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tabletopgaming.co.

uk June 2018

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NEW FLASH GORDON RPG | ARCHITECTS OF THE WEST KINGDOM


Display until 28/6/18
£5.25

FIREBALL ISLAND REMAKE | REVIEWS OF CRYSTAL CLANS & MORE


THE MAKING OF TIGRIS & EUPHRATES | JOHN KOVALIC INTERVIEW
2-6
PLAYERS

20-40
MINUTES
PLAY TIME

Every year the Emperor walks through the Imperial


Gardens to greet the spring, every year he stops
beneath the sakura trees, and every year you try to
paint his picture. This will be your year!

Sakura is a light tactical game of pushing your


luck and pushing your friends. Each player will
simultaneously decide how far to move both their


character and the Emperor. The player closest to

Jostle to the front of the crowd ready
for your opportunity to shine, or keep
yourself in the background only to
leap forward at the right moment.
the Emperor when the cherry blossoms are reached
will gain a huge amount of prestige, but if you
push too far you risk bumping into the Emperor and
walking away in disgrace.

But beware! The emperor has a mind


of his own.
TIPS FROM CREATOR REINER KNIZIA

It’s the turn of the century, and it’s time to


live large!

Reiner Knizia’s classic auction game returns


in a new edition from Osprey Games!
Players must out-bid one another in an
effort to acquire the social status to
surpass their peers, whilst avoiding


scandals which will ruin their


Life offers many temptations and
aspiring to reach the echelons
of high society comes at a price.
reputation. The player who achieves
the highest status without going broke
will be crowned the winner!

3-5 20
Spend your money wisely, but keep
some reserves for the challenging
MINUTES
days ahead! PLAYERS PLAY TIME
TIPS FROM CREATOR REINER KNIZIA

BROWSE OUR FULL RANGE OF GAMES AT WWW.OSPREYGAMES.CO.UK


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

Welcome
CONTRIBUTORS Sam Desatoff, John
Dodd, Owen Duffy, Holly Gramazio,
Robert Florence, Sam Illingworth,
Richard Jansen-Parkes, Dan
Jolin, Joshua King, Andy Leighton,
Josher Lumpkin, Phil Robinson,
Alex Sonechkina, Charlie Theel, Paul

I
Wake, James Wallis, Eric Watson
f you’ve been a reader of Tabletop Gaming since it
HEAD OF DESIGN & PRODUCTION
Lynn Wright
began, you’ll remember that our very first issue featured
a list of 101 must-play games. This month marks three
DESIGNER Richard Hallam years since that list was published, and both games and
COVER IMAGES FROM ARKHAM HORROR, the magazine have changed massively in the time since. To
DUNGEONS & DRAGONS, EXPLODING
KITTENS, PANDEMIC, THROUGH THE
mark the occasion, we asked you to tell us your favourite
AGES, TICKET TO RIDE, X-WING games of all time. This issue features that very list,
decided by your more than 5,000 votes. We think you’ll be
ADVERTISING
TO ADVERTISE PLEASE CALL surprised but satisfied by the final ranking – turn over to
GROUP ADVERTISING MANAGER page 18 to see what you picked.
Claire Ingram 01778 391 179 You might find your next tabletop obsession in these
claire.ingram@warnersgroup.co.uk
Now Playing... pages, too, as we take a look at Architects of the West
GROUP TELESALES EXECUTIVE Lost Cities Kingdom – the follow-up to the acclaimed North Sea
Ben Jackson 01778 391 129 trilogy – the return of Fireball Island and the Flash Gordon
ben.jackson@warnersgroup.co.uk
RPG. Meanwhile, we celebrate firm favourites Tigris &
ADVERTISING DESIGN Euphrates and Munchkin by talking to designer Reiner
AND PRODUCTION
Nicola Lock 01778 392 420 Get in touch Knizia and artist John Kovalic, and discover how to sink even
further into the most immersive games with a soundtrack.
nicola.lock@warnersgroup.co.uk tabletopgaming.co.uk
The last three years have been some of the most exciting
MARKETING tabletopmag that gaming have ever seen, and there’s no sign that the
MARKETING BRAND MANAGER
Nicola Lumb
excitement is going to stop anytime soon. If you want to
tabletopgamingmagazine
see what more there is to look forward to be sure to check
MARKETING ASSISTANT tabletop_gaming_magazine out the latest news about this year’s Tabletop Gaming Live
Katherine Brown 01778 395 092
katherine.brown@warnersgroup.co.uk
convention on page 6. It’s going to be unmissable.

