing with Dungeon but also help in combat situations where Still, we have no complaints about how
Alliance. Now we have the rather you need to keep pushing on against it all looks. Thanks to artist Jessie Gillespie
gloomily-titled Hand of Fate: Ordeals, numerous or powerful foes. Some cards (who provided the illustrations for the
a handsome-looking video game provide 'effort', which is spent to pick video game original) and the ubiquitous TRY THIS IF
adaptation that combines deckbuilding up new, more powerful cards, while Ian O’Toole, the game has a magnificent
YOU LIKED…
GLOOM OF
with exploration-based adventure. others still provide equipment, which table presence, with a vast, wood-and- KILFORTH
Each player chooses one of four goes straight onto a player-board tableau burgundy central board, woodcut-style Tristan Hall’s fantasy
characters, who have been magically rather than into your discard pile, for art on the cards and a wealth of sturdy quest game doesn’t
sucked into a deadly metagame and extra, stacked-up benefits. tokens. If nothing else, Hand of Fate involve deckbuilding,
stripped of all their memories, skills One of the most pleasing elements is could lay claim to being the best-looking but it shares a
and equipment. They must explore and the combat. Here, attack cards and cards deckbuilder yet. similarly doomy
compete in a randomised, three-tiered from your deck are bound to a weapon DAN JOLIN atmosphere with
mini-world to build their strength back (at the cost of some effort) and their Hand of Fate, as
up and defeat a trio of bosses: a Jack, a accumulated points spent to fell foes. The WE SAY well its card-based
Though it lacks properly implemented exploration element.
Queen and a fearsome King. The hero danger being, you have to draw a certain
variable player powers and is stingy
with the most fame at the end triumphs number of cards blind, adding a frisson of with its campaign mode, there’s a lot
– unless you’re playing the co-op (or risk to each scrap. to like here. Not least its impressive
solo) variation, in which case a mini It’s all rather neat, but Hand of Fate appearance, and the slick way it
‘campaign’ is included for your group does have its flaws. While the co- enables you to empower your questing
to attempt. operative mode gives each character characters through deckbuilding.

tabletopgaming.co.uk 91
THE BEST GAMES OF 2019
track so they score more victory
points when the game ends.
At the same time, a bit of strategic
thinking goes into choosing exactly
when to pick up the rare brown
tiles and readjust the scoring board
without giving away too much of your
plan to your opponents. Push your
best animal up the rankings too soon
and players will know to lower it the
next time they have the opportunity.
Getting the last brown tile becomes
incredibly important – it signifies
the end of the game but is also
the last chance to affect
the scoreboard.
There is only
one nitpick
that can be
aimed at Bumúntú.
Although there are ten
different animal tile types, all with
their own special movement rules,
most of them feel quite samey.
Despite that, gameplay never feels
boring or repetitive. If the game
only focused on collecting animal
tiles, the lack of movement variety
may have been more pronounced,
but with the dynamic scoring in
place there is enough to do and
pay attention to every turn. While

BUMÚNTÚ the movement options are similar,


they are flexible at the same time,
providing players with meaningful
Gawj of the Jungle options every turn. Only towards the
end of the game, when the board
30m 2-5 8+ £39 becomes much less populated with
tiles, does the movement become
umúntú is a game that knows WHAT’S IN anyone else in their way. When a slightly more restrictive.

B exactly what it is and as such


polishes every last precious
inch. Lovers of chunky tiles will rejoice
THE BOX?
◗ Jungle board
◗ 80 animal tiles
◗ Five tribal
player uses a tile’s special movement,
they collect that tile and place it
behind their screen – if they cannot or
Bumúntú may look unassuming,
or even simplistic, but it is far from it.
Focusing only on two main concepts
with what this set-collector has to offer. do not want to perform a special move – set collection and dynamic scoring
leader pawns
From the colourful and playful design for any reason, they can still move one – ensures that both elements are well
◗ Animal favour board
of its African animal tiles down to the ◗ 10 animal favour space, but without collecting the tile. designed throughout, making the
practical player screens with clear markers The most interesting part of game a real treat to play.
iconography, Bumúntú makes sure ◗ 32 food chips Bumúntú’s gameplay is how the ALEX SONECHKINA
that no part, no matter how small or ◗ Five player shields collected tiles score at the end of the
important, is of subpar quality. game. The scoring board is always
The care with which Bumúntú shifting and changing as the game WE SAY
At a cursory glance, Bumúntú may
presents itself translates to its progresses. The players have a chance
seem too simple in looks and play.
gameplay. Players place their leader to adjust the victory point value of Yet by focusing on the essentials
meeples on a randomised ‘jungle’ a certain animal if they pick up any and ensuring that every part of
of tiles, which each animal has its brown tile. So if you have collected a the experience holds up to a high
own way of traversing. For example, lot of black mambas, it would make standard of quality, it quickly becomes
flamingos can fly up in the air sense to move those higher on the a game of few flaws and a lot of fun.
and land on the same type of tile
anywhere on the board, whereas with TRY THIS IF YOU LIKED… AZUL
a rhinoceros tile, players charge to If you loved Azul’s beautiful bright tiles and deep strategy, Bumúntú’s chunky
the end of the board, pushing aside tiles and newcomer-friendly gameplay will be equally enjoyable.

92 The Best Games of 2019


WARHAMMER FANTASY ROLEPLAY:
ROUGH NIGHTS & HARD DAYS
Capers and carnage in the world of Warhammer
95 13+ £24

ou may When things flow smoothly, broad strokes, the deluge of side-plots

Y not think
that the
tangled plotlines
however, the mishmashed plots
and activities filling the room create
a wonderful feeling of vitality.
and distractions starts feeling rather
familiar once you’ve been through a
couple of them.
TRY THIS IF
YOU LIKED…
LEGEND OF
and noble The intentionally messy nature Again, this is an issue that can be THE FIVE
dramas of Shakespearean comedy proceedings create the illusion of a side-stepped with a bit of confidence and RINGS RPG
would fit in with the blood-soaked living, breathing world where people gusto from the GM. Nothing specifies Though their tone
darkness of the Warhammer Fantasy are always scheming and acting on that the adventures need to take place couldn’t be further
apart, the courtly
RPG, but Rough Nights & Hard Days their own, regardless of whether the directly after one another and the lengthy
dramas of L5R are
somehow manages to pull it off, players pay attention to them or not. gaps between engagements can take strangely similar
blending drunken barons, masked In order to help you keep track of the form of more straightforward palate to those in Rough
lovers and murderous rat-men into events the bulk of every adventure is cleansers drawn from other sources. Nights & Hard Days.
a series of enjoyable – if slightly broken up into short, time-stamped Rough Nights & Hard Days is a Though with fewer
messy – adventures. paragraphs that tell you what happens solid recommendation for any WFRP samurai and many
The first campaign of WFRP’s throughout the day. This does an fans looking to mix up their games more rat-men.
fourth edition, the book is divided admirable job of providing a rather or launch an interesting campaign. It
up into five adventures that can solid script to plan around, but it does can be daunting at times, and players
theoretically be plundered for all come across as rather prescriptive. looking for simple punch-ups and
one-off quests but slot together Confident and experienced GMs will battles may get frustrated with the
into a cohesive whole. What starts probably be happy to take them as the complex plots and scheming getting
off as a chance meeting with a suggestions that they truly represent, in the way of their fun, but when
noblewoman’s retinue in a roadside but if you’re new it can be incredibly it works well it can kick off some
tavern pulls the party into a series of daunting if – or, more likely, when wonderful roleplaying.
parties, weddings and formal duels, – the players' actions throw things RICHARD JANSENPARKES
every one of which is interrupted by wildly off course.
up to a half-dozen side-plots that all Even with these reservations
compete for the spotlight. factored in, the adventures are
WE SAY
A slice of high-society farce mixed
The opening adventure, for still incredibly fun and well-worth with Warhammer Fantasy’s ink-black
example, has a main thread a look from any WFRP group. humour and bloodlust that isn’t the
revolving around a fateful run-in However, the decision of whether simplest campaign out there, but
with the party’s future employer to use the book as a campaign or a is among the most entertaining.
and the murder of her champion handful of isolated adventures is an
fighter. At the same time, however, unexpectedly tricky one.
the noblewoman’s lawyer is If you just looked at the plot and the
quarrelling with some villainous old events that drive it forward, it seems
companions, a local noble is facing pretty clear that you could run the
the consequences of his philandering entire thing from end-to-end without
ways and a band of smugglers are too much difficulty. This makes things
running into difficulties with their easy for the GM and allows them to
unwilling cargo. Oh, and a charming get the most out of the themes and
pickpocket is running about the characters that punctuate the entire
place, stealing whatever he can and collection – so why would you ever
generally being a distraction. choose to split them up?
If that sounds like a lot of plates The biggest issue is one of
to keep in the air, that’s because it is. repetition. This seems like an odd
Each of these threads could probably complaint for a book so stuffed
be spun out into their own adventure with ideas and imagination, but
without too much difficulty, and the problem isn’t with the content
keeping track of who’s doing what of the various adventures so much
and where everything is requires a as their tone. Every one of them
solid amount of both preparation and follows the same rough structure
improvisation on the GM’s side. and, despite their differences in the

tabletopgaming.co.uk 93
THE BEST GAMES OF 2019

VEJEN rewards for players who can amass them


You’re gonna need a bigger oxcart in the greatest quantities.
1-2h 2-4 12+ €55 It makes for thoughtful fun. But
while Vejen is an economic Eurogame
ever let it be said that judicious forward-thinking, you might to its very core, its turn structure sees

N American games have a


monopoly on drama. Where
countless US releases offer players
be able to buy low and sell high, turning
a tidy profit. But there’s also the risk that
you’ll invest in resources only for the
players alternate taking a single action
at a time. It means that play progresses
fairly quickly, with rivals trying to chain
the chance to pilot starships or battle financial markets to turn against you, together individual actions for the
their way through monster-infested leaving you with the bitter prospect of greatest cumulative effect.
dungeons, new Eurogame Vejen making a loss on a trade. There are a couple of potential flat
lets you and your friends… buy and There are a handful of things you can points. The values of currencies change
sell goods in the Middle Ages while do to turn events in your favour. Trading randomly, and if the cards decree that
plodding around on ox-drawn carts. goods between far-flung cities lets you they don’t move much throughout the
It’s not a prospect that immediately charge higher prices than shuffling game, it feels a touch anticlimactic.
gets your blood pumping, but beneath WHAT’S IN between more closely-located ones, with There’s also a lot of iconography to get
this docile facade lies a game full of THE BOX? the promise of exotic goods encouraging your head around. But Vejen combines
careful planning, economic wrangling ◗ Six city boards customers to pay more. Upgrading your a respectable cerebral challenge
and reacting to changing circumstances. ◗ 150 building tiles cart allows you to travel further on your with a level of complexity that isn’t
You’ll start from modest means, with ◗ 85 goods tokens turn, seeking out places where your wares too intimidating for folks new to the
◗ 65 coin tokens
just a handful of coins and some big will fetch the highest price. Investing in a heavier side of the hobby.
◗ Scoring pad
ambitions – and an ox. Over the course sailing ship lets you skip between ports, OWEN DUFFY
of 12 rounds you’ll travel between avoiding slow overland routes. Building
the towns of Denmark and Germany, mills means you can convert basic items
buying fish and grain in some locations, into more lucrative manufactured goods. WE SAY
selling iron and lumber in others, The result is that each round If Vejen’s bone-dry theme doesn’t
immediately discourage you, you’re
setting up a network of storehouses and hopefully sees you becoming wealthier
probably the type of player who might
attempting to save up enough to bling and more powerful. You’ll also navigate enjoy it. Its fluctuating currency
out your cart with sturdier wheels or a series of random events, with storms system sometimes fails to fire in
some extra storage space. impeding sea travel, plague cutting off interesting ways, but it rewards long-
While it might sound simple, though, your passage through cities or spikes term planning while forcing players
life as a wandering trader is far from in demand for certain goods providing to adapt to unpredictable events.
easy. As you criss-cross the border
between the two countries, you’ll deal TRY THIS IF YOU LIKED… CAPTAINS OF THE GULF
in two currencies – Danish kroner and Its theme and core mechanisms might be very different, but the process of
German thaler. Their values fluctuate upgrading your cart feels a lot like improving your vessel in the shrimping boat
as you play, meaning that with some strategy game.

94 The Best Games of 2019


THE BEST GAMES OF 2019

STAR WARS: OUTER RIM


A hive of fun and villainy
2-3h 1-4 14+ £63

uter Rim is a game that begins objectives. Having Lando zoom between the narrative, and not quite enough story

O with the same bravado and energy


as John Williams’ opening fanfare
to the Star Wars films. It throws you
planets in Slave I accompanied by Greedo
is as fun as it sounds.
With the surprisingly tight gameplay
offering to justify its fairly rudimentary
base gameplay, Outer Rim ends up an
experience lost in the middle-ground. In
WHAT’S IN
THE BOX?
◗ 12 ship sheets
into the galaxy far, far away as a rogue loop (Rebellion this ain’t) essentially a shorter game, these weaknesses may ◗ Four player boards
ready to make their name echo down boiling down to a case of picking not have felt as noticeable, but here the ◗ 16 reputation tokens
the generations by doing all manner of something up from one planet and overly-long running time leads to things ◗ 22 contact tokens
questionable side job, from smuggling delivering it to another, Outer Rim tries to feeling more and more stretched – and all ◗ 16 patrol tokens
illegal goods to capturing or even killing sustain its momentum on the fun of being but ensures a sense of having seen nearly ◗ Eight character
targets – all for the right price. part of the Star Wars universe. Jobs and everything after only a few full plays. standees
The roleplaying-lite arc of the game encounters can lead to simple branching These lows are particularly ◗ 40 damage tokens
is harder to resist than a Jedi mind trick. events resolved by straightforward dice disappointing because the highs are ◗ 60 credit tokens
◗ 70 encounter cards
Han, Lando, Jyn Erso and other familiar rolls, with equipment and skills modifying so high – that first hour of building up
◗ 70 market cards
faces are here, but they’ve largely been the chance of success. You might be your remixed character and turning in ◗ 53 databank cards
stripped of their established place in the attacking a Rebel base, taking part in a bounties and goods to bump up your ◗ Eight character cards
canon, starting out with little more than high-stakes game of sabaac or dogfighting ship, equipment and crew might well ◗ Four reference cards
their particular set of skills, the starship with one of the patrols chasing you across be among the best tabletop Star Wars ◗ 12 goal tokens
equivalent of a battered Ford Cortina the galaxy; either way, you’ll be rolling. experiences going. But as the hours ◗ Two map endcaps
and a handful of credits. It’s up to you to Even succumbing in ship or ground wear on and that momentum slows, ◗ 10 AI cards
take them on a romp across the game’s combat doesn’t have much of a penalty what were exciting exploits increasingly ◗ Six dice
eye-catching crescent of a map board, – a relatively small fee and the inability to begin to feel like repetitive busywork. ◗ Six map tiles
zooming from planet to planet to acquire move on your next turn. It’s all quite light, Future expansions may give Outer Rim
jobs and bounties and build up your fame but it works because the dollops of story the full depth of immersion in the Star
– Outer Rim’s literally winning trait. and narrative on each card pin it all back Wars universe that this promising but
The sandbox nature of Outer Rim to the game’s draw factor: Star Wars. unfulfilled game deserves. Until then, it’s TRY THIS IF
allows for a joyous remixing of Star Wars At least, it works for a while. Outer fun enough to still be worth experiencing YOU LIKED…
lore as you see fit. Han Solo can become Rim’s glaring issue is that for a sandbox at least one – but don’t be surprised XIA: LEGENDS
a bloodthirsty assassin, Boba Fett a keen game, the sandbox feels extremely when it ends up sitting in the cupboard OF A DRIFT
merchant of goods. Character goals shallow. There’s a healthy supply of until it has a bit more to offer.
SYSTEM
Outer Rim uses
– which grant money, fame and new cards in the box, but given the number MATT JARVIS the might of the
abilities – gently nudge you in a particular of different decks, you’ll cycle through Star Wars universe
direction, but aren’t so restrictive that the lot soon enough. Some events can WE SAY to help ground
you feel railroaded. Characters met play out in a variety of different ways, Outer Rim has a brilliant premise, a its open galaxy –
via encounter cards on planets or by but many of the contacts and jobs slick set of rules and a ridiculously making it a familiar
fun first hour. What it lacks is the counterpart to the
interacting with contacts (who can also will be identical in every playthrough,
depth of gameplay and story to fully sci-fi sandbox game.
be the target of hits, sparking a hunt to which begins to wear away the feeling sustain that excitement across
capture or eliminate them) have the of open-endedness that the rest of the its lengthy running time. With the
chance to join your crew, while the ships gameplay allows. right expansions, it could be a real
for sale through markets can turn into With not quite enough gameplay Star Wars gem – until then, it can’t
named vessels by achieving the right depth to paper over the thinner parts of quite fully deliver on the promise.

96 The Best Games of 2019


CONQUEST: THE LAST
ARGUMENT OF KINGS
Marching onto new lands with only a few missteps
2h 2 12+ £75

WHAT’S IN
ne of the great strengths of Combat is further sped up by the Beyond the mechanics, however, THE BOX?

O Conquest is its aesthetic.


With a visual style equal
parts Renaissance artwork and Dark
morale system, which requires players
to roll for additional casualties after
a regiment loses units. It certainly
the core box itself is somewhat anemic;
each side feels more like a taster force
than a fully-fledged army. Though most
◗ 69 miniatures
◗ 12 dice
◗ Eight command cards
◗ 20 secondary
Souls, filled with ornamental armour makes for a quick game overall, but wargames do this to compel players to
objective cards
and masked monstrosities, it’s clear can feel a bit punitive at times. invest in the game, it feels particularly ◗ Six thematic
that its creators – including former The real gameplay standouts are noticeable here. The dearth of regiments objective markers
Warhammer 40,000 and Lords of the Conquest’s two signature features. may also be down to the purely physical
Rings Strategy Battle Game designer The first is the way deployment works. consideration of how many sprues can be
Alessio Cavatore, who handled Instead of setting up armies at the fitted into the box. The figures are 38mm
Conquest's ruleset – have spared no beginning of the game, players roll in scale – a size that few if any other games
expense in creating a setting suitably each turn to see what class of unit (split use – and compared to regular 28mm
grimdark for their new wargame. between light, medium and heavy) will miniatures even a baseline Conquest
The miniatures action itself is of the arrive. Light regiments show up earlier human is virtually ogre-sized. It’s a very
rank-and-file variety, using regiments in the battle, with medium and heavy disappointing move as it severely curtails
comprised of square-based figures with units entering the fray later on. It’s a much of the interchangeability that is the
detailed rules for movement, reforming clever system that prevents games from lifeblood of wargaming; most gamers’
and attacks on the front, side or rear flanks. becoming stodgy ‘line-up-and-fight’ scenery will be the wrong scale and there’s
Combat is a quick, bloody affair; affairs, made more nuanced by the little chance of using the miniatures as
unlike other wargames where players addition of a battle line, which allows a proxies for anything else, despite the
roll to hit, then wound, attacking units player to bring in units from the sides fact that the core box’s human faction
simply roll once to determine whether of the table as their forces gain ground. are essentially just medieval soldiers.
a blow has been landed. Comparative The other major feature is Conquest’s Overall, Conquest hits more marks
modifiers (the attacker’s strength card-based activation system. Players than it misses, and is worth a look if
versus the defender’s toughness value have a stack of command cards, with you’re interested in seeing a new take
or suchlike) have been completely each corresponding to a given unit. A on fantasy mass-battle systems.
eschewed in favour of a simpler method turn alternates between players as they JAMES WINSPEAR
of having a base armour save value. activate each unit, which they do by
Special rules are layered over this playing its card. The twist is that players
system of rolling to hit, rolling to have to arrange their command stack WE SAY
save; depending on the type of blow at the beginning of a turn, locking them A game with a unique aesthetic,
Conquest introduces some interesting
inflicted, the defending unit may suffer into a sequence of play regardless of their
mechanics to the rank-and-file TRY THIS IF
a negative penalty to their armour opponent’s moves. Much of Conquest’s wargame system, but is let down
value or have to re-roll successful saves. appeal comes from working out what
YOU LIKED…
slightly by the miniatures themselves. RUNEWARS
It’s a simple system that saves time by order to activate your regiments in, an MINIATURES
not forcing players to continuously element of forethought and planning GAME
resort to comparison charts. that adds to the tactical depth. Though less
visually unique
than Conquest,
Runewars offers
fans of regimented
fantasy wargames
another system
with which to sate
their bloodlust.

tabletopgaming.co.uk 97
THE BEST GAMES OF 2019
each on the outer), each player takes
turns to place one of their pawns on
an unoccupied shore. From here they
can trace a straight line in two different
directions: one way will take three
hexes, the other four, before you
hit the opposite shore. They then
choose a number between one and
six and pick up every die which shows
that number along that line – no matter
what colour it is. Of these dice, as many
as possible should be placed on any free
matching colour slots on that player’s
jar cards. Any that can’t be placed are
passed to the next player (on the left
if it’s the first half of the game, on the
right if it’s the second). This player may
take one and place it on their card, then
continue passing the dice around, with
each player doing the same until no
more dice can be placed. Then it’s the
next player’s turn, and play continues
until all the shores (of which there are
12) are taken, in which case the second
half kicks off, or the game ends.
There is no attacking in Noctiluca.
Smart players will choose numbers that
yield nothing for their fellow divers, while
the harshest move you can pull is taking
a new jar card from the face-up piles on
offer that you know another player might

NOCTILUCA need. After all, each player has a secret


favoured noctiluca that will earn them
bonus points, and as there are only four
Shem Phillips goes from raiding the North Sea to nicking kinds of the single-celled blighters it’s
little glowy things from jungle pools quite easy to figure out which ones your
opponents are aiming for.
30m 2-4 8+ £30 It is a mellow Euro through and
through, ideally positioned as a family
ew Zealand-based designer WHAT’S IN It is a swift, smooth game of two experience or a gateway to the hobby,

N Shem Phillips is best


known for his eye-catching,
historical-themed games, like his
THE BOX?
◗ Double-sided
game board
◗ 12 pawns
halves, where the pool-representing
board is refilled after the first bout of
diving and play switches from clockwise
and it comes with a decent one-player
mode, too, if you ever fancy a solo
swim. There might not be enough
North Sea and West Kingdom trilogies. to counterclockwise (a change which to it for some players’ tastes – and
◗ 104 noctilua dice
But Noctiluca reveals a different side has significant tactical relevance). colourblind players will find it tough –
◗ Black die
to Phillips – a gentler, quieter side. ◗ 30 jar cards The strategy is bubble-light and its but if you don’t mind your games being
The theme casts players as jungle ◗ 30 point tokens rules can be explained in a couple of a quick dip rather than a deep dive,
divers who travel to remote pools ◗ Four favourite cards minutes. But it is a compelling and Noctiluca is well worth the plunge.
and compete to fill jars with tiny, ◗ First Player marker absorbing game, from artist Bree DAN JOLIN
bioluminescent creatures called Lindsoe’s attractive designs (each
noctiluca scintillans that light up of these wee dinoflagellates looking
the warm waters like a Christmas like a particularly cute Pokémon) to WE SAY
A smooth, gentle and colourful
tree whenever the sun falls and the Phillips’ knack for making a simple light-strategy dice-drafting game
temperature’s right. However, this little mechanism go a long way. that lives up to Phillips’ reputation
idyllic, exotic theme is thinly – and After the board is ‘seeded’ with for smart, attractive design – even
pleasingly – veiled over a nifty abstract randomly-placed dice (four each on if it’s a world away from his North
game where each variety of noctiluca is the pool’s inner circle of hexes, five Sea and West Kingdom titles.
represented by Sagrada-like gem dice
of a particular colour, which players TRY THIS IF YOU LIKED… SAGRADA
harvest and place on cards in specific Both games feature pretty dice that have to be drafted and placed in
configurations to earn points. particular ways, though Noctiluca is by far the simpler and quicker of the two.

98 The Best Games of 2019


CITY OF MIST
Legends and lies in the big City
TRY THIS IF
497 13+ £40 YOU LIKED…
MONSTER OF
ome games are defined by The Christmas Carol or the dreamtime with the game requires the entire table THE WEEK

S their mechanics or their


playstyle, others by the worlds
they seek to recreate. By far and
myths of Aboriginal Australians and
everything in-between.
Many systems would crack under
to commit a glossary of new concepts
to mind. In more conventional RPGs
this would be considered pretty
Both games use
the same core
mechanics and
monster-hunting
away the most enticing aspect of the weight of trying to balance all standard stuff not worth mentioning, concept, but City of
City of Mist is its tone – a fantastical the powers and abilities these bring but for a game that focuses so heavily Mist amps up the
spin on noir laid out in purple and to the table, but City of Mist handles on the storytelling side of things it’s an drama and danger.
black, bright neon and crackling it by pretty much ignoring numbers unusually high hurdle.
parchment. It’s a game for diehard entirely. Characters don’t get stats Minor irritations like this, however,
story-lovers and storytellers – and or attributes to fiddle with; instead may be the price we need to pay for
though it’s not the cleanest gaming everything from their magical something as inventive as City of Mist.
experience out there, it has the invulnerability to the car they drive The concept is a beautiful blend
potential to be one of the coolest. is reduced to a series of simple tags of gritty detective serial and Neil
The game is set somewhere in The – ‘virtually unkillable’ and ‘old taxi- Gaiman’s American Gods, with oodles
City – always written with capitals – a cab’. When you run into a situation of room for players and GMs alike to
modern metropolis packed to the gills that requires a check, whether cannibalise their favourite stories,
with normal, everyday folks going that’s punching a hole in a wall or while the writing is sharp and solid.
about their normal, everyday lives. convincing a cop to let you onto a And – just in case there was any doubt
Woven between them, however, are crime scene, you just count up all the remaining – the art and style are
those people touched by the mythos beneficial tags that apply and add that genuinely fantastic.
and imbued with the powers of to your dice roll. If you love stories, you’ll probably
mythical figures plucked from legends While this is wonderfully simple love City of Mist. If you love stories
and fables. A woman locked up in a in theory it can get rather muddy in that are about stories, that becomes a
corporate tower may have the magic actual execution. At any one time a near-certainty.
hair of Rapunzel, while an investment character will have four themes that RICHARD JANSENPARKES
banker cursed by their own rampant define them – some mundane, some
success might inherit the power of fantastical – each of which has four
Midas and his golden touch. tags associated with it. On top of this
WE SAY
Style and drama ooze from every
Only those touched by the you factor in statuses that can range page of this beautiful book. It takes a
mythos themselves can resist the from ‘sleepy’ to ‘dead’, deal with a slew little more effort to crack than most
mind-wiping effects of the titular of environmental tags and manage a story-driven games, but when things
Mist. Fortunately, that’s a category handful of meta-currencies. click it offers something truly special.
that happens to include the player All of this helps the game achieve
characters, each of whom is drawn story beats and reach for concepts
to investigate the weird crimes and that would be close to impossible
dangerous phenomena that are a by- in a more streamlined system, but
product of a city crawling with heroes, that does some at the expense of the
monsters and demi-gods. silky-smooth play usually enjoyed
The sheer range of options this by games built on the same Powered
simple setup provides is almost by the Apocalypse framework that
impossible to grasp. Many games City of Mist uses. This isn’t helped by
claim to only be limited by your the fact that the game’s dedication
imagination, but City of Mist comes to preserving immersion
a lot closer to actually achieving this extends to the barrage of new
than most. phrases and terms created for its
For example, a team of investigators mechanics, not all of which are
could include a fitness instructor with particularly intuitive.
the strength and anger-management Your heroes are ‘rifts’,
issues of Hercules, or a sinister for example, while
librarian whose urban legend- enemies are
inspired powers allow her to enter ‘dangers’ and
mirrors and find those who speak her experience
name too many times. If you want, is ‘attention’.
you could riff off stories drawn from Getting familiar

tabletopgaming.co.uk 99
THE BEST GAMES OF 2019

PANDEMIC: RAPID RESPONSE


Chaos planes
Artist: 20m 2-4 8+ £39

oscow needs water and

M power. 5,000 miles away,


Tokyo is desperate for
food and first aid. At the same time,
Johannesburg calls out for vaccines
to save South Africa. You have 120
seconds to save the world. Go.
If that sounds daunting, you’d be
damn right. Pandemic: Rapid
Response is as intense, stressful
and chaotic as they come. It’s also a
hell of a lot of fun – as long as you
can stand the pace.
FUSE designer Kane Klenko has
taken the co-op heart of Matt Leacock’s
globetrotting hit and pressurised it even
further, setting the race to travel around
the world and save major cities from
infection against an ever-ticking sand
timer. Each round gives players just and the fixed timer means there’s little cities used each game making it hard to
two minutes to create supplies aboard leeway. It won’t be for everyone, and always have a bulletproof strategy for
a high-tech plane and drop them off to you’ll probably lose a lot to begin with. success. Ramping difficulty levels and
the right locations. But you’ll have to fly When it all comes together, though, optional crisis cards – which make for a
there first. Oh, and move the supplies to it does so with the sweat-inducing particularly brutal experience – round
the cargo bay before they’re delivered. excitement of James Bond defusing a out what already feels like a particularly
And deal with the waste they produce. bomb with 0:07 left on the timer or Ethan crammed two minutes.
And ensure you have enough resources to Hunt stopping millimetres from a laser. Rapid Response will frustrate,
make them in the first place. And simply As the gameplay flow becomes second intimidate and outright anger some
move between the rooms in order to use nature (double-checking rules and players. At its worst, it’s a mess of
them. Spent too many precious seconds chaotically chucking pieces around can chaos, confusion and stress intensified
considering your next move? Tough luck, WHAT’S IN quickly scupper early rounds) and the by an unforgiving clock. Find its rhythm
there’s an extra city in need of aid now THE BOX? group around the table begins to think as with the right people and that intensity
and you’re running out of time. ◗ 24 dice one (like the best rounds of The Mind), becomes its greatest asset, a rousing
Rapid Response is an often ◗ 20 supply crates Rapid Response’s sustained seconds-from- crescendo of co-operation, fast thinking
overwhelming experience. While the ◗ Four player pawns disaster tension becomes a masochistic and a little bit of luck. You’ll want to
game plays in real time, players still ◗ Plane with stand thrill. It’s an electric jolt of excitement immediately chuck it in the bin or play
take turns one at a time in sequence, so ◗ 24 city cards that lasts for just long enough – albeit again. Either way, it’s 20 minutes you’ll
◗ Seven role cards
there’s the added anxiety of knowing one that will might leave some frazzled. find hard to forget.
◗ Four reference cards
you’re holding everything up when you ◗ 15 crisis cards There’s enough Pandemic in here for MATT JARVIS
hesitate – and the fact that the dice used ◗ Plane board Rapid Response to feel familiar among
to activate rooms and perform actions are ◗ Sand timer the shock of the new, too. The characters
only rolled at the start of your turn means ◗ Nine time tokens – newly-named, rather than simply WE SAY
there’s only so much you can plan ahead. ◗ Waste marker defined by their job – once again have Rapid Response’s tough difficulty
Reacting to your results (limited re-rolls individual abilities, giving each player and stressful time pressure really
won’t be to everyone’s tastes – this
grant some relief, but cost valuable time) a meaningful specialism without being
is a game that requires the right
and communicating with your fellow hemmed into repeating the same task people, right state of mind and
players (“We need first aid for Mexico over and over. The reveal of a new city as right fortunes to come out on top.
City!” “I’ll fly us there!”) is crucial. It’s the timer hits zero has the same creeping When it does, it’s a brilliantly intense
not a game to play with people who are dread as drawing infection cards in the blast of thrills and fun that will leave
going to umm and err for excruciating original game, with the few random you exhausted – but satisfied.
seconds turn after frustrating turn, nor
people who are going to complain for the TRY THIS IF YOU LIKED… FUSE
rest of the evening when you unwillingly Klenko’s real-time bomb-refusal game shares the second-to-second pressure
hesitate for a split-second. It’s tough, and chaotic co-op of the designer's thrilling first entry in the Pandemic series.

100 The Best Games of 2019


nigh t...
g a m e
o u r b oard
n l i g h t on y to life!
s u wo rl d
Shine e n e w
g a w hol
i n
and br

8+ 30
min
2-4

Available at Your Friendly Local Board Game Store


THE BEST GAMES OF 2019
passive-aggressive picking that neatly
throws up different decisions and
strategies, and gives Sushi Roll an
individual flavour.
The downside is that allowing
for fair player-on-player powers
requires Sushi Roll to drop the snappy
simultaneous turns of Sushi Go!,
replaced by a slower one-at-a-time
use of tokens and die selection by
each player. Each new round also
requires all players to re-roll their
pool of dice after (sometimes a little
awkwardly, depending on your table)
sliding their cube-loaded conveyer
belt to their neighbour. It’s not enough
to cause the game to choke but,
especially in comparison to Sushi
Go!’s rapid-fire passing of cards, these
moments can feel like splutters.
Looking at Sushi Roll’s box, you
might be surprised at the contents.
Despite being significantly larger than
the hardy metal tins of the previous
games, the box feels far more empty.

SUSHI ROLL The selection of dishes has been


stripped back from Sushi Go Party!’s
Dice? Rice? Nice! mix-and-match menu; a random
handful of dice are pulled from a bag
20m 2-5 8+ £25 for each new round, but there’s no
official way to tailor the play style to
ushi Roll has a killer name. It WHAT’S IN player’s menu handily summarises your choosing. With Sushi Go! a top-

S also has a killer premise: take


the quick, clever and delightfully
cutesy card-drafting of Sushi Go!
THE BOX?
◗ 40 scoring tokens
◗ 30 dice
◗ 20 pudding tokens
each die’s faces.) The bright design
makes it easy to spot what another
player has, allowing you to quickly
tier travel-friendly game and Party!
serving up plenty of personalisation
and replayability in a still-compact
and swap the cards for dice. Simple scan the table and plan ahead as the package, Sushi Roll’s superfluous
◗ 18 menu tokens
– and potentially as boring as plain conveyer belts of dice make their way size and inflexibility feels like an
◗ 12 chopsticks tokens
white rice. Fortunately, Sushi Roll ◗ Five conveyor belts around. As in Sushi Go!, the foody unnecessary step backwards.
does enough that’s different to offer ◗ Five trays theme and its presentation – even The gameplay of Sushi Roll isn’t
a satisfying side dish to its delicious ◗ Dice bag if artist Nan Rangsima’s grinning quite as perfectly formed as its name.
predecessor and, despite a couple of cartoon nibbles aren’t showcased If you don’t already own Sushi Go
small splutters, still goes down a treat. quite as prominently here – continues Party!, that remains the better overall
The pick-and-pass heart of Sushi to be an unmitigated delight. experience unless you’re absolutely
Go!’s hands of point-producing nigiri, Chopsticks and menus (introduced craving some dice action. That said,
sashimi and maki combinations in the expanded Sushi Go Party!) if you’ve had a blast with Sushi Go! in
remains reliably familiar. This time, are the most notable departure from the past and want something fresh,
it’s a single die that you get to keep, the card game, this time appearing or want a decent dice game that looks
with similar scoring conditions (sets, as tokens that can be spent to give great and plays easily, Sushi Roll is still
multipliers, having the most) for each players the chance to re-roll any worth ordering.
course’s platter of dishes, plus a final number of dice – a welcome bit of MATT JARVIS
burst of points for scoffing the most control over your odds – or swap a die
pudding over the entire three rounds. with another player. The die-swapping
WE SAY
On the whole, it’s not massively chopsticks make for a more direct bit Even with a couple of small sticking
different from Sushi Go!’s pleasingly of interaction between players, and points, Sushi Roll is enough fun –
straightforward points buffet – and further help to deal with the chance of both familiar and fresh – to make
with good reason, given how fast and rolling rubbish. It’s a small but notable it a worthwhile addition to Phil
fun designer Phil Walker-Harding shift from Sushi Go!’s limitation to Walker-Harding’s Sushi-verse.
made it to begin with.
The colourful dice look predictably TRY THIS IF YOU LIKED… SUSHI GO PARTY!
fantastic, fetchingly engraved with the Helped along by its still-charming visuals, Sushi Roll adds some new
various foodstuffs they offer. (Each ingredients but keeps Sushi Go!’s tasty drafting at its centre.

102 The Best Games of 2019


HIGH RISK
10-20m 2-4 8+ £14

ush-your-luck games can track for players to race along. What It’s not complicated, but it comes

P be divisive. Some players


love their blend of tension,
frustration and elation. Others can’t
stands out about High Risk, though,
is the way it lets players control the
amount of danger they’re willing to
with just a smidgen more to think
about than similar releases, and it’s an
attractive family game or entrée before
stand their reliance on random expose their adventurers to. When something meatier on game night.
chance over planning and strategy. a climber falls, they come to rest OWEN DUFFY
This tiny game of rival mountaineers below the next-highest member of
attempts to satisfy both camps and, their team. It means you’ll need
for the most part, it does a pretty to decide whether to
good job. rush individual
You and your friends take control meeples towards
of parties of climbers, aiming to the top of the
be the first to reach the top of an track, risking
imposing, snow-covered peak. On them falling all
your turn you’ll roll and re-roll a the way to the bottom,
handful of dice, aiming to score or move in a more
mountain symbols to ascend towards careful, consolidated
the summit, and avoid danger icons group, reducing
that can send your lead mountaineer the effect of
tumbling down the treacherous accidents, but
slopes. potentially allowing more
It’s similar to the fan-favourite courageous and/or reckless players
Zombie Dice, but with a board-based to zip ahead of you.

KEYFORGE:
AGE OF ASCENSION
20-40m 2 12+ £24

hen KeyForge, the new competitor’s favour. There are the new duplicitous or controlling tactics, and

W game from Magic: The


Gathering creator Richard
Garfield, was unveiled in 2018, many
Alpha and Omega keywords, which
denote cards that can only be played as
the first or final action on players’ turns.
each deck presenting new tactics to
master. But it also takes the game in a
slightly more thoughtful direction. Age
long-time card game fans weren’t There are cards which impede your of Ascension doesn’t introduce many
quite sure what to think. Like Magic, opponent’s ability to gain the mystical dramatic overarching changes, but
it saw players do battle using decks energy known as æmber. And there are it still throws up plenty of interesting
of cards representing elite troops and new ways to prevent opponents gaining situations and strategies.
dangerous creatures. Unlike Magic, keys – aka victory points. OWEN DUFFY
though, it didn’t allow players to build It might seem like a step back from
fine-tuned custom decks, instead the kind of exciting and dramatic
handing them pre-constructed sets moves that appealed to many fans in
of cards assembled by a computer the game’s earliest days, but working
algorithm, with no two ever exactly around these roadblocks takes some
the same. real cunning. And if you don’t fancy
Now publisher Fantasy Flight getting too technical, you can always
has released the first expansion to grab a Brobnar deck; the race of
the game’s card pool, and it seems gleefully aggressive giants still prefer to
like many of the new additions are smash their enemies’ faces first and ask
intended to slow down the pace of questions later.
play, restricting players’ options and The first KeyForge expansion
reducing the potential for massively retains the original set’s flavour, with
swingy turns that tilt the game in one different factions offering aggressive,

tabletopgaming.co.uk 103
THE BEST GAMES OF 2019
loyalties lie and trying to lock them,
and using cards or spending points to
move the tokens for religion, language
and occupation up and down their
numbered tracks. The final score
is a combination of the two, and if
the prosecution amasses at least a
hundred then Riel is for the drop.
Technically it’s very impressive.
On the table the legal cut-and-
thrust tends to turn into tit-for-tat:
the dynamic of moving tokens up
and down tracks or putting them
on juror cards, only for the other
player to take them off, fails to thrill.
And if you haven’t done the reading
on Riel then it’s going to be a dry,
mechanical 45 minutes.
This is the second edition of the

Main image courtesy of James Wallis


game, co-produced between Victory
Point Games and German publisher
Frosted Games (as evidenced by the
board with English on one side and
German on the other). There’s no
solo mode, which is a shame; the
setting and the system would be a
good fit for one.
High Treason! is a really interesting

HIGH TREASON!: THE TRIAL demonstration of how real-world


systems and historical events that

OF LOUIS RIEL, JULY 1885 aren’t battles can be simulated on the


tabletop. I’m not sure the end result is
exactly fun – but I’m certain it wasn’t
Anyone for a game of Hangman? for Louis Riel, either.
1h 2+ 14+ £29 JAMES WALLIS

n July 1885 Louis Riel, one of the easy to condense down to cards and

I leaders of the Northwest Rebellion


that had pitted the local First Nation
and French-speaking Métis people
WHAT’S IN
THE BOX?
◗ Board
◗ 45 trial cards
◗ Six what-if cards
counters. You don’t have to know
about the Riel case to play this game
but it helps, because without that
against the British Government of background the game is mostly about
Canada, was put on trial for treason, ◗ 12 juror cards trying to influence the jury with chits
◗ 54 trait markers
found guilty and hanged. and sliders.
◗ Nine phase
The trial was fixed. It was moved summary cards The players are the prosecution and
from Winnipeg to Regina, and the ◗ 34 sway markers defence, while the gameplay is in five
jury members – six, not 12 – were all ◗ Nine game-board phases that replicate the course of a
English or Scottish. Riel’s defence markers trial and comes on like a stripped-
team tried to show he was not guilty by ◗ Two plea markers down Twilight Struggle. The cards
reason of insanity, a claim Riel fiercely represent opposing attorneys, witnesses,
denied. The jury took half an hour to testimony and evidence, each with
find Riel guilty. They recommended different (if sometimes samey) effects. WE SAY
mercy, but the judge ignored them. You may find your hand is full of cards Canadian lawyers will love this.
The trial of Louis Riel is one of the that help the other side, but most have Canadians, lawyers and people
into interesting uses for games will
most important cases in Canadian something you can use, or at least can
get a kick out of it. If none of those
legal history and Alex Berry, a be burnt for action points. things grab your imagination, then
Canadian and a lawyer, has turned it Winning is a clever combination at least read the background and
into a board game. of working out where the jurors’ cards before you start to play.
It’s an ambitious project. There’s a
reason there aren’t many games based TRY THIS IF YOU LIKED… ARTICLE 27
on court cases: the cut and thrust of Mixing simulation and fun is tricky, but Dan Baden’s game of negotiations in the UN
legal debate and deliberation is not Security Council is a similarly clever brew of clever ideas and real-world processes.

104 The Best Games of 2019


DEEP SPACE D-6
30m 1 10+ £24

remain a bit of an anomaly – and that is dealt with, a new one – or three – is
makes Deep Space D-6 a curiosity. very quick to appear.
Its creators might not have had the Deep Space D-6 is at its most
rights to put a coat of Star Trek theme fun when every turn of a new
over the gameplay, but the licence threat card could easily be game-
is almost irrelevant because Deep ending, especially given the threat
Space D-6 echoes profoundly in its of Oroboros, a big bad boss ship,
feel to the space-venturing franchise. appearing at any moment. The threat
A player acts as a captain of one of curve of the playthrough depends
four of RPTR-class starships, assigning very much on your ship itself. The
workers – dice roll results – to different available vessels differ not only in
stations to deal with internal and looks, but also in how dice outcomes
external threats. can be used. While variety is always
There might not be much welcome, it makes some ships more
exploration – besides discovering more challenging than others. For example,
enemies – but there is a lot of crisis the Mononoaware ship is a bit too
management. You need to balance good at turning enemies into space
keeping your shield and hull repaired dust, and therefore loses much of the
olo gaming has been on while trying to deal with malfunctions gameplay’s tension and excitement.

S the rise lately, with many


multiplayer games including
a special single-player mode to cater
and shooting enemy ships, made even
harder through dice-rolling because
there is never a guarantee that you
Deep Space D-6 is well calibrated
for a single player in size, setup
and play time. Its slightly uneven
for those times when life gets too busy will get the crew members you need gameplay is uplifted by effortless play
to get a group of friends around the to deal with the most immediate and a good sense of humour.
table. Even so, entirely solo games disaster. And, usually, after one threat ALEX SONECHKINA

AIR, LAND & SEA cards doesn’t immediately imply a


loss. The lower the value, the stronger
15-30m 2 14+ £15 the ability accompanying the card,
a system that wonderfully balances
each option. The game is centred
on how well you can perform with
the hand you’re dealt while making
educated assumptions about the
cards your opponent has.
Luck plays little to no part. If a player
looks at their hand and estimates that
winning two theatres of war is not
possible, they can forfeit immediately.
That way their opponent is awarded
fewer points than if the game was
played in full and lost. Having the
option to end a round at any point,
espite being designed by Jon – its looks could definitely let it down. without letting it hopelessly drag on,

D Perry, half of the design duo


behind the impressive Time
Barons, it might be easy to pass Air,
It’d a shame because the gameplay
underneath is simple yet very clever.
Players assign cards from their
is as much of a strategic decision as
playing the cards themselves.
Air, Land & Sea is exactly what you
Land & Sea by. hand to the three titular theatres of would expect from one of the creators
Generic in appearance and small war, drawing their hand from single, of Time Barons: its understated
in size, this war-themed two-player shared deck of cards with values one gameplay values its own intelligence
game easily disappears among flashier to six in three respective suits. The and that of its players. While its looks
releases. While the compact box is not an highest combined total value of cards might not catch your eye, it’s worth
issue – in fact, it’s an advantage if you're wins the theatre they are assigned seeking this game out.
after a smaller game to take travelling to – however, having lower-numbered ALEX SONECHKINA

tabletopgaming.co.uk 105
THE BEST GAMES OF 2019

106 The Best Games of 2019


GLADIATORES: BLOOD FOR ROSES
Are you not entertained? Well, you will be
Designer: Jason Maclean Jones, Rob Barrett | 40m 2-5 12+ £35

e all know what to expect

W from a card-based battle


game, right? Pull a hand
from a deck, spend resources to play
summoned beasties or warriors
down into a battlefield, then bash
their heads together. It’s great fun,
don’t get us wrong, whether it’s
KeyForge, Sorcerer or 1066, Tears to
Many Mothers. But when a card game
comes along that treats combat in a
whole new way – one that actually
makes it feel like combat – you have
to sit up and take notice. Rather like a
bloodthirsty Roman in the front row of
the Colosseum, in fact.
Gladiatores: Blood for Roses is, as
you’d expect, set in the cut-and-thrust
world of Roman gladiatorial combat.
Each player selects a ludus (gladiator
school) with its own unique power,
then over an agreed number of events
– the Tribune’s Trophy, the Consul’s WHAT’S IN wound, you would receive a crowd In truth, you can live without all
Chalice and so on – they have to bid THE BOX? favour token (important for scoring the trimmings and still have a great,
for big-name gladiators (each with ◗ Bidding board glory), and then you’d have the streamlined experience which only
their own special abilities and cards) ◗ Five player option to play another card down, involves the combat and gladiator
before throwing them into the arena ludus boards namely ‘subdue’, which cannot be cards – indeed, designers Jason
to take part in a series of mano-a- ◗ 194 combat cards countered. The hand as a whole Maclean Jones and Rob Barrett
◗ Eight gladiator cards
mano melees against their choice of also represents your gladiator’s helpfully suggest a quickplay variant
◗ Six event cards
the other players’ fighters, while also ◗ 25 tactics cards constitution. If it runs out, you’re which focuses purely on this.
secretly betting on who they think will ◗ 12 sponsor cards out for the count, so you have to be There are niggles: the cardboard
be the last man (or woman) standing. ◗ 25 life point tokens careful about how it’s managed. counter components aren’t of the
What makes it distinct from other ◗ 30 crowd It works fantastically, each play best quality (quite a few of ours
battle card games is the way those favour tokens feeling like a fresh beat in a furious ripped as they were being punched
combats play out. Every player starts ◗ 40 betting chips fight scene, the drama building as you out) and resetting between events is
each event with a big hand of cards ◗ Eight gladiator markers throw down a new card. So much so, a bit fiddly, as you have to return all
(14, or 18 with two players), and ◗ Five ludus tokens that in three- or four-player games the discarded combat cards to their
◗ Five ludus
each card represents a combat move you won’t even mind the downtime three decks, while also separating the
bidding tokens
in one of three categories: attack, ◗ Active player marker as two others duke it out. But this gladiator-specific cards into their own
defence and effect. After selecting ◗ Five turn order trick-taking-ish mechanic is just the piles, making mix-ups hard to avoid.
your opponent, you open with an markers pounding heart of a game that has But that doesn’t mean Gladiatores
attack. They must play a specific much more to it. In addition to the shouldn’t raise its bloody gladius in
defence card to counter it, in which aforementioned bidding and betting triumph. Thumbs up.
case you must counter in turn with elements there is a neat mini-game DAN JOLIN
a specific effect card, which in turn device in the ‘glory wheel’, where
will require a specific counter of its each player trades the crowd favour WE SAY
own. This strategic back-and-forth they’ve earned for cheese-wedges of Gladiatores is innovative, impressively
continues until one player cannot victory-point-granting glory, aiming immersive and eminently replayable. It
play a card (for example, a disarm or to complete a full circle and thereby feels like the closest a card game could
grab to counter the previous player’s end the game. ever get to actual gladiatorial combat.
parry), in which case the bout ends
and the effect of the topmost card is TRY THIS IF YOU LIKED… 1066, TEARS TO MANY MOTHERS
applied. If it’s a cleave, for example, The mechanisms are different, but the two games share well-explored historical
the losing player would receive a themes, vivid artwork and a smart way to recreate battle through cardplay.

tabletopgaming.co.uk 107
THE BEST GAMES OF 2019

ZWEIHÄNDER:
REVISED CORE RULEBOOK
Delightfully dark low fantasy
669 15+ £45

This is another distinctive aspect of


Zweihänder – its overwhelming love for
random tables. There are tables for hit
locations, injuries and magical mishaps, but
nowhere is this this love more apparent than
during character creation. If you follow the
rules as they’re written, you’ll randomly roll
up everything from your character’s starting
profession to their eye colour – the impact
that blind chance can have is immense.
Though you may head into the game
dreaming of the silks and gunpowder of
an elegant highwayman, there’s a good
chance that you’ll end up in the smelly
sandals of a club-toting peasant with all
the charisma of a damp log. The rulebook
is very explicitly opposed to re-rolling
or simply picking results at will, instead
asking players to enjoy discovering the
he subtitle for Zweihänder is “Grim to receive an arrow through the neck character produced by their random rolls.

T & Perilous RPG” and honestly


there’s no better way to describe
it. It’s dense as treacle, dangerous as a
than any aid. Magic flows on the winds
but it’s an untrustworthy and dangerous
tool, and those who tap into its power risk
If players can embrace this – along
with the fairly solid chance that their
current character gets decapitated within
raging fire and grimmer than a taxi queue death at the hands of a superstitious mob. the week – the unexpected combinations
at 3am, with a thoroughly old-school feel In fact, the risks inherent to growing the dice throw up can lead to some truly
that will delight veteran gamers without power are a near-constant theme special roleplaying moments. However, a
driving away curious newcomers. throughout Zweihänder, as greater sizable slice of the roleplaying population
The game has actually been out in one strengths also bring more chances is going to struggle to enjoy playing a
form or another for some time now, but for characters to grow corrupt and character that simply doesn’t appeal to
its creators have just released this revised decadent. The entire game deliberate them at first glance. TRY THIS IF
and retooled version of the core book. If distances itself from the traditional Others may also be turned off by the YOU LIKED…
any fans of the series are worried that the Dungeons & Dragons power fantasy, deliberately lo-fi and old-school nature
WARHAMMER
FANTASY
new art or designs would take away from from its risky approach to spellcasting of the book, with black-and-white ROLEPLAY:
the monochrome, gungy aesthetics of the to the lethality of its combat system. pencil drawings the order of the day. SECOND
book they can rest easily – Zweihänder Even a high-powered character armed Again, though, this is clearly a decision EDITION
is just as dark as ever, and with a page with the best weapons money can buy made by the designers and, though the While it wouldn’t
count reaching almost 700 it can still be can fall to nameless brigands if they illustrations sometimes come up a little be fair to describe
used as a potent bludgeon if required. charge in without a plan or simply get short, the words are absolutely wonderful. Zweihänder
The game’s origins lie in a hacked-up unlucky. While it can be painful to see a Zweihänder is an enormous tome. as a clone of
version of Warhammer Fantasy Roleplay hero you’ve spent months crafting lose an It’s dense and it’s dark, and so are the the old WFRP
games, you could
and, despite some significant changes, eye to a stray arrow, the sky-high stakes adventures it produces. Grasping the
probably describe
the darkly humorous tone of the older of every single combat encounter lend many rules and concepts bound within it as a younger,
title bleeds through every page. Though an incredible weight and importance to its pages isn’t a simple task, but it is a modernised cousin.
it’s not set in any particular world, each attack roll and dodge. very rewarding one.
the tone draws from the same muddy One unfortunate side effect of all RICHARD JANSENPARKES
late-medieval European vibe, where this is that combat can be a little slow at
crossbows compete with flintlock pistols times, especially for newer players who
and rural farmers flock to squalid cities are still coming to grips with the range WE SAY
Many deliberately old-school, dark
in search of a better life. of actions on offer. Even once everyone’s
and dangerous games can make
Yes, it’s a world of fantasy but the more up to speed fights can still drag on newcomers feel unwelcome.
mystical aspects are kept obscure and as attacks are met with parries and Zweihänder might be a little
dangerous. There are elves in the forests, injuries cause rolls on one of the tables intimidating, but its infectious
but any wanderers are much more likely squirreled away in the GMing rules. enthusiasm draws you in to every page.

108 The Best Games of 2019


MEMOIR ’44:
NEW FLIGHT PLAN
30-45m 2 8+ £49

echanized doom’ is how used alongside the main command pack. convey) whilst others can be played with

‘M Ernest Hemingway described


warplanes in For Whom the
Bell Tolls. This doom rains from the sky in
Planes are generally tough to take down,
especially from the ground, but only have
a limited amount of ammunition before
or without the air combat rules.
In short, New Flight Plan isn’t game-
changing, but nor is it game-breaking
New Flight Plan, the latest expansion set they have to fly off the map and reload. either. It integrates well with the main
for Memoir ’44, the World War II entry in Depending on the scenario, fighters feel rules and adds new tactical decisions
the Commands & Colors series. like the most versatile of the three choices to an already solid core. The only real
The rules have tackled planes by if only by dint of the fact that they come downside is the price point, as the box
designing them as harassers, unloading with the most ammunition. isn’t really revolutionary enough to justify
onto enemy units as they sweep over Aesthetically speaking, the 16 plane it costing roughly the same amount as
them in an attack run. Whilst the box figures have been sculpted as nation- the base game. Nonetheless, invested
comes with 16 different plane models, in specific replicas rather than just generic fans of Memoir ’44 will likely find this a
pure gameplay terms they fall into one tokens, which is a nice feature even if worthwhile add-on.
of three types – fighters, fighter-bombers it’s one clearly designed to appeal to the JAMES WINSPEAR
or bombers. historical wargaming and Airfix crowd.
The planes all move the same distance The game comes with 21 new scenarios
and use the same amount of dice split between the Western Front, the
when attacking ground units – what Mediterranean Theatre, the Eastern
distinguishes them is what dice symbol Front and the Pacific Theatre. Some of
counts as a hit when attacking, how the scenarios are designed specifically as
many dice each type rolls for dogfighting air-heavy encounters (in the Luftwaffe Air
and the special effects that come from Attack, for example, the German player
playing air combat cards, a new deck uses a planes-only force to disrupt a

ROBINSON CRUSOE: ADVENTURES


ON THE CURSED ISLAND –
MYSTERY TALES
1-2h 1-4 14+ £47

There are plenty of new scenarios, completely from the original Robinson

R
obinson Crusoe: Adventures on the
Cursed Island is still one of the best cards, events and treasures in the box that Crusoe. In a game that already has
exemplars of co-operative board will continue to bring one disaster after lots of bits that means a lot more bits,
games where theme cannot be separated another into the already not-so-idyllic snowballing into a longer setup and
from gameplay. The survival game is island life. Horror mode is particularly organisation.
tough and unforgiving, but winning tough, adding more supernatural If you love Robinson Crusoe, it is hard
usually brings cheers, sighs of relief and elements into the game. not to be glad for more of it, especially
fist pumps all round. The campaign is clearly inspired by when it comes packed with some fresh
With its strong thematic links, legacy games, interweaving narrative and fun gameplay twists. Although, the
Robinson Crusoe’s gameplay is based breaks into the gameplay and allowing biggest mystery remains how fishing and
around a number of island survival players to make story decisions. However, hunting parrots gives you bananas.
scenarios, completing which will it is a little bit half-baked, not completely ALEX SONECHKINA
essentially end the game – although committing to the plot twists, permanent
this can take a while, making alterations or even secret-cards-hidden-
replayability fairly good. That is until, of in-the-box extravaganza that you might
course, new ones can be added. This is have come to expect from the genre.
where Mystery Tales, the game's second What is most surprising is how little
expansion, comes in, delivering a whole of the base game the expansion actually
new ‘horror’ mode and full-blown uses. The characters and majority of the
campaign with progression across decks are replaced rather than combined,
multiple playthroughts. essentially separating Mystery Tales

tabletopgaming.co.uk 109
THE BEST GAMES OF 2019

UNDAUNTED: NORMANDY
D-Day dream
45-60m 2 14+ £30

highlights the immersive sense of the


battlefield that Undaunted achieves with
minimum fuss, offering an exquisitely
trim central system that still manages to
feel like a tactical wargame in its clever
meeting of gameplay and theme.
For example, scouts must lead the
way ahead of general infantry, exploring
tiles that only then can be moved onto by
other units. But spreading your troops too
quickly comes at a cost – fog of war cards
gained by scouting act as junk in your WHAT’S IN
deck until they’re removed by performing THE BOX?
◗ 54 US cards
reconnaissance, reducing the likely
◗ 11 US combat
efficiency of your four-card hand. It’s a counters
creative way of simulating the difficulty ◗ Four US spawn
of observing and communicating over markers
increasingly stretched battlefields, ◗ US target marker
masterfully captured in the process ◗ 18 US
of continually evolving your deck by control markers
adding and removing cards. ◗ 54 German cards
Quick dice-based attacks – modified by ◗ 11 German
combat counters
revor Benjamin and David with the division of troops into multiple simple strength, defence, cover and range

T Thompson’s 2018 breakthrough


War Chest was wargaming
boiled down to its basics: the chess-
squads and unit types – each with their
own cards required to issue orders –
giving the feel of a properly strategic
values – present the chance for terrain to
play a part in battles, with the luck factor
making for those memorable wargaming
◗ Five German
spawn markers
◗ German target
marker
like tradition of carefully manoeuvring experience. Do you rush in with nimble moments of lone scouts taking down ◗ 18 German
units and planning moves to take your scouts, slowly push up with heavier units, machine gunners against the odds. control markers
opponent’s pieces combined with spearhead an attack or apply pressure on Successful attacks permanently remove ◗ Radio marker
modern additions of asymmetrical player multiple fronts? The interplay between cards from a player’s deck, reducing ◗ Initiative marker
armies and bag-building to determine moving tokens across each modular map units' effectiveness, with only the final ◗ 18 board tiles
◗ 14 objective
the actions available each turn. and speccing your deck to suit whichever card’s elimination removing the matching
markers
Undaunted: Normandy, released after strategy you choose flows naturally, token from the board – a gut-wrenchingly ◗ Four ten-sided dice
War Chest but in actuality the design allowing for gameplay that’s greater than tangible way of seeing squads gradually
on which the earlier game was based, is the sum of its two parts. whittled down and weakened, rather
likewise an inventive hybrid, this time of Fixed squad loadouts for each of the than endlessly removed and respawned
deckbuilding and World War II skirmish scenarios (part of the game’s efforts to as in other games.
wargames. Far more thematic than War maintain historical accuracy, though a Undaunted’s blend of deckbuilding and TRY THIS IF
Chest’s light medieval dressing in its custom skirmish mode would’ve been skirmishing is a perfect gameplay pairing. YOU LIKED…
multi-scenario campaign, based loosely a welcome bonus) make Undaunted a Combined with its clean presentation and MEMOIR ‘44
Trevor Benjamin
on the real-life US 30th Infantry Division, little more restrictive than War Chest’s an engrossing commitment to its historical
and David
Undaunted plays out on two fronts: the customisable armies, but the core setting, it becomes a terrific trifecta. It’s a Thompson’s
ground-level tactical board game where deckbuilding is wide enough in possibility rewarding experience that excels across deckbuilding-driven
US and German troops vie for control of in itself to make up for the tighter setup the board – and confirms its already gameplay has the
objective points, and the card game used – plus you can always switch sides to lauded designers as two of gaming’s instant-classic feel
to command those same units by gradually give each mission a fresh challenge. most exciting new creators to watch. of Richard Borg’s
refining your deck full of riflemen, Undaunted’s approachable MATT JARVIS Commands &
scouts, snipers, commanders and more. deckbuilding and skirmishing never Colors system.
The two halves gel seamlessly. The becomes weighed down by minutiae and
control over your deck provides a level excessive rules – the main learning curve
WE SAY
Undaunted is a brilliantly accomplished
of flexibility in how you tackle each of the game is adjusting to its lingo, where design, offering an engrossing WWII
scenario; higher-ranked leaders can you ‘command’ rather than draw cards, wargame in the guise of an approachable
reinforce the deck with certain cards ‘bolster’ rather than buy units to add to deckbuilder. From its immersive
to allow their matching units to move, your deck and ‘conceal’ to clutter your campaign to its tight and tense squad-
attack and take points more regularly, rival’s deck with fog of war. This language level gameplay, it’s a flying success.

110 The Best Games of 2019


tabletopgaming.co.uk 111
THE BEST GAMES OF 2019
Main image courtesy of Matt Paquette

EMBARK from the game because they simply


gave too big of an advantage to whoever
picked them up.
Sets off but lacks some wind in its sails. The art of the talent cards expands
30-60m 14+ £39
on the theme of the game, although the
2-5
setting’s fantasy elements are easy to
mbark disregards a potentially jobs on the island that require some miss if you’re not looking closely. The

E complicated discussion on the


topic of colonisation to instead
approach its theme in a simplified
WHAT’S IN
THE BOX?
◗ Five double-sided
island boards
◗ 36 boat cards
co-operation from the players, such as
exploration. While some tasks will be
unaffected by an opponent’s presence,
graphic design of the game in general
is very clear, but there are instances
when it can cause confusion. Some of
and abstract manner, embodied by such as building villages, others, like the colours of the player cubes match
its cube workers. They are just game ◗ 20 talent cards mining, will be in direct competition. the colours of the roles on the boat,
◗ 60 ore tokens
pieces, serving a primarily mechanical If a miner arrives on the island but making it seem as if the pink player,
◗ 79 victory
function. Don’t think too much about point tokens all relevant spaces are occupied, they for example, can only have warriors
workers travelling to an untouched ◗ 20 farm tiles become a colonist instead and so travelling to the island. Simply adding
island and mining it out of resources ◗ 15 lock tokens ship spaces are never wasted – it is a few more colours could have easily
or cutting down its forests to build ◗ Five player screens worth mentioning that this rule is not cleared that up.
villages – instead, think strategically ◗ Five player boards clear in the rulebook and had to be Embark makes itself very easy to
about fitting your workers on card ships ◗ 150 cubes clarified with the publishers via the enjoy. Its gameplay is tight and fast,
because if they don’t make it to the ◗ First player token BoardGameGeek forums. offering just enough player interaction
island, you’ll miss out on victory points. Different island tiles and ships add to keep everyone involved without being
Behind this flawed theming, there is a bit of variety to the game each time overly confrontational. It easily traverses
solid gameplay with a lot to offer. There – while these are not necessarily game- the seas of having enough strategic depth
is an element of bluffing and strategy, changing, they are just enough to spice to become engaging and challenging,
as players secretly assign their workers things up. Special talent powers, chosen without losing approachability and
to different boats. Only a full ship can at the beginning of each game, have ease of play. It’s a good game, but a less
travel to the island, but miscount the the potential to affect the gameplay problematic theme could have made it
number of available spaces or mistime significantly, not only encouraging that much easier to enjoy.
assigning people and someone may be players to adopt a particular strategy ALEX SONECHKINA
left off the trip, their player missing out but, depending on the card, even giving
on those valuable points. some players an unfair advantage. WE SAY
When loading cubes on the boat, After several playthroughs, our group Navigating Embark’s gameplay is
workers are assigned roles that they unanimously agreed to remove the Jack- effortless and joyful, as long as you sail
will perform once on the island. The of-All-Trades and Wanderlust cards past the implications of its theme.
colonists begin building huts, while
explorers discover more of the island’s TRY THIS IF YOU LIKED… REVOLUTION!
secrets, unlocking its special abilities Revolution!, like Embark, is designed by Philip DuBarry and features
and increasing its victory point value the same secret bidding against opponents at its core, but is a little
at the end of the game. There are bit more cut- throat.

112 The Best Games of 2019


DUNGEONS & DRAGONS:
ACQUISITIONS INCORPORATED
224 13+ £39
ave you ever thought that The book itself is devoted to in the piratical city of

H fantasy adventuring needed


more corporate structuring,
nebulous morality and seriously
helping you set up your very own
Acq Inc. franchise and is stuffed
with new player options to help
Luskan is attempting
to revolutionise the
industry with a line
silly comedy? If so you’re in luck, with that. There are rules for using of peg-hands and
because while the latest Dungeons fantasy-tinged corporate roles such foot-hooks.
& Dragons supplement leans a as the ‘Documancer’ or ‘Occultant’, Hidden behind this
little heavily on references, it gives as well as spells that incorporate silly façade, however, is a
DMs across the world a chance to royalty payments and backgrounds genuinely well-written,
embrace the wackier aspects of for sons and daughters of famous well-structured story.
their roleplaying. adventurers keen to make their own It’s heavily scripted in
Entirely based on a long-running name in the world. the very beginning and
collaboration between the folks None of the options bring the nature of playing a
behind the Penny Arcade webcomic revolutionary new powers to play, franchise means the
and D&D publisher Wizards of the but they’re damned fun and have party is rarely in total
Coast, the book’s mere existence is the chance to be genuinely funny control of their goals,
a tribute to RPGs’ moves into the too. This strong sense of humour and but there are plenty
mainstream. What started out as absurdity extends through the lengthy of opportunities for
a faintly silly podcast in 2008 has campaign that takes up much of the players to forge creative paths through
grown to encompass live shows, book’s page count. the melee.
streamed adventures and celebrity Rather than encountering just some If you’re already a fan of the various
collaborations, all revolving around faceless bandits, for example, the party Acquisitions Incorporated podcasts and
the titular Acquisitions Incorporated run into a group led by a skeleton games this is a wonderful supplement.
– an ever-expanding corporation who refuses to believe she’s long Even if you aren’t, it’s still worth
devoted to reaping the maximum dead, instead loudly muttering about checking out if you want to bring absurd
profits from the adventuring biz. allergies. Later, an important contact comedy to your weekly sessions.

BLOCKBUSTER
30-45m 4+ 12+ £20

arty-game purveyor Big Potato used to (often arbitrarily) lump their chance at guessing, and nabbing,

P savvily taps into the deep well


of ’90s nostalgia with a new
title that, honestly, is little more
stock in. There is a lot of novelty
value on show. But the gameplay
offers a bit more depth than you
the other team’s cards too – the aim
being to collect at least one card in all
eight genres for the win. At the end of
than a movie trivia-based team might expect. each round, both teams can discard
game, but knows how to keep things After a head-to-head opener, three cards in the same category
entertainingly engaging and, above where two opposing team members to steal one of any genre from their
all, well presented. see who can think of the most films, opponents, adding some light take-
The box is an old-school VHS for example, “with a spy” or “set in that strategy and helping keep the
cassette box, just like the ones we the future”, the guessing begins. The play time nicely tight.
used to bring home from the local winner of the first round draws six It all clicks together really well, and
Blockbuster. The board cards, each showing a movie title in you don’t need to have spent years
is a representation of a one of eight genres. They pick three for reading Sight & Sound to enjoy it; if
parking lot, complete themselves and pass the other three to you don’t know a quote from the film
with mini- the opposing team. Against the timer, you’re trying to get your teammates
Blockbuster each side must try and guess their to guess, then just make one up that
signage. The three titles: one from a single word, sounds right. It prioritises having
game’s film one from a single quote and one from a fun over showing off knowledge,
genres match single, charades-style action. minimising the potential for game-
those the The twist is if your team guesses spoiling smart-arsery. Oh, and don’t
now-defunct all three before the 30-second timer forget to rewind.
rental chain buzzer goes off then they have a DAN JOLIN

tabletopgaming.co.uk 113
THE BEST GAMES OF 2019

WHAT’S IN
THE BOX?
◗ Four game board pieces
◗ 10 hero boards
◗ Four adventure boards
◗ Vortex of
Resurrection board
◗ Card holder board
◗ Storage chest board
◗ 20 hero dice
◗ Four bonus dice
◗ Territory die
◗ Four skulls
◗ 24 enemy cards
◗ Master of
Shadows card
◗ 24 special

ROLL FOR ADVENTURE enemy cards


◗ Four turn
overview cards
When fantasy questing gets a bit dicey ◗ Master of Shadows
overview card
30m 2-4 10+ £30
◗ Boundary tile
◗ Six barrier tiles
he Old Kingdom is in trouble. the fortress walls (needing four each of through that forest to secure a gem, ◗ Five chain tiles

T The Master of Shadows is


coming to plunge the land into
darkness, with his monstrous horde
twos, threes or fours). Or maybe venture
into the Ice Cave, where you can place to
unlock bonus dice. To complicate things
knock that troll on the head before he
trashes the Ice Cave or toss a cube into
the Vortex of Resurrection to give the
◗ Four end-of-game
markers
◗ Four board
connectors
rushing ahead of him. The only thing a little, only one number can be chosen dice-starved next player something to
that can stop this Sauron-esque big and placed, before the remaining dice actually do on their turn?
bad is a fabled magic item, which need to be re-rolled, repeating the Variable hero powers add a little TRY THIS IF
must be powered by a set of powerful, process until each player has emptied spice, while designers Matthew YOU LIKED…
Infinity Stone-a-like gems, hidden their pool. And depending on how they Dunstan and Brett J. Gilbert, the team PANDEMIC:
away in looming fortresses, searing dice are placed, that pool may become behind last year’s excellent Raids, build RAPID
deserts and gnarly forests. That, and a perilously depleted. in longevity and difficulty escalation RESPONSE
hell of a lot of dice rolling. Further complication comes in with optional special monsters Both games involve
Roll for Adventure hardly breaks the constant onslaught of monstrous (dragons, phantoms and giants) and co-op dice placement
and variable player
the fantasy-quest mould. Indeed, enemies – one drawn at the end of trickier dice-placement challenges on
powers, with the
as visualised by German publisher each turn. Other than the shadowy big the territory boards’ B sides. Although emphasis on achieving
Kosmos, it’s a bit of a throwback boss, each can be killed with a six (or the base game is challenging enough – well-calibrated
theme-wise, with so-so '70s kids’ a combo of placed dice adding up to a especially if playing as a family, which teamwork. Though
storybook-style art and a disappointing six), and really should be before they do Roll for Adventure feels made for. Roll for Adventure isn’t
lack of diversity in its depiction of the too much damage, either attacking their Like all great co-ops, it takes quite so pressure-
10 playable heroes. (There’s an even relevant territory, losing you the game balanced, focused teamwork to bring cooker, and offers
gender split, but can we please stop if its ‘health’ falls to zero or consigning that big, shadowy bad guy down. Just some added depth.
treating medieval fantasy as a whites- placed dice to the ‘Vortex of Oblivion’. like in that big fantasy trilogy we read
only genre?) Fortunately, once you Oh, and that’s another way dice can be once. You know the one…
get past that, there’s much to enjoy placed: into the ‘Vortex of Resurrection’, DAN JOLIN
in its quick-play, light-strategy-but- until a total value of 10 is reached, and
challenging co-operative mechanics. all obliviated dice are returned.
WE SAY
Each player has five dice, which they There are a lot of options for each It’s not a looker, but it is a player.
must roll and place in a variety of ways. player, which can lead to some The co-operative dice-placement
Perhaps to contribute to an effort to hack enjoyably knotty decision making, works well, and each turn requires
through the forest (which requires a long geared towards maximising team enough thought and attention to
string of fives or sixes), or hammer at effort. Would it be better to push on keep you hooked throughout.

114 The Best Games of 2019


BUILD A CITY. MAKE A FORTUNE.

BACK IT TODAY ON

AVAILABLE NOW
AVAILABLE NOW from
from your
your local
local
games store
games store or
or online
online games
games site
site
THE BEST GAMES OF 2019

PATCHWORK DOODLE
20m 1-6 8+ £13

dding another patch to the Replacing the cardboard tiles with advantage of the shape they need to

A polyomino-quilted world of
Patchwork and its quicker
version Patchwork Express is
pencils has made quite a difference to
the game, although the core concept
itself has changed very little. It is no
draw. Final scoring is most rewarding
when the grid has been filled in
thoughtfully and efficiently.
Patchwork Doodle. Players are once longer limited to two players – as The simple act of drawing lifts up
again trying to fill a grid with Tetris- long as pencils and grid paper are the game. Whether you are shading
style pieces – except in this roll-and- in supply, there is no limit on the the pieces in different colours or
write addition you’ll being drawing number of players. Whereas in the drawing them with various patterns,
them in. original Patchwork players claimed the every grid quilt gains a little bit of its
polyomino they wanted to weave into author’s personality. The simplicity
their quilt, therefore limiting the pool of the shapes allows anyone to be an
of available pieces, in Doodle the same equal competitor in the game and, no
piece is drawn by everyone and the matter the artistic prowess, produce
number of different shapes has been something visually pleasing.
carefully designed to fit a set number Patchwork and the various tile-
of rounds. placement games before and after it
Doodle dispenses with its have covered the topic of geometric
predecessor’s button economy as shapes filling a grid thoroughly,
a means of earning victory points, yet Patchwork Doodle effortlessly
focusing entirely on filling up the grid manages to fit something fresh
in the most strategic and productive and special into the well-worn
manner. Players have special gameplay pattern.
powers that they can use to take the ALEX SONECHKINA

VILLAINOUS:
WICKED TO THE CORE
40-60m 10+ 8+ £25

ast year’s Villainous was a introduce even more welcome of experiences as a standalone game

L surprisingly ambitious treat,


handing control of a classic
Disney baddie to each player and
variety to Villainous’ winning
asymmetric cardplay.
The beginner-friendly Hades is the
– though the full set is definitely
still worth getting to try out all the
character combinations.
pitting them in a race to complete most straightforward of the bunch, As far as Disney sequels go, Wicked
their own movie-specific nefarious marching an army of titans across his to the Core is more Simba's Pride than
deeds first, whether it was Captain board to Mount Olympus. Dr. Facilier Return to Never Land. It’s wicked, but
Hook vanquishing Peter Pan or Jafar and the Evil Queen, meanwhile, wicked good.
fulfilling his wish of becoming a genie. present more inventive mechanics for MATT JARVIS
Wicked to the Core is both an advanced players to get to grips with.
expansion to that game, introducing The former gains an extra 'fortune'
three new characters into the rogues’ deck that has cards added and
gallery, and a standalone game in its removed in a deckbuilding-lite
own right, ditching the main game’s fashion and must constantly
unnecessary plastic cauldron for a struggle with opponents
smaller box and halving the maximum for control of a talisman,
player count to three – arguably the while the latter lacks a direct way to
game’s sweet spot anyway. vanquish heroes, having to brew
Snow White’s classic Evil Queen, up poisoned apples by spending
the delightfully hot-headed Hades power tokens instead.
from the House of Mouse’s nineties All three characters feel like
riff on Hercules and – one for more worthwhile additions to
younger players – Dr. Facilier from the original roster, as well
2009’s The Princess and the Frog as offering a fair spread

116 The Best Games of 2019


Players need to think not just several
turns but several rounds ahead, so
some analysis paralysis should be
absolutely expected. The satisfaction
of getting a sequence of turns planned
and completed perfectly or the
frustration of making a misstep along
the way are all part of what makes
Blackout: Hong Kong so entertaining.
The sheer amount of strategies and
possibilities this game has to offer
makes it a challenge you will want to
figure out.
While aiming high mechanically,
Blackout: Hong Kong falls flat
thematically. The premise of the
citywide blackout is always lurking
somewhere in the peripheral. Your
resources are essentials like water,
food, fuel and tools. Various actions in
the game are activated by volunteers,
such as mechanics, doctors or leaders.
Players can go scouting in the dark

BLACKOUT: HONG KONG districts to find useful resources.