PUBLISHED BY
ASSOCIATE PUBLISHER
Claire Ingram
Matt
Matt Jarvis Editor
Warners Group Publications PLC
The Maltings, West Street, matt.jarvis@warnersgroup.co.uk | @liquidmatt
Bourne, Lincolnshire, PE10 9PH
01778 391 000 Q U I C K S TA R T
www.warnersgroup.co.uk

NEWSTRADE DISTRIBUTION
It isn’t It’s not relevant It’s a
Warners Group Publications PLC
01778 391 150
overdramatic whether I like privilege to
PRINTING
to say that it my games! It’s be able to make
This publication is
changed my life about whether it’s something that
printed by Warners for the better. something that brings some joy
01778 395111
other people into people’s
The views expressed by contributors are not necessarily
those of the publishers. Every care is taken to ensure that
the content of this magazine is accurate, but we assume no
want to play. lives.
responsibility for any effect from errors or omissions. While Laura Cranston on one of the Master designer Reiner Knizia Munchkin artist John Kovalic
every care is taken with unsolicited material submitted for Greatest Games of All Time, p18 returns to Tigris & Euphrates, p36 tells his story, p58
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 the performance
of goods and/or services advertised in this magazine. The
Advertising Standards Authority (ASA) exists to regulate the
content of advertisements. Tel: 020 7429 2222 tabletopgaming.co.uk 3
© Warners Group Publications Plc, 2018
In this issue
06 AT A GLANCE 35 KICKSTARTING 58 JOHN KOVALIC
Your 30-second guide to the latest in gaming FROM SCRATCH The man behind the iconic look of Munchkin and
Holly Gramazio prepares to launch Art Deck Cash ‘n Guns tells the story of his artwork
08 FIRST TURN
Before he weaved Stuffed Fables, Jerry 36 HOW WE MADE 60 ON A ROLL
Hawthorne got furry with Mice and Mystics Reiner Knizia returns to his empire-building Designer Corey Young explains how he’s
masterpiece Tigris & Euphrates reinventing the dice tower – and why it matters
10 10 OF THE BEST
Keep your braaaaaaains in these zombie games
41 THE INDEPENDENT SHELF 63 PLAYED
The must-play games you shouldn’t miss this
13 ROLE CALL Inspiration can be deadly in Bemused
month, whether you want to be a medieval
14 ALL THE JAHRES 42 GAME SOUNDTRACKS guild master or, urm, a cloud
Gamers and musicians explain how you can
Manhattan reaches for the sky(scrapers)
tune into the sounds of the tabletop 83 PAINTING GUIDE
Part two of our Star Wars: Legion series
17 MY FAVOURITE GAME 47 THROUGH THE AGES gives the Rebels a cause for celebration
Juma Al-JouJou meets The Resistance in Avalon
Following the journey of route-building games
ON THE COVER 88 DUNGEON MASTER’S
18 THE GREATEST GAMES 48 FIREBALL ISLAND GUIDE TO ROLEPLAYING
The ‘80s classic is back with a bang – its Why you should venture into the unknown and
OF ALL TIME creators show us the hottest release of the year consider playing RPGs with strangers
We count down the 150 best games on the
tabletop – as decided by you! 51 PLAY IT SMART 91 EVENT REPORT
Going old-school with retro board games Surprise! It’s Ambush!
26 ARCHITECTS OF THE
WEST KINGDOM 55 FLASH GORDON RPG 92 CLUB DIRECTORY
Shem Phillips sets sail from his Viking North Writer Scott Woodard saves the universe with
Sea series with a new trilogy of games The Savage World of Flash Gordon 95 SHOP SPOTLIGHT
32 HAVE YOU PLAYED? 57 UNEARTHED ARTEFACTS 98 TABLETOP TIME MACHINE
Axis & Allies picks its sides in World War II Will Late Oil Humanity survive the Mall of Horror? We discover the clues about the original Cluedo