However, none of these elements ever
weave themselves together coherently
Finding light in the darkness but remain disjointed, thematically
75-150m 1-4 14+ £44 similar pieces scattered through the
game. As the premise of the game
he first experience of playing time as your understanding of the game has so much promise and potential,

T Blackout: Hong Kong is very


much in keeping with the game’s
world gone dark, if a bit less dramatic.
grows. And getting through that initial
struggle becomes absolutely worth it.
Blackout is divided between players’
it’s a shame it was primarily used as
a coat of paint for identifying types of
resource cubes.
There's confusion, as a single round of individual boards, where the progress of The disconnect between the game and
eight different phases unfolds with all its their actions and objectives are tracked, the theme also affects the art. While the
related myriad of rules and objectives, and a map of Hong Kong where the board showing the map of Hong Kong
then a bit of panic, while trying to area-control part of the game takes can become quite pretty as it gets more
understand how all the steps come to WHAT’S IN place. The game also has elements populated with cubes, the rest of the
inform each other and in what way the THE BOX? of resource- and hand-management components are just okay.
main goal – gaining the most victory ◗ Hong Kong board and deckbuilding, which interweave It may not be the most exciting or
points – can be achieved. ◗ Four player boards elegantly with each other to form a enticing-looking game – if you are
While the rulebook helpfully walks ◗ 50 coins sequence of actions that require careful attracted by its theme, you may be
players through every phase of the ◗ 24 transport tokens execution and planning. disappointed. Still, Blackout: Hong
game, outlining all rule minutiae and ◗ 48 scout tokens The core of the gameplay involves Kong’s gameplay elevates it above these
◗ Four locked markers
even including gameplay examples, managing volunteers by allocating them missteps. It effortlessly combines many
◗ 12 GPS tokens
it can't get across the bigger picture. ◗ Four markers 0-6 to different tasks. Once sent out on an styles of gameplay in one coherent
Being introduced to every stage of the ◗ 136 cards errand, it takes time to gather them back, and challenging structure, offering a
game one at a time helps to calm the ◗ Three resource dice so new ones need to be recruited by fun struggle to try to master and an
initial feeling of being overwhelmed ◗ Starting player marker completing objectives. Volunteers serve absolute delight to get right.
with choice, but only playing through ◗ 20 secure district as jack-of-all-trades for all elements of ALEX SONECHKINA
every round and seeing how the actions markers the game: specific sets of colours help
in one phase influence and feed into ◗ 100 cubes complete objectives, and volunteers
◗ Four score discs WE SAY
later stages of the game will help you can be sent scouting for resources or Blackout: Hong Kong doesn’t
to understand the logic and flow of the used to perform special actions, as well manage to fulfil the promise of its
gameplay. For the first couple of rounds, generating cubes for the area-control theme, but its gameplay deserves
and even possibly for your first game, element of the Hong Kong board. a place in the spotlight.
Blackout: Hong Kong will be a case of
stumbling around in the dark. TRY THIS IF YOU LIKED… MOMBASA
But just as your eyes eventually come An earlier game by designer Alexander Pfister, Mombasa has a sunnier
to adjust to the dark, Blackout: Hong setting and lay the road for some gameplay ideas that Blackout: Hong Kong
Kong becomes more approachable over executes well.

tabletopgaming.co.uk 117
THE BEST GAMES OF 2019

COMBO FIGHTER customise your deck in any way


means that Combo Fighter’s variety
feels disappointingly limited –
10m+ 2-4 12+ £30 especially with only four characters
in the base game. (The VS Pack
number of tabletop games deals zero damage can provide the expansions add two more each, and

A have attempted to match


the blazing button-mashing
speed and deep combo-executing
chance to follow up with a devastating
series of punches and kicks. Particular
combinations execute signature
make for decent two-player intro
sets by themselves.)
Even so, the central experience of
complexity of arcade fighting games moves, dishing out even more damage going toe to toe is outstanding – with
such as Street Fighter. Combo Fighter – represented by removing cards from a few more characters in the roster,
is one of the most accomplished the deck. Combo Fighter could end up becoming
efforts yet. The strategy involved in planning something very special indeed.
It’s a game of bluffing, skill and out winning combos makes Combo MATT JARVIS
luck, as the players simultaneously Fighter more than blind luck,
execute moves by revealing cards without bogging it down in clunky
from their hand – each turn rules around initiative or card
mimicking a split-second button press combinations. Battles rarely take
in a video game. The cards are drawn more than 10 minutes, especially
from a deck individual to each fighter, once players have memorised
with the make-up of the rock-paper- their characters’ handful of special
scissors-ish move list split across abilities, and keep the blood pumping
attack, defense and footwork actions throughout.
that each trump one of the others. Like jumping on an arcade
What allows Combo Fighter to land machine, it’s a perfect game to fill
its hits so successfully is its clever a few minutes with friends. But it
combo system. Winning a round doesn’t quite land a knockout blow.
allows a player to chain together cards There’s a welcome selection of rules
form their hand into a combo, as variants, including tag teams, a
dictated by clear symbols. This means battle royale and a simple single-
opening with an evasive feint that player AI, but the lack of ability to

SLIDE QUEST
15-45m 2-4 7+ £20

s there an emerging trend of they’d managed to avoid deadly sits suspended in the centre of the

I designers using game boxes


as game components? 2015’s
delightfully zany Loony Quest
traps. 2016’s finger-flicking penguin
pursuit game Ice Cool transformed
its box into an Antarctic high school
box. Players can tilt it in different
directions using four plastic handles,
causing their plucky hero to roll on his
emulated platforming video games full of corridors and classrooms steel ball-bearing base as the ground
by having players scribble paths on for players to navigate. And beneath him shifts. Each successive
transparent plastic sheets before recent family-friendly dice game zone comes with its own set of
laying them on ‘level’ boards in the Troll & Dragon used its box as a objectives, obstacles and enemies to
game’s packaging to see whether subterranean grotto full of glittering confront, and getting it right requires
gold and diamonds. perfect co-ordination. It’s all too easy
Now there’s a new addition to the for one mistimed jolt to send the
bunch in the form of Slide Quest, knight crashing unceremoniously
a co-operative dexterity game through a hole in the ground.
that sees players collaboratively It may rely on a physical gimmick,
navigating a plastic knight but it’s a hell of a fun one. One
across a succession of perilous downside is that with fewer than four
environments, finding their way players, someone will have to control
around obstacles and attempting to multiple levers. But if you can reliably
avoid plunging into gaping chasms. round up three reasonably dextrous
The game uses some simple but teammates, it’s an absolute blast for
clever engineering. Before you families, or even for suitably childish
play you’ll place a cardboard map grown-ups.
sheet on top of a plastic tray that OWEN DUFFY

118 The Best Games of 2019


TRANSFORM YOUR
BATTLEFIELD.

Ready-To-Play Products For Miniature Wargames:

G-Mats TERRAIN SETS


Durable neoprene material Durable resin like material
Various sizes for diferent game systems Prepainted, just play
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www.gamemat.eu
THE BEST GAMES OF 2019

MILITO
Bitesize battles that don’t take an age to play
30-45m 2 14+ £27

ar was endemic in the ancient British – who lack any heavy hitters – take generals galloping behind the lines to issue

W world; history is littered with


the ashes of civilisations and
the bones of the slain. Aiming to recreate
a bit of mastering to play correctly.
Every deck is split between leader
and unit cards, though only the latter
orders and units attacking in feints. That
said, Milito still feels like a straightforward
card game with a historical warfare theme,
these fierce struggles on the tabletop, are deployed in columns. Combat is rather than its self-styled description as a
Milito sells itself as a card-based, diceless resolved by comparing the attack and wargame that’s been translated into a card
wargame for two players. The game is a WHAT’S IN defence values of two units, which are game. This isn’t necessarily a criticism, but
reskinned version of Field of Glory from THE BOX? modified with a card from the respective it seems unlikely that anyone transitioning
designer Martin Wallace, its main new ◗ Nine terrain cards player’s hand or top of the deck. Modifier from a wargame to Milito is going to feel
feature being six nation-specific decks in ◗ Achaemenid cards are played facedown and then like the gameplay has been replicated
contrast to its predecessor’s generic two. Persian deck simultaneously revealed. Whilst unit to any great degree.
The setup is simple. Five terrain cards ◗ Alexandrian cards played as modifiers have no effect, Overall, Milito is a popcorn game – a
Macedonian deck
are drawn from a deck of nine and laid leader cards confer benefits or penalties short, pleasant experience, but one that
◗ Ancient British deck
in a horizontal line between the players. ◗ Carthaginian deck to a unit’s stats, and occasionally have leaves little impression after playing it.
Most of these cards represent plains, ◗ Imperial Roman deck special bonuses for specific troops as well. If you’re a fan of ancient warfare games
although there’s also three cards for a ◗ Republican It’s a simple way of adding uncertainty to and often find yourself with half an hour
forest, a hill and rough terrain, which all Roman deck combat, and revealing one’s card makes to kill this may be the title for you, though
have different effects on gameplay. Each for a nice ‘a-ha!’ moment in a turn. it wouldn’t go down as one of history’s
card in the line is a column players seek to Milito’s rules are straightforward, though great tragedies if you gave it a pass.
control; capturing three wins the game. since victory is usually only a turn away JAMES WINSPEAR
Players choose their army by taking beginners may need a few playthroughs
the appropriate deck. Each contains a to get the hang of things. The leader cards WE SAY
number of different unit types, most and the way that units can opt to withdraw A bite-sized game of ancient
of which are exclusive to that force. convey a suitably ‘historical’ sense to combat, Milito is fun whilst it lasts
Each army has different strengths – the the proceedings, conjuring up images of but provides little beyond that.
Republican Romans boast hard-as-nails
elite infantry, for example, whilst the TRY THIS IF YOU LIKED… BATTLE RAVENS
Carthaginians have mighty war elephants Another capture-three-of-five-columns title, Battle Ravens’ cardboard figure
at their disposal. Each faction is balanced conflict succeeds where Milito fails by capturing the essence of a historical
against the others, although the Ancient wargame and translating it into a different genre.

120 The Best Games of 2019


NĒTĀ-TANKA
Totems, tents and tactics
Designer: Artist: 60-90m 1-4 14+ £55

they can be blocked, although once


the game’s more than generous special
power of ‘cloning’ is unlocked, that
becomes very hard to do. Typically,
spending a meeple to block someone
just limits the number of links you can
create and so usually not worth doing.
In an attempt to tick off all mechanics
that tend to be associated with worker-
placement games, Nētā-Tanka includes
hidden objective cards, completing
which earns players victory points. The
presence of these cards is mystifying as
they are almost completely irrelevant
to the gameplay. The objectives are
broad enough that players will be doing
them anyway as the game progresses
and so do not need further victory
point encouragement. Furthermore,
three victory points are very unlikely
to change the course of the game and
n this worker-placement and WHAT’S IN While Nētā-Tanka
-Tanka has very so the revelation of secret objectives

I resource-management game,
players take on the role of a member
of the Frostrivers tribe competing
THE BOX?
◗ Two-sided village board
◗ 16 nomads
◗ Visiting nomad
traditional worker-placement
gameplay, it has one mechanic that
sets it aside from the rest: the links.
falls flat. In the single-player mode,
objectives are necessary, but the goals
are different to those in the multiplayer.
to become the next successor to Positioning two of your meeples in Nētā-Tanka is a very competent and
the most revered elder of their ◗ 12 reminder tokens the spots next to each other creates a enjoyable worker-placement game.
◗ Two two-sided
community, Nētā-Tanka. Refreshingly, link between them, generating bonus There is something very idyllic and
totem pole boards
the competition does not involve any ◗ 12 canoe tiles resources or actions. Therefore, if all calming in collecting mushrooms
combat or confrontation between ◗ Four final tiles four meeples are linked, three extra and wood to feed your clan and build
the potential successors. Instead, ◗ 12 Nētā-Tanka cards actions are gained. While the bonus link huts. There aren’t any big end-of-game
they have to prove they are suited ◗ 10 objective cards actions are not as powerful as those that reveals and the competition between
for the role by performing generous ◗ 15 solo objective cards are generated by the proper spots on other players is non-confrontational.
acts, looking after the well-being of ◗ 18 handicraft cards the board, having so many extra abilities The biggest challenge is to sequence all
their clan and being an outstanding ◗ 137 resource tokens will still bring a significant advantage. your actions in the right order to gain
member of the society. What a lovely ◗ Two buffalo tokens The resources picked up through the the most out the links created by the
◗ 20 generosity tokens
message all-around! links may not be immediately useful, meeple placement. Despite the presence
◗ Nine link tokens
Nētā-Tanka has a bountiful supply ◗ 17 solo link tokens but as there are so many objectives to of the links mechanic, there is very little
of everything you’ve come to expect ◗ Four copy power tokens fulfil, they will not be wasted either. revolutionary about Nētā-Tanka, but
from worker-placement games. There ◗ First player token While an exciting and fun mechanic, you will be entertained nonetheless.
is a central tribe board with spots to ◗ Round counter token links also make the game more ALEX SONECHKINA
visit, resources to collect and exchange, ◗ Score pad predictable and less varied at the same
items to purchase, and special actions ◗ Masterful achievement time. It is a grave mistake not to make
to gain. Every player also has their stickers sheet a single link in a round. At the very WE SAY
Nētā-Tanka gently tries to inspire
own clan board, where all their good least, each player should be creating
us to be more generous and help
deeds will be tracked as the game one or two each turn as to not to lag others around us, while delivering
progresses. They can feed their clan by behind their opponents. Therefore, everything that is expected from a
collecting mushrooms and meat, build players tend to clamp all their meeples conventional worker-placement and
a high totem pole and tents, or procure in a certain area of the map. Of course, resource-management game.
various items. Throughout the game,
players are likely to dip into each of TRY THIS IF YOU LIKED… EVERDELL
these categories, building them up to a While not quite reaching the warm and fuzzy feeling that Everdell delivers so expertly,
certain extent or focusing more in one Nētā-Tanka is similarly a worker-placement game that focuses on the joys of menial
particular area. tasks and doing good deeds, while avoiding combat or confrontation in its gameplay.

tabletopgaming.co.uk 121
THE BEST GAMES OF 2019

PATHFINDER ADVENTURE
CARD GAME: CORE SET
90m 1-4 13+ £50

ix years ago, Paizo launched 'hunt the card, burn the deck' affair, mechanical changes is the addition of

S a fresh spin on Pathfinder,


which boldly attempted to
distil the RPG experience into an
it span out over various campaigns,
allowing players to level-up their
characters by building decks and
hero point tokens, rewards which can
either be spent to gain feats or held in
reserve to allow re-rolls, adding some
expandable card game. Essentially a taking dice-roll-boosting feats. It very welcome mitigation.
worked well, but it’s fair to say it Yet, despite being quite a
became eclipsed by even more simple game at its core, it remains
ambitious RPG-lite campaign games burdened by a knotty ruleset, stuffed
– first and foremost Gloomhaven. with super-specific terminology
Now the Pathfinder Adventure that may turn off new players.
Card Game is back in a new For example, cards aren’t merely
edition (albeit entirely backwards- played; they’re revealed, displayed,
compatible). It’s slightly better reloaded, recharged, discarded,
looking, slightly slicker and slightly buried or banished.
more fun. The 2019 Core Set includes It’s hard to imagine this second
a more generous roster of characters edition winning over hordes of new
than the first edition’s Rise of the players, and it is very pricey for
Runelords base set, complete with what you get in the box. But once
pawns, and the Adventure Path now you acclimatise to its tricky lexicon,
comes in storybook form, allowing it remains a charming and very
for more narrative embellishment replayable co-operative experience –
(though this rarely gels with the and a treat to play solo, too.
actual gameplay). One of the key DAN JOLIN

DUST IN THE WINGS


Designer: Artist: 30-45m 2-4 14+ £40

territory but you’d be wrong. This is and planning. The board and scoring
a charming almost-abstract that bigs cards are visible to everyone, so you
up its connections to mancala, one of can’t spend a turn or two setting up
humanity’s great ancient games, but a grand pattern because someone
makes it about butterflies instead. else will either spot it and nab it first,
Dust’s board is a five-by-five or won’t spot it and will blunder
meadow of squares with flowers in straight through it instead, wantonly
them and one butterfly per flower scattering butterflies as they go.
at the start, randomly blue, red and The rules are short and well
yellow. On your turn you take all explained, and the gameplay is
the butterflies from one square and pleasing for those who like visual
move across the meadow, putting puzzles. However Dust has the same
one down in each space you visit. If problem as its stablemate Inuit: it’s
your last butterfly is in a space that a charming and easy to learn game
fits the pattern shown on one of the with lovely components and high
face-up ‘composition’ (groups of production values, and a box and
colours) or ‘gathering’ (numbers and sticker price about 65% larger than
arrangements) cards then you get the they should be. At £25 this would be
handsome square box with card and its associated reward. a nice buy and a great present. At

A a minimal cover design


showing a beautiful creature
in flight – you’d be forgiven for thinking
The ballyhooed link to mancala is
only in the way you place butterflies,
not in the way you score. This is a game
its suggested price of £40 we can’t
recommend it – though the butterfly
meeples are hard to resist.
Dust in the Wings is in Wingspan of observation rather than strategy JAMES WALLIS

122 The Best Games of 2019


a foe hiding behind cover to a chance
to take out a ship’s engines. While this
is potentially going to slow down your
first few battles (or chases, or social
encounters) a table will probably have
their favourites nailed down within
a couple hours and from then on it
becomes second nature.
Even with these stunts to hand,
however, combat can be a deadly
affair. Rather than any abstract HP
system, The Expanse keeps track of
damage by eating into a character’s
luck and applying conditions to
them. While a single shot isn’t likely
to take down an uninjured character,
two or three solid hits from a decent
marksman are likely to leave them in a
THE EXPANSE RPG pool of blood on the floor.
Of course, sci-fi games rarely
A soft route into hard sci-fi restrict their battles to taking potshots
£40
with rifles, and a solid chunk of The
253 13+
Expanse is taken up with rules for
ship-to-ship combat in the depths
or a series so enamoured of bellies full and the engines fuelled, of space. This is perhaps the most

F the complex realities of life


beyond our atmosphere, the
tabletop adaption of The Expanse is
but the ruleset could just as easily
shift over to a military adventure,
a tense political drama. You could
involved and complex encounter
you’re likely to encounter in a game,
with several phases involving several
a surprisingly manageable package. even switch over to an action- members of the party each round,
It’s still packed with all the hard sci-fi packed run-in with some of the but it’s also incredibly tense. In all
that fans of the books and TV series setting’s more exotic elements, such honesty it’s not a wildly deep system,
could want, but blending this with as the zombie-like creatures created but it’s one that does a pretty great job
the flexible AGE system has produced by an alien molecule. of achieving its goals.
something capable of capturing While this is incredibly liberating, The presentation and design of the
anyone looking to geek out in space it does sometimes leave the book rulebook – often something left as an
without drowning in rules and charts. feeling a little vague when it comes afterthought in more hardcore sci-fi
Set a few hundred years into the to expectations. Should you lean games – is generally impressive, as is
future, The Expanse is a rough-and- into the sci-fi tropes and start the the art. As a minor annoyance it runs
ready sci-fi universe dominated players off with their own ship, for afoul of a few more typos and errors
by tensions and lingering conflicts example, or take a more realistic than is entirely comfortable, but only
spread across our own solar system. but slightly confining approach and a handful of these could cause actual
Though futuristic, the tech on make them part of a crew or unable confusion over rules.
display is comparatively grounded to travel freely? When all this is accounted for,
in reality – think super-efficient Once things get off the ground The Expanse is a thoroughly solid
engines rather than warp drives, – possibly literally – the game is system for exploring the setting, and
fancy guns rather than lasers – as are easy to manage without being is flexible enough that with a bit of
the conflicts you’re likely to run into simplistic. It’s comfortably mid- tweaking it could easily be modified
while playing the RPG. weight in terms of complexity, to work with a dozen other mid-tech
This doesn’t mean that there combining a very straightforward sci-fi universes.
isn’t plenty of scope for action core mechanic with plenty of scope RICHARD JANSENPARKES
or adventure, however. The void for players to customise their
holds many dangers for players to characters and pull off exciting WE SAY
stumble into and plenty of paths for a ‘stunts’ if they roll well enough. Flexible sci-fi with a focus on guns and
campaign to head down. There’s a fairly long list of these engineering instead of laser-swords
In fact, one of the greatest abilities for players to pick from, and future-tech. Worth a look, even
strengths of The Expanse is the sheer ranging from a ricochet shot that tags for newcomers to the setting.
range of different genres you can
explore with it. A standard campaign
might set the players up as the crew TRY THIS IF YOU LIKED… TRAVELLER
of a freelance spaceship roaming the The Expanse is a little more grounded than the granddaddy of sci-fi RPGs, but
solar system, just trying to keep their it pushes many of the same star-gazing buttons.

tabletopgaming.co.uk 123
THE BEST GAMES OF 2019

SPIRE: STRATA
Designer: 235 13+ £30

he first full-size follow-up are fascinating for rather different chapters, as do the chances for fresh

T to one of last year’s most


exciting indie RPGs, Strata
oozes dark charm. Packed with
reasons, and in their own way do a
rather wonderful job of capturing the
book’s tone.
character advances and equipment.
The chunkiest portion of the book
is devoted to ten brand new scenarios,
new player options, locations The Inksmith, for example, is evenly divided among the heights and
and scenarios to play through, where Spire grounds its obvious depths of society. Each provides an
it’s a well-crafted supplement love of storytelling, with spells that interesting take on the world, especially
that adds a slab of ideas to the compel someone to walk through the those designed for one-shot games or
base game. door with a gun or invoke the mighty very short campaigns with specialised
A twisted fantasy-punk take powers of Narrative Convenience. characters. An early mission against an
on persecution and revolution, The darker, grimier and harrowing elven noble treating her staff as living
Spire transported players to a side of the setting comes with the dolls is particularly fascinating and
towering mega-city where high elven thoroughly spooky Shadow Agent, horrifying in equal measures.
overlords thrive on the toil and misery who are robbed of their sense of self While these are all great reads,
of downtrodden dark elves. With during a dark initiation and turned some of the more high-concept
oppression and dread hanging in the into perfect spies. scenarios aren’t the easiest to run,
air, it feels strangely appropriate that Along with this is a wealth of sacrificing clarity in favour of elaborate
rather than shaking up the status quo information on fresh districts about the storytelling. Honestly, though, if you
Strata simply aims to expand it. Spire, painting a beautiful picture of aren’t on board with a slice of the
Perhaps the most obvious additions both the very highest neighbourhoods dramatic it’s unlikely you’re a fan of
are two new classes for players to add and the very darkest, dingiest slums. The Spire in the first place.
to their party of revolutionaries. Both creativity perhaps peaks among these RICHARD JANSENPARKES

PERIODIC: A GAME
OF THE ELEMENTS
40-60m 2-5 10+ £39

espite being a game inspired by claim the individual elements listed on a knowledge wrapped in the middle – and

D the periodic table of elements,


Periodic is closer in excitement
to dropping potassium in water than
variety of different goal cards. Finishing
your turn in specific groups – noble
gases, halogens, metalloids and so
worth playing just for fun.
Considering its creators were working
with a grid of squares certain to elicit
reading from dusty textbooks. on – advances you along the academic flashbacks to tedious chemistry lessons
It’s clearly been created with its achievement track, earning extra points. for most people, the colourful and clear
educational benefits in mind, but the The objective cards’ scientifically- presentation means you’ll quickly start
gameplay is much more interesting accurate specificity give the game a finding your way between seaborgium
than you might assume from the dry charming sense of quirkiness, as you race and livermorium with ease. Though given
premise. Even so, there’s actual scientific to be the first to concoct ‘disinfectant the pop and clarity of the rest of the game,
backing to what you’re doing – players for pool and hot tub water’ (HOCl and it’s a shame that the near-identical
spend or collect energy tokens to adjust HOBr, if you’re wondering) or the ‘gas visual similarity between the pink and
their atomic mass and increase their inside incandescent light bulbs’. purple player pieces caused confusion
ionisation energy and atomic radii Hidden agenda cards and a light for our group on multiple occasions.
(it’s less complicated than it sounds), amount of player interaction and It won’t set the world on fire, but
moving around the periodic table to strategy through claiming energy spent the fact that the designers have turned
by your opponents and the chance out something this enjoyable whether
to benefit from goal cards others you’re revising for your science exams
fulfil complete a design that finds a or not simply has to be applauded.
comfortable resting point between And if you (or someone you know) are
genuine educational value and looking for a way to learn your Ac to Zr
not leaving everyone around the that doesn’t go down like a Pb balloon,
table bored out of their minds. The this becomes a must-have. It turns
gameplay is a compound of familiar out the most important element in
ideas, but the approachable delivery Periodic is surprise.
makes it easy to digest the pill of MATT JARVIS

124 The Best Games of 2019


PATHFINDER: SECOND EDITION a reskinned longsword, it actually deals
extra damage, while that pirate you
dreamed up can find abilities helping
Magic, monsters & maths her specialise in underwater fighting,
climbing ropes and navigation.
638 13+ £48
All this minutiae and minor details
come at a cost, and that’s complexity.
hen you sit down to a game available in earlier editions has been Even first-level characters have a long

W of Pathfinder: Second Edition


it’s very hard to forget that you
are, in fact, playing a game. Where other
heavily streamlined. Rather than having
turns divided up into distinct chunks,
every character simply gets to do three
list of abilities, powers and skills to pick
from and, as campaigns stretch on and
power levels climb, things can begin to
titles turn their back on complex rules and things each round. Want to spend get increasingly hard to manage. Much of
highly-tuned characters in favour of light- your entire turn sprinting across the the fun in Pathfinder comes from playing
touch storytelling, Paizo’s latest take on battlefield? Go for it. Feel like stabbing a your character effectively, and doing that
traditional fantasy adventuring absolutely dude, raising your shield and then using it requires you to be on top of spells, special
revels in it – for better and for worse. to smack someone else? That’s fine too. actions, focus powers, magic items and
A great many people will see this While it can take a little while for much more besides.
focus on mechanics and raw numbers players who cut their teeth on First On top of this, the core ruleset seems
as an instant red flag. However, if you’ve Edition to adjust, this single change helps absolutely determined to make sure that
ever sat down with an RPG character combat flow a little easier. It also helps virtually every action a hero might take
sheet and felt the urge to tinker until the avoid the depressing moments where you is codified, written down and measured.
rules on the page fit in with the badass waste a bundle of actions because there’s There are more than 100 words devoted
you picture in your mind, creating and nothing useful to do with them. to the rules for pointing out a hidden
playing out your chosen hero can be More than a few of the game’s sacred enemy to your friends, for example, with
unbelievably satisfying. cows have been sacrificed for this new different mechanical results depending
We say ‘hero’ there, because Second edition, too. The noble paladin is no on how the dice roll goes.
Edition is very much a game about larger- longer a core class, for example, having Enjoying Pathfinder isn’t easy. It
than-life heroes setting out on magical been replaced by the much broader requires you to find real enjoyment in
fantasy quests. While you could certainly ‘champion’. A character’s ancestry also mechanics as well as roleplaying, a love
use it to weave tales of courtly intrigue plays a reduced role in choosing their of shameless heroism, and either the
or desperate wilderness survival, the class, allowing you to flesh out kinds of willingness to memorise a lot of rules or
heart of the RPG revolves around beating weird and wonderful concepts without the confidence to ignore the ones you
up monsters, exploring dungeons and sacrificing too much effectiveness. don’t feel like following. If you and your
extracting big piles of loot. In fact, this is one area where friends tick those boxes, however, it does
If that all sounds very familiar, that’s Pathfinder: Second Edition truly shines. an incredible job of hitting everything you
because – like its predecessor – this new There are plenty of games out there that could want from a brand new RPG.
Pathfinder is directly based on Dungeons & offer incredible choice when it comes RICHARD JANSENPARKES
Dragons. Indeed, tucked away at the back to character creation, but it’s rare for
of the core rulebook you can still find the these choices to be backed up with hard
text of D&D’s 19-year-old Open Gaming mechanical consequences. This means
❚ WE SAY
A slab of a core book for a monster of a
Licence. While it retains a lot of the that the enormous blade being lugged system that offers incredible customisation
touchstones that have helped define the about by the goblin barbarian isn’t just at the cost of more complex mechanics.
genre, such as classes, spell slots and the
d20, however, the developers haven’t been TRY THIS IF YOU LIKED… GENESYS
afraid to make a few sweeping changes. Pathfinder's second edition is a fair bit chunkier than Fantasy Flight’s genre-
Perhaps the most obvious of these spanning RPG, but it has the same love of fiddling with characters and rules to
is that the smorgasbord of action types create exactly the hero you want.

tabletopgaming.co.uk 125
THE BEST GAMES OF 2019

COPENHAGEN
So good we just can’t cope
25-40m 2-4 8+ £45

from a randomly shuffled deck,


you’ll often be unable to take
cards of matching colours,
forcing you to think
about the most useful
combinations to add
to your hand. Should
you spend a few turns
amassing a handful of WHAT’S IN
green cards to buy a big, THE BOX?
potentially game-changing ◗ Harbour board
tile? Or should you try to ◗ Four player boards
◗ 20 special ability tiles
pick up smaller ones in
◗ Four scoring markers
multiple colours – less ◗ Scoring track
lucrative, but much ◗ 70 facade cards
easier to acquire? You’ll ◗ 62 facade tiles
always have to think a ◗ End of game card
few rounds ahead and, when the
luck of the draw scuppers your
plans, you’ll need to be able to
change your tactics on the fly.
It’s a simple but satisfying
process, but it’s only the
foundation of Copenhagen.
You’ll also score bonus points for
building arrangements of windows,
and as you play you’ll earn a
variety of special abilities. Used
here’s a never-ending it squeezes out of an absolutely judiciously they can swing the game

T discussion about the best


games to introduce new players
to the tabletop, and favourites like
minimal set of rules.
You and your opponents start
the game with square-grid player
in your favour, and add a sense of
progression and increasing power.
Ultimately, Copenhagen
Ticket to Ride, Carcassonne and boards representing houses under boils down to a simple choice
Alhambra almost always feature in construction. On your turn you’ll repeated on every turn: take some
the conversation. These ‘gateway choose one of two actions: take resources, or do something with TRY THIS IF
games’ pull off a delicate balancing some cards from a communal pool the ones you already have. It’s a YOU LIKED…
act, presenting players with arranged around the city’s harbour, formula that’s worked brilliantly TICKET TO RIDE
meaningful choices while keeping or play cards from your hand to in games like Splendor and Ticket They’re miles apart
complexity low. The handful of claim building tiles to add to your to Ride, but Copenhagen never thematically, but
games that do it well have become board. As you play you’ll aim to fill feels samey or derivative. It takes both games force
some of the most treasured titles in as much of your grid as possible, the family-weight Eurogame players to choose
between acquiring
in the hobby. Now there’s a new earning points for every row and blueprint and makes it its own –
cards or advancing
addition to the bunch. column you complete. the result is magnificent. their position, and
Copenhagen is ostensibly What makes things interesting are OWEN DUFFY both are fantastic
about building brightly-coloured the rules for gaining and spending options for newbies
houses along the Danish capital’s cards. To grab a tile, you’ll need to to the hobby.
waterfront. But beyond some discard a set of cards matching its ❚ WE SAY
cheerful artwork and half a size and colour – so, for example, Copenhagen comes with a simple
paragraph of flavour text in its a red tile made up of four squares premise, short playing time and
lightning-fast turns, but never at the
rulebook, it doesn’t do much to would cost four red cards. While
expense of interesting decisions. Its
carry its theme. In reality, it’s an you’ll be able to pick up two cards on special ability tiles add a real sense
abstract, Tetris-style puzzle. What your turn, they have to be adjacent of progression, and the result is
makes it shine, though, is the tight, to one another in the available worthy of a place in the pantheon of
elegant and fast-flowing experience row. With the selection drawn great family-friendly Eurogames.

126 The Best Games of 2019


tabletopgaming.co.uk 127
THE BEST GAMES OF 2019

WHAT’S IN
THE BOX
◗ Six double-sided
location boards
◗ Four double-sided
player boards
◗ Four bowls
◗ 105 wooden cubes
(in four colours)
◗ 48 wooden workers
◗ 56 points cards

CENTURY: A NEW WORLD ◗ 25 bonus tiles


◗ 10 exploration tiles

Emerson Matsuuchi's historical trading


trilogy reaches its spicy conclusion
45-60m 2 14+ £30

ou’ve got to hand it to folds it all together in a surprisingly exactly bother the titans of the

Y Emerson Matsuuchi. Century:


A New World doesn’t just mark
the finale of his none-more-Euro,
elegant way, offering a wide range
of options per turn, at the risk of
increased analysis paralysis.
genre, such as Agricola or Lords of
Waterdeep. What adds some flavour
is that each of the points cards grants
cube-trading, 300-year-spanning But how does A New World work benefits when claimed, either one-
trilogy. It also marks the last part of a as a standalone game? As with its offs (for example, adding settlers to
triptych that, thanks to his ‘mixable predecessors, it comes with four your pool) or ongoing, which brings
game’ design ambition, combines in cube-represented commodities – this some gentle engine-building into
a variety of ways to create no fewer time corn, meat, tobacco and fur, in play. There are also bonus tiles to
than seven variants. In addition to keeping with its 16th-century America purloin, which encourage set-
the three base games (Spice Road, setting. And, again, the core of its collection strategies, too.
Eastern Wonders and this), there is a gameplay involves switching up these Like the previous Centuries it’s all
fourth which combines the first two, commodities to create combinations smoothly implemented and lavishly
two more which each combine A that will allow the purchase of game- presented – though the location TRY THIS IF
New World with one of its prequels end point rewards. However, the boards really should have been tile- YOU LIKED…
and an epic seventh which bundles prevailing mechanic here is now good thick, rather than outsized cards. In THE OTHER
together all three. old, reliable worker placement. truth, despite its standalone charms, CENTURY
And it works. Really well, in fact Each player starts with six settlers A New World is probably best enjoyed GAMES
– as long as you don’t mind the faff (each represented by a disappointingly by those who have already travelled Goes without saying,
of setting up and packing away with diddy meeple), but can build to a with Matsuuchi along his Spice Road really, that if Spice
two or three different boxes, and maximum of 12. Like A Feast For and around his Eastern Wonders spice Road and Eastern
Wonders tickled
happen to already own either or Odin, these often have to be placed islands. After all, it is the all-three-
your taste buds,
both of the previous games. When in multiples to pull off more valuable games combo which impresses the then A New World
you combine with Spice Road, that actions and, similarly to Charterstone, most – a real triple-treat. will go down well.
game’s cube-trading cards can form a other players’ pieces don’t necessarily DAN JOLIN
player’s own ‘trade route’, which beefs block you – you just have to place one
up the engine-building element. The more settler than usually required,
Eastern Wonders version adds that which sends your opponent’s settlers
❚ WE SAY
It’s fine as a relatively simple worker-
game’s explorable modular tile map, back to their player board, allowing them placement standalone, but it’s through
with its islands offering up additional to be redeployed during future turns. its mechanism-blending marriage
cube-trading options. And the full-on, It’s pretty straightforward, with the other Century games that
entire-trilogy-on-one-table version medium-weight stuff, and won’t A New World really stands out.

128 The Best Games of 2019


WARHAMMER: AGE OF SIGMAR – WARCRY
Breaking the mould whilst breaking bones
1-3h 2+ 12+ £100

The only real complaint is the


terrain deployment system. Warcry
features a card-based mechanic to
determine the layout of the scenery
in the box for a given battle. This is
odd, since, as well as a self-contained
system, Warcry is also a ruleset
intended to be used as a wider
skirmish game. Because of the specific
nature of the cards and scenery,
however, this mechanic is effectively
tied to the box itself and comes across
as a somewhat cynical attempt to get
players to invest in the full set rather
than just buying the core book. Whilst
using other scenery as a proxy or just
eschewing the mechanic altogether
wouldn’t be game-breaking, it still feels
more like a tacked-on gimmick rather
than a core element.
The miniatures and terrain are of
ameless creatures prowl the roll-armour-save system. This has been the usual high standard that Games

N twisted landscape in search of


prey. Blasphemous chants to dark
gods rise from harsh throats to the skies.
removed for a much simpler – and
much more fun – method of using a
single roll, yet gameplay doesn’t feel
Workshop is known for, with the
attendant high number of details on
each model that’s either a boon or
Blades ring in the ruins of once-great simplistic as a result. This is down in a curse depending on your feelings
cities. This is Warcry; set in the wastes of large part to the innovative initiative about painting them. Aesthetically
Warhammer’s Mortal Worlds, the game WHAT’S IN system. At the beginning of a round speaking, the creativity seems to
pits eight new Chaos warbands – as well
THE BOX? both players roll six dice to see who have been unevenly distributed
◗ Four-page
as several existing Age of Sigmar factions – quickstart guide goes first. The player whose roll between the two factions included
against one another in a brutal skirmish- ◗ 22-by-30-inch contains the fewest repeated numbers in the box. Whilst the Iron Golems
level wargame. folding game board goes first, whilst doubles, triples have a distinctive look with sinister,
The game is very much the fantasy ◗ 20 fighter cards and quads become points to spend portcullis-like helmets and an
answer to Warhammer 40,000’s Kill ◗ Four ability cards on special abilities, adding a new emphasis on curved armour, the
Team; a low-model-count game that ◗ 36 terrain cards layer of tactical depth and resource Untamed Beasts come across more
requires less upfront investment than ◗ 36 deployment cards management to the proceedings. as generic barbarians bedecked in
its mass-battle equivalent and generally ◗ 36 victory cards Warcry shows smart design choices loincloths and animal bones.
◗ 36 twist cards
takes less time to play. not only in the rules themselves, but Proving that streamlining does not
◗ 18 dice
In fact, even more so than Kill ◗ Range ruler also in how those rules are conveyed. As equal dumbing down, Warcry may
Team, it’s a continuation of the pivot ◗ 79 tokens well as a quickstart sheet to let players very well prove as popular as Kill
Games Workshop made several years ◗ Ruined city terrain get stuck in, the mechanics themselves Team as a go-to skirmish game for
ago towards fluid gameplay that ◗ Iron Golem warband are made intuitive through the use of wargamers. The Gods of Chaos would
eschews the heavy bookkeeping and ◗ Untamed Beast visual cues or ‘runemarks’ found on surely be pleased.
stat-checking of old. On a moment-to- warband the various cards the game uses. You JAMES WINSPEAR
moment level, play alternates between ◗ 12 Chaotic beasts can easily tell which character can use
opponents as they activate a single ◗ Warcry poster which abilities by matching the symbol
model. A model unit can perform two on their fighter card to those on the
❚ WE SAY
Fast, intuitive and brutal, Warcry
actions each time it’s activated: move, abilities sheet. Mentioning this sounds isn’t just a new system to flog more
attack, disengage from combat or wait. trivial, but it’s remarkable how much miniatures, but a genuinely entertaining
Nowhere is Games Workshop’s these simple features speed up play. skirmish game in its own right.
new approach to game design clearer
than combat. One of the veteran TRY THIS IF YOU LIKED… KINGS OF WAR: VANGUARD
publisher's oldest principles has been Another high-fantasy skirmish wargame, Vanguard offers fast and bloody
the tiresome roll-to-hit, roll-to-wound, gameplay, and includes killer scarecrows to boot!

tabletopgaming.co.uk 129
THE BEST GAMES OF 2019

LETTER JAM
B_oody bri_ _iant
45m 2-6 8+ €17

f you’re looking for a new post- excellence, combining its simple ‘spell a immediately solve their current letter. (A

I Codenames word game that’s fruity and


fresh, Letter Jam is it.
Everybody starts the game with a
word’ premise with the brain-burning co-
op challenge of both giving effective clues
and working out those given to you.
satisfaction only increased by clinking the
fruity poker-chip tokens on the table to
indicate the letters in your clue.)
secret five-letter word decided by their Anyone can choose to give a clue As you might expect, Letter Jam’s social WHAT’S IN
neighbour. The five letter cards are (the green and red clue tokens ensure deduction element means it tends to THE BOX
shuffled; it’s your job to rearrange them in that everyone gives a hint at least once), work best with more players (extra heads ◗ 64 letter cards
order to spell out the hidden word. Easy, vaguely indicating how helpful their hint around the table help with coming up ◗ Wildcard
right? Wait, did we mention you can’t see might be – “This five-letter word helps with clues quickly, too), although it does ◗ Four setup cards
what letters you have? three of us and uses the wildcard.” – to scale nicely to smaller groups; decks ◗ Pad of guessing sheets
Yep, Letter Jam borrows the quirky decide amongst themselves who should of cards stand in for absent humans, ◗ Eight numbered tokens
◗ Six pencils
hold-your-cards-backwards trick of go this turn. drawing a random letter to help with
◗ Six card stands
fireworks-making co-op game Hanabi While there’s a nice amount of hints. There’s a nifty way of keeping ◗ Six red clue tokens
and applies it to a twist on a Hangman- flexibility to ease the pressure on those players who swiftly solve their word to ◗ Nine green clue tokens
like spellathon. who prefer to guess rather than give, remain engaged in the action, too, with
Everyone can see one of their fellow this is Letter Jam’s only real sticky spot: bonus letters earning extra points if you’re
players’ letters each round, and must try depending on the letters and players, keeping score.
to spell out a word using the visible letters coming up with the best word possible Deliciously challenging, superbly
around the table to give as many people can result in several minutes of quiet, original and executed to perfection,
clues to their current letter as possible. game-dragging umming and erring, and Letter Jam is the next great word-
(So you might be working out the gap in potentially cause frustration if someone guessing game. To put it a fruitier way: it’s
B_SKET, while your E-holding neighbour feels their thought-over perfect clue went f_cking fantastic.
puzzles over BASK_T.) But you only have to waste or someone blew a precious turn MATT JARVIS
so many rounds to try and work out all on an ultimately unhelpful hint.
five of your letters – you can’t return to a After everyone gets into the swing of it, ❚ WE SAY
Letter Jam is a great co-op game, an
letter once you’ve decided what it is – so though, these moments of hesitation and
outstanding word game and a brilliant
the pressure’s on to decode your letters disappointment tend to be rare – and the experience – just be prepared to
and secret word as efficiently as you can. few that occur are often worth it for that scratch your head over that perfect
Like Codenames and Decrypto, it’s moment you quickly pull out a nine-letter clue. When it hits you, though, you’ll be
a social deduction word game par masterpiece that causes everyone to unable to conserve your excitement.