18

4 June 2018
26

THE GAMES
1829 47
Age of Steam 47
Apples to Apples 58
Architects of 26
the West Kingdom
Art Deck 35
Axis & Allies 32
Bemused 41
Black Souls 81
Blood Red Skies 70
Call of Cthulhu 23
Cluedo 98
Crystal Clans 64
Dark.net 78
Dead of Winter 10
Dungeons & Dragons 25
Empire Builder 47
Escape the Dark Castle 51
Fantasy AGE 75
Feudum 67
Fireball Island 48
58 48 Flash Gordon RPG 52
Get the MacGuffin 69
High Society 76
Illuminati: 58
New World Order
Lords of Hellas 65
Magic: The Gathering 24
Mall of Horror 57
Manhattan 14
Manhattan Project 2: 72
Minutes to Midnight
Mice and Mystics 09
Munchkin 58

52 Muse
Penny Papers
77
71
Adventures
Petrichor 68
Pioneer Days 73
Raiders of the 26
North Sea
Railways of Nippon 79
The Resistance: Avalon 17
Rise to Nobility 66
Startups 75
42 Star Trek 69, 80
Adventures
Star Wars: Legion 83
Ticket to Ride 47
Tigris & Euphrates 36
Tokaido 42
Zombicide 10
Zombies!!! 10, 42

tabletopgaming.co.uk 5
AT A GLANCE
FIRST PARTICIPATION PARTICIPATION GAMES AND
OPEN GAMING DETAILS
studios coming to Tabletop Gaming Live
this September.
GAMES, OPEN GAMING We’re excited to announce the first The publisher will showcase popular

AND WARLORD GAMES


participation games and open gaming miniatures wargame Bolt Action and new
coming to the Tabletop Gaming Live rules for historical title Black Powder,

CONFIRMED FOR convention in London’s Alexandra Palace


this September 29th and 30th.
as well as featuring new World War II
aerial combat game Blood Red Skies and
TABLETOP GAMING LIVE Several RPGs will be available to
play in regular sessions at the massive
samurai skirmish title Test of Honour.
It will also be demonstrating its
RPG sessions coming to London convention as board game, miniatures and roleplaying first game based on cult British comic
Bolt Action studio demos new miniatures title game event, including Starfinder 2000 AD. Gunslinger skirmish-style
(pictured, left), Pathfinder, Call of game Strontium Dog features all the
Cthulhu, RuneQuest and HeroQuest. popular characters from the much-
Starfinder and Pathfinder sessions will loved comic strip and allows players to
consist of one-hour demo games that will form their own posse or gang and play
be available throughout the Saturday scenarios inspired by the comic – or
and Sunday of the weekend show. create their own storylines.
Call of Cthulhu, HeroQuest and Other companies set to exhibit their
RuneQuest sessions will also be run during latest games on the show floor include
the entire event, with longer sessions Fantasy Flight Games, Catan Studio,
of approximately three to four hours. Days of Wonder, Z-Man Games, Cubicle
Multiple sessions will be held each day. 7, PlayFusion, Thames & Kosmos,
In addition, Tabletop Gaming Live will Osprey, Mantic, Warcradle Studios,
feature a dedicated area for open GCT Studios, Tactic Games, Warbanner,
gaming in Alexandra Palace’s expansive Anvil Industry and Rubicon Models,
West Hall. Players will be able to bring plus a slew of major retailers, artists,
along their own games – or games designers and more, such as Wayland
from the show itself – and play freely Games, Zatu Games, GamesQuest,
with friends and family using one of the Battle Foam, Firestorm Cards, Leisure
area’s many tables. Games and Ralph Horsley.
That’s just the start for Tabletop Tabletop Gaming Live will be held
Gaming Live’s participation game and on Saturday, September 29th and
live seminar track plans – keep your eyes Sunday, Sunday 30th in Alexandra

TICKETS ON SALE
peeled for further news very soon! Palace, London. Tickets are on sale
now from as little as £10, with family

FROM JUST £10 WARLORD GAMES JOINS LINE-UP


Warlord Games has become the latest
and weekend passes available. Visit The
Ticket Factory and search for “Tabletop
Visit theticketfactory.com to book and save addition to the growing list of major Gaming Live” to get yours today.

KNOW YOUR NUMBERS


SIX 5 24
One Week Ultimate Werewolf
ONE

My Little Scythe, last year’s family-


sees the social deduction series friendly remake of the strategy hit
crossover with tile-layer Castles by five-year-old Vienna Chou and her
of Mad King Ludwig, with rooms

1
A six-hour radio father, is getting a full release this year

0
giving players different roles
play based on
Call of Cthulhu Guild Ball is retiring
Jessica Estephan
Nyctophobia is a board game metal miniatures over
campaign Masks has made history
you play with zero vision, trying the next two years,
of Nyarlathotep as the first female
to escape an axe-murderer while with plastic models
will be broadcast winner of a Magic: The
blindfolded – for real! becoming the norm
this summer Gathering Grand Prix

REASONS TO SUBSCRIBE

• SAVE UP TO 10% PER YEAR


• GUARANTEE YOUR FREE GIFT EVERY MONTH
• DON’T MISS OUT IF THE SHOPS SELL OUT
6 January 2018
We asked…
The summer’s here! What’s
For the latest news from the world of gaming visit
your favourite game to take
tabletopgaming.co.uk/news away on holiday?