TRY THIS IF
YOU LIKED…
HANABI
If you love staring
at card backs while
thinking intensely
about how to help your
friends, these make
for a perfect pair.

130 The Best Games of 2019


tabletopgaming.co.uk 131
THE BEST GAMES OF 2019

WELCOME TO DINO WORLD


40-70m 1-75 12+ £25

elcome to Dino World to carefully plan your layout and disappointingly bare compared to its

W brings together two of


the hottest trends on
the tabletop right now: roll-and-
pursue varied scoring options here
give plenty to consider. Do you build
a bunch of big ol’ carnivores for big
‘Danger’ mode, where generators can
malfunction and players have greater
control over their rolls and park
writes and dinosaur theme park points, cram in smaller herbivores, layout. The game makes its complexity
management. Though, as anyone fill out the park with features or try to easy to digest, so there’s really no
who’s been playing Yahtzee and strike a balance? A random selection reason to limit your experience to the
watching Jurassic Park for the past of public objectives introduce a little Lite experience and miss out on the
two-plus decades knows, they never bit of indirect player interaction best the game has to offer.
really went out of style. through a race to claim them first, as Dino World will satiate your hunger
It’s a broad surface, but there’s plenty well as shuffling up the options each if you’re after a roll-and-write with
of depth underneath. This is a longer game – even so, the otherwise limited a little more meat to chew on. The
and heavier roll-and-write than much sense of other players means you do limited interaction won’t appeal to
of the genre, with players laying out an play in a bit of a bubble. everyone and the Lite mode should
arrangement of dino pens, paths and Managing power and park simply be skipped, but the full game
attractions on their grid while having to security are among Dino World’s is a worthy addition to both of its
manage the power generators needed more satisfying elements, so the crossover genres whether you’re here
to keep the electric fences buzzing. game’s ‘Lite’ mode – which trims for the dice or the dinos. At the end of
The basics are still familiar enough things back to a much more simple the day, any excuse to draw a T-Rex is
to pick up in a few minutes – roll dice, puzzle of arranging pens with little one worth taking.
write things in boxes – but the need risk of anything going wrong – feels MATT JARVIS

DOPPELT SO CLEVER
(TWICE AS CLEVER!)
30m 1-4 8+ £13

he follow-up to last year’s box’s silver platter for your opponents Poor rolls and losing dice to the tray

T ‘pretty clever’ roll-and-write


smash hit Ganz Schön Clever,
Doppelt so Clever might not be twice
to pick at – but the different
placement and scoring hoops to
jump through have been remixed and
aren’t quite as limiting as before, either,
with a new bonus power allowing
players to return cubes from the platter
as clever as its astute predecessor expanded in a way that makes Doppelt back to their available pool. Even so,
– but it’s still an impressively smart a satisfying and natural step up for changes such as Doppelt’s remixed
next move for the series. masters of the original. yellow area – which requires checking
There’s a little more to wrap your The most significant and off numbers twice to score them – mean
head around here than in Ganz. You interesting addition is a silver die, that there are even more tricky decisions
still chuck dice and choose which which lends a literal silver lining to involved in pushing your score as high
to jot down on your sheet carefully sacrificing lower rolls to the platter – as possible, making the added control
– sticking lower-value cubes on the with the die counted as a wild colour, over your dice a welcome balance to the
you get to check off every other die more complex placement rules.
you send to the tray by claiming Ganz was one of the best games
the cube, scoring for fuller of last year. Doppelt is more of what
rows in the silver area. With made that game so great, but with
timing key to making the some welcome extra layers of tricky
silver die most beneficial decisions. If you’re totally new to the
without leaving yourself series, the slightly simpler Ganz is
with chaff or handing too probably still your best starting point
many valuable dice to your – but this is a fantastic and worthwhile
opponents, it’s an excellent new follow-up when you feel you’ve
mechanic that opens new strategies mastered that game. Go on, make
up without straying too far from yourself feel clever again.
Ganz’ highly enjoyable blueprint. MATT JARVIS

132 The Best Games of 2019


Cyberpunk editions peeks through and
adds an extra layer of bookkeeping and
detail to things. As you take damage,
for example, you need to track how
much of your armour is ablated away
– and if you use your rifle on the three-
round setting, you need to make sure
you’re using the burst sub-table, not
the primary one.
This love of little details, a reliance
on reference tables and occasional
glimpses of old-school approaches
to GMing – it’s been a while since an
adventure suggested making players
suffer for “the sin of powergaming” –
does make Cyberpunk Red feel weirdly
archaic at times. Whether this is a
positive or not will depend on you and

CYBERPUNK RED your playgroup, but it certainly does


give the game a distinct feel and tone.

JUMPSTART KIT Indeed, the original Cyberpunk


was a child of the ‘80s and Red still
seems to have one shiny black boot
Old-school future visions firmly planted there. Spandex-clad
‘Chromatic Rock’ is still the sound
98+ 13+ £29
of rebellion in its version of the
f a good starter set is meant to act as a invested in the setting in order to hit 2040s, mirror shades are the height

I little torpedo loaded with everything


great about a game, the Cyberpunk
Red Jumpstart Kit is a solid hit. There
the ground running. Even if you only
have a passing association with the
genre you already have a grasp on
of fashion and mundane objects are
made to sound cooler by sticking the
word ‘cyber’ in front of them.
are a few spots where rather archaic shady megacorps, futuristic street If you read that and feel yourself
design clashes with slick modern gangs and visor-clad cyberhackers. shrinking away, Cyberpunk Red may
presentation, but within the space of This is especially helpful in a starter not be for you. It’s a game that pulses
two booklets and some handouts this set where slashing the time from with a love for the genre’s aesthetics, its
box jacks players right in to the neon- opening the box to rolling dice should themes and its retro-futuristic vision of
pulsing heart of cyberpunk. be as low as possible. our future. If you can drop any sense
Set in an alternate-timeline It helps that the rules are – initially, of irony and embrace the babble about
version of the 2040s, Cyberpunk Red anyway – simple to work with. Black ICE, get cybered up and go throw
is the latest version of a game with Overcoming challenges, whether they down with a booster gang, you’re going
a pedigree stretching back more involve scaling a wall or impressing a to have run with the Jumpstart Kit.
than three decades – a time when contact with a sweet guitar solo, requires In fact, the biggest problem with the
you could get away with calling a a d10 roll modified by some combination box set is that it currently acts as an
cyberpunk game Cyberpunk. The full of raw attributes and trained skills. Roll introduction to nothing in particular.
RPG is slated for release sometime high enough and you pull it off. Easy. At time of writing the full version of
in the next year or so, but until then As you delve deeper into the game, Red doesn’t even have a release date,
the Jumpstart Kit is designed to give however, the complexity swiftly grows. so if you do fall in love with the world
players and GMs alike a taste of the Hand-to-hand combat is surprisingly you’re forced to jump back to an earlier
game and the world it inhabits. chunky, with options to grapple, version of the game or cool your heels
If you want to picture that world, choke and throw your enemies about until the final product hits.
just conjure up every single trope and the room, while ranged battles involve RICHARD JANSENPARKES
cliché you could possibly associate consulting a chart showing how hard
with the word ‘cyberpunk’ and then it is for different classes of weapons to
give it a slight brushing with ‘80s nail a target at certain ranges.
❚ WE SAY
You couldn’t get more cyberpunk if you
flair. While that sounds like an insult, It’s rare that this crosses the line into tried. This starter set kicks off with a
it really isn’t meant to be. Rather, confusion, but every now and then shower of neon glamour, it’s just a pity
the sheer, shameless dedication to the simulationist approach of earlier there’s no full game to move on to.
embracing everything cyberpunk-ey
smashes any inhibitions keeping you TRY THIS IF YOU LIKED…
from leaning into the roleplay. GENESYS: SHADOW OF THE BEANSTALK
On top of this, it also means that Cyberpunk Red’s rules are a little more fiddly than the Genesys system, but it
you really don’t need to already be also comes with an attitude that its more generic cousin can’t quite match.

tabletopgaming.co.uk 133
THE BEST GAMES OF 2019

ATELIER: THE PAINTER’S STUDIO


A game that makes a good impression
30-45m 2-4 14+ £39

e’re in the late 19th century, WHAT’S IN Each turn you roll and draft four dice, Despite all that, despite all the

W in the midst of one of the


greatest outpourings of
art in history – the Impressionists, the
THE BOX?
◗ Four player boards
◗ 40 painting cards
◗ 16 patron cards
and the results let you deploy or move
students, collect paint, or spend paint to
complete a painting. Each painting has a
misgivings, it’s fundamentally nice. The
whole thing is pleasant and satisfying
to play, and building your collection
Post-Impressionists, the Romantics unique power which gives you boosted of classic art is lovely. It’s somewhere
◗ 48 art student meeples
and others. In Atelier you’re not one of or additional abilities, plus you can burn between dice drafting, worker placement
◗ 60 paint cylinders
them. Instead you’re running a studio of ◗ 16 dice dice to get inspiration tokens, which you and engine-building. If you want a full-on
artists, competing against other studios ◗ 20 inspiration tokens can spend for later re-rolls, paintings worker-placement game about art then
to produce a steady volume of paintings, ◗ First player marker or even new patron cards, which give you should go for Fresco, if you want heavy
as well as masterpieces to win patrons ◗ First master marker victory-point bonuses. player interaction and dominating the art
and reputation. Ultimately and inevitably it’s all about market then Modern Art is your game, but
Publisher AEG has gone to town on VPs, which come from your paintings. Atelier occupies a space somewhere in the
the presentation of Atelier. Collecting There are four schools of painting, which middle, and seems comfortable there.
the paintings is the goal of the game and affect the game less than you’d think; Atelier is a keeper, which for a games
each one is beautifully reproduced on you’re not collecting sets, you mostly reviewer with limited storage and a
a tarot-sized card in a way that lets the build your collection based on what your collection that started in the 1980s is high
classic art breathe. The player boards are patron wants, what paint you have and praise. It’s not one of the finest games I’ve
artists’ palettes – not simple white cards what powers and VPs the card carries. played, it doesn’t dazzle with originality – I
like the ones in Bob Ross: Art of Chill, but There’s no reward for cornering the wouldn’t even use the word ‘great’ about it –
handsome tools that look the part but are market for Monets. but there’s something in the box that I want
also beautifully functional. The gameplay is clever and intricate, to experience and share again. Even though
On the other hand the meeples that it’s well-balanced and paced, though in the mechanics never quite capture it, the art
represent your art students are… there’s the end it’s not tremendously tactical. world of the late 19th century is a charming
no two ways about this, they’re priapic It’s difficult to work out what paintings and attractive place to spend an hour.
and bootylicious. Obviously they’re another player is likely to go for, or to JAMES WALLIS
meant to be holding a palette and block them. The students tussling for
brush, but unfortunately their silhouette paint is amusing but the game makes it
suggests something rather cruder. easy to bypass that whole process. The
❚ WE SAY
Not the best game about art, or even
What do you do with your collection paintings’ abilities feel like they ought the best game about art this year, but
of horny students? You use them to get to come together for a kind of engine- it’s an clever, engrossing and agreeable
four colours of paint, which you need to building system but it never gels. way to get a small lesson in art history.
complete paintings, but you can only get
a paint colour if you’ve put more students TRY THIS IF YOU LIKED… SPLENDOR
around it than anyone else and then Not the best game about art, or even the best game about art this year, but it’s
make the right dice roll. an clever, engrossing and agreeable way to get a small lesson in art history..

134 The Best Games of 2019


IMPERIAL SETTLERS:
EMPIRES OF THE NORTH
King in the North
45-90m 1-4 10+ £57

WHAT’S IN
mperial Settlers, Ignacy Trzewiczek’s turn gives Empires a distinctly different As a whole, Empires is a softer and THE BOX

I civilisation-and-engine-building
card game, pushes out the corners
of both its world and gameplay in this
feel with a little extra breathing room for
newcomers to the series – something
that the swap from five set rounds to
more approachable experience than
Imperial Settlers. The race to 25 points
means there’s more leeway for new
◗ Scoreboard
◗ Expedition board
◗ Six clan score markers
◗ First player marker
accomplished new instalment. a winning total of 25 points also helps players to get to grips with their clan’s
◗ 33 Ulaf Clan cards
Empires of the North is both a with, without dragging out the overall individual cards and abilities, without ◗ 33 Nanurjuk Clan cards
refinement of Imperial Settlers and a play time. the pressure of a limited number of ◗ 33 Heidel Clan cards
new game entirely. The central tableau- The cardplay is supplemented by rounds. The earlier game’s player-on- ◗ 33 Glenn Clan cards
building is still here, with players adding a new action-selection rondel that player attacks have been dialled back ◗ 33 Panuk Clan cards
to their layout of cards to produce players assign two counters to in order here, merely exhausting ability cards ◗ 33 Mackinnon
resources, construct buildings and earn to perform key actions: harvesting extra for that round instead of destroying Clan cards
victory points. Gone is a common shared resources from farms, gaining more them completely, making Empires less ◗ 12 nearby island cards
deck; the three factions in the box are workers and so on. It gives the game an explicitly aggressive and punishing. ◗ 10 distant island cards
◗ Five action tiles
now fully asymmetric, with the Inuit, engaging extra dimension and, rather Even so, the game introduces
◗ Four clan tiles
Vikings and Scots (each is separated than feeling like an awkward system more passive competition through ◗ Eight action pawns
further into two clans) offering a way bolted on for the sake of newness, the sail action, which lets players ◗ Goods tokens
of playing that’s even more pleasingly ends up being a clever way of building send out their boats to conquer (for
individual and thematic. a stable foundation of regular actions permanent benefits and VP) or pillage
Also absent is Imperial Settlers’ more under the varied and draw-dependent (for instant rewards) islands near
deckbuildy auto-generation of resources, abilities of the faction-specific cards. and far. Weighing up the benefits of
with goods now carrying over between There’s an engaging spatial element cheaper immediate return against an
turns and players having to manually to the rondel as well, with counters investment in longer-term advantages
produce the supplies needed to build able to trigger an extra adjacent action is an interesting decision to make,
and power their array of VP-churning at the cost of food, meaning up to and plays nicely into the extra effort
buildings. The only thing you will get four actions can be taken each turn to required to produce goods and keep
back each turn are workers, which now maximise your civ’s expansion. It all your civilisation’s engine running. Like
come with their own interesting choice knits together seamlessly, managing the rondel, the expedition board is an
of being traded to keep cards or kept to to expand the strategic options outside unexpected addition to the central
activate building abilities. of players’ card tableaus without card game, but never feels anything
Having to consider how you save and diminishing the central loop of playing other than a welcome and well
spend your resources outside of a single and activating cards. considered addition.
Although Empires seems on paper
to be Imperial Settlers with extra TRY THIS IF
boards and mechanics thrown into YOU LIKED…
the mix, it’s a testament to how tightly IMPERIAL
the systems old and new have been SETTLERS
locked together that it winds up being It’s familiar, but
both a faster and more satisfying not that familiar
experience overall, whether you’re – Empires of the
coming to the series for the first or North is different
(and good!) enough
fortieth time. Heck, we’d be so bold to
to deserve a
say it’s not a descendant of Imperial space next to its
Settlers – it’s a deserved successor. predecessor on
MATT JARVIS your shelf.

❚ WE SAY
Building on Imperial Settlers’ enjoyable
engine-building cardplay with smart
gameplay additions and a softer touch
that set it apart from the original,
Empires of the North is an excellent
next step for the newly founded series.

tabletopgaming.co.uk 135
THE BEST GAMES OF 2019

SHŌBU
Four boards, one heck of an experience
20m 2 8+ £29

ave you ever seen those difference. Each turn, a player moves the grid of grids, you start to feel like

H stunning feats of intelligence


and strategy where chess
grandmasters face off against dozens
one stone on one of the boards on their
side of the rope up to two spaces in any
direction, like a stubborn chess queen.
those chess grandmasters effortlessly
juggling multiple games at once. Yet
Sho-bu’s diamond-cut rules mean
WHAT’S IN
of opponents at the same time, and This is their ‘passive’ move. Then, that you won’t start to struggle under
THE BOX?
still manage to come out on top? they repeat the move exactly – same the pressure – the call-and-answer ◗ Four wood boards
Simply playing Sho-bu makes you feel direction, same distance – with any of way of executing moves allows for (two dark, two light)
like a genius, without the need to be a the stones on either of the boards of the the exciting moments of trapping an ◗ 16 black river stones
member of Mensa – the real genius is opposite tone (dark rather than light, or opponent’s piece against an edge and ◗ 16 white river stones
the game itself. vice versa), but this time the stubborn the challenge of ensuring you’re able to ◗ Cotton dividing rope
The game presents itself like a queen can shunt a stone of the opposite retreat your own piece when cornered.
lost traditional design dating back colour from their path as they go: the Sho-bu absolutely deserves a place
centuries, but it’s a modern creation ‘aggressive’ move. It’s a beautifully in the pantheon of modern abstract
from co-designers Manolis Vranas clever idea, and it’s delivered with classics alongside the likes of Tak, Hive
and Jamie Sajdak. Its name, Japanese breathtaking confidence and clarity. and Santorini. Its inspired gameplay
for ‘game’ or ‘match’, is a bit glib, but The aim is as basic as rocks, twist elevates the simple competition
hints at its echoes of the likes of Go. rope and wood. Remove all of your at its centre to a deeply strategic but
The rustic components that make up opponent’s stones from just one board pure experience; the beautiful natural
its modest offering – four wooden by pushing them off an edge and presentation completes the sense that
boards, black and white stones, a you win. But this simple challenge you’re playing something that may
short length of rope – are gorgeous; as is multiplied across the four boards; very well become the timeless classic it
simple on the surface as Sho-bu’s rules going for broke on one board is a quick aims to emulate.
appear to be. At first, anyway. way to find yourself being thoroughly MATT JARVIS
You wouldn’t guess it, but Sho-bu is trounced. Instead, it becomes a game
a game of mirrors. Its gridded boards of managing your stones on every
reflect each other: two dark, two light, board: moving and evading passively, ❚ WE SAY
A classic in achievement if not in age,
one of each tone on either side of the attacking aggressively, and keeping
Shōbu is beautiful inside and out. The
central rope. The black and white your opponent on their toes on all brilliantly clever mirroring of simple
stones start along opposite sides, like four fronts. moves gives way to a competition
the classic mirrored setup of chess or A few turns into your first game, across four fronts that will leave you in
draughts. And every move is actually as your brain rewires to scan and awe – and considering the strategy for
two, identical except for one important cross-reference possible moves across your next game. It’s a pure pleasure.

TRY THIS IF
YOU LIKED…
TAK
Both Shōbu and
Tak are two-player
abstracts invented
in the modern day
with the timeless
feel of games
that’ve existed
for centuries.

136 The Best Games of 2019


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THE BEST GAMES OF 2019

ARRAIAL
A-rraial head-scratcher
Artist: 20-30m 1-4 8+ £44

etris-style tile-laying puzzles aren’t

T exactly in short supply. From


Patchwork to Blokus, Cottage
Garden to Bärenpark, a growing
number of releases play with the
classic video game’s concept of slotting
awkwardly-shaped pieces into a grid.
It’s easy to see why; it’s simple,
intuitive and addictive, qualities
which have ensured people still obsess
over the original game more than 35
years after it was created in the Soviet
Union. But with so many tabletop
designers using it as the basis for their
own games, it’s difficult for individual
releases to stand out from the pack.
Arraial manages to do so, and in
the process creates a thoughtful and
competitive challenge backed up
by a distinctive art style and a fun
physical gimmick.
Based on the Portuguese tradition of
summer street festivals, it casts players
as rival party planners attempting
to draw the biggest crowds to their
respective celebrations. Sit down and
play, and it quickly becomes clear that
this is a thematic gloss on what’s really
an abstract game.
Over a series of three rounds, you’ll
choose cards from a rotating cardboard
turntable. Each card corresponds to a WHAT’S IN the best possible use of them as they If you’re looking for a head-to-
tile of a particular shape and colour, and THE BOX? are. It also introduces a pronounced head brainy battle this is a simple but
whenever you choose a card you’ll add ◗ Four player boards competitive streak to the game, with absorbing option. While it doesn’t
the matching tile to your board, scoring ◗ Card selection dial players positioning the wheel to ensure work anywhere near as well with
◗ 24 shape cards
points for completing horizontal lines or their opponents get cards in the least bigger groups, it’s never a bad thing to
◗ 72 shape tiles
creating groups of same-colour pieces. ◗ 56 visitor meeples useful orientation possible. The result is have another good two-player title on
What complicates matters is that ◗ Four couple meeples that you’ll find yourself examining your your shelf.
you’ll have to add each tile in the ◗ Round tracker card opponents’ boards as carefully as your OWEN DUFFY
orientation shown on its card. There’s ◗ Round tracker token own, and there’s an almost chess-like
no chance to flip or rotate pieces as ◗ Four level bars quality to your decisions as you consider
you add them to your board, making ◗ First player token not just your own plays but the ones ❚ WE SAY
Arraial far more restrictive than many you’re leaving open to your rivals. Arraial comes in the midst of a flood
other Tetris-inspired titles. Instead, if It’s most pronounced in two- of Tetris-like games, and does an
admirable job of differentiating itself
you want to change the orientation of player games, where handing your
from the scrum. It’s best played
tiles on offer, you’ll need to turn the opponent a collection of useless tiles in very specific circumstances:
cardboard dial showing the available feels deliciously nasty. With higher strictly with two players, and against
cards – but doing so comes at a price. player counts the antagonism largely an opponent who appreciates its
You’ll only be able to take three actions evaporates, meaning Arraial only really blend of spatial puzzle-solving and
on each of your turns; every time shines as a one-on-one battle of wits. passive-aggressive competition.
you shift the dial, you’ll sacrifice an
opportunity to add a piece to your grid.
It means you’ll constantly ask yourself TRY THIS IF YOU LIKED… PATCHWORK
whether it’s better to rotate cards to If you like slotting shapes together, you’re spoiled for choice. But Arraial is
an advantageous position, or make definitely worth a look.

138 The Best Games of 2019


THE BEST GAMES OF 2019

JAWS
The head, the tail, the whole damn thing
Designer: Artist: 60m 2-4 12+ £25

art of the genius of Steven (Robert Shaw), who co-ordinate their lays into the boat, either damaging a

P Spielberg’s Jaws is the way it


holds back on showing the
shark. Despite its monstrous girth,
WHAT’S IN
THE BOX
◗ Double-sided board
◗ Shark meeple
◗ Two boat meeples
actions and special abilities to try and
foil the shark by attaching two barrels to
the beast. Brody can close beaches and
section (flipping the tile to its damaged
side) or destroying it (removing the tile
completely), depending on the roll. If
Amity Island’s subaquatic stalker use his binoculars to spy the big fish; the shark destroys the Orca, or eats all
largely goes unseen. So it makes ◗ Three crew meeples Hooper can use his ‘Fish Finder’ to force the crew, it wins.
◗ 16 shark ability cards
perfect sense that this officially- the shark to reveal their rough proximity; It’s hard to imagine any fans of the film
◗ 16 resurface cards
licensed, Ravensburger tabletop take ◗ 22 gear cards Quint can launch barrels into the water – not enjoying all this – especially when
on the movie should place hidden ◗ 16 Amity event cards if he dumps one where the shark is, then the drama deviates so entertainingly
movement at the core of its play. Far ◗ Three dice the monster is revealed and the barrel is from the original. In one of our games,
more appropriate, surely, than the ◗ Shark tracker pad attached. But if the shark chomps down Brody was killed (no Jaws 2!) and Hooper
1975 game of the same name, which ◗ Four character boards nine swimmers before those two barrels finished the shark off with a hammer. It’s
was just a fishy remix of Buckaroo! ◗ Four board clips are attached, then it prevails. not exactly a deep, crunchy game, but it
Jaws: The Game’s fidelity to ◗ Eight boat tiles Either way, the board is then flipped to is hugely accessible, super easy to learn,
Jaws: The Movie is impressively ◗ 40 tokens Act Two, where all three crew members beautifully presented (right down to the
implemented. The double-sided board are placed aboard the Orca, represented ’70s-style fonts) and with the blockbuster
allows for two acts, which closely echo by eight precarious tiles. (It’s not the hook provides an ideal gateway title: to
the film’s genre-flip from suspense biggest of boats.) The game now becomes games in general and to the hidden-
thriller to men-on-a-mission action. a straight-up battle, with the shark movement genre in particular. In short,
Act One presents a map of Amity launching surprise attacks out of the it’s pretty damn Jawsome.
Island, around which one player must water by secretly choosing one of three DAN JOLIN
secretly swim in the role of the shark ‘resurface’ points, determined by a trio of
(call him Bruce if you like, but never played cards. The crew, meanwhile, have
“Jaws”), tracking their moves and to anticipate where their finny foe will
❚ WE SAY
A strong big-screen-to-tabletop
three-actions-per-turn on a pad, only appear, and each targets what they think adaptation, which bottles the spirit of
revealing the results when it involves is the right tile. If they guess correctly, the movie as a thoroughly entertaining
triggering a motion sensor on a floating they roll dice to attack. Then the shark two-games-in-one experience.
barrel or eating a swimmer.
The other players each take the
role of Chief Brody (Roy Scheider), TRY THIS IF YOU LIKED… MAN-EATER!
ichthyologist Matt Hooper (Richard This Jaws-inspired 1976 game also set a secretly-moving shark player against
Dreyfuss) and shark hunter Quint the others, though they each took the role of swimmers trying to survive.

140 The Best Games of 2019


SHIPSHAPE
20-50m 2-6 8+ £29

hether it’s as the father (literally) to each turn’s opening another Daviau game – though we

W of the legacy genre or


one of the minds behind
Betrayal at House on the Hill,
bidding too, as players peer down the
stack of tiles, trying to bid just right
using their numbered cards to get
suspect he’s already thinking up his
next clever trick.
MATT JARVIS
Rob Daviau has made a name for a particular tile in the tower – and
himself as one of the most joyously predict what precious goods might lie
creative game designers out there. under the bits blocking their view.
ShipShape continues his reputation There’s some interesting not-too-
for brilliantly playful and inventive high, not-too-low objectives in the
games, but in a much lighter form. scoring, with too much contraband
The premise is grinningly simple: voiding one player’s take (it gets
bid for goods, stack goods in your confiscated) and too few cannons
ship’s hold, score points. The goods earning you zilch. New boards with
are gold, cannons and contraband, different starting setups are dealt out
and they appear as arrangements on for each round, keeping things nicely
frame-like foam tiles that you literally balanced between players – even over
pile up on your board, squishing (not three rounds, the light rules mean
literally) ship rats with the barrels and things wrap up swiftly.
booty when you can. With things kept to a basic, the
Here’s the Daviau twist: to score, central gimmick is the thing here,
you look down through your three but it’s absolutely enjoyable enough
stacked tiles and count the bits you (almost) by itself to make ShipShape
can see. It’s oh-so-simple, but a a rollicking half-hour or so of light,
delightful visual gimmick every time. breezy fun. We just have our fingers
The 3D trick adds a cunning layer crossed that it sees a fuller outing in

can be played carefully enough to


ESCAPE ROOM IN A BOX: keep its components intact (or they
can be reprinted online for free),
FLASHBACK making it well worth passing on once
you’ve bested it.
90m 2-9 7+ £33 For the right price, Flashback
makes for an hour or so of satisfying
he second in the Ronseal- physical gimmick. They individually head-scratching – just don’t go in

T titled Escape Room in a Box


series following last year’s The
Werewolf Experiment (and technically
land comfortably between
straightforward and moderately
cryptic, but even with three branches
expecting anything more than it says
on the box.
MATT JARVIS
a sequel to that game, though you can to complete the entire experience
dive straight in here), Flashback is an comes in a little short of the promised
enjoyable and polished puzzler – but 90 minutes on the box – it took us just
it comes at a cost. over an hour to complete all three
Flashback’s headline feature is its paths with just two brains between us.
three separate paths of puzzles, each Despite the quality on show, the
involving a slightly different style of quantity (or lack of ) makes Flashback
brainteasing and culminating in the a little hard to wholeheartedly
cracking of an actual combination recommend for the steep asking
lock to open three colour-coded price versus strong and cheaper – if
containers. What’s inside we’ll leave less flashy – alternatives such as Exit:
for you to discover, but the mental The Game. If you can rustle up three
and physical reward for getting the groups of friends willing to chip in
answers right is a welcome treat. together and tackle one path each
The riddles are clever and varied, during three separate playthroughs,
ranging from classic wordplay and it becomes a much more attractive
visual tricks to one especially ‘cool’ offering. As another plus, the game

tabletopgaming.co.uk 141
THE BEST GAMES OF 2019
once the board is reset after a successful
dominance score. Event cards, a
double-value final check to allow
surprise from-behind reversals and an
instant-win runaway leader condition
means the tempo never drops up to the
last minute.
The truth is that Pax Pamir’s
brilliance comes with some caveats.
While how to play the game can be
explained in a matter of minutes (some
easily-missed crucial details will need
you to consult the rulebook the first
few games), properly understanding
the staggering nuances its basic
concepts give way to and the balletic

PAX PAMIR: SECOND EDITION


dance of loyalties required to elevate
the experience to its fullest heights
will likely take some players several
Great Game, or greatest game? playthroughs to even begin to grasp.
For some, this will lead to frustration
45-150m 1-5 14+ $85 – and means that groups of mixed
familiarity might find it hard to give
ole Wehrle continues to to be pulling ahead before each of everyone an ‘enjoyable’ time. It’s an

C prove that looks can be


deceiving. The designer’s
2018 masterpiece, Root, dressed up
the game’s four points-calculating
dominance checks triggers.
With multiple players able to support
experience that rewards effort and
commitment; both the effort and the
reward can be immense.
oppressive imperialism and cut-throat the same side (which forbids you from It also plays best with enough people
guerrilla warfare in rabbit ears and destroying the tribes of a fellow ‘ally’ to allow for those temporary alliances,
pastel colours. This, an overhaul of on the board, but doesn’t stop a sneaky sudden treacheries and combined
Wehrle’s 2015 title set during Britain WHAT’S IN assassination behind the scenes to efforts to push a particular faction into
and Russian’s 19th-century tussle over THE BOX? effectively eradicate their presence (or out of) the top spot. The two-player
Afghanistan, has the divided map ◗ Cloth map in a region, one of Pax Pamir’s many game is a different, meaner beast, and
regions, unit blocks and historical ◗ 36 coalition blocks delightfully slippery tactics), while still enjoyable in its own way, while the
◗ 55 cylinders
grounding of a wargame. In reality, it’s a jockeying to be the favoured partner AI-controlled player Wakhan makes for
◗ 36 coins
political stock market of investment and ◗ Six ruler tokens for the maximum points boost, victory an interesting human replacement, but
reward, timing and opportunity, loyalty ◗ Five loyalty dials comes down to timing and a ruthless its varied behaviour comes at the cost of
and betrayal. ◗ Five player boards ability to side with others only as long slightly fiddly rules and a lack of spirited
Pax Pamir takes an inside-out look ◗ Favoured suit marker as it benefits you. It’s unflinchingly table diplomacy.
at The Great Game. Players aren’t the ◗ 16 event cards opportunistic, but never cruel. Even during what can be a slow climb
British or Russians vying for control of the ◗ 100 court cards Other games have built tension trying to absorb its sheer complexity,
region, but local Afghan leaders looking ◗ 26 Wakhan cards and excitement on top of similar ideas Pax Pamir is endlessly fascinating. It’s a
to ally with the dominant side. The only of shifting alliances. Pax Pamir feels game that, for those who don’t bounce
problem? That side keeps changing. different. Building up your tableau of off its harder edges, demands to be
The mercurial alliances both on the court cards – expanding your actions played again and again to discover the
board and around the table flow freely from buying and playing cards to intricacies of an experience that really
before suddenly hardening into a cold, encompass taxing, battling, spying and does stand apart from what’s out there.
sharp blade in the back. Players throw more – with the knowledge that you The more you play it, the more you’ll
their lot in with the British, Russian may have to sacrifice them in a few want to play it – and, like those spinning
or Afghan forces, helping to build up turns’ time and start afresh means that loyalty dials, it’ll always offer you
their (current) partner’s armies and the game never stands still or lulls into something new to side with.
roads in regions whilst flattering them predictability. The challenge of knowing MATT JARVIS
with gifts and the ever-appreciated when to switch sides – early enough
assassination of rival figures. But to benefit from building up the most
there’s no use backing a losing side, influence, but without giving others
❚ WE SAY
A game of opportunity and ruthless self-
so players can invite patriots from the opportunity to spur another faction interest, Pax Pamir is a complex experience
another regime into their row of ahead – remains constant, especially that rewards every ounce of the effort it asks.
cards – and even eliminate their own
advisors – sacrificing all goodwill with TRY THIS IF YOU LIKED… ROOT
their former ally in order to impress The two games don’t share much in the way of gameplay, but both demonstrate
whichever of the three forces looks designer Cole Wehrle’s knack for ingenious ideas and stunning presentation.

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MIREMARSH
Squelch squerch, squelch squerch…
30-50m 1-5 14+ £55

oblins are, without a doubt, WHAT’S IN start with. If you ever need a fish and if the goblin deck’s empty then – you

G fantasy’s ultimate underdogs.


They’re small, they’re smelly
(probably), they’re very easy to kill,
THE BOX?
◗ Game board
◗ 42 swamp
location tiles
don’t have one, you’re out of the game
(again, we’ll come back to that).
All your actions are determined by a
guessed it – you’re out of the game.
Like the green-hued antagonists
themselves, Miremarsh is nasty, brutish
but they’re nothing if not viciously dice roll at the start of your turn. Roll a and short. And, with its dark sense of
◗ 19 monster tiles
persistent. Miremarsh does little to foot? That’s a move. Roll an eye? You can humour, pretty fun too, if you don’t
◗ 15 goblin miniatures
subvert this species stereotype. In fact, ◗ Two swamp turn a tile and spy what random dangers mind lots of dice-throwing and possibly
it positively revels in it. creature miniatures await. Roll a sword? That’s a hit. Roll a winning or losing on a single roll. It
This murky, lurky game of ◗ Five coloured bases pentagram? That’s any action you want also involves player elimination, which
miniature-based, dice-fuelled swamp ◗ 23 Custom dice it to be. Roll a tentacle? Oh dear: that for many gamers is an understandable
exploration and combat gives each ◗ 15 Goblin cards means the player to your left activates the no-no. However, the game is calibrated
player a bog-goblin who starts with ◗ Nine pet cards swamp creature, which moves around in such a way that this all comes very
a specific set of custom dice and a ◗ 14 Knick-knack cards the board, inconveniently attacking close to the game’s end, with players
unique power. Poker, for example, ◗ Nine spell cards whoever it comes into contact with. dropping out quickly, providing a great
◗ 40 equipment tokens
can roll an extra die when attacked Most locations, including the quest tiles, burst of climactic drama.
◗ 20 gold tokens
by the swamp creature which stalks ◗ Nine bones tokens require passing a multi-tiered, push-your- It’s hardly sophisticated, tactical,
the board, while Lugger can hold one ◗ 45 fish tokens luck challenge – usually fighting a creature groundbreaking stuff, but does it really
more piece of equipment than the or dodging a trap. If you don’t have the need to be? It’s goblins, innit?
other goblins (each piece providing required symbols on your dice, you can DAN JOLIN
a precious bonus die). Don’t get too roll the remaining cubes once more. If
attached to them, though. Because, you fail the challenge, you’re dead.
unless you’re uncommonly lucky, But you’re not necessarily out of the ❚ WE SAY
An impressive product with high-quality
your goblin will die. game. There are other goblins waiting to
components (albeit with text that’s a
The aim is to be the first goblin to join the squelchy fray, drawn from a limited little hard to discern in dim light) whose
complete one of four horrible quests deck. Just grab a new set of dice, a new comedy-fantasy theme is well matched
(“Slay the last unicorn”, “Desecrate the miniature and carry on; perhaps on the very by its breezy mechanics. Though it might
halfling’s garden”, and so on), located spot your other goblin died, thereby picking be a tad too frothy for some players’
at each of this strikingly-rendered, up some of their dropped loot, if you’re tastes, and it’s hard to strategise
double-thickness board’s corners. Or to happy to spend a fish to do so. Although, when so much depends on the dice.
be the last goblin standing (we’ll come
back to that later). However, there’s a TRY THIS IF YOU LIKED… WELCOME TO THE DUNGEON
time limit, set by the fact that, at the Another ‘toony fantasy title that dares its players to push their luck and involves
end of each turn, you have to consume player elimination — though it comes in a much smaller box and will cost you
– i.e. discard – one of the nine fish you much less.

144 The Best Games of 2019


BAHAMAS
30m 4-8 10+ £15
f you ever wonder what spawns the from the plane he’d hijacked with The trouble with Bahamas is that

I idea for a new game, then Bahamas


will give you plenty of mental fodder.
Was it inspired by the true story of D.
$200,000 in a suitcase, never to be
found, or the traditional card game
Old Maid?
it’s all take and no give. You can
grab cards from other players, but
only a few action cards will tell you
B. Cooper, who in 1971 parachuted You’re scum and villainy with if they’ve got the parachute you
special abilities, arguing over the desperately need. Plus there’s no way
loot you’ve stolen, but your plane to give away a fake parachute; you
is going daaahn and there aren’t have to hope someone will steal it by
enough parachutes. Worse, there are accident – and that’s the core of Old
fake parachutes that look like a fluffy Maid, a card game we played as kids.
backpack, and ending the game with There’s nothing wrong with
one is an instant lose. Can you (a) reusing old game systems, but Old
survive, (b) with the most money? Maid isn’t a good fit for gangsters
It sounds like Cash ‘n Guns on a staring death in the face. Bahamas
plane, only without the guns. Actually is fun enough but it’s lacking in
it’s a dice-drafter, and the die you surprises or teeth: you can’t stab
choose (or get stuck with) determines your friends in the back, shoot them
your action. You can draw action or in the face or pawn off a fake chute
cash cards, steal them from other as a real one. Combined with rules
players, or use your character’s special that read like a bad translation (but
power. Cash sits in your hand until designed to look like a plane safety
someone steals it, while actions can be card, a nice touch), Bahamas feels
played at any time. It ought to be fast like an economy-class version of a
and furious, but the cards are mostly better gangster game.
about stealing cards or changing dice. JAMES WALLIS

FINGER GUNS AT HIGH NOON


20m 3-8 14+ £15

here’s an ineffable joy to chaos. Everyone reveals their (or guns). But there’s a simplicity to

T finger guns, isn’t there?