You said…We are travelling for a year and a


half and took four games with us.
San Juan and Castles of Burgundy:
The Dice Game are our favorites.
Mike Belsole

We’ve just returned from two


nights away camping. We enjoyed
a few games of Jaipur. Compact,
quick and fun for two players.
Paul Hardy

Card games – as they are easy


to pack. Sushi Go!, Exploding
Kittens, Fluxx, One Deck Dungeon,
STAY ON TARGET This includes a bigger role for
the Force, with Force-sensitive
The app, which will be available both
on mobile and via a website, will also Thunder & Lightning being our
X-Wing’s second edition pilots getting their own unique set stop players from accidentally building family’s favourites.
adds Force powers and of abilities to use during fights, illegal squads for organised play. Kerry Colyer
from enhancing their aim (Obi-Wan X-Wing Miniatures Game:
squad-building app Second Edition will launch with a With creative use of multi-deck
Kenobi impressions at the ready) to
Star Wars miniatures game X-Wing predicting their opponent’s actions. core set featuring the game’s now- boxes we regularly take Splendor,
is jumping into hyperspace with a Outside of the game itself, the standard one X-Wing and two TIE Hey, That’s My Fish!, Love Letter
newly-revealed second edition. tournament scene will be refreshed Fighter loadout, with plenty of ship and Exploding Kittens. Gives us a
Due for wide release on with a new app designed to help expansions set to follow. nice range of options for minimal
September 13th, the updated version players build squads and track their First edition ships will be made packing space.
of the space-combat dogfighting collection. The cards in the box won’t compatible with the second edition Craig Duffy
hit plans to make matches even include points values this time around, via £47 conversion kits, which will
smoother to play, with some letting Fantasy Flight update the cost be specific to each faction and My wife and I play Fungi whilst on
interesting and potentially game- of ships and upgrades dynamically in include the components needed to holiday, often with a bottle of wine.
changing tweaks to the gameplay. response to the evolving X-Wing meta. update them to the new format. @Banokles1980

A bit of Armchair Cricket. Alright,


not on trend (or even in production!),
CONGR-AZUL-ATIONS but still a great holiday game.
This year’s Spiel des Jahres nominations revealed Scott Shea

The Spiel des Jahres has Finally, the family-friendly Kinderspiel 7 Wonders: Duel. Small, perfectly
announced its 2018 shortlist. des Jahres will go to Emojito, formed, requires thought but not
In the running for the prestigious Funkelschatz or Panic Mansion. too much, a little something for
German ‘Game of the Year’ award In the first such award since Mum and Dad when the kids are
are Azul, Luxor and The Mind. 2010, Pandemic Legacy: Season Two asleep. Also, iPad with Carcassonne,
Meanwhile, the titles competing for will be recognised with a special prize. Puerto Rico, Tikal, Suburbia, Lords
the ‘Expert’ Kennerspiel des Jahres The winners of this year’s Spiel of Waterdeep, etc. etc.
are Ganz Schön Clever, Heaven & Ale and Kennerspiel des Jahres will be @thedicemechanic
and Die Quacksalber von Quedlinburg. announced on July 23rd.

Get in touch
THE TABLETOP GAMING PODCAST
AVA I L A B L E O N I T U N E S , S T I T C H E R A N D P O D C A S T S . C O M
tabletopmag
tabletopgamingmagazine
D O W N L O A D I T T O D AY AT T T G A M I . N G / T T G P O D C A S T tabletop_gaming_magazine

S TA R WA R S : L E G I O N

SUBSCRIBE PRINT OR
PAINTS & TECHNIQUES AT-ST
U N D E R C O AT :
PAINTS USED UNDERCOATING B LACK
‘Ard Coat Ceramite White Jokearo Orange Runefang Steel Each element of this force is
Abaddon Black Dark Reaper Karak Stone Tau Light Ochre undercoated with a different colour, for
Agrax Earthshade Dawnstone Leadbelcher Ulthuan Grey ease of painting. They will use either black STEP 1
Baneblade Brown Death World Mournfang Brown Warpstone Glow or white – the speeder bikes use both. Mechanicus Standard Grey: Apply
Biel-tan Green Forest Nuln Oil XV-88 Each entry will specify under the title a very light drybrush over the entire
Celestra Grey Eshin Grey Rhinox Hide what colour we advise you use. model, but apply a more focused,
heavier drybrush towards the

STORMTROOPERS
front and top.