Pointing your index finger
at someone and saying “Bang”
choice at once, but different
weapons can cancel later
actions in the hierarchy – so
Finger Guns that makes it such an
obvious crowdpleaser – you could
lay down the player aid with the list
is gleefully childish – as it turns your power shot is wasted of gestures in front of almost any
out, a whole game based on the if you get blown up. The player and have them instinctively
idea turns out to be just as silly chance to turn a thumbs-up know how to play.
and enjoyable as you’d hope. into a posse-up and damage This simplicity is the game’s
Finger Guns expands your multiple players as long as greatest strength and most notable
arm-ament from the classic you can convince most of the weakness (other than the naff slider
single-shot digit with an array group to join you makes for clips used to track health). For
of satisfying hand-to-hand some fun shifting alliances some, the relatively straightforward
weapons. You can rock devil and broken promises. It’s approach to finger-gunning down
horns to lob dynamite at your silly, but not stupid – as the your friends won’t have enough to
neighbours, order up health- ability for eliminated players sustain more than a couple plays.
restoring vittles with a number to gang up as ghosts and For most, this will quickly join the
of fingers (match someone else take revenge on the living ranks of quick-draw party favourites
and no-one gets to drink), fire off together proves. to pull out when you want to have
a five-fingered power shot (no, not Finger Guns’ gameplay is as well- some laughs with friends and not
like that) or lasso an ally card from worn as its western theme. It’s Rock, think too much. And to be honest,
the middle of the table for an instant Paper, Wizard without the revolving if you can't abide pointing at things
or ongoing effect, as long as you’re spellbook of hand gestures and race and going “Bang” every now and
the only person twirling their fist. to get to the treasure; Bang minus then, maybe you need a little more
What makes Finger Gun work as the social deduction and stack of silliness in your life.
a game is that there’s order to its cards; Cash ‘n Guns sans the cash MATT JARVIS

tabletopgaming.co.uk 145
THE BEST GAMES OF 2019
special discs, which only one player
can have at a time. This means that
unless the player is ready to face the
wrath of the sabre-tooth, one of their
actions each turn will always be spent
on pets, leaving at the most two free
actions. This is not a lot – and players
will always try to pet Honga, as the
fallout from not doing so never makes
the reward of the extra action worth
it. Therefore, Honga acts less as a
risk-reward element and more as an
in-built action restriction in order to
make the game more challenging.
Indeed, it is fun to rotate discs in
your hands, trying to figure out the
most effective orientation, while still
making sure that one handprinted
sector faces Honga. But that comes
at the expense of choice and, as
discs are dealt at random, players’
decisions end up being more
reactionary, rather than pre-planned.
Honga’s components are mostly a
hit, with one significant miss. Tokens,
player boards and, of course, the
centrepiece of the game, Honga – a
large meeple-like token showing
the sabre-tooth – are all really
impressive. The biggest letdown is

HONGA the discs. Made from fairly thick, yet


still flimsy, cardboard, they are hard
to shuffle and fiddly to place on the
Always pet the big cat board. As these are the components
30-45m 2-5 8+ £27 players will be handling most during
each game, this misstep in design
laying Honga, a family- WHAT’S IN that strives to make the game distinct. quality feels significant.

P orientated worker-placement
game, gives the unmistakable
feeling of déjà vu. It isn’t that the
THE BOX?
◗ Five player trays
◗ Honga play figure
◗ Depot board
In the case of Honga, it is a titular
sabre-toothed kitty that demands
constant pets.
Despite the presence of the
attention-seeking sabre-tooth and
the rotating discs, Honga follows an
game isn’t good or fun, but it feels Instead of using meeples to overly-familiar worker-placement
◗ Game board
like something you’ve played several activate locations on the board, formula. Even so, its sunny theme
◗ 46 action discs
times before. ◗ 32 barter cards Honga features discs divided into and light strategic gameplay will
There are spaces on the board ◗ 25 bonus cards four sectors, some of which contain absolutely find fans among the
that generate resources which can ◗ Mammoth tooth handprints. Players orient the audience the game is aiming for –
then be exchanged for victory points. ◗ Five cavemen handprints on a disc in the direction families. Its approachable level of
Sound familiar? Going to another ◗ Five scoring markers of the action they want to take and, complexity and engagement along
location on the board rewards ◗ Starting player marker optionally, Honga, the kitty. As long with – mostly – standout components
players with extra points and there is ◗ 30 mammoths as Honga has been paid attention to, make it very easy to enjoy; just don’t
a spot where players can engage in ◗ 20 food tokens it will stay in the centre of the board. expect groundbreaking gameplay.
slightly risky bidding to – that’s right! But if you neglect to give the big kitty ALEX SONECHKINA
– earn even more points. Like many even a bit of your attention, Honga
worker-placement games, Honga will jump on your board and begin
supports multiple strategies of play to eat your resources until another
❚ WE SAY
Honga may not be particularly original,
and is fairly good at making sure all player fails in their pet duties. but its easy pick-up-and-play gameplay
of the places on its board work and Handprints are located in two will be challenging and fun enough
reinforce each other. or three of the four sectors on the for a game night with the family.
Despite following a pattern that a
lot of other worker-placement games TRY THIS IF YOU LIKED… LORDS OF WATERDEEP
have also adopted, among these very Honga takes the core concepts of worker-placement games, like Lords of Waterdeep,
familiar mechanics is one element and makes them lighthearted and approachable for non-gamer families.

146 The Best Games of 2019


NATURO BARUTO CARD GAME
30m 2-4 6+ £35

his anime adaptation is the first Card effects activate like

T in a new series of expandable


card games built on designer
Ryan Miller’s Chrono Clash system.
programming code, with a line of icons
depicting when things happen, what
they happen to and what they do. You’ll
The system will be familiar to players almost certainly read them like a robot
of last year’s Crystal Clans, using a similar to begin with: “When attacking. Your
resource of ‘time’ to play cards; a central battler. In your discard pile. Goes back
track shifts back and forth between to hand. Draw one card from extra
the players, with more expensive cards deck.” Most of the symbols are relatively
pushing the tracker further onto the intuitive, although a couple are less
opponent’s side, giving them more obvious at a glance and take a little
opportunity to play cards on their turn. more effort to learn. Once they click
It works smoothly as a built-in into place like a second language, the
balancing mechanism, with every card universal system’s strength is revealed
able to be played from the off – albeit – it’s a satisfying and streamlined way
with the risk of handing your rival more of executing chains of effects, keeping
of a window to retaliate. Here, cards the action frictionless throughout
can also be willingly discarded from the reasonably tight matches. Your mileage with the Naruto
field to summon more powerful battlers As an expandable rather than card game will likely depend on your
from a separate deck of oversized cards, collectible game, each of the two core personal affiliation with the anime,
setting up interesting strategies and sets comes with enough to play with two but with a Godzilla follow-up already
combos as you try to run down your people – though you’ll likely want both to on the way and more spin-offs a
rival’s stack of facedown guardian cards, allow four-player matches and to open up near-certainty, it’s a strong start for the
which activate as a last defence with options for long-term replayability thanks Chrono Clash system as a whole.
their own individual powers. to the approachable deck construction. MATT JARVIS

used to give the players a taste of the


DUNGEONS & DRAGONS game’s many elements.
These quests will probably be the
ESSENTIALS KIT greatest lure to existing players looking
to snaffle up the box set, and don’t
64+ 13+ £25 disappoint on that front. They’re generally
well-written and mercifully concise. Even
here’s something wonderfully set of the core game’s rules, providing the most complex takes up just four pages

T precise about the naming of the


Essentials Kit. In one smallish
box it holds everything needed to sink
just enough to get rolling with the most
iconic combinations of classes and
fantasy races.
– an ideal length for newer DMs looking to
avoid overly complex plots or mysteries.
Alongside the books the kit is stuffed
your teeth into the latest version of Of course, the open-ended nature with a solid fistful of cards showing
D&D and, though veterans might find it of RPGs means that even this limited magic items, important NPCs and
a little lacking in substance, there’s no slice of the ruleset is enough to keep a noticeboard quests, as well as a set of
better place for newcomers to hop on table happily hacking their way through dice and a DM screen. In all honesty
and get rolling dice. several months’ worth of dungeons. With the quality of these accessories is a
This kit comes along as a replacement that in mind, the Essentials Kit comes little shaky – the screen is thin enough
of sorts for the D&D Starter Set that first packed with just over a dozen short to barely qualify as cardboard – but
hit shelves five years ago. Just like its adventures and encounters that can be when you consider the price it’s hard to
predecessor it provides a stripped-down woven into a neat little campaign or just complain with any real conviction.
If you’ve never dabbled with the
latest version of D&D this is the
easiest, cleanest way to do so. It offers
a delightful taste of the dangers and
delights of tabletop roleplaying in a
way that should be instantly familiar to
anyone who has so much as glanced at
pop culture in the past 40 years.
RICHARD JANSENPARKES

tabletopgaming.co.uk 147
THE BEST GAMES OF 2019

BAND OF BLADES
We are Legion
450 13+ £36

rapping your head around When those moments of conflict do

W Band of Blades isn’t the


easiest thing. At first glance
it looks like yet another dark fantasy RPG
arrive – whether they come in the form of
a fight, an attempt to sneak past sentries
or smash down a poorly-guarded
with a couple of neat ideas, but once you door – they’re all handled by the same
get it to the table you realise that the twists core mechanic used in other Forged in
and turns just keep coming until you’re the Dark games, such as Blades in the
spiralling into an entirely new kind of Dark. At a base level this is a simple
game altogether – one that ditches the check involving a handful of d6s and a
soft edges of the sandbox in favour of conversation with the GM about what the
razor-sharp storytelling. consequences might be, but there’s a lot
The first of these quirks is the fact that of details floating around that can make
Band of Blades neatly straddles the line things surprisingly complicated.
between game system and campaign. Judging a single roll requires you to
Every time you kick off a campaign, consider whether the character’s position
you’re going to playing out the same is controlled, risky or desperate, whether
rough scenario – the desperate retreat they have potency, what their scale is
of The Legion in the face of an undead relative to the task and the threat of any
horde led by warped divine warriors. foes. None of the individual parts are too
This doesn’t mean that every game is hard to handle, but there’s a lot of systems
going to be exactly the same, of course. to keep track of and the rulebook doesn’t
Different tables will make different do a great job of neatly presenting its ideas.
choices, dream up different characters Checking the rules on making a
and play events out in different ways, but slightly complicated check may send
the general goals and themes are always you hopping across entries separated
going to be the same. While it may seem by hundreds of pages of text, which is
a little limiting, this narrow focus allows far from ideal in a game where pacing is
every aspect of the game to work together so key. After a while the factors involved
in a way that simply wouldn’t work if become second nature, but the GM’s
things were fully freeform. first few steps into the game feel more
For example, the simple fact that but when it clicks into place it creates complicated that they really should be.
you’re always playing as The Legion something rather wonderful. Between Once you do get rolling, however, there
rather than the traditional party of the ensemble cast, shifting perspectives really is something special about Band
wandering adventurers means that and episodic structure Band of Blades of Blades. Where so many games can
you’ll always have a broad cast of campaigns feel like they could be be described as “like X but…” it stands
characters to play around with. This is directly pulled from slick TV series like entirely alone, sharp as a knife and dark
important because in Band of Blades Battlestar Galactica or Game of Thrones. as gunpowder. Its limited scope can be
you don’t just play as just one hero, but This is only heightened by the a little off-putting to those who want just
rather The Legion as a whole. Kind of. rulebook’s almost fanatical devotion one system to play for years at a time, but
There’s likely to be a small group of to cutting out any moment that isn’t if you want something built with a single,
specialist fighters who function as the exciting or relevant to the plot. If a sublime goal in mind you need to get
main characters, but over the course of session’s primary mission involves your hands on this book.
a campaign the players will probably raiding an occupied village for RICHARD JANSENPARKES
jump into the shoes of a half-dozen other supplies of black powder, the squad’s
legionnaires as missions (and drama) travel and initial approach are
demand. On top of this every player takes covered with a quick ‘engagement
❚ WE SAY
A genuinely fascinating slice of
the role of one of the Legion’s top officers, roll’ and the actual action picks up as dark military storytelling that
who don’t go head into the field at all, they first engage with the garrison of can easily hook a group into
instead overseeing things like supplies, gloomy, crow-masked monsters. months of gritty adventures.
intelligence and mission selection from
the relative safety of the camp. TRY THIS IF YOU LIKED…
This can be a confusing concept to ZWEIHÄNDER: GRIM & PERILOUS RPG
grasp, and one that requires every player The feel of these two games is about is different as you can get, but both share
to be comfortable with multiple roles, the same tone of horror, desperation and damn good stories.

148 The Best Games of 2019


WHAT’S IN
THE BOX?
◗ Double-sided board
◗ Five player boards
◗ 30 resource
tracker cards
◗ 26 ship cards
◗ 16 bonus cards
◗ 10 solo cards
◗ 22 wall pieces
◗ 66 houses
◗ 77 towers
◗ Five wooden discs
◗ 18 clear beads

RAGUSA
We built this city on rocks and, um, fish
60m 1-5 14+ £40

editerranean trading, you Many of these districts allow every player counts. On the flip side, it is

M say? Worker placement, is it?


At a glance, Fabio Lopiano’s
Ragusa is yet another standard-issue
house that surrounds it to use its
action when a new building is placed
there, in clockwise order. If any of
rather less engrossing as a two-player
game, while the solo version rather
inelegantly requires two dummy
Eurogame, complete with quaint those other houses is your own, then players to manage. Clearly, like Catan
wooden components, an attractive you can multiply your gains. If they – and Calimala for that matter – this
VP track-framed board and a gently belong to other players then they, in is truly a three-to-five-player title,
historical theme – in this case building turn, also get to take the action. It’s a with the one- and two-player modes
and bartering in 15th-century smart way to keep player engagement merely bolted-on variants.
Dubrovnik. But, similar to Lopiano’s maximal throughout every round, Also, despite the ingenuity of its
last offering, Calimala, it offers a with downtime virtually non-existent. mechanisms, it does lack personality
rather neat mechanical twist. Not only that, but every time a and a sense of drama. Despite its TRY THIS IF
Each player starts with a set of building is placed, it also triggers interesting historical context, the theme YOU LIKED…
buildings, their number determined the actions of the two other hexes feels rather vanilla, with no character- CALIMALA
by the player count. Each turn, one it adjoins, creating a wide variety of based human factor to latch onto, Ragusa further
of these buildings is placed in one of effects and encouraging even deeper while it would have benefitted from explores Lopiano’s
six sites located around the perimeter strategic attention. Plus, if any of these some form of take-that interaction, interesting take on
worker placement,
of a hex on the board map, with each hexes is one of those aforementioned like the subversive chicanery allowed
as introduced in his
hex granting a particular action. It urban districts, any other buildings on by other city-builders, such as Lords 2017 debut.
might simply reward a resource, those will also be triggered. of Waterdeep or Citadels. Still, if you
such as wood, stone, olives, grapes After a simple, resource-gathering like your games to be more puzzly and
and fish (which for some reason can start, then, the game quickly point-crunchy than theme-y, then
substitute any other resource, if you complicates into a series of cascading Ragusa is certainly worth a visit.
have enough of them). Or it might be action effects. The downside of this DAN JOLIN
one of several urban districts, such as is it becomes tough to track what
the market, which allows you to trade exactly is happening where and to
with a visiting merchant ship, or the whom, especially as every building ❚ WE SAY
A mechanically impressive
mason, which enables you to place placement comes at a resource game that will be appreciated
a section of city wall (the aim being cost, which it’s all too easy to forget by Eurogame purists, but if you
to own the longest stretch of wall for about amid all the who/where/what prefer to really connect with a
extra VP at the game’s end). calculations – especially at high theme, it may leave you cold.

tabletopgaming.co.uk 149
THE BEST GAMES OF 2019

DUNE
Sand, spice and everything ni– OH GOD A WORM
2h 2-6 12+ £40

fter 35 years effectively lost the absolute best way to play, providing your forces and fiddle with slightly more

A from the tabletop, Dune is


finally back. Designed back in
1979 by the creators of the seminal
WHAT’S IN
THE BOX?
◗ Game board
◗ Two battle wheels
◗ Six player shields
the friction necessary to have sparks
fly as players make and break alliances
in pursuit of victory. Whether it’s the
rules; a worthwhile trade-off, even if
there’s a definite purist appeal to the
‘basic’ mode and its more reasonable
Cosmic Encounter – one of the most Fremen control of the deadly storm that play time. Like modern asymmetric
influential and greatest games of all ◗ Six player sheets circles the board and the sandworm that successors like Root, it takes multiple
◗ Six player markers
time – the tabletop adaptation of Frank bursts up to devour forces, or the Bene plays with each of the factions to properly
◗ 30 leader discs
Herbert’s sci-fi doorstop is similarly ◗ 120 force discs Gesserit ability to briefly take control of appreciate their place in the world – so
held up as a masterpiece of player- ◗ 21 spice cards opponents’ combat preparations and playing with total newcomers or those
driven interaction and asymmetrical ◗ 33 treachery cards pull a surprise last-minute victory by that struggle to get into the ‘character’ of
gameplay. So, how does the classic ◗ 30 traitor cards predicting the winner hours beforehand, their faction can be a steep hill to climb.
hold up today, four decades on? ◗ 16 Bene Gesserit the relatively simple fight over control With a full table of the right people, Dune
Very well, as it happens. This 2019 prediction cards of the board is lifted by its ripeness feels less like a relic of gaming past that’s
edition isn’t quite the original game ◗ Six alliance cards for off-the-table social confrontation, been frozen in time since 1984 and more
remade, but it’s close. The changes are ◗ Six storm cards diplomacy, betrayal and sudden like a game that could’ve been invented in
◗ 156 spice tokens
mainly efforts to tighten up the overall moments of reversal and surprise. 1979, 2019 or 2059 and still feel as brilliant.
◗ Destroyed shield
experience (though it still runs long) and wall token The factions all have an equal shot at Like Cosmic Encounter, it’s an experience
make clearer some of the infamously ◗ Storm marker victory if played right, but Dune isn’t a fair that’s been often imitated in the decades
loose rules created by Dune’s unique ◗ Game turn counter game per se; even with its fragile alliances since, but never quite replaced. This
factions, which revel in the way they offer ◗ Five special limited to two people in the new rules beautiful new edition is a fitting tribute to a
exceptions to the core loop of bidding for Emperor forces (the uncapped teams of the original are game that deserves to be discovered (or
treachery cards, deploying forces on the ◗ Three special an ‘exotic’ variant), it’s a game that finds rediscovered) by more players who've
surface of Arrakis to seek out valuable Fremen forces its unforgettable highlights in seeing your missed out on 35 years of chaotic fun.
spice and battling with each other ◗ Sandworm token leader suddenly poisoned or revealed to MATT JARVIS
◗ Kwisatz Haderach
for control of the sandy planet’s main be a traitor, your all-out attack fall prey
card and counter
strongholds using the game’s costly luck- to a lucky defence card, your former ally
free battle wheel system, where troops turn against you to chase glory alone, ❚ WE SAY
Its brilliance is in the way its different
lend their strength by dialling in how many and a wickedly compelling maelstrom of
factions bounce off each other, so
you’re willing to sacrifice. It’s a testament chaotic situations and swings in standing. you’ll miss out on something special
to its innovation at the time that the Its advanced rules unlock its full power if there’s only a few of you. When
largely untouched gameplay still excites and exhilarating lopsidedness, at the cost everything lines up, it’s clear why
and entertains throughout its lengthy of a more punishing need to carefully Dune has remained a legend even
playing time; the multiple hours slide manage the spice economy to upkeep during its long, long absence.
by in fits of laughter and outrage alike.
Although you can get by with a couple TRY THIS IF YOU LIKED… COSMIC ENCOUNTER
of empty seats, the way the six factions Both games willingly throw fairness and balance out the window in favour of
differ and interact makes a full table asymmetrical chaos and one-of-a-kind moments created by the players.

150 The Best Games of 2019


GAMES
STORE
NOW OPEN!
B U Y Y O U R FAV O U R I T E
G A M E S , F E AT U R E D
IN THIS MAGAZINE,
D I R E C T LY F R O M U S !

tabletopgaming.co.uk/games
THE BEST GAMES OF 2019

ZOMBICIDE: INVADER
Dead space
1h 1-6 14+ £90

n Zombicide: Invader – the sixth and seeing a truly astounding collection in the early game before better gear is

I standalone instalment in the undead-


slaughtering series – players are
trying to survive ways of Xenos: deadly
of Xeno-zombie minis of all shapes and
sizes is impressive. Once almost all of
them have spawned on the board – which
found, especially in dealing with the more
frequent abomination spawns.
The mould tokens – big cardboard
mindless aliens that are basically happens more often than you might blobs – are the only disappointing
zombies in sci-fi outfits... because you are think – and surround your characters, it component in the whole game. They
playing Zombicide. feels both terrifying and exciting at the look big and alien compared to the rest
The series has managed to transport same time. of the board, which is appropriate, but
players from an apocalyptic modern mall Invader does do a few things differently at the same time don’t quite compare
WHAT’S IN
THE BOX?
to a medieval setting ravaged by a plague compared to past Zombicides. The to the quality of other components.
◗ Nine double-sided
to, now, a mysterious dangerous alien thematic changes are especially fun. Aside from the excellent minis, Invader’s game tiles
planet without ever losing its core identity For example, there is an important plastic player boards are well designed ◗ 72 miniatures
and what makes it recognisable. distinction between interior and exterior to hold all the items cards and track the ◗ Six survivor plastic
Here is the good news: if you like environments; characters will need characters’ health, experience and skills. dashboards
any of the previous Zombicide games, to pick up and equip oxygen canisters Zombicide: Invader easily ticks all the ◗ 48 plastic trackers
you will like Invader, possibly even before they can venture into the vacuum boxes of what you’ve come to expect ◗ Six dice
more than its predecessors. The bad outside, and weapons with bullets won’t from the games in the series and finds a ◗ 125 mini cards
news is that if you were not a fan to start work – so players will need to be careful way to add a bit more to the table. Even ◗ 15 mould cards
◗ 50 tokens
with or were hoping to see something about what they are carrying! so, the new additions do not necessarily
dramatically different from a Zombicide The biggest addition is the mould, bring novelty to the game but rather help
game, Invader won’t surprise you. a mysterious space goo that across the usual gameplay fit the new theme.
Like in every Zombicide game, players throughout the board acting like an If you love the feeling of adding several
control a group of six characters with additional spawn point for enemies and fistfuls of minis to the map and the
various strengths and weaknesses who another way for the players to lose if it satisfaction of clearing just as many off
are trying to survive a zomb– sorry, overtakes the map. Abomination Xenos the board during your turn, Zombicide:
a Xeno onslaught, while completing are a very formidable foe that spread the Invader will be right up your airlock.
various missions on a modular board. mould and are tough to kill, requiring ALEX SONECHKINA
You will search for items, distract Xenos them to be dealt with quickly to prevent
with noise and – sooner, rather than further infection.
later – fight through multiple hordes and For the first time in the series, a ❚ WE SAY
Zombicide is still Zombicide, even
attempt to stay alive together. concentrated attack is introduced, which in space. With solid gameplay and
No other board game does the allows even weaker weapons to focus a small mountain of excellent minis,
‘overwhelmed by enemies’ feeling better their power for a chance to take down Invader is a great game for series
than Zombicide. Even opening the box tougher enemies. This helps players lovers and newcomers alike.
TRY THIS IF
YOU LIKED…
ZOMBICIDE
If there’s no
exhausting your love
of dealing with the
undead, the series
has you covered
from all angles,
whether it’s sci-fi,
fantasy or a classic
shopping mall.

152 The Best Games of 2019


TONARI
30m 2-4 10+ £29

lex Randolph was one of the

A pivotal games designers of


the 20th century – that ‘was’ is
because he died 15 years ago. Tonari is
not the result of a session with some rice
wine and an Ouija board; it’s based on
an abstract game Randolph created in
1986, Veleno, given a 2019 remix by Bruno
‘Citadels’ Faidutti.
Despite its new fishing theme Tonari is
still basically an abstract, built around the
hex-based board of the original and the
two ideas that drove Randolph’s design.
These are: everyone moves the same
counter (a fishing boat here) one space at
a time to pick up tiles, and at the end your
score is added to the score of the player player who comes after you, setting people and it’s solid if unexciting, but
on your right and the player on your left’s them up for an optimum move, while the moment three or four are involved it
score is added to yours. preventing the other players getting near takes off into uncharted waters, as you try
The tiles on the board are mostly fish the tokens that will do well for them – the to work out what the player before you
and you score by collecting sets of them, profitable five-point pink fish which has is trying to make you do and where you
some by number and others in Sushi to be approached in a very specific way, should leave the boat for the next player.
Go!-style combinations. A few tiles give or the prawns which give eight points Tonari is a simple concept with simple
special moves or abilities. to whoever has the most but none to rules and fast play, but for a filler game it
It doesn’t sound like much, but the anyone else. has surprising depths. Give it a try: you
stroke of genius is the score-sharing. This is the dynamic that makes the might be hooked.
Every turn, you’re looking to help the game sing. You can play it with two JAMES WALLIS

TUKI
15-30m 1-4 8+ £39

t’s easy to see why stacking games are that demands steady hands and quick support the pile, hopefully allowing you

I so perennially popular. From classics


like Jenga to modern releases like
Rhino Hero, they’re often tense, tricky
thinking in equal measures.
Ostensibly it’s inspired by stone cairns
created by Inuit peoples in the Arctic
to complete the design before your rivals.
The first player to win five rounds
claims victory; the result is a frantic
and intuitive. Block-building newcomer Circle. In reality, it’s pretty much entirely race. With no time to think your plans
Tuki manages to stand out from the abstract – but what it lacks in theme, it through in detail, you’ll try different
crowd with a pressure-packed puzzle makes up for with fast-paced, brain- approaches, carefully repositioning
teasing gameplay. pieces that don’t quite fit and howling
You and your opponents start the in frustration as an opponent beats you
game with identical collections of to the goal by a split second. The only
coloured blocks. On each round you’ll flat point is the four-player mode, which
draw a card showing the bricks arranged sees one player sitting out of the action
in a particular configuration, then race on each round. While it doesn’t come
to replicate the pictured stack using your with an official solo mode, you can
own pieces. always challenge yourself to see how
What makes things complicated is many structures you can complete in
that the arrangements on the cards five minutes.
are often impossible to recreate It’s hard to imagine a simpler premise
without overbalancing your blocks and for a stacking game, but Tuki creates a
sending them clattering to the tabletop. tough and addictive challenge out of an
Fortunately, you’ll also be able to use absolutely minimal set of rules.
white ‘snow’ bricks to prop up and OWEN DUFFY

tabletopgaming.co.uk 153
THE BEST GAMES OF 2019

LIFEFORM
We can’t lie to you about your chances,
but you have our sympathies
1-2h 2-4 14+ £45

idley Scott’s Alien is having a there is an android that malfunctions them onboard, then getting everyone

R bit of a tabletop moment. In


the past year, the 1979 sci-fi
horror masterpiece has been adapted
and works against the crew.
The most impressive thing about
Lifeform, however, is the way it so
on the shuttle and launching it before
the ship explodes – or before the nasty
stowaway kills them all. It is very
WHAT’S IN
THE BOX?
into three different board game effectively weaves its deep-space tough, but appropriately so, in a fun, ◗ Game board
experiences, like some kind of triple- survival-horror atmosphere. Each nail-biting way. ◗ Alien lifeform
whammy 40th birthday present. First crew member starts with a hand of Meanwhile, playing the alien character board
to hatch was Awaken Realms’ mini- only three cards, each card typically is also enjoyable, especially if ◗ 10 crew
festooned Nemesis. Coming soon is offering a limited menu of action you have a feline, mouse-toying character boards
◗ Ship’s Cat secondary
Wonderdice’s fully licensed Alien: options. Adding to that hand is a sadistic streak. You get a more
role board
USCSS Nostromo. And this month we dangerous business. You have to use easily-replenishable hand, far more ◗ SIS-TER mainframe
have Lifeform, from Hall or Nothing, up your whole turn to equip two or flexibility with your action selection secondary role board
the same indie outfit that gave us the three cards, with the consequence that and you can kill a human character ◗ 167 cards
excellent Gloom of Kilforth and 1066, the self-destruct tracker will move up outright just by executing an attack ◗ 138 tokens
Tears to Many Mothers. one or two places, respectively. (If the action (assuming they don’t play a ◗ 10 character discs
Like Nemesis, Lifeform is not an ship goes boom, the alien player wins.) life-saving reaction card). ◗ Ship’s Cat disc
official adaptation. But designers Mark Otherwise, you’ll most likely use your In truth, it is rather unbalanced ◗ Android standee
Chaplin and Toby Farrands are huge turn to play a card, which may allow if you’re playing in a head-to-head ◗ Three lifeform
image standees
fans of the movie, whose creators (Scott, you to move your two characters one duel. More often than not, the crew
writer Dan O’Bannon, designer H.R. chamber each around the hulking, doesn’t stand a chance. With three or
Giger, et al) are thanked in the credits. labyrinthine ship. Or maybe activate four players, however, it’s more evenly
Their game – which sets one player as one of their skills (most of which weighted, with the lifeform needing to
the ‘Star Beast’ against two to three are, rather meanly, one use only). Or divide its murderous attention among
others, who each control a pair of crew perhaps attack the encroaching space- the scrabbling space-miners and the
members – is a beat-by-beat tribute. beastie with a flamethrower – which human players getting to stay in the
There is a self-destruct countdown. doesn’t kill it, but merely forces it back game as either the ship’s cat or its
There is an escape shuttle that, under a few chambers. rebooted computer if they lose both
certain game conditions, becomes The crew’s aim is to stock the escape their characters.
the location for a desperate final shuttle by picking up mission tokens Like its toothy antagonist,
showdown. There is a ship’s cat. And dotted around the board and loading Lifeform is not the most attractive
game – the artwork and board
design are an acquired taste – while
the heavyweight, sprawling rules
are difficult to absorb, to quite a
frustrating degree during
the first TRY THIS IF
few plays.
YOU LIKED…
LEGENDARY
But once ENCOUNTERS:
everyone is ALIEN
settled in, human Legendary is a very
and monster alike, different game
it evolves into an (being a deckbuilder),
absorbing and but Lifeform shares
thrilling experience. its affection for the
DAN JOLIN source material to
a similarly fan-
pleasing degree.
❚ WE SAY
Once you tune in to the rules and
initially bewildering board, there’s
tons to enjoy here – whether you’re
struggling to survive as the crew, or
feasting on all those fleshy, squealy
space-snacks as the Star Beast.

154 The Best Games of 2019


above the canopy. Weighing up
the separate-but-linked scoring
possibilities of both rounds at once
while you position your trees in the
spring can be a little overwhelming –
especially when teaching newcomers
– but there’s enough control over
where your leaves fall during the
autumn round to avoid the second
half feeling futile after a so-so opener.
Not to mention that the payoff of
seeing your leaves scatter across
the board and cover those of your
opponents comes with its own sense
of technicolour satisfaction.
The seasonal flow of Bosk makes its
two-in-one dose of abstract strategy
easier to digest – it’s honestly hard
to think of a more fitting theme or
presentation, outside of peeling edges
on the card trees – but it also introduces
a jolting start-stop momentum to the
BOSK game. Having two of the four seasons
be scoring rounds with similar but not
A game for all seasons identical rules makes the already over-
fussy scoring conditions (with different
20-40m 2-4 13+ £44 point values in spring and summer
depending on who’s first and second,
pring brings fresh-sprouted Bosk’s second, stronger act pulls if they’re tied, if there’s only one player

S trees growing up through the


dirt. Summer’s warmth invites
people to wander among the trunks,
the game’s impressively cohesive
vision together. You see, those trees
aren’t done with once they’ve been
present, etc. for each and every trail/
territory) suck up more of the otherwise
reasonable playing time than you’d
taking in the beauty of it all. Autumn scored in the summer. In autumn, the ideally like, especially with more players.
sends golden leaves drifting down players spend their limited supply of (The gameplay itself adjusts comfortably
to the ground in mosaic patterns, numbered tokens to force each tree across the two- to four-player range
before winter resets everything to shed a specific number of leaves thanks to scaling play areas.)
fresh for another year. In Bosk, the to the ground, placing them in a line When you’re in the thick of its
changing of the seasons isn’t just an as directed by the shifting wind. The thickety creation, though, Bosk is
abstract concept dressing up another WHAT’S IN leaves stake a claim to the squares wonderful. Slightly baggy scoring
otherwise generic strategy game; THE BOX? between the trails depending on aside, its movement through the
they’re real, tangible phases, distinct ◗ 32 leaf tiles who controls the most and second- seasons is a remarkable thematic
from each other as frost and sunshine ◗ 144 leaf tokens most squares in each of the different accomplishment, while its
but woven together into a single ◗ Four squirrel tokens territories – but freshly-dropped surprisingly sharp competitive edge
kaleidoscopic picture – albeit with a ◗ 32 trees leaves can cover those already on the gives its mirrored structure plenty to
couple of loose ends. ◗ Wind board floor, making it a literal pile-on as the offer those after a meaningful strategy
◗ Game board
Within its four-season structure, tokens mount up. The ultimate affront game – or two. Bish, bash, bosk.
◗ Wind direction marker
Bosk is two different area-control ◗ Hiker is the squirrel, which each player can MATT JARVIS
games in one. The first, the game’s ◗ Score track deploy to permanently seize control
spring and summer rounds, is the more of a square – forget the bucolic theme,
straightforward. Players place eight trees don’t be surprised if you see blood on ❚ WE SAY
of differing values on the intersections the leaves. Bosk’s complimentary but distinctive
spring and autumn rounds work
between the gridded board's rows Each of Bosk’s area-control puzzles
together in sweet harmony to
and columns (‘trails’ in the game’s is interesting enough alone, but it’s offer a really intriguing game
charmingly pastoral lingo), before totting in the way that the more passively- of two interconnected halves,
up who has the highest and second- competitive first half of the year wrapped up in a beautiful natural
most total along each vertical and seeds the direct territorial struggle theme – just be prepared to
horizontal line. Letting someone claim of the second that the game reaches curse those damn squirrels.
a plane undefended nets them more
points, rewarding deliciously dickish TRY THIS IF YOU LIKED… PHOTOSYNTHESIS
blocking at the cost of claiming your own If you go down in the woods in either of these games, you’ll find a surprisingly
private stretch of the countryside. tight-knit tree-growing competition.

tabletopgaming.co.uk 155
THE BEST GAMES OF 2019
one of the skulls from their supply to
perform a private action that only they
can take that round.
This way, the skulls cycle through
the course of the game: from the bag
to the ossuary to the player’s supply
to the sanctum and back to the bag.
The balance of colours in play – and
consequently the number of actions
available – is delicate and ever-
changing. Figuring out how to best
manipulate this supply chain to gain the
most out of your turn, while attempting
to hinder your opponents, is the main
skull-scratcher of the game. Even minor
changes can have a rebound effect
on all the sequences of the round,
encouraging players to consider all the
stages and rewarding them by making
even the smallest decision matter.
It also helps that the impeccably-
sculpted and detailed skull pieces are

DEAD MAN’S CABAL really fun to hold and play with. The
same applies to the bone tokens, which
are shaped like actual bones, and
Missing this would be a grave mistake the beautiful cow skull used to track
60-90m 2-4 8+ £48 actions. Dead Man’s Cabal is full of
little details like these that really help
elcoming players to a tool in the necromancer’s toolbox. To build up the atmosphere. The rooms

W spooky, yet also strangely


adorable, underground
necromancer’s lair is Dead Man’s Cabal,
raise the dead, players will need to go
to the sanctum and use the correct
combination of skull colours, some of
are connected by small corridor board
pieces, which are irrelevant to the
gameplay but visually immerse players
a game that believes that if you are which may already be there and others in the catacombs of dark magic and
lacking in friends, you should simply which can be placed from the player’s mystery. The only minor letdown is
raise them from the dead. It effortlessly supply. For a successful ritual, the skulls the rune tokens, which are slightly too
mixes the macabre with humour must be connected by the pentagram- small and fiddly.
(special credit goes to Denis Medri’s WHAT’S IN style pattern. This initially looks like an It may initially present itself as dark
creepy-cute artwork), transforming THE BOX? easy task, but as the sanctum gets more and gloomy, but Dead Man’s Cabal
what could have been a very by-the- ◗ 32 white rune tokens populated and players begin to discard is full of heart and humour. It takes a
book Eurogame into something special ◗ 30 black rune tokens skulls from the board, it becomes generic Eurogame blueprint, casts some
with a swift incantation – and lots and ◗ Ossuary tracking skull more complicated and requires careful magic on it and raises it up to become a
◗ Ossuary tracking board
lots of skulls and bones. planning and even some bluffing. rewarding, thoughtful board game that
◗ Score track board
In Dead Man’s Cabal, players ◗ Six connector The players visit the ossuary each will engage all your very much still alive
compete to get the most victory hallway boards turn, where a grid of skulls can be friends around the table.
points by raising various characters ◗ Five action boards manipulated by drawing a random skull ALEX SONECHKINA
from the dead. It is an almost too- ◗ 84 cube from the bag and adding it to one of the
familiar formula of gathering the ◗ 64 skulls rows. The middle row of the ossuary
correct resources, completing the ◗ 40 bones determines which action all players ❚ WE SAY
corresponding card and receiving ◗ Skull draw bag will perform that round; a white skull You would never expect to find so
the appropriate number of points. ◗ 35 ritual cards will allow them to visit the scriptorium
much cheer and levity in a game
◗ Eight void tokens that initially promises grim darkness,
However, its in-game economy and where different runes can be purchased, yet Dead Man’s Cabal delivers. Its
unique actions elevate this basic while a gold skull will take them to the variable turn mechanic encased in a
blueprint, taking centre stage and athenaeum, where players select which clever in-game economy uplifts this
making earning points the least character they will be raising next, and game beyond the expected Eurogame
interesting part of the experience. so on. The active player will also discard structure, delivering terrific gameplay.
Dead Man’s Cabal has two
currencies: bones and skulls, in four TRY THIS IF YOU LIKED… DINOSAUR ISLAND
different colours. Bones are a minor While the themes might be as different as white skulls and pink dinosaurs,
resource that are easier to acquire Dead Man’s Cabal, like Dinosaur Island, comes from the creative minds at
and used to enhance player actions. Pandasaurus Games. If you like the latter’s brain-scratchy gameplay and
Skulls, on the other hand, are the main component goodness, Dead Man’s Cabal delivers that and more.

156 The Best Games of 2019


tabletopgaming.co.uk 157
THE BEST GAMES OF 2019
with different decks on the rotating
central board, you’ll get to draft
the cards players discarded earlier
in the round, giving you a chance
to pick up some potentially useful
ones neglected by your opponents –
including the most interesting purple
cards, which give their owners new
special abilities to incorporate into
their strategies.
It’s a quick and intuitive
process that conceals some
of the game’s complexity by
breaking it down into a series of
pretty simple decisions. It also
leaves plenty of room for different
tactical approaches, and the
almost Feld-esque scoring system
throws victory points at players for
an array of different achievements,
opening up all sorts of potential
routes to victory for anyone who
can spot them.
It’s a very abstract approach to
civilisation-building, though. There
are no clashes between armies, no
great wonders to erect, no historical

HADARA figures to recruit to your cause and


no real interaction between players
beyond occasionally snatching a
A very European approach card your opponent might have in
to world domination their sights. The option to ‘plunder’ or
‘integrate’ colonies for gold or resources
45-60m 2-5 10+ £58 also feels a tad unsettling at a time
when games are starting to question
here’s a deep-seated part of Schwer’s latest offering is their portrayals of imperialism.

T the gamer psyche that wants


to rule the world. For proof,
you only need to look at the shelves
WHAT’S IN
THE BOX?
◗ Five modular
board segments
◗ 15 sets of
calculated to appeal to a similar
crowd. It sees players become leaders
of rival nations competing to lead
If either of these points is a
dealbreaker, you’re better off exploring
the mountain of other civ-simulators
of your local game store where titles their people to glory. Over the course available. If not, Hadara manages to
like Civilization: A New Dawn, Clash advancement cards of three epochs, or game rounds, be elegant and intuitive while holding
of Cultures and Through the Ages offer ◗ Five player boards they work to build their economies, some real hidden depths.
◗ 40 achievement tokens
the chance to conquer rivals while strengthen their armies and reach OWEN DUFFY
◗ 10 gold medal tokens
endlessly fiddling with tech trees and ◗ 20 resource tokens new heights of cultural sophistication.
resource tracks. ◗ Eight bonus tiles To do that, you and your opponents
Indulging this near-Napoleonic
obsession with supreme power
◗ Five starting
resource tiles
build collections of cards representing
different types of cultural advances.
❚ WE SAY
Hadara breaks big strategies down
can be a lot of fun. And now there’s ◗ 25 colony tiles On each turn you’ll draw two, into a series of quick decisions whose
another release which gives players ◗ Player references discarding one before deciding what complexity only really becomes
the chance to make their mark on ◗ Scoring pad to do with the other. You can pay apparent when you chain them
the world as a benevolent leader/ some gold to add it to your empire, together. Its central rotating player
board adds a nice aesthetic touch,
merciless tyrant. where it will boost your standing in
and the wide selection of cards means
Hadara – Arabic for ‘civilisation’ some of the four tracks that chart your you’re likely to have very different
– is the latest release from German culture’s development. Or you can experiences on repeat playthroughs.
designer Benjamin Schwer. His sell it, removing it from the game in It’s very low on player interaction,
2018 game Crown of Emara was exchange for some quick cash. After though, and definitely not for you if
an intricate brainteaser that put repeating the process four more times you aren’t a fan of Euro-style games.
players in the shoes of nobles vying
for the throne of a fantasy kingdom TRY THIS IF YOU LIKED… 7 WONDERS
and prized clever play and careful If you like drafting cards and building empires, Hadara takes the concept to a
planning over direct antagonism. new and brainier level.