U N D E R C O AT : W H I T E

STEP 2

D I G I TA L F R O M J U S T
Dawnstone: Apply a further drybrush
over the previous area, but only around
two-thirds of where the paint was
applied in the previous stage.

BASE COLOURS SHADING HIGHLIGHTING FINAL DETAILS


Abaddon Black: Apply a coat to the eyes Celestra Grey & Lahmian Medium: Make a Ceramite White: Add several thinned Jokearo Orange: Apply a basecoat over
and helmet details, blaster and exposed mixture of three parts Celestra, two parts layers over the armour, waiting for the the whole pauldron.
areas of cloth. Lahmian and two parts water. Carefully apply previous coat to dry before applying the Tau Light Ochre: Apply a layer over the top STEP 3
this to all of the recesses in the armour. next. Tone back the wash where necessary of the pauldron, away from the helmet. Celestra Grey: Apply a very light drybrush
Dark Reaper: Add an edge highlight to the – just ensure you leave the recesses the Abaddon Black: Apply a line around the rim. across the entire model. Apply a more
black sections. shaded colour. Build the layers until you ‘Ard Coat: Apply a layer over the armour. focused and slightly heavier drybrush to

10 RPGs YOU MUST PLAY IN 2018!


have a clean, flat white. the top/front edges.

SPEEDER BIKES
Dawnstone: Apply a spot highlight to

£14.99
the black areas. Also apply to the square
indents on the helmet.

PLUS OUR REVIEW OF D


UNGEONS & DRAGONS’
NE W E XPANSION
BASE January 2018
COLOURS STEP 4 tabletopgaming.co.uk
Mournfang Brown: Basecoat the bike casing. Blue Horror: Apply an edge highlight,
Leadbelcher: Apply a light drybrush to the focusing on the top and forward edges
black areas.
Death World Forest: Apply a
basecoat to the bedding roll.

SHADING &
LAYERING
Nuln Oil: Apply a light wash to the black
areas and the recesses of the casing.
Agrax Earthshade: Apply a wash
SUB-ASSEMBLIES to the bedroll.
Usually while modelling it is normal to
build the entire model before painting.
SCOUT TROOPERS
Sometimes, however, it is a good idea U N D E R C O AT : W H I T E HIGHLIGHTING WEATHERING
to leave them in sections. The speeder The scout troopers follow the same Runefang Steel: Apply an edge highlight to Leadbelcher: Apply small ships and dashes
bikes are a good example of this. The guide as the stormtroopers – the only the black areas. to the edges of the casing to represent
FALLOUT: WASTELAND WARFARE |

base, bike and rider were all kept exception being the handlebars, which XV-88: Apply a light drybrush to the upper chips and dents. Add the majority to the
separate. This allows for an appropriate
undercoat on each, and ease of masking
use the same steps as the metals on the
bikes but are painted black beforehand.
areas of the casing and then an edge
highlight on all the hard edges.
front end of the casing.
BOGUS
for the bases.
SPEEDER BIKES
Baneblade Brown: Apply a layer over
the bedroll.
Nurgling Green: Apply an edge highlight to
BOARD GAMES
U N D E R C O AT : B L A C K
Do you own
the bedroll straps.

a fake?
84 May 2018 tabletopgaming.co.uk 85
STUFFED FABLES | FAKE BOARD

LEARNING
EVOLVED
Games aren’t
just
help you boost fun – they can also
GAMES

your brainpower.
Professors and
students tell us
the cranium-cram about
Darwinian delight ming benefits of
Evolution

FALLOUT
Words by Anna
Blackwell

tabletopgaming.co.uk/subscribe
Wasteland warfare
Nuclear PHWOAR! We go behind the
the action-packed post-apocalyptic scenes of
JANUARY 2018

minis game
STUFFED FABLES | CIVILIZATION:
THE MAKING OF DOMINION | A NEW DAWN | VENGEANCE |
AZUL
STAR SAGA PAINTING TIPS | PHOTOSYNTHESIS | MASSIVE DARKNESS
Display until 29/1/18

HNEFATAFL: THE VIKING BOARD


£5.25

HUNT FOR THE RING | TABLETOP


LIVESTEAMERS | RAXXON | AND GAME
MORE

tabletopgaming.co.uk 44 February 2018

7
FIRST TURN
JERRY
HAWTHORNE
The creator of Stuffed Fables on the game that set him off along
on the fuzzy-fantasy adventure path: 2012’s Mice and Mystics
Interview by Dan Jolin

BACKGROUND
The
to a traditional dungeon-crawl game, but obviously all the
“When I designed Mice and Mystics I was working in a characters are little mice so all of the items and stuff are

idea
full-time job cutting hair. But I’ve always been into board repurposed little household things. There is some reading
games. When I’d fall in love with one I would tinker with involved, and you play through chapter by chapter. It’s sort

is that no
it and make my own homemade editions. Back in 2004 I of like a bedtime story. The idea is that no matter how small
discovered Heroscape, by Hasbro. I thought it was fantastic you are, you have the ability to change the world. No task is

matter
and I ended up accidentally meeting Craig Van Ness, who too monumental for people who work together as a team.”
designed it, over the internet. I just gushed about his game
END OF THE GAME
how small
and he brought me on as a playtester, and the next thing you
know I was being paid to make extra cards and stuff. That “I love the way Mice and Mystics turned out. It still stands

you are,
just blossomed gradually into my job as a game designer.” up well. It’s a story of virtue and duty and honour and
co-operation and it teaches all of these skills that are great
COMPONENTS
you have
for anybody to learn. Especially new gamers and young
“I had a lot of inspirations in my head for Mice and gamers. Are there things could have been done better? Yes. I

the ability
Mystics. Some resided in anthropomorphic literature, think some of the rule density could have been streamlined
like the Redwall novels [by Brian Jacques] and the – which is why with Stuffed Fables I wanted to have a

to change
Mouse Guard series [by David Petersen]. But my biggest game system that means you don’t have to go back to the
influence was Tom and Jerry, where you’d have all those rulebook. I would love to do a 2.0, so to speak, and apply the

the world.
action sequences which did clever things with the scale. things I’ve learned with Stuffed Fables. Number one, I would
That was something I really wanted to capture.” get rid of the tiles, and do everything in an adventure book.”

OBJECT STRATEGY TIPS


“My daughter was struggling with learning how to read and “If there’s anybody out there who is thinking about
I was convinced I could help her, but the only tools I had designing games, but they think their idea is too big to
to work with were my passion for game design and stories. actually do, then that’s a good sign. Don’t be afraid to try to
She was really interested in mice at the time, so I thought break out of the normal. In order to really have an impact
of an idea where you could have little chunks of reading and make your efforts worthwhile, you’re gonna want to
broken up by little chunks of gameplay and make it a way bring something to the industry that’s new and fresh and
to display for her how you can bring your imagination to hasn’t been done before. And the only way we’re gonna
life. I used a little game-mechanic system that I had been accomplish that is with dreamers. People who think big.”
tinkering around with before that, for a family co-operative
superhero game. I just translated that all over into mice,
and that’s how I came up with Mice and Mystics!”

SETUP
“My biggest challenge was trying to create a game that
could be consumed by a wide variety of ages and a wide
variety of gaming skills. If I really want my messages and
a game to reach its target audience, it has to play within a
certain amount of time and has to have a certain amount
of ease-of-learning.”

HOW TO PLAY
“Mice and Mystics is a co-operative family adventure game
where each player is a little mouse that has to save the king,
who’s been put under a spell. And the way it plays is similar

June 2018 tabletopgaming.co.uk 9


1 DEAD OF WINTER
There’s something about the end of the year that
brings the dead out. In Dead of Winter, it’s not just
the zombies that pose a threat; everybody’s working
together to survive the onslaught of the walking
dead, but each player also has their own secret