158 The Best Games of 2019


THE BEST GAMES OF 2019

DEEP BLUE
20,000 leagues of its own
Designer: Granerud, Pedersen | Artist: Fructus, Biboun, Djib, Naïade, Coimbra, Piéro, Torres, Trèfle Rouge 45m 2-5 8+ £42

The control over how you score and


mitigate bad luck makes Deep Blue often
feel more deliberate in strategy and less
frustrating than several other push-your-
luck games. Each wreck tile can only be
dived once, creating a delicious tension
between building up your crew cards to
dive for longer and score higher versus
the race to get to spots and clear them
out before your opponents. The tiles are
randomised each game, with the four
‘sunken city’ tiles that trigger final scoring
coming with their own variable rules for
some welcome extra twists every session.
The game does hit a few bumpy waves
here and there. For all the efforts to the
contrary, misfortune can still rear its head
every now and then, making the effort to get
eep Blue delivers glittering treasure Players on the same diving spot can all cash to a diving spot that ends three pulls in feel

D from the depths of the ocean


without leaving you gasping for air.
A passion project six years in the making
in cards from their hand to rack up points
as the ‘dive leader’ pulls gems from the bag,
and those that last as long as – or outlast, if
wasted or one stonking run by an opponent
feel hard to catch. While the game roundly
looks fantastic, the gold and silver gems
from designers Asger Harding Granerud they have the right cards – the dive leader are tough to tell apart at a glance and the
and Daniel Skjold Pedersen – who continue stand to benefit from all the gems pulled. plastic chests used to hide point tokens
to shine bright after this summer’s standout The collective nature of diving – boats are an unnecessary indulgence given
Copenhagen – Deep Blue is a peppy blend of on adjacent spaces can rush to join a dive, that all scoring is open. The social pile-on
a board-based race to fruitful diving spots, WHAT’S IN without the scoring bonuses for spending of dives also makes it a more interesting
card-based deckbuilder as players hire crew THE BOX? an action to 'scout' ahead – lights up game with more people, though the
to their boat and bag-based push-your-luck ◗ Main game board the murky depths. There’s a delightfully fixed number of dives gives it a different
test as they scour the sunken wrecks for ◗ 10 plastic boats tempting Deep Sea Adventure-ish risk- momentum with fewer, allowing players
treasure. If that sounds like a design at ◗ 50 crew member cards reward to playing chicken with the black more time to build up their crew without
risk of sinking under its own weight, no ◗ Five plastic and blue gems, hoping to force your worrying there’ll be nothing left.
need for fear; Deep Blue’s approachable treasure chests rivals to run out of defence cards and On the whole, Deep Blue crests
◗ Five player boards
gameplay makes even the deepest depths resurface, allowing you to claim all of through these minor bumps to pull off an
◗ Dive site board
feel like your local swimming pool. ◗ 120 victory the sunken treasure for yourself. entertaining and engaging experience. The
Diving means drawing gems from a point tokens Extra crew members can be hired for chances to jump in on other players’ dives
central bag until you decide your luck ◗ 15 wreck tiles each player’s boat by spending cards as and the shared agonising over whether
has been pushed as far as it’ll go. Surface ◗ Diving bell pawn cash; discarded cards are reshuffled and to risk another pull from the bag keep
voluntarily and you’ll score for all you drew; ◗ 31 plastic gems redrawn from each players’ individual decks, everyone fixed to the table throughout.
run out of air (blue gems) or encounter ◗ Cloth bag providing an engaging deckbuilding-lite It’s a lot of fun and – like those
too many threats (black gems) and you’ll ◗ Six starter level of ability to customise your available twinkling gems – you’ll find it hard to
be forced to return empty-handed, with bonus tokens actions and scoring methods as you please resist just one more go.
◗ Seven 'Captain’s
only the cards you cashed in during the each game. Crew occasionally add new MATT JARVIS
Log' scenario cards
dive giving you points. This means, one gems to the shared bag, inviting a rush to
way or the other, you’ll rarely lose it all hire occultists and archaeologists to make
– it’s forgiving enough to encourage risk- the otherwise worthless green and purple ❚ WE SAY
Deep Blue pulls off an impressive
taking and avoid annoyance over a dive gems worth something, and allowing players melding of different gameplay
scuppered by bad luck, without trivialising to score from various gem colours and ideas together in an attractive
the consequences of ‘just one more’. combos during dives – as well as keeping and accessible – and best of all,
You likely won’t be diving alone. One of you recalculating the odds of the next pull. hugely entertaining – experience.
Deep Blue’s highlights is how social its bag-
pulls feel compared to the solitary token- TRY THIS IF YOU LIKED… THE QUACKS OF QUEDLINBURG
fishing of other bag-builders like Spiel des If sticking your hand into a bag to pull out random tokens fills you with the right
Jahres winner The Quacks of Quedlingburg. amount of tension and excitement, Deep Blue is worth bringing onboard.

160 The Best Games of 2019


brawl, the encounter deck can be
created from a different combination
of villain, plot and obligations each
time, inviting plenty of gameplay
variety and customisability. (It helps
that the core box includes a full set of
cards this time around, so you won’t
have to buy two copies to mix things
up or play with more people.) Deck
construction is laughably simple, with
the modular sets making things a
doddle to put together.
Champions’ real masterstroke is
in its alter ego mechanic, which lets
players switch between their hero’s
superpowered form and everyday
persona – T’Challa, Peter Parker, Carol
Danvers and so on – each turn. Being
in one form or the other allows for a
different stock of abilities (typically:
heroes attack, alter egos heal), giving

MARVEL CHAMPIONS: an authentic sense of managing your


two different lives. It’s a strategic

THE CARD GAME consideration, too: the villain attacks


heroes but has the window to scheme
Hulk smashing when alter egos are present, so victory
comes down to timing your attempts
120m 1-4 12+ £60 to bring them down and working with
your fellow Avengers to maximise
here’s a directness to Marvel WHAT’S IN allies, upgrades, events and more to your assaults. What the scenarios lack

T Champions that hits you like a


swing from Thor’s Mjolnir and
keeps you glued to this new co-op
THE BOX?
◗ 350 cards
◗ 100 tokens
◗ Five hit point trackers
wear down the main villain’s health
with physical attacks, while stopping
too much threat building up on their
in story specifics, the characters make
up for with the sense of staying true to
the comics – this may well be the most
living card game like one of Spider- scheme card with ‘thwart’ attacks. authentic Marvel game yet.
Man’s webs. Cards are paid for by discarding other Cutting back to the essentials without
This is a simpler game than cards for their resources – a tidy rule sacrificing the strategic joy of deciding
previous LCGs Lord of the Rings: The that makes for some tough decisions how you use your cards leaves Champions
Card Game and Arkham Horror: TCG, about what to spend and what to play, a stronger experience, set apart by its
though designers from both were as well as throwing up interesting punchy direct gameplay and reverential,
involved in the making of this and ways to boost certain abilities by authentic treatment of its superhero stars.
its gameplay is clearly built on that spending the matching icons. Like any living card game, its true longevity
incredibly strong foundation. Even The villain (either Spider-Man’s Rhino, will be tested in the months and years of
so, Champions trims things back to a Black Panther’s Klaw or the Avengers’ expansions to come, but this core set – by
leaner heroes-on-villain battle; while Ultron here) returns fire with their own all measures a hugely enjoyable and fully-
there are evil plots aplenty to foil, encounter deck, which makes attacks featured game in its own right – is a Hulk-
there are no location cards to move slightly unpredictable with the potential smashing way to make an entrance.
between, fewer numbers to crunch for added damage and throws up various MATT JARVIS
and the unfolding narratives tend other events and minions to deal with
to be far more straightforward ‘beat – including specific ‘obligations’ that
the baddie’ scenarios. If you haven’t are added depending on the heroes ❚ WE SAY
played an LCG before, this is probably used, and must be resolved by them The gameplay of past LCGs has
been cut back to its brilliant
the best one to jump into yet – but in a fun sense of individual peril, as
basics in this fantastic superhero
don’t take that as a sign of this being a well as minor side schemes to juggle celebration. The alter ego mechanics
lesser experience in any respect. alongside the main plot. are a stroke of genius, and the
Champions’ simplicity puts its While the narrative rarely goes characters feel just like their comic-
outstanding cardplay front and centre. deeper than a surface-level comic-book book counterparts. Excelsior!
The players’ superheroes – Black
Panther, Captain Marvel, She-Hulk, TRY THIS IF YOU LIKED… MARVEL LEGENDARY
Spider-Man and Iron Man make up If you like deckbuilding your own superhero, Champions does the best job yet of
this core set, with more already on making its heroes feel properly powerful, with the welcome new perspective of
the way in expansions – summon their vulnerable alter egos.

tabletopgaming.co.uk 161
THE BEST GAMES OF 2019
an add-on to the base D&D system than
their own side game, but there are just
enough options included for the party
to splash out on their own custom-built
vehicle if they want. So long as they don’t
mind burning through the souls needed to
power it, of course.
If that last sentence didn’t make it clear
enough, Avernus is a campaign with a
pretty significant slice of moral ambiguity
to it. While the core goal of saving the city
of Elturel is a nice, noble aim, the book
makes it clear that you can make things
as tough for your party as possible. DMs
are encouraged to push party members
into deals with devils and demons, to take
away the easy route and keep a little shard
of darkness gnawing away at the heroes.
Indeed, it suggests setting up the party
with a dark secret right from the very start.
Perhaps they stole something or were
involved in a failed coup, or perhaps they
were all part of a murder. No matter what,

DUNGEONS & DRAGONS – this is a wonderful way to both tie the


heroes together right from the opening

BALDUR’S GATE: DESCENT and plant a seed of corruption for the DM


to exploit further down the line.

INTO AVERNUS This move into the grey and gritty side
of things won’t be to everybody’s tastes –
One hell of a campaign sometimes you just want to play heroes
without things getting complicated – but
256 13+ £39 it really does help to make Avernus feel
like something special.
ne of the joys of D&D is its ability There are plenty of charming allies for Even as you flick through the book, it’s

O to transcend the traditional


boundaries of Tolkien-esque
fantasy – to take your game to places
the party to deal with – such as Lulu the
Hollyphant, a miniature winged elephant
who can shoot magical sparkles from her
tough not to feel gripped by sudden ideas
and opportunities for your players. Whether
you’re looking at a piece about an injured
much weirder than even the deepest trunk – but the rogues’ gallery of enemies devil surprised by their sudden sympathy
dungeon, and to battle foes fouler is equally impressive. for hell-chickens or checking out the many
than even the mightiest dragon. This Indeed, one of the themes running paths to a final epic encounter with the
is exactly the feeling that washes over through Avernus is that of battling fallen angel Zariel, you’re always presented
you as Descent into Avernus propels against a greater evil and having to make with options and room to explore.
your party to hop planes of existence, deals with unsavoury sorts in order There really is a lot to love about
negotiate with dark gods and ride to survive. In most adventures Mad Descent into Avernus. It’s inventive without
infernal war machines into reality- Maggie, a night hag warlord with a knack being silly, dark without being depressing
warping battles. for creating infernal war-buggies, would and challenging without being laborious
Quite possibly the most ambitious be an outright villain to hack down to play. The more horrific aspects may
campaign to come out for Fifth Edition, and defeat, but this time around she’s require a careful touch from the DM if
Avernus is a wild rollercoaster of a ride likely to end up as a valuable source of everybody’s going to stay happy, but that
that taps into everything from Mad Max information and supplies. is a task that is well worth the reward.
to Dante’s Inferno by way of heavy metal And yes, in case you were wondering, RICHARD JANSENPARKES
album art. The main plot thread revolves there are plenty of rules for climbing into
around freeing a city bound within the Nine Maggie’s weird war machines and blasting
Hells and redeeming a fallen angel, but them around the wastelands of Avernus.
❚ WE SAY
The most sweeping and epic campaign
things are written with enough flexibility Thankfully these are kept pretty slim and yet published for D&D’s fifth edition,
to allow parties to take whatever oddball to-the-point, and are certainly more of and possibly the darkest too.
routes through the darkness they desire.
Along the way they’re likely to run into TRY THIS IF YOU LIKED…
a vast cast of characters and, for all its D&D: MORDENKAINEN’S TOME OF FOES
grand ideas and epic scale, this may be If you dug the cosmic wars set out in the Tome of Foes, you’re going to love
where the campaign shines the brightest. actually playing with them in Baldur's Gate: Descent into Avernus.

162 The Best Games of 2019


TAPESTRY
Scythe’s creator weaves a swift
and satisfying civ game
90-120m 1-5 12+ £90

at your own pace, but the game only WHAT’S IN


ends when everyone has had five. It’s a THE BOX?
◗ 16 asymmetric
curious decision that has the downside
civilisation mats
of leaving some players twiddling their ◗ 18 unique painted
thumbs for several minutes while landmark miniatures
those remaining catch up, bringing the ◗ 43 tapestry cards
welcome pace of the rest of the game to ◗ Seven trap cards
an awkward and juddering end. ◗ 33 tech cards
Tapestry’s other sticking point is its
Tapestry ◗ Three custom dice
theme – or lack of one. Having no specific ◗ 50 outpost miniatures
path for players to take makes for some ◗ 100 income
building miniatures
amusing stories and diverse strategies –
◗ Double-sided
“My merrymakers invented time travel game board
before paper!” – but for all the asymmetric ◗ Five unique capital
civs and tapestry card effects it’s largely city mats
lacking flavour, leaving it feeling coldly ◗ 48 territory tiles
mechanical under the glossy surface at ◗ 15 space tiles
he isolationists have walled – expanding on the map, filling your city, points. (It does look roundly fantastic, ◗ Five income mats

T themselves in on a desert
island, where they’ve pioneered
irrigation and amassed a formidable
advancing up tracks, adding tech cards
to your display, increasing your income
by upgrading yet more tracks on your
at least.) Even the most exciting-looking
buildings mostly translate to plugging
holes on a grid (their arrangement
◗ 20 custom
resource tokens
◗ 65 player tokens
◗ Two reference guides
military. Across the globe, a nation player board – easy to absorb, and ends beyond that counts for nothing), while ◗ Six reference cards
of entertainers send their citizens up delivering a game that feels varied inventing the most destructive and ◗ 28 Automa cards
out to explore the world, equipped and pleasingly adaptable to different play terrifying weapon in human history – the ◗ Automa mat
with their knowledge of clocks and styles. You might go all-out on inventing, nuclear bomb – feels oddly inert, allowing ◗ Automa rulebook
air conditioning. Both pale in their exploring, expansion or city-building – or you to simply score points and cover
innovation to the inventors in the west, some combination of each. Striving for an one of your own tapestry cards. If you’re
who boast siegecraft, concrete and canned even balance feels a little less viable than not willing to bring your own sense of
food thanks to their accelerated research. it could given the rewards for reaching the personality and storytelling to the game,
This is the familiar yet strange world ends of certain tracks, but the more than a it can become little more than an exercise
of Tapestry, an ambitious and largely dozen asymmetrical player civilisations in moving up tracks and scoring points.
successful attempt by Scythe and – each with a different unique ability – If you’re willing to go along with
Charterstone designer Jamey Stegmaier add to the opportunity to take a different Tapestry’s gleeful – if illogical – remixing of
to turn the epic task of building a path each time you play, stopping human history and forgive its sometimes
tabletop civilisation for the ages into a Tapestry from becoming one-note. shallow theme and disjointed conclusion
swift, slick pursuit of victory points. The meat of the game’s ‘advance’ turns for the sake of its thundering central
It’s impressively fast-flowing turn to is punctuated by five ‘income’ rounds, gameplay, it’s a game that will keep you TRY THIS IF
turn, breaking down the development of where exhausted resources are refilled, coming back to lead another civilisation YOU LIKED…
each player’s civ into four basic tracks: points are scored and the civilisations to greatness in a new way. It might have a SCYTHE
science, tech, military and exploration. advance to a new era with tapestry effect couple of loose threads, but it’s hard not Jamey Stegmaier
You pay the resource cost, move one cards played on their mat – another way to to find yourself woven into its charms. excels at making
space and do what the space says, from diverge your nation from your neighbours’. MATT JARVIS interesting
revealing new regions of the main hex map Later income turns see your haul of VP strategy
to conquering said regions or inventing leap from single digits to dozens of points games that are
surprisingly easy to
a technology. Advance far enough and at a time thanks to upgrades and abilities, a ❚ WE SAY pick up. Tapestry is
you’ll unlock buildings – ostentatious but satisfying sense of gaining momentum that It’s not the most immersive
right up there with
undeniably striking painted 3D miniatures also keeps everyone feeling like they’re civilisation game around (although
his masterpiece.
– to add to the layout of your separate in it to win it until the end – our final it gives you the ingredients to tell
some entertaining stories if you’re
city board, scoring points as you fill rows scores were all relatively close, despite
willing), but Tapestry’s tight gameplay,
and columns of the sudoku-like grid. worrying gaps opening up earlier on. varied strategies, pacy momentum
The largely intuitive icons and simple Each player takes their own income and snowballing scoring make it
actions make what seems a potentially turns when they want, which allows an immensely pleasing experience.
dense mishmash of gameplay concepts for the welcome ability to largely go Plus, it’s a heck of a looker, too.

tabletopgaming.co.uk 163
THE BEST GAMES OF 2019

MACHI KORO LEGACY


It’s simple. It’s short. It’s the best
legacy game since Pandemic?
30m 2-4 10+ £48

hen news broke that some cards, including the ones that you play, they’re introduced at a WHAT’S IN
W the family-friendly
city-builder Machi Koro
was to receive a campaign-based
let you steal cash from your rivals.
The result is a stripped-down and
de-fanged version of a game that
rate that’s easy to stay on top of,
making this undoubtedly the best
legacy game to introduce to kids or
THE BOX?
◗ Two dice
◗ Four player
town boards
reworking as Machi Koro Legacy, was already simple and not overly casual players.
many players were surprised. antagonistic. Thankfully, things It’s all tied together with cute, ◗ Three sets of
legacy cards
While the original dice game had quickly improve as you move into stylish presentation. Your cards
◗ Plastic coins
plenty of fans, its quick and simple the body of the campaign. depict buildings with bold shapes ◗ Six mystery boxes
approach to civic administration Each playthrough sees new and popping, vibrant colours. The
seemed a little light for the multi- buildings added to the available chunky plastic coins are a definite
session, story-driven treatment. selection. They come with new improvement on the original
That, combined with the fact that effects for players to experiment game’s cardboard discs. Even the
the majority of games following in with, and it’s possible to put oversized dice add to the sense of
the trail of 2015’s Pandemic Legacy together some impressively fun. The game’s flavour text paints
(whose prolific co-designer Rob powerful combinations. There are a world of naïve childlike wonder
Daviau earns yet another legacy also visitors who wander between that feels a bit like something
game credit here) haven’t exactly players’ towns, setting off various out of Studio Ghibli, and while
set the world on fire, meant that events as they go. And critically, the campaign doesn’t come with
expectations for this latest release the campaign introduces a handful much of a storyline attached, it’s
were muted. of ways for mayors to mitigate the just enough to keep everyone
Play the first game in Machi Koro inherent randomness of dice- engaged and stop things feeling
Legacy's series, and the minimal chucking, something that could dry and mechanical.
anticipation seems pretty justified. very quickly become frustrating It’s enough to make you wonder
As with the original version, players over the course of 10 sessions. whether other entry-level games
become rival mayors aiming It’s difficult to go into greater might be suitable candidates for
to turn their small towns into detail without giving away too a legacy overhaul. What would
bustling cities. On every turn the many of the game’s secrets, but it Ticket to Ride look like if you had to
active player rolls some dice, with quickly becomes deeper and more slowly build a rail network across
different results triggering effects engaging than its predecessor; by a continent over multiple game
on an array of building cards that the time you’re a few games in, sessions? How would Kingdom
you’ll add to your town as the game vanilla Machi Koro starts to feel a Builder feel if its citizens changed
progresses. Rather than adding bit lacking in comparison. While and its landscape was developed
anything meaningful to the mix, there are new rules, strategies and over time? Could we one day play
the opening game actually removes components to unlock each time through campaigns in Alhambra, TRY THIS IF
Splendor or – don’t hit me – YOU LIKED…
Catan? If Machi Koro’s example is MACHI KORO
No surprises here.
anything to go by, the prospects
If you enjoyed the
seem hopeful. original Machi Koro,
OWEN DUFFY this campaign-
based reimagining
expands on its core
❚ WE SAY appeal in some
interesting ways.
It may stumble out of the starting
gate with a less than thrilling first
impression, but Machi Koro Legacy
unfolds into an intriguing campaign,
adding new elements at a pace that
keeps things interesting from one
game to the next. Its short play time
makes it easy to binge on – and while
that means you might get through
its legacy portion in three or four
sessions, you’ll still be able to play
the game in its final finished state.

164 The Best Games of 2019


WARHAMMER UNDERWORLDS:
BEASTGRAVE
Miniature mayhem that offers a bounty of beastly butchery
25-40m 2-4 8+ £45

n the Realm of Ghur lies the terrible

I land of Beastgrave, a place of


predators and bones and rock. At the
centre of this land, brooding like some
titanic god, is the mountain. Vast and
malevolent, warbands find themselves
drawn to it like moths to a flame,
there to do combat in the depth of the
mountain’s labyrinthine tunnels. But
now a new terror, a curse from the city
of Shadespire, has spread its tendrils to
this unhallowed region, awakening the
dead to once more pick up their arms
and fight in endless conflict.
Beastgrave is the latest iteration
of Games Workshop’s Underworlds,
a miniatures skirmish-cum-
deckbuilding game set in the Age of
Sigmar universe. The game pits rival
warbands of roughly half a dozen
figures against one another on a hex
board. In addition to the miniatures,
players arm themselves with a deck of
cards consisting of upgrade, ploy and
objective cards used to buff characters,
perform some special effect or achieve WHAT’S IN viable. Character cards have keywords, mechanics to new players and
glory points respectively. Some of THE BOX? which interact with certain cards for speed up game flow. This is true of
these cards are universal, whilst others ◗ Six Grashrak’s particular effects. It’s a nice touch that Beastgrave; this iteration of Underworlds
are specific to a given warband, and Despoilers miniatures adds another angle to strategising, and features small but useful tweaks like
◗ Five Skaeth’s Wild
much of the appeal of the Underworlds it’s satisfying to watch them interact to the bolding of handy information and a
Hunt miniatures
series lies in creating strategies and ◗ 11 fighter cards effectively pull off damage-dealing or combat sequence flowchart.
tactics by putting assembling and ◗ Two double-sided glory point-winning combos. The only real gripe with the box
optimising your deck. This time round, game boards Another thing that’s changed is is the fact that some elements – the
the box features a band of Sylvaneth ◗ 102 upgrade, ploy the more active role terrain plays. aforementioned cards to turn objectives
(aka wood-elf) hunters against a pack and objective cards Most notably, players can set down into lethal hexes and some counters for
of Chaos-worshipping beastmen. ◗ 126 tokens a lethal hex token each at the start use with certain special abilities – have
Beastgrave builds on the solid formula ◗ 11 Warhammer of the game, making the terrain been withheld from the box to be sold
that has made Underworlds so popular, Underworlds dice a more prominent hazard to deal as accessories or later expansions.
offering gameplay that’s fast, bloody with. Similarly, objective tokens can JAMES WINSPEAR
and rewarding. The factions – each with be flipped to become fanged maws
enough cards to make an entirely faction- grown from the solid rock, turning
specific deck – feel balanced against one prizes into deadly traps for the unwary ❚ WE SAY
Fast and tactical, Beastgrave is
another. Skaeth’s Wild Hunt favours speed – although disappointingly the box
an excellent continuation of the
and hit-and-run tactics, whilst Grashrak’s itself contains no cards to do this. Underworlds series that offers
Despoilers reward a mixed play style Games Workshop’s more recent new strategies whilst improving
of objective-hunting and foe-slaying. releases have shown an increasing ease of play with subtle but
Beastgrave introduces several minor understanding of how to teach clever layout refinements.
but important tweaks. The guard action –
which can be used to increase a fighter’s TRY THIS IF YOU LIKED…
defence – has been buffed, meaning WARHAMMER UNDERWORLDS: NIGHTVAULT
that figures won’t get driven back a hex, The other main box set for Underworlds, Nightvault features the valiant Stormcast
making objective holding that much more Eternals facing off against the ghostly Nighthaunt and is fully compatible with Beastgrave.

tabletopgaming.co.uk 165
THE BEST GAMES OF 2019
Different cards come with
different effects, letting you take
new types of actions and giving you
advantages over your fellow players;
spotting and exploiting useful
synergies between them is a huge
step towards victory. Any cards that
players don’t snap up during a round
are discarded before the next one
begins, meaning you’ll need to be
quick and perceptive enough to take
advantage of fleeting opportunities.
To become the world’s most
prestigious design house, you’ll aim
to dominate a series of fashion shows
held in cities around the world. Each
rewards companies for different
things. Some prioritise the quality
of your collections. Others reward
players who manage to release a
bigger range of clothes than their
opponents. Some are obsessed with
current trends, while others grant
prestige points to the companies

PRÊT-À-PORTER: with the slickest PR operations.


To win, you’ll need to spot the

THIRD EDITION shows you stand the best chance of


impressing at, while working to do
as well as you can in the ones that
A brain-burning collision aren’t to your advantage.
of finance and fashion The end result is tense and
stressful in all the best ways. You’ll
90m 2-4 14+ £53 need to constantly evaluate whether
the money you spend hiring staff,
n 2010, Polish designer Ignacy WHAT’S IN Once you have, you’re presented training employees or developing a

I Trzewiczek released the first


edition of Prêt-à-Porter, a complex
economic strategy game which cast
THE BOX?
◗ Game board
◗ Four player boards
◗ 50 design cards
with a game that’s as brainy as it is
beautiful. Over the course of one in-
game year, you and your opponents
particular clothing line is going to
provide a worthwhile return on your
investment, and it’s dangerously
players as the CEOs of rival clothing compete to design stylish garments, easy to get it wrong. Prêt-à-Porter
◗ 24 contract cards
companies. It was tough, taxing and hire talented staff, buy high-quality emphatically isn’t a candidate for
◗ 24 building cards
intensely competitive, and quickly ◗ 24 employee cards fabrics and organise prestigious a chilled-out game night, but it
earned a reputation for being every ◗ 10 credit cards catwalk shows. Your ultimate goal encapsulates the high stakes risk-and-
bit as cut-throat as the fashion ◗ Three loan cards is to make more money than your reward of running a business in a way
industry itself. ◗ Four player aid cards rivals – that requires the ability that’s often thrilling.
Now Trzewiczek has returned with ◗ 10 fashion show tiles to adapt to constantly changing OWEN DUFFY
a new edition, much to the delight of ◗ 197 tokens circumstances, always thinking two
◗ First player marker
players who have spent years trying to
◗ 12 action markers
or three moves ahead. ❚ WE SAY
get hold of the previously hard-to- Throughout the game you’ll It’s tense, tight and strategic. It’s
◗ Turn order tile visually stunning. Its well-laid-out
find game. dispatch your employees to take
◗ Eight upkeep markers rulebook breaks a complex game
The first thing that strikes you ◗ Calendar marker different types of actions on behalf of
down into easily understandable steps.
about this latest incarnation is the your company. Most of your available
Its economic theme won’t please
breathtaking box art by illustrator options involve acquiring cards everyone, and it comes with some
Kwanchai Moraiya. It exudes boldness representing models and managers admin that can sometimes feel a bit
and style – suitably enough for a game for hire, new departments to add to fiddly and repetitive. But, if you fall
about high fashion – and the rulebook your office or new designs for items into the niche it’s aimed at, Prêt-à-
comes with the same visual flair, of clothing. Porter has a huge amount to offer.
featuring a diverse cast of characters
showing off different styles of couture
on every page. It’s enough to make TRY THIS IF YOU LIKED… CASTELL
your mouth water before you’ve even Like the Catalan-themed game of daring acrobats, Prêt-à-Porter sees you planning
started punching out the components. for a series of critically-important events and hoping to reap the rewards.

166 The Best Games of 2019


BARGAIN QUEST
An easy sell
20-60m 2-6 8+ £39

very aspiring hero knows that shop’s display – this is how they players. They will want to help and

E in order to succeed at monster


slaying they need to be true of
heart, strong, skilful and able to hold a
attract potential customers to pop in.
The player with the most attractive
display is the first to choose a hero to
cheer their hero on, as defeating
monsters earns them victory points.
But the shopkeepers also need
WHAT’S IN
THE BOX?
◗ 112 item cards
◗ 16 hero cards
sharp sword at their side – or a springy visit their shop. Once they’ve been money to hire staff with bonus
bow, if they prefer to shoot from high hooked, they can sell them whatever powers or upgrade their storage ◗ 20 employee cards
ground. Durable armour is good they wish – as long as it matches in order to keep more items or to ◗ 12 upgrade cards
◗ 96 coin tokens
to have too, just in case a monster their class requirements, of course; make their shop display fancier. If
◗ 60 star tokens
decides to hurl some fireballs back. you can’t sell a knight a magic staff! a hero’s funds dry up, it becomes ◗ 10 wound tokens
Supple boots wouldn’t hurt either, if A hero may walk in enticed by a holy more profitable to send them to ◗ Quest token
you find yourself needing to run away. sword but leave with a torch and certain death to be replaced with a ◗ 12 monster cards
Therefore, every hero knows that healing potion instead. new adventurer with a full purse on ◗ 18 adventure cards
before any fighting, shopping needs to Once the questing customer has the next round – a legitimate way of ◗ Six folding item
be done. The shopkeepers of Bargain left the shop and headed on to meet securing victory. shop boards
Quest are here to fill that need. What their adversary, there is nothing Not unlike the heroes, the players
the wannabe heroes don’t realise, more for the player to do. If heroes can become easily endeared with the
however, is that the shopkeepers are are equipped well, they will defeat adorable shops. They are represented
business people first – and that often the monster, earn glory (star tokens by folded boards with shop fronts
means the adventurers’ wellbeing that provide victory points) and on the cover and detailed interiors
comes second… money. They may even return to the inside, full of character and warmth.
This priority of profits over people shop again if the next item in the The heroes, shop assistants and
is on the players’ conscience in display looks interesting enough. If item cards are full of references and
Bargain Quest as they take on the the hero doesn’t defeat the monster in-jokes to Dungeons & Dragons,
role of these traders, trying to entice but survives, they may still return roleplaying and fantasy, making
various heroes to come into their to the market. However, if they are every new card reveal exciting.
establishment and buy their wares. killed in the fight, they perish with all Playing in a bigger group allows
In order to do so, they’ll engage their supplies and a new hero rises to Bargain Quest to really showcase its
in some cheeky (to put it mildly) the challenge. variety and sense of humour as more
practices. Every seller chooses an Bargain Quest can really test the heroes and items reveal themselves TRY THIS IF
item from their hand to put in their altruism and good intentions of throughout the course of the game. YOU LIKED…
It also makes the player interation BOSS
more prominent, as rival traders are MONSTER
more likely to try and entice the same Bargain Quest is the
hero to come to their store. The game reverse side of Boss
Monster; instead
doesn’t scale as well for two players,
of a great monster,
falling a bit flat. you are a proprietor
Whether you plan to be a well- of an adorable
meaning shopkeeper outfitting shop outfitting the
your heroes with your best wares, heroes who will then
or are in it just to make money, it is descend into Boss
impossible not to be charmed by Monster’s evil lair.
Bargain Quest. It is a light hand-
management game that doesn’t take
itself too seriously but knows how to
sell you a good time.
ALEX SONECHKINA

❚ WE SAY
Bargain Quest manages to pose
a moral dilemma while immersing
players in an adorable humorous
setting. However you decide to act,
you will want to set up shop here.

tabletopgaming.co.uk 167
THE BEST GAMES OF 2019

HAKO ONNA
Hide and shriek in a haunted house
90m 3-5 14+ £29

ako Onna is a game based on while the other players have their eyes find the Hako Onna’s tile then they die

H Japanese horror movies like The


Ring and The Grudge, aiming
to emulate their tight claustrophobic
closed. This idea, that the Hako Onna
acts and moves in darkness, is simple but
really effective.
immediately. If I have a major criticism
then that’s it: death is capricious, and
feels like bad luck rather than bad
experiences heavy on suspense and Meanwhile when one of the players strategy. However, the dead player then
shocks. A hit in Japan a couple of years moves they have to add a wooden becomes a Hakobito, a minor ghost, and
ago, it’s now available in an English- disc to a stack on the ‘noise board’, can prevent the remaining visitors from WHAT’S IN
language translation from WizKids. and some of the discs have pearl-like getting the tiles they need. THE BOX?
At first sight it looks like a cut-down bumps on them so the stack is crooked There’s a lot I haven’t covered: items ◗ Nine room boards
◗ Four visitor
Betrayal at House on the Hill, with one and unstable. If it topples, the visitor and their powers, the Hako Onna’s summary boards
villain and no characters. You’re a group has made a noise and the Hako Onna special powers, the diaries, how the ◗ Three misc. boards
of ‘visitors’ trapped in a mansion made of immediately gets a turn. visitors win. Space doesn’t permit (it’s ◗ 58 story tiles
square tiles – only nine of them, including It’s like Jenga in miniature. There that claustrophobia again). You’ll have ◗ Noise board
the second floor and a basement, but see actually is a horror RPG, Dread, that uses to take my word for it that everything ties ◗ Six noise discs
above about claustrophobia. One player a Jenga tower to represent the increasing together to create an absorbing narrative ◗ Six noise cards
is the Hako Onna, the ghost of a woman, tension in the story, and Hako Onna’s and you do feel like you’re inside a well- ◗ Four visitor pawns
trapped in the house. The visitors win by system is a tiny, perfect version of that. crafted horror story or movie. ◗ Door barrier
escaping, defeating the ghost in various And the game’s structure is like the ◗ 10 Hako Onna
JAMES WALLIS
power cards
ways or laying her to rest; she wins by hidden movement of Fury of Dracula in
◗ 10 diary cards
killing all the visitors, or if they all give up reverse; you get clues to where the ghost ◗ Six visitor item cards
and scream, “I lose all hope!” which is an is in the house, and you try to stay the hell ❚ WE SAY ◗ Time of Despair card
unusual rule but gives you an idea of the away from there. It’s not short (unless you’re very unlucky),
◗ 11 advanced cards
it’s not rules-light, sometimes it’s not
tone of the game. The visitors explore the house, looking
very tactical and the only major thing
At the core of the game are its two for the items they’re going to need to that changes from game to game is the
rather lovely movement systems, both either escape (get the safe combination, layout of the house. But it’s got boxes
packed with atmosphere. The Hako Onna open it and retrieve the keys) or beat of atmosphere, and at this time of year
moves by swapping her tile with any of the ghost, and naturally they do this by I’ll take that over any number of elegant
the facedown tiles that litter the rooms, ‘peeking’ at facedown tiles – and if they abstracts with ghosty meeples.

TRY THIS IF
YOU LIKED…
BETRAYAL AT
HOUSE ON
THE HILL
It’s the obvious
comparison, but
Hako Onna is
a tighter, more
focused and more
portable game,
with fun mechanics
and a different,
darker tone to its
American cousin.