2
motivation that could result in them deliberately sabotaging
their fellow survivors’ chances of making it through. This
psychological shakedown happens in the background of
plenty of dice rolling to hunt for food and supplies in various
locations, influencing the way that players work together
(or apart). Powered
by the game’s flagship
CITY OF HORROR
Another zombie game that puts the focus on the conflict
Crossroads system of between the living, this remake of Mall of Horror is full of
storytelling, Dead of backstabbing and negotiation. Players send their group of characters out into
Winter was followed by the world in search of items and weapons, but it’s the game’s voting system
standalone expansion that’s most important. When the zombies attack a location, players must
The Long Night and decide whom they chuck out to become chow for the undead, with the survivors
spin-off Raxxon, providing scooping up the supplies – followed by another vote to decide who gets to
plenty more reasons to keep them, of course. Trading resources to bribe players to let you survive is
never trust anybody. commonplace, and the chance to cut throats is overwhelming. With characters
including a pregnant woman, priest and child, you’re guaranteed to be left feeling
Undead survival guide: guilty, though. Still, sometimes it takes hard decisions to survive.
World War Z. (Humans are

10
the real thing to fear.) Undead survival guide: Night of the Living Dead. (Watch your back.)

OF THE BEST
ZOMBIE GAMES
It doesn’t matter whether it’s shambling corpses or
sprinting infected: there’s no escaping the crowd of games filled with the
undead. Here’s our pick of ten terrifying titles that will keep you playing
from Night of the Living Dead to Dawn of the Dead
Chosen by Matt Jarvis

3 TINY EPIC
ZOMBIES
Refusing to shamble along at the leisurely pace
of its reanimated stars, Tiny Epic Zombies packs
five different game modes – including co-op and
free-for-all – into just half an hour. Players keep on their toes,
picking up weapons and dispatching the undead as they race to
complete objectives – but failing to manage the growing swarm
4
ZOMBIES!!!
It’s time to dice with the
dead! Players are survivors
traversing city streets
packed with zombies. The
only way to make it through
is to roll dice, trying to keep ahead of the
slow but relentless crowd. Get caught
and it’s more rolling to dispatch your
can be deadly, and your characters can end up becoming undead attackers. The first person to escape
themselves if you’re not careful. via helicopter or clear the streets of 25
With a massive number of zombies wins, but you’ll have to restart if
options but a short play time you’re killed. Zombies!!! is as enthusiastic
and easy rules to pick about zombies as its three exclamation
up, Tiny Epic Zombies marks suggest, cramming in dozens of
certainly lives up to walker miniatures. The series has had
its name. plenty of expansions and spin-offs since,
including the reversed Humans!!!, where
Undead players become the zombies trying to
survival guide: eat the living.
28 Days Later.
(Zombies have Undead survival guide: Dawn of the Dead.
rarely moved quicker.) (Get to the chopper!)

10 June 2018
5
ZOMBICIDE:
BLACK PLAGUE
The Zombicide series has no shortage of ways to take
out hordes of the undead, but we’d pick Black Plague
as our favourite thanks to its gameplay improvements
and mash-up of zombies with a medieval fantasy setting. The co-op
survivors this time are knights, magicians, dwarves and more, able to
chop their way though with weapons or magic spells to ultimately defeat
6 LAST NIGHT
ON EARTH: THE
ZOMBIE GAME
A B-movie-style romp
through a world filled with the undead,
Last Night on Earth leans into its
cinematic theme with artwork starring
the necromancers responsible for the zombie uprising. real-life actors and a CD soundtrack of
music to really make you feel like you’re
Undead survival guide: inside a zombie movie. The small-town
Army of Darkness. heroes are controlled by one team,
(Groovy fantasy world, the undead another, and the modular
but no boomstick.) board can be used for a variety of
different scenarios. The best version
to pick up is the 10 Year Anniversary
Edition, which includes improvements
from the original’s expansion and
other updates.

Undead survival guide: Zombieland. (Self-aware, with plenty of laughs.)

7
ZOMBIE DICE
This time, you’re the zombie! Life as one of the walking
dead isn’t easy. First off, you’re constantly hungering for
more brains to eat. Secondly, those pesky humans you’re
trying to eat keep trying to kill you (again) with shotgun
blasts. Roll the dice and push your luck to keep collecting
grey matter to munch, while avoiding the three shotgun blasts that will
lose you everything you’ve collected that round. The first person to hit the
spooky number of 13 wins – it’ll take luck and risk-taking to get there!
8 ZPOCALYPSE
A sandbox for telling stories of survival in a zombie-filled
post-apocalyptic wasteland, Zpocalypse puts players in
charge of a squad of survivors that must venture outside
of their fallout shelter to discover locations and gather
food, weapons and more to fight off the undead and build
up their bases with walls and barbed wire to survive just one more day.
Players earn points for killing zombies,
building defences and completing objectives,
making it an open-ended competition of
Undead survival guide: Warm Bodies. survival. Its sequel, Defend the Burbs, offers
(A view from the other side.) up a slightly different style of game with
a tower defence-style battle against the
encroaching zombie horde.