168 The Best Games of 2019


LOCKUP:
A ROLL PLAYER TALE
49-90m 1-5 10+ £48

et in the universe of Roll Player This theme may have been entirely place a limited number of their gang

S is Lockup, where the aspiring


heroes of the fantasy adventure
are replaced with prisoners hoping
forgettable, if not for the game’s
gorgeous main board that masterfully
uses its isometric perspective to fill
members facedown, therefore hiding
their strength from their opponents.
This simple addition of uncertainty
to escape their confinement in the every room of the dungeon with and bluffing makes all the difference.
unbreakable Kulbak Prison. Only volume and atmosphere. Did your opponent hide the tile
the strongest gang, who survives the Players assign members of their because they really want to win the
gladiatorial-like battle in the prison’s prison gang to these rooms to earn action spot? Or are they trying to
coliseum, will earn their freedom. resources or perform actions. In a make you overcommit so they can
traditional worker-placement manner, spend their powerful units elsewhere
these will become victory points by with little competition? What other
the end of the game. tiles do they still have left in their
Player interaction is the heart and hand to play?
soul of Lockup, elevating it from a by- Lockup is a clever worker-placement
the-book worker-placement and set- game full of player interaction in a
collection game. Only the gang with modest package. It is faster to set up
the strongest numbers can perform and play than most games in the same
actions in each room. Players can genre, yet the gameplay has not been
place as many members as they like in sacrificed in any way to achieve this.
each location, but only once. The Roll Player universe has become
However, Lockup is not just a richer with Lockup’s addition.
number-counting game. A player can ALEX SONECHKINA
THE BEST GAMES OF 2019

JUDGE DREDD:
HELTER SKELTER
30-60m 2-4 13+ £60

ast year’s Wildlands was just new maps. Now Osprey has It also vitally refines its

L too good to leave alone. Thanks


to Martin Wallace’s smooth
integration of simple cardplay with
published an entirely new game,
transposing Wallace’s slick
mechanisms to a crazed, 2000 AD
source game. There’s no more
wild movement, and you can
no longer play a card to draw
fierce miniatures skirmishing, three comic-strip mash-up, in which two more during your turn. But
expansions quickly followed, adding reality's boundaries have fragmented, there are more opportunities to
factions and a couple of causing the likes of Slaìne, Strontium interrupt another player’s turn,
Dog and Nikolai Dante to rampage making Helter Skelter a little more
around the streets of Mega-City One, focused and tactical. Plus, the
much to the annoyance of the local card design is much clearer now
law enforcers. (gone are the confusing character
But this is more than a portraits on the right-hand side)
straightforward, sci-fi reskin with and they’ve finally realised they
a savvy geeky twist. Helter Skelter really should distinguish between
introduces new tweaks to Wallace’s the 6 and the 9 on the map cards.
system – for example, adding in Even if you’re not into the cult
Psi powers that allow cards to be British anthology comic that inspires
stolen from other player’s hands this future-shocking Wildlands
and gives each team access to iteration, it still stands as a new and
a unique power, such as Celtic improved version of one of last year’s
warrior Slaìne’s ability to ‘warp greatest tabletop experiences.
spasm’ into a berserker rage. DAN JOLIN

DUNGEON ACADEMY
20m 1-6 10+ £30

ith roll-and-write games The dungeon is made up of 16 dice game, players assemble the dice tray

W on the rise, it was only a


matter of time before the
words ‘dungeon-crawling’ were added
rolled at the beginning of each round.
Each die face represents monsters
that will cost health or stamina to beat
– which sets up the dungeon without
revealing the roll results ahead of the
players’ start. This is well done, if a
into the mix to hit the buzzword or, rarely, a potion that will replenish bit fiddly.
bingo. That said, in the case of some of the hero’s strength. Players The game advises player to place
Dungeon Academy, it’s best to put any will draw a path through the dungeon health and stamina tokens on the
cynicism to the side. each round and, if they survive at pad to indicate which monsters they
the end, earn victory points and loot. have defeated, but the tokens are
Sounds simple, right? bigger than the grid, making tracking
Well, as it turns out, with two the monsters in turn harder. Also,
different health bars, a little bit of the rulebook encourages players to
monster variety and the addition of a download the free Dungeon Academy
timer, no dungeon is simple. Even in a app: a timer for 30, 45 and 60 seconds.
four-by-four grid, it is easy to get lost It’s completely unnecessary given that
or end up fighting one monster too all smartphones used to download the
many. Both mistakes and successes app have the same basic capabilities.
are fun, and even the light penalty Dungeon Academy looks
for coming last doesn’t discourage deceivingly simple, yet beating its
players from heading into the next dungeons isn’t easy. It may have gone
level of the dungeon. for excess in its components, but
While Dungeon Academy nails its gameplay is honed and distilled
its mechanics and the feel and ease to essentials that make it both
of the game, its components are bit entertaining and challenging.
hit-and-miss. At the beginning of the ALEX SONECHKINA

170 The Best Games of 2019


WINGS OF GLORY:
TRIPODS & TRIPLANES
Threedom fighters
Artist: 30m 2 13+ £47

Martian tripod is – not surprisingly


– the tougher of the two, though
this is counterbalanced by the fact
that it has to spend an action and
energy token to shoot, whereas no
such penalties affect flyers. Likewise,
whilst the plane is nearly always
going to lose out in a straightforward
shooting match, it’s given a
much-needed edge by dint of its
manoeuvrability. Random damage
effects like engine fires and electrical
short-outs prevent things from
becoming predictable.
The main gripe comes not from
the gameplay but from the few areas
where the game feels like it should
have had more in the box. The
rulebook comes with six scenarios,
though only two of them can be
ver since H.G. Wells first simultaneously reveal the first card played using the core contents, as the

E envisioned sinister tri-legged


fighting machines from the
Red Planet stalking their way across
and move correspondingly. The
game eschews movement rulers, and
instead uses the cards themselves
rest require the purchasing of separate
airplane and tripod packs. Including
content like this that can only be used
Horsell Common, his influence in pop as measures. Shooting and actions with additional purchases is always
culture was assured. Ares Games has likewise occur simultaneously. a cheap move – and one that would
taken his signature work of science- Players do the same thing for the be rightly called out if a board game
fiction and merged it with Wings of following two phases, after which a tried to pull it – but seems to be par
Glory, the aerial combat wargames WHAT’S IN new turn begins. for the course for wargames. Likewise,
set during the bloody years of the THE BOX? This core gameplay loop makes for as entertaining as the game is, having
First and Second World Wars. The ◗ Mk.I 'Locust' a game that’s both entertaining and only one model each side inevitably
end result is a boxed starter set that tripod miniature fast. Though not a new mechanic, means that games will get stale
provides quick, entertaining games of ◗ Nieuport 16 having to plan how each vehicle is after a while. The inclusion of more,
aeroplane miniature
man versus Martian, but feels like it going to move not only adds strategic different miniatures (like the ones
◗ Manoeuvre decks
could have included a bit more than ◗ Special ability cards depth to the proceedings, but also cheekily advertised on the box’s back
it offers. ◗ Damage decks helps reinforce the concept that the cover image) and a healthy number
Those who’ve played aerial ◗ Tokens player is piloting a machine with of scenarios would have gone a long
combat games before – particularly ◗ Terrain actual tolerances and velocity rather way to making a set with greater
X-Wing – will find many similar ◗ Rulers than just game pieces. The game also entertainment value.
mechanics used here. Each game is has a random element in the form JAMES WINSPEAR
split into turns, with play occurring of damage, which is determined by
simultaneously during each phase of drawing the top card from one of
the turn. The three phases of a turn several decks depending on the type
revolve around movement. Each of weapon used. ❚ WE SAY
A box that feels like it should have
unit on the board – whether they be The units the box comes with included more in it, Tripods & Triplanes
tripod or triplane – has a console feel mostly balanced. In terms of nonetheless delivers a fast, tactical
with slots for three movement hit points and raw firepower the experience that’s fun whilst it lasts.
cards. At the start of a turn, players
select how their vehicle(s) will
move by selecting cards from their TRY THIS IF YOU LIKED… GASLANDS
movement deck and placing one in A skirmish wargame ruleset that lets players turn toy cars into engines of death,
each of the three slots. Players then Gaslands is well worth a look if piloting heavily armed vehicles is your thing.

tabletopgaming.co.uk 171
THE BEST GAMES OF 2019

POWER RANGERS:
HEROES OF THE GRID
A Megazord of a board game
45-60m 2-5 14+ £85

aving been burnt before by cleared as urgently as possible because, Card management becomes key, as WHAT’S IN
H board games that entice you
with nostalgia, I approached
Power Rangers: Heroes of a Grid with
once it cascades into adjacent areas,
it becomes almost impossible to stop.
Once all the areas are overrun and enter
players decide if they need to team up to
defeat the enemy or if their hand is strong
enough to face them alone. Players can
THE BOX?
◗ Five ranger figures
◗ Five character cards
◗ 24 foot soldier figures
low expectations. If nothing else, I a panic state, the game is lost. always discuss together which enemy
◗ 20 foot soldier
would probably enjoy the wonderfully It is the ‘clearing’ of these areas that attacks need to be throttled and if the
enemy cards
detailed miniatures of the rangers and gets a deeper, layered treatment in rangers can take some damage to save ◗ 20 foot soldier
their various adversaries, including Heroes of the Grid. Every ranger comes powerful cards in their hand for the deployment cards
Rita Repulsa, Knasty Knight, Pudgy Pig with their own deck of attacks, moves next round. The rangers’ decks have ◗ Boss figure
(by far the most glorious) and others, and manoeuvres that they can utilise just enough variation to make every ◗ Eight boss
while reminiscing about the series during the fight. Some cards simply card draw exciting, but not too much enemy cards
from my childhood. do damage to enemies, while others to exhaust players with options and ◗ Boss deployment card
My initial worry that the game was generate tokens that can be spent on abilities. Each ranger is different – which ◗ Four monster figures
more about looks than gameplay more powerful moves or can otherwise might seem like an obvious statement, ◗ 32 monster
enemy cards
was dispensed within the span of a be used to help other players during but not every game makes such an effort
◗ Four monster
single playthrough. Heroes of the Grid each round. Putty Patrollers and to make its characters stand out. Some deployment cards
assembled a set of interesting and monsters also come with their own rangers’ cards are more attack-focused, ◗ 50 combat cards
enticing separate parts into a Megazord decks of varying actions. As the attack while others are better at manoeuvring ◗ Power board
of a board game. cards are laid out for the round, players and generating energy tokens. ◗ Six Zord cards
At its distilled core, Heroes of the can assess which enemy cards are more During your first game, you’ll be ◗ Megazord token
Grid is Pandemic in a Power Ranger dangerous and should be prioritised. able to learn your deck and begin to ◗ Five location boards
outfit – just switch disease cubes for The rangers’ remaining health is the use your cards in an informed way, ◗ 15 energy tokens
the Putty Patrol. Yet it is far from being size of their deck –when the last card taking advantage of natural combos ◗ 12 action tokens
◗ Lead ranger token
a mere copycat. Some ideas have been runs out, they have been defeated. This and figuring out which cards can be
◗ Four panic tokens
simplified – for example, condensing the means using your most powerful attacks discarded and which should be kept in ◗ Six combat dice
board to five areas, making movement at the beginning of the fight may not be reserve for stronger enemies. While the ◗ Power marker
easy but maintaining control of areas the best strategy, especially as monsters Putty Patrollers are not as dangerous as
harder. If one of the areas becomes and, eventually, the main boss make they are numerous, if left alone, their
overrun with Putty Patrollers it must be their appearance. cards can combine to deal a significant
blow. As the enemies get stronger, so
do the rangers. They gain experience
by defeating enemies that allows them
TRY THIS IF
to unlock Zord cards, and eventually YOU LIKED…
a Megazord card that provides bonus PANDEMIC
actions during fights. Heroes of the Grid is
The Power Rangers theme may just as tough to beat
have been the initial draw of Heroes as Pandemic, with
of the Grid, but take that away and the added challenge
this is still a great area-control and of having to fight
card-management game in its own the Putty Patrol,
instead of just
right. It presents a tough fight, but with
removing them.
some strategy, a bit of luck and great
teamwork, players can give Rita one hell
of the headache.
ALEX SONECHKINA

❚ WE SAY
Board games based on a beloved
licence unfortunately tend to rely too
much on the theme at the cost of
gameplay, but Power Rangers: Heroes
of the Grid doesn’t pull any punches.

172 The Best Games of 2019


chosen from a deck of five during
setup) to pull off special moves. This
is a pleasingly puzzley process, as
the group works together to figure
out how best to make the most of all
their different rolls and, indeed, roles.
You really do need to maximise your
efficiency during each and every turn
– this is not a forgiving game, even on
its easy setting.
Summon cards will teleport in
powerful unhallowed monsters who
can really screw you up, while any
undefeated creatures at a round’s
end will force the party to exhaust a
number of cards as damage, before
joining the horde. If a player has three
exhausted cards at the start of a watch,
they can’t fight. If everyone’s cards
are exhausted at the same time, you
lose the game. Furthermore, if the
campfire ever goes out, someone has
to exhaust a card to rekindle it.
At heart, this is a tower-defence

SET A WATCH game, so will appeal to fans of that


genre, though it can start to feel
a bit sloggy towards the end, as
High-camp fantasy the beasties just keep on coming
60m 1-4 10+ £29 and your party members struggle
to avoid exhaustion. The fact that
nyone who’s played Dungeons WHAT’S IN camp, placing their dice to different one player has to sit out the main

A & Dragons will be familiar with


the scenario: after a long day’s
questing, your battered party settles
THE BOX?
◗ Magnetic box and
fold-out camp board
◗ Six adventurer boards
effect on the rather neat little camp
board, which is the box lid folded
out. They could place any number
combat action each round is also
problematic, baking in a fair chunk
of downtime for a quarter of the table
down for a long campsite rest. Or at to chop firewood and increase the if you’re playing with four. That’s not
◗ 30 adventurer
least, that’s the plan, until the DM campfire’s strength, thereby allowing so much a problem at lower player
ability cards
decides to disturb your HP-recovering ◗ Nine unhallowed for more monsters to be revealed counts, however, as there are always
40 winks with an onslaught of rest- creature cards as they line up outside the camp. four characters no matter how many
ruining monsters. ◗ 42 creature cards Or they could place a six to heal people are playing. If you play solo,
Todd Walsh’s co-operative battle ◗ 20 location cards someone (by refreshing one of their you control all four; two players take
game takes this scenario and amps ◗ Nine six-sided dice exhausted action cards). Or they two each; and with three players –
it to the max. Your team of four ◗ Nine eight-sided dice could place a double or triple on the clunkiest player count – a ‘flex
characters (cleric, rogue, ranger, ◗ Four rest tokens the runes, to allow for extra bonus adventurer’ is chosen each round that
beast master and so on) have to ◗ Fire token actions, like permitting the other the in-camp player controls during
travel the land to nine different players to re-roll, or to permanently the watch phase.
spawning points where much remove a creature card from the As tough as it is, and as relentless as
monster-slaying must occur. Rather horde, which is a pile of nasties it gets, Set a Watch plays smoothly and
than one of your team taking guard guaranteed to attack en masse during demands your full tactical attention in
duty while the others sleep, in Set a the epic ninth and final round. an absorbing way. Never was getting a
Watch one of the party rests in camp Once all the camp actions are done, good night’s sleep such hard work.
– whose fire needs to be judiciously then it’s time for the watch phase, DAN JOLIN
maintained – while the other three when the other three characters have
stay alert, working together to slay to try and defeat all the monsters
the oncoming monsters. screeching their way. Dice can be
❚ WE SAY
The dice-placement tower-defence
Mechanically, it’s all based on dice placed directly to score damage mechanisms gel well, though you’d
assignment. Each character rolls or assigned to action cards (each be forgiven for feeling rather
three dice (either six-sided or eight- character has three active, randomly overwhelmed during the final rounds.
sided, depending on their class)
after the new location is revealed at TRY THIS IF YOU LIKED… ROLL FOR ADVENTURE
the start of the round. Based on this, If having just one co-operative fantasy dice-placing adventure in your life isn’t
the group must decide who rests in enough, Roll for Adventure and Set a Watch make a great double-bill.

tabletopgaming.co.uk 173
THE BEST GAMES OF 2019

PARKS
Take a photo, it’ll last longer
30-60m 1-5 9+ £TBC

as a board game even truly been abilities: swap tokens for others, draw Each season brings a new round-

H breathtaking before? If not,


Parks has a pretty good shot at
being the first.
canteen cards for reusable effects,
and so on. Resources buy park cards
worth points, and each player also
specific effect and weather pattern
– a charming way of adding bonus
resources to the tiles – as well as
This is a game that oozes beauty has a secret objective that can bump adding another tile to the reshuffled
from every last cardboard pore, from their score a little more after the four trail, extending it a little and adding WHAT’S IN
the picturesque landscapes showcased seasonal rounds finish. more strategic options. The pace
THE BOX?
◗ Tri-fold board
on its main tarot-sized cards to the The gameplay is competitive feels comfortable; you have more ◗ 48 park cards
metal first player token worthy of a and strategic, but gently so. Two resources, reserved parks and general ◗ 10 season cards
high-altitude gift shop and the wooden hikers can’t occupy the same ability to do what you want to in later ◗ 12 year cards
tokens that make up its resources – location unless the moving player rounds, so it’s not a case of dragging ◗ 36 gear cards
including a dozen miniature animals, all extinguishes their campfire token, things out as players hop towards the ◗ 15 canteen cards
of which are unique and stored in tree- which is re-lit once one of their last few cards they need. ◗ Nine solo mode
shaped trays. And rightfully so, given two walkers hits the final space; The gameplay won’t blow you away event cards
that the game was primarily created to otherwise, there’s no real restriction with originality or intensity, but that’s ◗ 10 trail site tiles
◗ Trailhead
show off the art of the Fifty-Nine Parks to how far you move to the right, not really the point. Like wandering the
◗ Trail End
Print Series, an effort to get artists to inviting a Tokaido-like balance awe-inspiring peaks, valleys and woods ◗ 10 hikers
illustrate all of America’s national parks between moving slowly enough to of America’s vistas, Parks is a game ◗ Five campfire tokens
in truly spectacular style. Their work is amass valuable resources and fast that you can just sink into for a while, ◗ Camera token
understandably the highlight here, but enough to grab the cards and tokens enjoying its comfortable level of strategy ◗ First Hiker market
the rest of Parks does the artwork ample you need ahead of your rivals and enough to stay with it for the reasonable ◗ 16 forest tokens
justice. It is, in a word, stunning. potentially block their path. It’s all time it asks without having to toast ◗ 16 mountain tokens
Of course, that beauty isn’t much wonderfully tranquil: you pause to your grey matter over the campfire. ◗ 30 sunshine tokens
good if the game itself turns awe into take photos for points (the miniscule Speaking of which, the separate single- ◗ 30 water tokens
◗ 12 wildlife tokens
snores. Fortunately, Parks’ chilled-out polaroids are all different, of course), player mode is nicely considered, with
◗ 24 photo tokens
gameplay and lightly competitive race fill your water canteen to activate dedicated event cards and a neat way of
to visit the most parks (and, looking abilities that reset each round and simulating a rival player with rangers as
at them, why wouldn’t you want to?) spend sun tokens to purchase hiking you aim for a high score – not enough
makes for an enjoyable time. gear that enables ongoing effects. to make Parks a solitaire standout, but a
You’re hikers, making your way The layers are stacked up lightly, but sweet added extra.
along a trail made up of randomised there’s more than enough to keep The reality is that with a lesser
action tiles each round. Most grant you digging once you start peeling presentation, Parks’ unassuming
resources, while others present other them away. gameplay – though enjoyable and
clearly made with passion and care –
probably wouldn’t be strong enough
alone to make it particularly memorable
versus other games. That’s missing the
screen-printed forest for the highly TRY THIS IF
detailed trees. Combined with some YOU LIKED…
of the best artwork the tabletop’s ever TOKAIDO
seen, this beautiful little package feels Two calm, beautiful
perfectly formed: a gentle, gorgeous games about
stroll in the fresh air that’s content to walking and
enjoying nature’s
just breathe it in. Open the box and let
sights, Parks and
your breath be taken away. Tokaido are a
MATT JARVIS perfect pair.

❚ WE SAY
Parks isn’t all about its looks – though they
certainly help. Unassuming as it seems,
this is a delightfully serene game with
enough going on behind its magnificent
artwork to make visits to every one of
its natural beauty spots worth the trip.

174 The Best Games of 2019


of one – you score for all the paintings
of that colour in the column the arrow
points to. However, if you place a
card on the left of your gallery with
a leftwards arrow you score for the
righthand column of your lefthand
opponent’s gallery, and vice versa.
This is a really smart mechanic in
a game that’s full of them. It means
careful players will build towards
the middle, not the sides, at the risk
of limiting their scoring chances. I
was fairly sure there’s an optimum
gallery shape but my testers kept
proving me wrong.
It’s not all about laying the right
colour in the right place, because each
card has other effects. If you play a
red, every other player can put one
of their meeples (tiny but beautifully
carved) on the front red cards in
their gallery. When they add another
card to that column they remove the
meeples and score prestige for them,
because this is the sort of game where
points are called prestige.
Very quickly you’ll realise how
carefully intertwined and balanced
the different actions and systems
are. Every card you place has
multiple implications, and you
should watch every action your
ARTSEE opponents make up to and including
drawing a new card, but you never
Monkey see, monkey doodle feel overwhelmed by choices. It’s a
rounded and satisfying experience.
30m+ 2-5 12+ £29 The only problem is that at no point
will you feel like you’re the owner of an
hate that title. It’s clever-clever a still life,” I said, “because the tile has a art gallery. The theme is a convenient

I and doesn’t tell you about the


game. It took me a couple of
days to realise it’s a pun on ‘artsy’
WHAT’S IN
THE BOX?
◗ 32 starting
exhibit cards
◗ 48 main exhibit cards
blue background.”
So you’re a gallery owner, with a
small gallery of two cards and a hand
wrapper around what at heart is a
clever abstract. It does need a theme,
and the world of art ought to be a good
– except with ‘see’ because this is a of three. Cards have colours, but more fit, but the pictures on the cards are so
game supposedly about seeing art ◗ 20 masterpiece importantly they have two or three tiny that they could have been almost
by attracting people to the gallery tokens paintings on them, a combination of anything. But then this isn’t a game
◗ 45 visitor meeple
you’re running, by having a better blue and/or yellow and/or red and/ about art, it’s about prestige. ArtSee is
(in five colours)
collection of interesting paintings ◗ 65 prestige tokens or green. On your turn you draw, definitely clever, but more engagement
than your rivals. And it sort of is, place a new card in your gallery, with its theme would have made it
except for one glaring problem: it’s score it – which may mean other something really special.
not about the art. players benefitting too – try to buy a JAMES WALLIS
There’s no shortage of games about masterpiece and re-draw.
paintings recently. Atelier: The Painter’s For a game with a five-part turn it
Studio gives you the chance to create zips along at a good speed. The trick
some of the world’s great masterpieces is that each coloured card you place
❚ WE SAY
Mechanically it’s intelligent, tactically
(or, at least, pay penniless students has an arrow pointing left or right, and it’s surprisingly rich and the concept
to create them for you) and they’re when you add it to your gallery – on is original and easily grasped. The art,
lavishly illustrated on tarot-sized cards. an existing card or to the left or right on the other hand, is barely visible.
ArtSee also has masterpieces but
they’re the size of postage stamps. “Is TRY THIS IF YOU LIKED… THE GALLERIST
that a still life or a portrait?” one of the If you fancy an exploration of the art world in game form but you only have 20
players asked at one point. “I know it’s minutes instead of two-and-a-half hours, ArtSee will see you right.

tabletopgaming.co.uk 175
THE BEST GAMES OF 2019
equivalent of dressing in a toga for a boozy
party. As such, the chaos does unravel
the costume at points; while the game’s
asymmetrical player civilisations introduce
an illusion of sticking to history, the
random nature of the events means there’s
little sense of progression through the eras.
The odd duck nature of ACIS’ smooshing
together of epic wargame and snappy
(and stabby) party game leaves a few other
loose ends. It’s a game literally measured in
epochs – in other words, despite the quick-
flowing individual rounds (of which there
are between two and four each epoch) it
can run seriously long, especially with more
people. Don’t let that put you off, though;
the game can be neatly truncated to a
couple of hours by reducing the number
of epochs played or playing to a point
limit, losing little in the process. Plus, the
ANCIENT CIVILIZATIONS map and gameplay scales comfortably to
smaller groups – although the need to set
OF THE INNER SEA up both sides of the table-swallowing board
regardless due to the fixed score and epoch
Brutus has nothing on this tracks is a bit of an oversight.
Don’t mistake ACIS’ fairly breezy core
2-5h 1-6 12+ £80 rules for an overall lack of depth, either. This
is a game that comes with a surprisingly
ncient Civilizations of the Inner Sea double-decker settlements that provide thick playbook full of historical scenarios

A comes on a bit strong. It has a name


as dry and dusty as the history
books its millennia-spanning depiction of
extra discs on future turns and three-
storey cities that generate victory points.
Combat is mostly a war of numbers: most
both multiplayer and single-player, ranging
from the fall of Rome to a solitaire challenge
that casts you as the God-King of Egypt.
almost 4,000 years of human civilisation discs wins, with the option to modify the There are optional variants galore to mix in
draws from. Its main map is two expansive outcome with ability cards and discard as you please, as well as advice on crafting
boards, easily filling most tables with its cards instead of sacrificing discs. It’s custom scenarios – the impressive level of
brown and blue humdrum. There are no simple and effective enough as a basic customisability makes a great, fun game
epic miniatures, fancy components or strategy game, but far from the highlight. even better.
frame-worthy illustrations – just a deck of That’s the boring but necessary bit. And that’s what ACIS is, at the end
cards, some wooden blocks and discs. Lots WHAT’S IN It’s in the game’s central card phase that of the day: fun. If the idea of a historical
and lots of discs. It even has a rule named THE BOX? things kick into overdrive. ACIS’ cards wargame that doesn’t take itself too
after the mythological Grecian hero ◗ Map board are a maelstrom of constant chaos, seriously is up your street, there’s likely
Aeneas, for crying out loud. At a glance, it (two halves) inviting players to unleash everything enough looseness here to make ACIS
seems a wargame designed by committee ◗ Ten civilisation displays from floods, volcanoes and earthquakes the game you want it to be. Grab some
◗ Solitaire player aid
or neural network; if the words ‘Mare to barbarians and the Black Death on friends, tie a bedsheet toga around your
◗ Six player aids
Internum’ don’t get you chomping at the ◗ 110 cards their opponents. The ferocity of the cards waist and embrace the chaos.
bit, you wouldn’t be forgiven for passing it ◗ 400 wooden discs is almost hilariously dialled up to and MATT JARVIS
by as just another ‘one of those’. ◗ Five embossed beyond 11 – discs are removed as quickly
That’d be your loss because, wooden cylinders as they’re placed, and you’ll often build
underneath the fairly plain and drab ◗ Seven wooden blocks one of the game’s world wonders only to ❚ WE SAY
surface, ACIS is one of the most riotously + sticker sheet find it reduced to rubble moments later. It’s frequently savage, often silly and
entertaining and downright savage take- ◗ Playbook If you’re after a fair and balanced chin- refreshingly straightforward. ACIS
is wargaming at its most laidback,
that games in a long while. stroking strategy experience, this ain’t it.
embedding a riotous take-that party
It’s a game of rising and falling The take-that-ness of the game will game in the centre of a sweeping
civilisations, built off the timeless blueprint make it an acquired taste for many, but strategy epic. Don’t mistake that
of the genre’s seminal forebear, 1980’s get on board with its unbridled bedlam simplicity for stupidity, though: this is
Civilization. Each player’s discs stack up and you’re in for a hell of a ride. As far as a game that largely lets you make it
in the regions around the Mediterranean, historical reenactment goes, this is the what you want – but it’s always a joy.
building from single-tier camps (which
can co-exist peacefully with other factions’ TRY THIS IF YOU LIKED… CIVILIZATION
tokens, in an abstract representation ACIS’ nastiest gameplay harkens back to the brutal calamity trading of the
of wandering farmers and traders) to genre-defining masterpiece. It’s a well-deserved heir to the throne.

176 The Best Games of 2019


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THE BEST GAMES OF 2019

DIE HARD: THE NAKATOMI HEIST


Yippie ki-yay, board-game lovers
60-90m 2-4 15+ £30

welve terrorists. One cop. combinations of numbers (found While the game’s fidelity to its

“T The odds are against John


McClane… That’s just the
way he likes it.” So the original tag line
in the top-left corner of each thief
card) to crack the codes on six vault
locks, represented by a randomly
source’s storyline is admirable, this
does make it very linear, and replays
become repetitive, although switching
went, when the Bruce Willis-starring assembled grid of numbers. This is the sides does change it up a little. Also,
high-rise action thriller Die Hard hit thieves’ win condition (in addition to for a movie which is all about one guy
cinemas back in 1988. Now, thanks to blowing up the building’s roof in Act winning against all the odds, it does
The OP Games, we can nostalgically III), unless they kill McClane first by seem considerably easier to win as
relive that hardy, resourceful and whittling down his draw deck. McClane, especially as he essentially
WHAT’S IN
wisecracking New York cop’s first THE BOX? Both sides have a trio of objectives levels up during the three acts, while the
adventure in tabletop form. It comes ◗ Double-sided board per act. The thieves’ are optional, code-cracking is far more of a slog for the
fitted out with some very impactful, ◗ 80 John McClane but always useful, giving them extra thieves than their bare-footed foe’s tasks.
Mad Men-style silhouette-based action cards lock-breaking actions. McClane’s Even so, if you’re a gamer who won’t stop
graphic design, a Hollywood- ◗ 40 Thief action cards are compulsory, the only way he can quoting Hans Gruber, this would still
appropriate three-act structure (each ◗ 25 Lock cards trigger each new act and ultimately make a great Christmas present.
act expanding the fold-out board, ◗ 1 John McClane win the game. By moving, shooting, DAN JOLIN
giving a pleasing sense of escalation), player board shoving, punching and sneaking
◗ 1 Lock tracker card
and components liberally festooned his way around the impressively
with the film’s most quotable lines.
◗ 1 John McClane figure
expressionistic board, he must pull
❚ WE SAY
◗ 1 Hans Gruber figure It’s a handsome production (aside
Given the one-man-army theme, ◗ 7 Thief figures off such plot-based achievements as from its incongruously ugly figures),
designers Pat Marino and Sean ◗ 1 Die finding a pair of shoes (that don’t fit), and enjoyably faithful to the
Fletcher have appropriately fed ◗ 17 Blue lock cubes throwing a thief out of a window, and movie, but a lack of variation in its
McClane’s heroic struggle into ◗ 12 Red support/ scaring the hostages off the roof. narrative limits its replayability.
an asymmetric one-versus-many draw blood cubes
structure, similar to the recent Jaws ◗ 1 Lead thief marker
game, except this time the team of ◗ 40 Objective tokens
◗ 16 Objective tiles
one-to-three facing the lone player
take the role of the villains, rather than
the heroes.
Each turn, every player throws
down a single action card; McClane
from a hand of five, drawn from
his own act-specific deck which
also represents his health, and the
thieves (they’re not actually terrorists,
of course — spoiler alert!) from a
hand of three drawn from a shared
deck. Appropriately for a character
scrambling to survive, the McClane
player has to be more careful about
their card management. Anything
they play will be saved and shuffled
into future act decks, so they need
to keep an eye on which act-specific
actions might later prove useful. But
once they’re down to two cards in
hand, they have to discard those and
redraw a whole new hand, inevitably
losing some handy actions.
The thief players, meanwhile,
have to coordinate using minimal
player communication, not only to TRY THIS IF YOU LIKED… JAWS
select the best fly-in-the-ointment- They’re both nostalgia-indulging movie adaptations involving one-versus-many
swatting actions, but also the best play and featuring some impressive visual design. .

178 The Best Games of 2019


LOVELACE & BABBAGE
15-30m 2-4 14+ £20

ollowing the footsteps of 19th Almes, a design mind behind the which the majority of subroutines

F century computing pioneers


Ada Lovelace and Charles
Babbage is not an easy task, but
series of Tiny Epic games, takes
head-on… and succeeds with
impressive effortlessness!
and patron cards can be achieved,
while lower rows, which are only
unlocked in later rounds, are harder
convincing players that sums and In Lovelace & Babbage, players to incorporate in the players’
multiplications – under time pressure use the grid board to manipulate ‘coding streams’ but also reward
no less! – can make a fun board game their numbers through the power of bonus points for the effort. Tactical
is equally as challenging. One that maths to produce their individual players will be able to use subroutine
Lovelace & Babbage, a game by Scott subroutine value, imitating the powers to cheat the system, making
programming of an early mechanical calculations easier or victory points
engine. If players have completed all higher, and, in case of a mistake, a
their number crunching correctly, special debugging action can be used
the subroutine unlocks a special to recalculate the round.
power that can be used on following If any thought of maths is panic-
turns. For an added challenge, inducing, then Lovelace & Babbage
players can also try to achieve the may not be the right game for you.
values of various patrons, which However, in any other case, you can
provide another method of earning safely put any reservations aside
victory points at the end of the game. (and carry the one). As a game about
On paper, this sounds like too celebrating achievements in science,
much maths to handle, however the Lovelace & Babbage has done
flow of the gameplay does a good job something truly magical to make a
at easing players in. Top rows of the rather dry subject so exciting
grid contain easier calculations, with ALEX SONECHKINA

GATES OF DELIRIUM
45m 2-4 14+ £44

very new board game begins or insane phases of the game. This

E with the usual ritual of punching


pieces, unwrapping cards and
placing a board. This custom can
creates an immediate dilemma of
which half to use at the expense of the
other. Two cards are played per turn
induce bubbling excitement or dull in the usual attempt to earn the most
disappointment amongst participants victory points.
as they make their first impressions. You face a multitude of set-
Gates of Delirium suffers from the collection options: building maps,
latter as it looks very much like a bog- uncovering ancient ruins and storing
standard worker-placement game. lost pages from secret tomes, all of
That is, until you play your first turn. which score in different ways. You
Fans of Eldrich Horror, will will also be attempting to gain control
immediately recognize the familiar over sections of the world map to
Lovecraftian setting of Gates of coincide with portal openings to score
Delirium, including mysterious maximum points.
monster-spewing portals, except in Gates of Delirium finds a way to
this case you want to summon all lull you into a deceptive sense of
the horrors. Much like the monsters simplicity when you first lay your eyes
lurking just beneath the portal’s veil, on it, but once you begin to unravel its
Gates of Delirium hides its best bits mysteries, you’ll be enthralled by this
right in front of you. Dual-toned delightfully-dark board game. At its
cards – which can be easily mistaken best you may even begin to question
for a single action – have two distinct your own sanity.
options that can be taken during sane ALEX SONECHKINA

tabletopgaming.co.uk 179
THE BEST GAMES OF 2019

TAN-TAN CARAVAN
Every woman, every man, join the caravan of…spice?
30m 2-4 8+ £18

is trickier than you might think. If you’re


not careful, those cards you spent a turn
buying and a subsequent turn placing
might end up scoring points for your
opponent! It’s ludicrously frustrating in
the best of ways.
This all adds up to a tense and
strategically deep game; qualities which
are arguably obscured at first glance by
Tan-Tan Caravan’s light Euro aesthetic
and sparse components. Its theme might
not immediately bounce of the game’s
tiny board, but taking a look at your
opponents’ desperate grimacing faces
as they eye up an increasingly bloated
caravan comically reflects the intense
rivalry occurring behind the scenes of
a bustling market’s humid alleyways.
Praise must also be given to artist Sylvain
Aublin’s inviting illustrations, which help
emphasise the game’s setting with their
pastel hues and an impressive use of light
lue Orange games have a knack board represents the market, with the first and shadow.

B for releasing deceptively clever


yet accessible small box offerings.
Just look at the popularity of the award
card (known as the purse) dictating how
much money players can spend on their
turn. The remaining five cards have their
Thankfully, the arguably tired theming
of Tan-Tan Caravan gives way to a
pleasantly presented and mechanically
winning Kingdomino or the two-player costs displayed above them. The aim of sound game which proudly takes its place
stacking action of Wakanda. Tan-Tan the game, and its central puzzle, is to fill in Blue Orange’s catalogue. It may not
Caravan, the latest release from Russian the caravan on the top half of the board have the awards and colourful charm of
design Trio Trehgrannik, fits snugly as many times as possible. Being the first Kingdomino, or fellow set collector Sushi
alongside the publisher’s back catalogue, player to do so puts them at the front Go, but its deceptive simplicity makes it
but does it offer something deeper? WHAT’S IN of the queue, ready to snatch the most an excellent gateway choice, perfect for
In stark contrast to their last game, THE BOX? valuable goods. subtly demonstrating just how clever
Inuit: The Snow Folk, Trehgrannik have ◗ 1 Game Board Gameplay is swift regardless of player games can be.
shifted the action from icy card drafting ◗ 105 Cards count, with each turn offering the active CHAD WILKINSON
in the Arctic Circle to sweltering set player one of two options; buy goods from
collection in the markets of Morocco.
The game sees players competing amidst
the market, or stock the caravan. Buying
goods allows the player to simply add
❚ WE SAY
Whilst its theme of trade and riches
the hustle and bustle of Tan-Tan market, them to their hand. Stocking the caravan amongst the bustle of the Moroccan
trying to amass the greatest collections allows the player to then place these cards streets might inadvertently mirror
of local crafts. Remarkably, with just a onto the caravan. Simple right? Well not the increasingly crowded market of
set of cards and a small central board, quite. The market in Tan-Tan Caravan set collection games, Tan-Tan Caravan
admirably rises above the noise,
Trehgrannik have condensed what could is an intensely dynamic place, with each
delivering a quick and hotly competitive
have been an expansive economic Euro purchase resulting in seismic shifts in Euro gaming experience. Despite not
into a modest, but undeniably brain- the value of goods, how much money having the most immersive of themes,
burning thirty-minute experience. will be available to the next player, and Tan-Tan Caravan serves as a great
Setup is a welcome breeze, with six how full the caravan is. Planning when appetiser for those hoping to turn their
of the game’s miniature cards being laid to fully stock the caravan is key, and this friends on to heavier Euro style games.
out across the board’s lower half and the
remaining stack placed beside them. The
cards depict various goods, from tasty TRY THIS IF YOU LIKED… SUSHI GO
local delicacies to precious jewellery, If you’re looking for another accessible set collection game, albeit with some
alongside pesky mice and powerful different mechanics and deeper decision making, then Tan-Tan Caravan is
character cards. The lower section of the worth taking a look at.

180 The Best Games of 2019


MEGACITY: OCEANIA
Big smoke on the water
45-60m 2-4 8+ £35

WHAT’S IN
THE BOX?
he future is wet. Very wet. With to be a residential building (which Fox (Holding On) and Jordan Draper

T sea levels rapidly rising, building


homes for people on land is
no longer feasible. The solution is to
means it must sit on a red hex-tile
platform), at least 55 storeys high,
comprise exactly eight pieces and
(Import/Export) encourage a semi-
cooperative group mindset: you’re
building this city together, after all,
◗ 1 Rulebook
◗ 1 Bag
◗ 150 Building pieces
in three colours
◗ 29 Double-sided
create sprawling megacities which include an archway, for example. and the real joy is in watching it grow,
float on the ocean’s surface, on When your turn comes, however, you both vertically and horizontally across hexagonal tiles
◗ 36 Contract cards
immense high-tech platforms. Not must pause construction. At this point the play area. Winning almost feels a
◗ 1 Awards Bar
only is this endeavour innovative and you’ll have two options: if your building secondary concern to this painstaking ◗ 9 Award tokens
challenging, it turns out, it is also fun. isn’t complete, you’ll take two actions act of creation. ◗ 2 Rulers
Megacity Oceania is a dexterity (three in a two-player game). You can As you might guess, the game ◗ 1 Tallest
game with a strong, engaging theme pull new building pieces out of the is more entertaining with a higher building marker
and a welcome infusion of light bag, take a platform, or choose a new player count, especially as with two ◗ 32 Player cubes
strategy. Each player works together to contract, among other things. If your players your building efforts will be in four colours
create the titular floating metropolis, building is complete, however, you can interrupted more regularly. Even at ◗ 60 Prestige tokens
but against each other to complete choose to deliver it to the city, which four, it can become a little frustrating
contracts and earn the most prestige must be arranged around a Central at times to be snatched from your TRY THIS IF
by, say, constructing the tallest Park tile at the play area’s centre. tower-creating focus by people YOU LIKED…
building, or making their tower out This is where the dexterity really ordering you to stop and take your MEN AT WORK
of a single material (glass, concrete comes in. Your stacked-and- turn. But this is a minor niggle. Rita Modl’s stack-
or steel). balanced skyscraper must be sturdy Megacity Oceania is a true delight, in and-balancing game
Interestingly, all of your enough to withstand being slid along terms of its gentle strategies, its visual also involves dextrous
challenges, but doesn’t
construction has to happen when the table surface and slotted next to impact and, most of all, the sense of
match Megacity
it isn’t your turn, making the game another tile. If it falls over during its satisfaction you get whenever you Oceania for depth and
almost entirely downtime-free. While journey, your turn is over and you successfully add a building to the city. visual appeal.
the other players are busy taking their have to reconstruct. Who ever thought climate catastrophe
goes, you must beaver away with Each delivery proves entertainingly could be such a hoot?
your building pieces, a crazy array tense, especially as every other player DAN JOLIN
of geometrically formed plastic tiles, has to stop what they’re doing and
to create your own mini Gherkin,
Burj Khalifa or Sydney Opera House,
watch until your building’s in place. Of
course, someone could be a jerk and
❚ WE SAY
A dexterity game that’s so good,
following the rules of whichever knock the table during such delicate you’ll probably enjoy it even if you
contract you’ve selected. It might need manoeuvres, but designers Michael don’t like dexterity games.

tabletopgaming.co.uk 181
THE BEST GAMES OF 2019

DETECTIVE CLUB
The team behind Mysterium have done it again
45m 4-8 8+ £25

etective Club was a hit at Essen, At first glance and even first play, overthinking simple problems and the

D but that was Essen 2018 and


it’s taken over a year for the
game to get a proper release in the UK.
Detective Club looks like Nevskiy
has gone back to the Dixit mine that
produced Mysterium and scraped the
same is true here: at the moment the
truth is revealed half the table slap their
foreheads and wonder how they could
Given its pedigree – it’s from the same last of the ore from it. This time it’s have missed the obvious clues.
Ukrainian publisher and one of the the surreal cards smashed into the It’s quick to learn and plays
same designers as Mysterium – that’s a structure of a spot-the-conpirator- reasonably fast, everyone is involved
weirdly long time, but the world today before-they-work-out-the-theme game with every card-turn – how does that
is a weird place and if I was them I like Spyfall or A Fake Artist Goes To image fit the theme? might that player
wouldn’t be putting much effort into New York. be the conspirator? – and it makes you
WHAT’S IN
THE BOX?
pleasing the UK right now either. It goes like this: one player writes feel clever when you’re doing well, but ◗ 168 Evidence cards
Mysterium was a brilliant collision a word on all-but-one of the supplied not stupid when you’re doing badly. It ◗ 58 Victory
between Cluedo and Dixit that created notebooks, and everyone has to play demands a certain amount of focus and point tokens
something greater than the sum of two cards from their hand that fit it – or, concentration, who ultimately wins is ◗ 8 Voting tokens
its parts. From its name you might if they’re the conspirator, what they hardly important, but everyone will ◗ 8 Player markers
think Detective Club was another think the word might be, based on the have had a good time. The presentation ◗ 7 Notebooks
riff on a ghostly murder mystery – a cards other people have played. There’s is polished and elegant, and this would ◗ 1 Pencil
whooodunnit, if you like – but you’d a discussion and everyone votes on be a nice thing to give to friends as a
be wrong. It is, however, another game who they think the conspirator is, with gift. Unless they already own Dixit.
that owes a huge debt to Dixit. As in: points for being right and points for the Setting your game up against an
another big deck of cards with surreal conspirator not being caught. established modern classic like Dixit
images on them. It’s a really good fit. The surreal cards is a fool’s errand. Dixit has the brand
I am not a fan of Dixit. I like it fine, (brilliantly illustrated by the team at recognition, a Spiel des Jahres win,
with the right people and if there’s M8I Studio) introduce exactly the right and cute rabbit meeple. Detective Club
nothing more interesting to play. It’s a amount of ambiguity for all players, can only contend with nice wooden
game that’s fairly satisfying but never on whichever side, to make even the magnifying glasses, scoring tokens
tense or exciting, and distinctly lacking simplest word into an interesting instead of a track, and places for two
in strategy or anything more than challenge. The genius of Mysterium lay more players. And, I would argue,
informed guesswork. in the enjoyment of watching people better and more enjoyable gameplay.
Yet it’s not a challenge to Dixit, it’s
more like Dixit+, a game that can sit
comfortably alongside its older sibling.
You can even play it with your existing
Dixit card-decks, if you want a quick
expansion – or even the decks from
Mysterium too. And while Dixit can run
into problems if played with people
you don’t know, this works equally well
with friends, strangers or both. TRY THIS IF
Like Mysterium, Detective Club
YOU LIKED…
DIXIT
wears its influences on its sleeve but Well, obviously. But
it’s much more than you’d expect Mysterium fans will
from ‘Dixit meets Spyfall’. It’ll be enjoy this too: it’s
interesting to see where Igames draw lighter and shorter
the inspiration for their next big release but tickles the same
– though if it’s ‘Dixit meets Monopoly’ parts of the brain.
I’m out.
JAMES WALLIS

❚ WE SAY
Easy to pick up and pleasantly social,
this is great as an opener or for playing
with game-curious friends. Goes well
with wine and a selection of cheeses.

182 The Best Games of 2019


MENTAL BLOCKS
10-20m 2-9 10+ £30

ollaborative party games can The game has a nice difficulty

C be hit and miss, often not


because of anything in the
game but because of the people who
curve, taking you from 'family' to
'challenge' progressively. It also
comes with a number of rules
have been invited to the party itself. It modifiers, like “you cannot directly
would be hard to believe that anyone touch any white blocks” which can
wouldn’t happily dive in to the foam- be randomly dealt out to add further
block-building fun of Mental Blocks. roadblocks to proceedings.
It’s a game of understanding one The game expands up to nine
another’s point of view. Each player players and includes a “traitor”
taking a secret perspective card and mode when there are a good number
then using the colourful but tastefully of builders at the table. This mode
designed foam blocks, (cuboids and allows for one player to attempt
triangles of varying sizes) to build the to ruin the game by convincing
3D form from their perspective against the others their moves are wrong.
the clock. But of course, it depends Naturally, this mode can be won by
how you look at it. Your collaborators the rest of the table correctly voting
have their own perspective on out the traitor.
the 3D object you are building so This is foam block fun at its
communication is the key. Often a best. A collaborative game on the
round will start with someone wildly theme of having a well-structured
building their view and others no-no- argument with loved ones that
noing their way through it. You’ll soon delivers exactly the kind of
get to know how your group likes to interaction you’d hope.
see things, for good or ill. CHRISTOPHER JOHN EGGETT

SILVER
30-60m 2-4 14+ £20

ilver is a card game about deck or from the face-up discard pile. It’s a kind of memory poker, but

S werewolves without any


werewolves in it. That’s fine
though as this is a gentle memory
Match, usually from memory, more
than one card to reduce the size of
your werewolf-attracting villager pool.
when you draw a queen (or rather a
witch, apprentice seer, or similar) you
can play their effects by discarding.
match card game with a werewolf Swap and discard your cards to end These effects are where the mechanics
veneer that mostly disappears as up with the least werewolf-enticing shine. Throwing away high-werewolf-
soon as the game’s main mechanics village before a player calls time attractiveness cards comes with the
become apparent. Anyone can call an end to the game benefit of their effects, such as peeking
This is no bad thing; the mechanics as part of their turn. Then everyone at someone else’s cards, stealing one,
are fun. Place your cards face down in else gets a go to sort themselves out swapping the next top deck card and
front of you (this is your village) and and then cards are flipped and scores so on.
have a peek at two. Play cards from the are settled. The artwork favourably reminded
various players around the table of
the Frozen and Brave Disney movies,
which certainly doesn’t harm its
family friendliness. It has a disarming
'play in a caravan or tent while it is
raining' vibe that lets you forgive any
real criticism. Light gameplay which
can be easily picked up by everyone
with a little depth for mixed groups
makes it perfectly fine for what it is,
even if it is missing its claws.
CHRISTOPHER JOHN EGGETT

tabletopgaming.co.uk 183
THE BEST GAMES OF 2019

ORCHARD
10m 1-4 3-6 £30

esigned for very young fruit in the baskets already.

D children Orchard is a
charmingly made game of
chance about collecting fruit from
If there were any criticism it is that
it’s not particularly well signalled as
to where the child should start with
the orchard before a voracious the puzzle-pieces. Clearer signposting
raven swoops in and eats it all. The around the edges may have helped.
educational goals are to encourage The building of the raven puzzle does
correctly choosing colours to match provide a sense of mild threat, and is,
the roll of the dice, motor skills, and as with everything else in the game,
understanding basic chance. handsomely put together.
The pieces are beautifully crafted The game is collaborative and
brightly-coloured wooden fruit encourages working together, fostering
(including cherries with thread stems). an understanding of chance. If the
Once rolled and collected these are children take all the fruit from one tree
placed in attractive reed baskets. when they have rolled basket, they
Roll a basket and the child can learn this makes things more difficult
pick double the amount of fruit for the team. With that comes a sense
from anywhere – teaching a kind of of doing the right thing for 'we' and
resource management. Roll a raven not 'me'. If your goal is to give a group
and a piece of the puzzle at the centre of young children the chance to learn
of the board is added to. If this raven about collaborative gaming, with a
is completed before the game ends, tiny bit of resource management then
the children 'lose' although it’s hard Orchard is a charming place to start.
to argue it’s a heavy loss with so much CHRISTOPHER JOHN EGGETT

5ER FINDEN
20m 98+
1-4 13+
7+ £29
£TBC

he recent glut of roll-and- containing the collection of icons shown stay that way for the remainder of the

T write games has seen some


fantastic new releases hit store
shelves. Now they’re joined by 5er
on the dice. It almost explains itself, but
the game gets real mileage out of the idea
with two different modes to discover.
game, giving you less room to work with
and making things progressively more
difficult as you play.
Finden, a simple game from family- In one, players simply race to find as There are some flaws. When you
friendly German publisher HABA many valid groups as possible on their can’t find a set of point-scoring boxes,
which combines a quick setup and sheets. At any point, someone can flip it’s advantageous just to flip the timer
straightforward rules with a surprisingly a sand timer counting down to the end to impede your opponents. And the
taxing degree of challenge. of the round, and it makes for a real double-sided player boards have one side
In each round, players roll a set of five pressure-cooker sense of tension. that’s the same for all players, making it
dice showing a variety of symbols. Then The second mode is a bit more possible for unsporting types to copy their
they simultaneously search their personal thoughtful. You’ll play through 12 rounds rivals’ work. But 5er Finden is a fun and
square-grid player boards looking trying to find just a single scoring group frantic test of your powers of perception.
for contiguous groups of five boxes at a time. But the tiles you mark off 5er Finden demands quick wits
and careful observation, and racing
to spot scoring groups before your
opponents is enough to make your heart
beat faster. It’s simple and accessible
enough to play with kids, but its
more demanding second game
mode means you can ramp up the
challenge if required. If you’re a roll-
and-write fan, it’s a strong addition to
your collection.
OWEN DUFFY

184 The Best Games of 2019


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THE BEST GAMES OF 2019

MAIN GAUCHE
360+ 13+ £39

hen you consider that the of new professions – the closest thing

W original rulebook ran to


almost 700 pages it’s hard
to imagine that the grimdark world of
Zweihander gets to classes – to pick from,
though for several of them it’s not hard
to see why many of them hit the cutting
Zweihander could possibly need more room floor on the first pass. Not because
content, but this hefty little supplement they’re bad ideas or poorly written, but
proves that there’s always room for more rather because they could be challenging
weird and wonderful ways for characters to toss into a game with brand-new
to doom themselves. players and GMs.
Where other books out there dedicate The Reaver, for example, has special
themselves to certain themes or setting, rules that dictate they are always afraid of
Main Gauche’s selling point is that it the sea, while a randomly rolled Nomad
offers more. More professions, more is going to fare rather poorly indeed if
spells, more weapons and armour – your entire campaign is set within the
more everything really. It’s not the most walls of a city.
inspiring theme out there, but it’s fun as You could certainly argue that dealing
hell and able to slot into all whatever dark with these kinds of issues is what makes
and messy campaign you have planned. the chaos-loving game fun, and if you’ve off until you’re happy to add in the extra
Within its pages you’ll find rules already played enough of the core game chaos Main Gauche brings, but if you’ve
for brewing up Witcher-inspired to be interested in a supplement these already fallen in love with the gritty
mutagens, for running battles atop hurdles shouldn’t faze you too much. horrors of the core game the new book
speeding stagecoaches, for firing In fact, this rather neatly sums up just offers so much that it’s impossible not
arcane flamethrowers and riding the entire book. If you’re brand new to to recommend.
aboard zeppelins. There are dozens Zweihander it might be worth holding RICHARD JANSENPARKES
This all contributes to a stripped-down
magic system that players should be able
to grasp in a matter of minutes and a
limited number of choices available when
your heroes level up. For some the slim list
of options will be a mark against the game,
but there’s no denying that it makes things
incredibly easy to pick up and play.
The game’s overall focus on simplicity
and mid-weight magic bleeds over
into the mechanics too. Different types
of armour don’t make characters or
monsters harder to hit, for example, but
instead absorb damage over the course
of a fight. This has the twin benefits of
cutting down on mid-battle maths and
also allowing heroes to fight their way
through several life-threatening bouts
per day without relying on endless
sources of magical healing to explain
away the wounds.

ROMANCE OF THE Of course, while this isn’t the highest


of high fantasy, it isn’t exactly striving for

PERILOUS LAND realism either. Romance of the Perilous


Land isn’t a game that cares too much
about simulating ancient combat or
The Best of Quests revelling in the mud and blood of
255+ 13+ £25 gritty battlefield horror, and if you go in
expecting to look over a chart of which
etween the knights, mages and of the Perilous Land and while not polearms excel at fighting cavalry, you’re

B monsters there’s very little in


Romance of the Perilous Land that
hasn’t already been tackled by countless
everyone will recognise the references
and allusions, they nevertheless combine
into a world that begs for exploration.
going to be disappointed.
Instead of seeking to seize one extreme
or another, it sits warmly in the middle,
other fantasy RPGs, but its sheer There is an expectation that the GM comfortably nestled down in a collection
commitment to British folklore manages is pretty comfortable with folklore-ey of fantasy tropes and old stories that most
to create something tropes to get things running smoothly, of us have internalised so completely
both incredibly charming and but it’s hard to imagine anybody picking we forget where we heard them in the
thoroughly playable. up the game without at least being first place. It’s not a game that’s likely to
This is rather impressive, as the interested in these kinds of stories in the blow any minds or revolutionise the RPG
elevator pitch for the game – an first place. scene, but it’s a fun, easy-to-handle way to
Arthurian spin on a 20-year-old The other sizable chunk of creativity while away a rainy afternoon with friends
Dungeons & Dragons ruleset – doesn’t surfaces in the rules themselves, which – ideally with an open fire crackling away
sound all that appealing. It’s only when – despite having their core based on in the background.
you crack open the rulebook and plough D&D – feel really rather distinct and If you have any interest in British
through the rules that you realise there’s surprisingly streamlined. folklore Romance of the Perilous Land
a lot more creativity on display than first Part of this can probably be attributed is a treasure trove of interesting ideas
meets the eye. to the fact that a lot of the more reality- and fresh takes on old stories. And if you
Let’s start with the setting itself. The warping powers and spells found in more don’t – even if you aren’t from the British
titular Perilous Land is very much a stand traditional fantasy RPGs don’t really fit Isles – it’s a fun mid-weight fantasy setting
in for the British Isles and while its stories in with Romance of the Perilous Land’s to play through; one packed with weird
are all formed around a core of King ethos. It’s a world where brave knights creatures and brave heroes.
Arthur, Merlin and the knightly heroism duel with dragons and cunning mages RICHARD JANSENPARKES
that surrounds them, this is far from the weave spells that can raise the dead, but
only myth that’s been mined to make the not one where characters can expect to be
world. Robin Hood and his Merry Men casually teleporting their way across the
❚ WE SAY
A surprisingly slick fantasy RPG that
are a major in-game faction, for example, battlefield or shaping the face of reality neatly blends Arthurian myth with
and listed among the bestiary are with the wave of a wand. regional legends from across Britain.
creatures as well-known as brownies and
an obscure as the enormous dun cow. TRY THIS IF YOU LIKED… KING ARTHUR PENDRAGON
There’s a genuine love of folklore Romance of the Perilous Land is just as in love with myth as Greg Stafford’s
running through every page of Romance knightly classic, but is a tad more flexible in its approach

tabletopgaming.co.uk 187
THE BEST GAMES OF 2019

BLITZKRIEG!
A quick-witted dice-chucking challenge remains fun to play
20-30m 1-2 10+ £25

orld War Two in 20 the ones you need at any given time, which regions to aggressively fight for

W Minutes” seems like an


awfully ambitious tagline
for a game. But Blitzkrieg!, the latest
forcing you to fight as well as you can
with the troops you have at hand.
It forces players to react to
and which you can afford to let go.
The result is a tight, taxing and
cerebral back-and-forth battle. It’s
release from Libertalia designer unpredictable and rapidly fluctuating undeniably abstract, but here that
Paolo Mori, attempts to pull it off. The circumstances, but while the heart of almost becomes a statement in itself. In
result is a slick and surprisingly rich Blitzkrieg! lies in deciding how best this top-down view of conflict, there’s
offering that crams a globe-spanning, to use your tanks, ships and planes, no room to consider individual sacrifice,
century-defining conflict into about there are some other important suffering or heroism. The human toll of
as much time as it takes to make and elements to consider as you play. war – the shattered lives and burned-
eat a sandwich. Different territories come with out cities – fades into the background.
The game hands players command
WHAT’S IN an array of useful bonuses for their Soldiers, sailors and air crew become
THE BOX?
of allied and axis forces fighting for ◗ 5 symbol dice controllers. Some let you mount anonymous resources thrown at
control of different theatres of conflict ◗ 4 double-sided bombing raids which wipe out your the objectives which you as their
around the world, from the bloody player boards enemy’s units before they’re able to commander have decided are necessary
beaches of western Europe to the ◗ 4 dry-erase markets enter the fray. Others let you draw to victory. In that, Blitzkrieg! captures a
steaming jungles of south east Asia. ◗ 12 shape- additional chips, giving you a wider fundamental truth about armed conflict
As the war grinds on, you’ll deploy scoring tiles selection of forces to choose from. that’s absent from many far more
your land, sea and air forces to various ◗ Sand timer And some allow you to add special nuanced and detailed simulations.
regions to seize control of territories tokens to your bag representing spies, OWEN DUFFY
before your opponent manages to scientists and powerful advanced
grab them. regiments, all of which can help edge
What makes things tricky is that you closer to victory. ❚ WE SAY
Unlikely as it seems, Blitzkrieg! really
you’ll never be certain exactly what It means that sometimes you’ll does manage to cram a meaningful
sort of forces you’ll have at your consider throwing units into fights Second World War game into around
disposal. With each passing turn you can’t hope to win, purely to 20 minutes. It unavoidably sacrifices
you’ll draw a succession of chips from secure bonuses which are vital to your thematic realism in favour of speed and
a cloth bag representing different strategy. While your turns are always simplicity, but it still presents plenty
units. Army tokens can take control of quick and simple, they require real of hard choices and opportunities for
land spaces, navy tokens can occupy thought, and it’s crucial to work out strategic master strokes.
the seas, while air squadrons are more
flexible, able to be dispatched to any TRY THIS IF YOU LIKED… TWILIGHT STRUGGLE
type of terrain. But with your units Like the lauded two-player Cold War game, Blitzkrieg is all about judiciously
jumbled up in your bag, there’s no taking control of different regions and attempting to turn the tide of conflict in
guarantee that you’ll have access to your favour. Here, though, it’s condensed into a fifth of the playing time.

188 The Best Games of 2019


STAR WARS LEGION:
CLONE WARS CORE SET
A war in a galaxy far, far away remains fun to play
2-3h 2 14+ £90

asers spit from blasters, speeders activates. Units not issued orders have Legion miniatures are made of, and – for

L zoom and lightsabers slash in


this latest outing of Fantasy
Flight’s Star Wars wargame. Will you
to rely on randomly drawn tokens to
activate. These tokens designate unit
types (commander, support, heavy
the foot soldiers at least – go together
well enough (if you’re planning to paint
them it’s highly recommended that you
stand with the Jedi, or heed the call and so forth), and a token will have to keep the arms separate when doing so).
of the Dark Side? The new Star Wars correspond with that unit’s type in order The PVC minis have some mold lines,
Legion: Clone Wars box set brings the to be successfully used. but they’re not too offensive and can be
action to the prequel trilogy, pitting In practice, this forces players to filed away without much hassle. The real
Obi-Wan Kenobi and Republic Clone prioritise which units they want to use news is the Separatist Alliance faction. WHAT’S IN
Troopers against the devious General most on a given turn, and leave the The new models are all hard plastic and THE BOX?
Grievous and his army of droids. rest to chance. Command cards with come on frames. Sadly, there’s no getting ◗ 39 plastic
In expanding the game along the fewer pips have fewer orders, creating around the fact that they’re finicky as all miniatures
timeline Clone Wars doesn’t change a tradeoff between gaining priority hell to put together. Admittedly, the idea ◗ 8 plastic barricades
any of the existing mechanics, so the and making sure enough units do of recreating spindly droids in miniature ◗ 15 dice
◗ Three movement
biggest draw in gameplay terms remains what they’re supposed to at the crucial was always likely to create problems, and
tools
its distinct approach to activating an moment. It’s a fun minigame that adds it’s a neat feature that the scorpion-like ◗ Range ruler
army’s units. Each player has a set both strategy and uncertainty to the droidekas can be assembled in either ◗ Eight unit cards
of command cards which contain a proceedings, reflecting the on-the-fly fighting mode or as a rolling hamster ◗ 40 upgrade cards
number of pips and information about nature of making decisions in the heat wheel of doom, but the number of small ◗ 12 battle cards
how many orders that card confers. It’s of battle. The rest of the game is fairly fiddly parts makes assembly a chore. ◗ Round counter
these command cards that give Star par for the course for a wargame; units In swapping out the contents of the ◗ 107 tokens
Wars Legion a lot of its depth. At the perform two actions (move, shoot and original starter set, the box comes with
start of a round both players essentially so forth) and a true line of sight rather all the attendant limitations the first set
have to make a blind bid; each selects a than theoretical system determines came with. Something that seems to
command card and places it facedown, whether units can see one another when have become endemic with wargames
then simultaneously reveals it. The shooting. Overall, the action is fast and generally is the tendency to treat starter
player with the fewest number of pips keeps bookkeeping to a minimum. sets as teases for the wider experience,
gains priority and gets to go first. The The main focus for the box set are the rather than a really meaty out-of-the-box
hook comes with the number of orders new miniatures. The Republic Clone experience, and that remains true here.
that card confers, which are are issued Troopers are made in the same PVC Like the first box, the number of special
by an army’s leader to ensure a unit semi-flexible plastic that most Star Wars dice included just aren’t enough and, TRY THIS IF
more importantly, the lack of units means YOU LIKED…
that most of the game’s mechanics lose CONQUEST:
their lustre at that level, in particular the THE LAST
command system. Each side only has ARGUMENT
four units, and the uncertainty factor OF KINGS
If you enjoy
generated by non-ordered units only
wargames that
really works at the standard army size of try to mix things
around double that number. up when it comes
Despite these shortcomings as a to unit activation,
box set, Star Wars Legion remains Conquest’s card-
an engrossing and fluid experience, based system of
whether you’re a fan of the films or creating an order
a wargamer interested in different of activation before
approaches to the genre. each turn is well
worth a look.
JAMES WINSPEAR

❚ WE SAY
Despite carrying over some of the niggles
from the first box set, Clone Wars is a
reminder of what makes Star Wars Legion
an engrossing and tactical wargame.

tabletopgaming.co.uk 189
THE BEST GAMES OF 2019

NANTY NARKING
Swap Discworld for Dickens with Martin Wallace’s
new-look Ankh-Morpork
60-90m 2-4 14+ £70

In terms of how it plays, there is little


difference — less, in fact, than there
is between Wallace’s Wildlands and
its own re-skin Judge Dredd: Helter
Skelter. What’s changed is the theme,
from top hat to steel-toes. Whereas
before it was Discworld’s motley
capital that was, as Pratchett put it,
“Two meals away from chaos,” now it is
Victorian London. And, thankfully, not
yet another cog-spinning steampunk
take on the late-19th Century, although
it does have a fictional spin, blending
historical figures (Gladstone, Disraeli,
Darwin, Jack The Ripper) with
fictional characters from the era:
Samuel Pickwick, Victor Frankenstein,
Moll Flanders, Fagin and, of course,
Sherlock Holmes. It is a little odd to
see Charles Dickens placed alongside
his own creations, but it works well,
with all the thematic elements proving
an appropriate match for their former
Discworld counterparts. So this
time it’s Holmes who wins by simply
preventing anyone else from meeting
their victory condition as Captain
Vimes once did, and Fagin who
f Nanty Narking is proof of anything, features are present and correct: the triumphs through the spreading of

I it’s that there’s nothing wrong


with a good remake. Eight years
ago, Martin ‘Brass’ Wallace treated
secret win conditions (which can
still end a game a bit abruptly, but
that only adds to the tension); the
trouble, like the Dragon King of Arms
before him.
Obviously, fans of Pratchett (who
gamers and Terry Pratchett fans appealingly detailed city map on remain legion) will miss the original
alike to the best Discworld-based which players vie to control different theme, but Phalanx compensates with
tabletop experience yet, in the form boroughs; the chunky deck of cards; a wealth of detailed miniatures and
of Ankh-Morpork. Players took a the entertaining random event variant cards and characters which
secret character with their own WHAT’S IN which shakes up the game-state; deepen the game for those who like to
secret victory condition and set them THE BOX? and the slick action system, which add a layer or two. Oh, and in case you
◗ Double-sided board
loose in Pratchett’s crackpot fantasy makes it easy to teach and learn, were wondering, “Nanty Narking” is
◗ 91 Plastic miniatures
metropolis, drawing and playing a ◗ 161 Cards while keeping it suitably varied and Victorian slang for “Great fun”. We can’t
wide variety of action cards based ◗ 4 Player-aid cards palatably complex. think of a more appropriate name.
on the comedy series’ rich and ◗ 50 Cardboard coins In short, each turn a player simply DAN JOLIN
wonderfully weird dramatis personae. ◗ 12-sided die plays a card and does what it says,
Then the licence expired and the ◗ Rulebook picking (in order) from a small menu
game disappeared, leaving anyone of possible card actions: place an ❚ WE SAY
One of those rare games that’s
who hadn’t already added it to their agent, perhaps, or place a building, easy to grasp without sacrificing
shelves deprived of a damn fine area or remove a trouble marker, or complexity. Upgrade the above
control title. assassinate someone else’s agent, or rating to ‘Must Play’ if you don’t
Until now, that is. Well sort of. take a special card action. already own Ankh-Morpork.
Thanks to Phalanx, Wallace’s game
is back from the dead, mechanically TRY THIS IF YOU LIKED… ANKH-MORPORK
speaking at least. All its finest Well, it kind of goes without saying, really. They’re basically the same game!

190 The Best Games of 2019


MISTY
20m 2-4 6-99 £10

rawing pictures on a steamed- flowers are worth an extra point, and who’s been known to kick tables

D up window isn’t the most


obvious theme for a game,
nor perhaps the most commercial.
monsters eat flowers.
Once your window is finished you
activate it, choosing one card at a
over when losing was engrossed and
delighted by it.
Misty is a clever little filler that
Thankfully for Misty it’s also a vapour- time. All the arrow cards will have to won’t change your life but will
thin layer over a solid little card game move, any flowers will be eaten by any brighten your evening. Ignore the
with minimal components (a box, monsters – but if you can move a card recommended ages – this is too good
55 cards, rules in six languages) and over a monster first then it can’t move to be left to six-year-olds.
some pretty neat gameplay. and the flower and its points are safe. JAMES WALLIS
It’s a combination card-drafter and So the activation phase is an exercise
engine-builder, which is a neat trick in damage limitation and it becomes
in a game that claims it’s good for a delightful brain-tickling puzzle, full
six-year-olds. Each player is building of those exasperating moments when
a window of 4x3 or 3x4 panes, each you realise you’ve got it all wrong but
with a steamy picture on it. You draft too late; and then you get to watch the
hands of six cards, placing each new other players activate their windows
card within the grid; and then you do and get it all wrong too.
it again with another six cards. I was genuinely surprised by
Here’s the science bit: there are five Misty. I didn’t expect much from it,
types of cards. Ordinaries do nothing. and apart from the card-drafting the
Cards with an arrow on them (trucks, only interaction between players
scooters, rockets, leaves, balloons, is watching and offering unhelpful
unicycles) will move one space in advice. But it’s satisfying and
the direction of that arrow. Happy surprisingly strategic, the points-
faces are worth extra points in pairs, chase is close, and my youngest child

20 SECOND SHOWDOWN
20m 5-20 10+ £25

e can all be a bit wary of items. If this causes you panic… maybe

W party games, especially


ones as whacky looking as
20 Second Showdown. After all, it might
take it to a friends’ house instead. Or
cheekily have the more common props
nearby so that there’s less faffing.
be a bit of forced fun. Despite these very minor setbacks
And it is. And it’s great. Two teams all of the challenges are fun, and
of varying size, take turns completing well designed. The use of a “judge”
funny tasks read out by the (wisely in every game (giving it the slightly
mandatory) judge. There’s a big wonky 5-20 player range) means there
silly looking sand timer that hisses is always someone to rule on the
your 20 seconds away as you have outcomes being valid or not. The help
to mispronounce each of your team cards could be of use for those trickier
members’ names in an amusing situations where you’d like someone
way, or you have to draw a tattoo on else on your team to complete your
yourself, or hug a nearby fern. task – and acts as one way to keep
It’s an energetic game, perfect for things under control.
a gathering of young people. Mixed It’s a game all about doing the silly
groups, such as when your great things on the cards and laughing about
aunt plays, might struggle with being it, yet it remains deeply competitive. So,
wheelbarrowed to the nearest door. while not ideal for a family game, it may
There is also a minor drawback in be absolutely perfect for student halls
that you do tend to have to rummage and other joyfully chaotic venues.
through the hosts house to find some CHRISTOPHER JOHN EGGETT

tabletopgaming.co.uk 191
THE BEST GAMES OF 2019

WHAT’S IN
THE BOX?
◗ What’s in the box?
◗ 4 Player boards
◗ 6 Double-sided
terrain boards
◗ 1 Carpet board
◗ 6 Cup tiles
◗ 42 Vegetation tiles
◗ 8 Blooming tokens
◗ 26 Tree cards
◗ 20 Trees
◗ 6 Fountains
◗ 114 Gems
◗ 16 assistants
◗ 1 Water can
◗ 1 Double-sided
scoring pad
◗ 1 Set-up
ISHTAR: GARDENS OF BABYLON instructions sheet

Make the desert bloom


45m 2-4 14+ £44

shtar is a strategic game of choices. together, you build a world that is grow the most flowers, and connect

I It is touted as a game to mix co-


operation and competition, and it
delivers in watering-cans-full.
both aesthetically interesting and
playfully wonky. You are solving a
board with your friends, even if, in the
the biggest contiguous flower bed.
You may decide on trying to own as
many fountains as possible is your key
It’s a tile-laying game which may end, you’re trying to be the owners to victory. But you do have to make a
put you in mind of Carcassonne. of the best garden in the desert. The choice of how you want to play.
Take tiles in order, play them on to game is lush in its design, making With this variety of options you TRY THIS
the board, and play an action from it a satisfying pleasure in turn the tend to leave something on the table IF YOU LIKED…
the tile, if there is one. These actions arid (if gem-strewn) land green and at the end of game. It’s one of those
CARCASSONNE
If building out a
may be to place an assistant meeple blooming. As is buying an attractive games where people sit back and satisfying landscape
to claim a flowerbed and garden, or tree card and placing the lovingly discuss what they should have done with friends and
upgrade a skill to gain a momentary hewn little green trees on an open differently, noticing the slight edges claiming victory
or persistent advantage. When vegetation tile. The tree cards are so their opponents got on them and through a variety
placing your funny shaped vegetation interestingly verdant and varied that commending them for it. You want to of means works
(triangle, straight, bananaish) ensure it’s very easy to assume this is the only play the game as soon as you finish for you, Ishtar is a
you’re connected to a fountain or way to win on your first play-through. it – because there were so many fast-paced inheritor
other greenery, and collect any gems In Ishtar, because the laying of the strategies you did not manage to of this space on
gaming nights
underneath. You can’t connect two tiles isn’t directly competitive, it does enact. You know next time, you can
fountains and you can’t connect to feel like a co-authored experience. play differently, and you want that
a garden already owned by a player The competition comes in whatever next time to be immediately.
(including yourself ). Spend your gems form you want it to – and it’s less CHRISTOPHER JOHN EGGETT
on trees, upgrades and so on, and combative for that. You might decide
plant trees if you have acquired one. that you want to gather the most
Do this until the tiles begin to run out gems and also upgrade your skills ❚ WE SAY
It’s a tightly balanced game that has
and tot up the points. Sounds simple? so that your victory is in the form of bloom-based fun available to everyone
It is, but the gardens of Ishtar have leftover wealth. Or you could focus on around the table in buckets. Even when
deep roots. collecting trees, or the adjacency of you don’t win the world is better for
Some of the draw of tile laying sacred stone tablets in your garden. having played the game, and you’re
games is the collaborative aspect: You could decide you want to just probably about to play it again.

192 The Best Games of 2019


THE TAVERNS OF TIEFENTHAL
Drinking beer has never felt so brilliantly analytical
60m 2-4 12+ £35

olfgang Warsch is one your deck until your premises are tables lets you accommodate more

W of the most prolific and


varied designers in board
gaming today. His recent output
full of customers. Then you and your
opponents each roll a handful of
dice, choosing one and passing the
customers. And doing a kitchen
refurb grants you some flexibility,
allowing you to tweak the numbers on
includes the addictive roll-and-write remainder to your neighbour until your dice.
Ganz Schön Clever, luck-pushing bag- everyone has a set of four. The result is a sense of progression
builder The Quacks of Quedlinburg Once the drafting is done, you’ll that unfolds over the game’s eight
and the impossibly simple co-op card need to decide how to use your dice. rounds. You’ll start off trying to
game The Mind. If there’s a thread You can allocate them to customers WHAT’S IN squeeze a small profit out of your
running through his work, it’s that he to fulfil their drinks orders and THE BOX? regulars – loyal, but not exactly
tends to take a single clear idea and generate income, with different ◗ 4 modular lucrative. But by the final few rounds
puts it at the centre of his designs, visitors demanding different values player boards you’ll be buying beer in staggering
resulting in some very clean and before they cough up some cash. Or ◗ 28 dice volumes, serving up gallons of
elegant games. you can use them to order more beer ◗ 4 beermats schnapps, hiring a host of entertainers
The Taverns of Tiefenthal turns from the local brewery, which lets you ◗ 80 tavern cards and welcoming a crowd of wealthy
this idea on its head. A deckbuilding, entice new and higher-paying punters ◗ 48 guest cards nobles to your establishment.
◗ 61 noble cards
dice-drafting, engine-building action through your doors. Played in its basic mode,
◗ 28 regular cards
selection game, it casts players as bar It’s a pretty intuitive process, but ◗ 16 bard cards Taverns feels a bit like a game with
owners in a medieval German village. what makes the game so enjoyable ◗ 7 start cards training wheels attached. But it
It’s a seemingly crazy combination are the extra bits it bolts on to this ◗ Round marker comes with a selection of included
of different ideas and mechanisms. bare chassis. As you play, you’ll be ◗ First player marker expansions, and each module
But improbable as it seems, Taverns able to recruit new staff or build ◗ Monastery board you add brings a touch of extra
pulls them together in a coherent, improvements to your business. ◗ Monastery markers complexity and new elements to
thoughtful and engrossing whole. Extra servers grant you bonus dice, ◗ 4 beer storage incorporate into your strategy.
Each player starts the game with letting you take extra actions on your markers It won’t please anyone looking
◗ 4 cash storage
an identical deck of cards containing turn. Expanding your cellars lets you for antagonistic player-on-player
markers
staff and patrons for their bar. On stock up on beer, or stash excess cash ◗ 4 reputation competition – its focus is squarely
every round, you’ll play cards from between rounds. Investing in more markers on improving your own bar, not
◗ 20 schnapps tokens messing with your rivals’. But as an
◗ 3 schnapps tiles evolving puzzle it’s packed with
◗ 12 entertainer tiles variety, and seeing your plans come
◗ 4 guestbooks together is as satisfying as a cold beer
◗ 40 guest on a hot day.
signature tiles OWEN DUFFY

❚ WE SAY
The Taverns of Tiefenthal is a mad
mix of mechanical elements. It’s also
a Eurogame to its core, and if you
crave heaps of player interaction and
thematic immersion, you’re not likely
to enjoy it. For everyone else, though,
it offers a brilliant blend of risk and
randomness alongside clever planning.

TRY THIS IF YOU


LIKED… THE QUACKS OF
QUEDLINBURG
Taverns’ deckbuilding element has a
similar tension to its designer’s hit bag-
building release. But there’s just more
going on here, and it’ll keep you coming
back more often to try new strategies.

tabletopgaming.co.uk 193
THE BEST GAMES OF 2019

WHAT’S IN
THE BOX?
◗ 36 miniatures
◗ 16 six-sided dice
◗ 43 tokens
◗ Starting player
marker
◗ Double sided map
◗ Double sided hell tile
◗ Double sided
sky dome tile
◗ Chaos rift/ spike tile
◗ Chaos rift
struggle card
◗ Kylerela tile
◗ 50 rune cards
◗ Four hint cards

GLORANTHA: THE GODS WAR ◗ Victory track


◗ Oblivion Box tile
◗ Four empire sheets
Where Gods (and noobs) fear to tread ◗ 24 gift cards
90-2h 3-4 14+ $129

he heavens roar and beings of too far in the dust) that prevents any fact that Glorantha is essentially a game

T unimaginable power clash in a


bid to determine the fate of the
cosmos. Primal deities face off against
one player from steamrolling the others,
such that even by the late game things
can still prove tense.
for those already part of the club.
This in a nutshell is the core criticism
of the game, if criticism it can be called.
one another in the heavens. Legendary One big missed opportunity is the Glorantha is the kind of game that could
warriors do battle with twisted beasts. lack of story. Make no bones about it; only ever exist thanks to crowdfunding
Temples to mad gods ring with prayers Glorantha is a game that’s gone out sites like Kickstarter. It’s a game made for
wrenched from harsh, guttural throats. of its way to look pretty, with lovingly enthusiasts by enthusiasts, for the type
This is Glorantha, the new strategy rendered artwork and a host of trophy- of player who’s used to meaty games
game from Peterson Games, creators of sized miniatures ranging from mighty like this, who already has an established
Cthulhu Wars. thunder gods to macabre monstrosities gaming group and who’s nearly certainly
Mechanically speaking, Glorantha that wouldn’t look out of place in played Cthulhu Wars. Whilst there’s TRY THIS IF
is a direct sequel to the Cthulhu Wars Kingdom Death (minus the gratuitous nothing wrong with giving players more YOU LIKED…
series, recreating the same gameplay nudity). But the problem with this is that of what they want per se, it comes with the CTHULHU
system with a few tweaks here and whilst the striking imagery speaks of a inevitable downside that new players who WARS
there. The game essentially revolves rich background lore, nowhere in the might otherwise have approached the It’s an obvious
around scoring victory points whilst 124 page rulebook are players given an game are going to feel left out in the cold choice to
accumulating and spending power to do insight into it. That’s not to say that no and give a pass. This is a shame, because recommend,
so. Power is most commonly used to do lore exists. In fact, it’s quite the contrary the level of tactical depth, careful resource but being so
clearly aimed at
one of four things; creating or upgrading – the book even informs players that the management and need for diplomacy
the same core
buildings, summoning units, moving setting has been around since 1975 and amongst players makes for an experience demographic it’s
said units or engaging in battle against has an extensive list of books, art and that’s absolutely capable of sucking them virtually impossible
opponents. Each round is broken games to its name. The problem is that in across multiple playthroughs. not to point to
down into a number of phases, each considered as boxed experience in and of JAMES WINSPEAR this Lovecraftian
of which comes with sub-systems of itself, new players are given no foothold strategy game as
varying complexity. The game is highly into this world, and as such have no an alternative.
asymmetrical, and understanding how context for the action unfolding on the ❚ WE SAY
Conclusion: Tactical, deep and
your faction works is absolutely crucial tabletop. This is something that would be rewarding, Glorantha is marred only
to victory. However, Glorantha features fine for Cthulhu Wars since Lovecraft’s by its concomitant lack of beginner-
a number of passive mechanics (such mythos is pretty much common friendliness. It’s a ‘yes’ but a qualified
as ensuring that the player with the least knowledge these days, but in this case one; if you’re not already onboard,
amount of power each round isn’t left the absence of fluff only underscores the prepare for a bit of wading.

194 The Best Games of 2019


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tabletopgaming.co.uk | December 2019


ANKH: GODS OF EGYPT | MUTANT CHRONICLES | KINGS OF WAR RPG

TEN OF THE BEST


29
GAMES
STOCKING FILLERS
Get your Christmas
sorted with our
small game guide
REVIEWED
IN THIS
ISSUE THE BOOK
C H O C O L AT E OF THE GAME

Read on any
FACTORY
DIE HARD
Turning tabletop
games into
I S H TA R : page turners
GARDENS
OF BABYLON
S TA R WA R S
LEGION:
C L O N E WA R S
TAV E R N S O F
TIEFENTHAL
THE HISTORY
OF MUTANT
CHRONICLES
device at any
MEGACITIES:
OCEANIA
+MORE!
We travel to the
epic retrofuture
sci-fi of the 90s time; formatted
ANKH specifically for
mobiles – no
Eric Lang talks about making
players feel like gods

more zooming!
Display until 6/12/19
£5.25

KINGS OF WAR RPG READING THE ROOM


Things get personal in Pannithor Roleplaying without railroading

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