Undead survival guide: I Am Legend.


(Survival in the dead, dread wastes.)

9
THE WALKING DEAD:
10 EARTH
REBORN
Set hundreds of years in the future, Earth
Reborn takes the zombie apocalypse to the
nuclear post-apocalypse. Two rival factions are
battling to control what remains of the Earth, but one of them – the
Salemites – have decided to bolster their forces with the reanimated

ALL OUT WAR


When it comes to zombie universes, there’s little bigger than The Walking
corpses of the dead. The militaristic and science-
orientated forces of NORAD must deal with the
undead threat across different scenarios, with
Dead. As popular as a rotting corpse with flies, the comic-turned-TV show the game able to generate a huge
has seen plenty of tabletop adaptations since it first stumbled out of that variety of missions outside
locked barn, but among the best is All Out War, which captures both the of the tutorial-like set of nine
struggle to survive in a world turned upside-down and the danger of the last included. It’s immersive, silly
few humans left alive. With loads of characters from the original comic books in all the right ways and
mixed in with a solid core of skirmish battles – not to mention the zombs, buckets of fun.
who will come running at the first sign of a free meal – All Out War is both an
outstanding Walking Dead game and a great miniatures game, full stop. Undead survival guide:
Zombies vs. Robots.
Undead survival guide: Erm, The Walking Dead. But the original comics, obviously. (Dead silly, ridiculous fun.)

tabletopgaming.co.uk 11
Role Call
A journey back to the beginning of roleplaying, with the changing of once familiar settings
Words by John Dodd

DUNGEONS & LONE WOLF: STARFINDER: THE EDRPG: MILITARY TRAIL OF


DRAGONS: INTO THE REALM OF THIRTEENTH GATE SUPPLEMENT CTHULHU:
THE BORDERLANDS SOMMERLUND The fifth part of the Dead The latest expansion CTHULHU CITY
Where OSR truly began, The complete guide to Suns adventure path for for the Elite Dangerous A new setting for Trail
this is a reimagining of the Sommerlund for the Starfinder. The characters RPG, this book covers the of Cthulhu detailing an
classic D&D modules In Lone Wolf Adventure must travel deep into larger and more powerful alternate Arkham: a
Search of the Unknown and Game. Enclosed within the Vast to find the Gate spaceships that can only world where the power of
Keep on the Borderlands. It are details on the of Twelve Suns where be accessed by those the Mythos holds sway,
contains the full text of the different factions within the Cult of the Devourer who hold a rank in the humanity’s struggle is
original modules and a full Sommerlund, from the already hold sway, there military. It encompasses long over and humans’
conversion to Fifth Edition royal family to druids to find the secret held new rules for rank only remaining purpose
rules, with a mini-campaign and darklords. There within. Including new relics, progression within the is to serve the will of the
to introduce players to are also maps and races and a whole archive military and a catalogue revealed gods. Includes a
the adventures that have gazetteers for all the of new creatures, this is of new warships, as well complete noir campaign
begun the stories of so provinces and cities of a complete adventure for as more backgrounds for in the world where
many characters. the region. ninth-level characters. new characters. darkness has won.
Goodman Games | $50 Cubicle 7 | £27 Paizo | $16 Modiphius | £8 Pelgrane Press | £27

June 2018 tabletopgaming.co.uk 13


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

MANHATTAN
M
ost descriptions of the games that fans – and partly because of bad luck. But the
won the Spiel des Jahres in the Year of win: 1994 paradoxical fact remains that Andreas Seyfarth,
1990s make the award sound like Designer: Andreas Seyfarth two-time Spiel des Jahres winner, is best known
a battle for supremacy between Wolfgang Number of players: 2-4 for his 2002 runner-up: Puerto Rico.
Kramer, who had dominated the 1980s like Playing time: 45 minutes Manhattan doesn’t deserve that lack of
a meeple colossus, and Klaus Teuber, as a Worthy winner? Yes reputation. Even among the cracking games of the
feisty David to Kramer’s Goliath. But spare Worth playing now? Yes mid-nineties, it was and is a class act. It’s a game
a thought for the future greats who scored Availability: Reprinted earlier this year of competitive skyscraper construction in six cities
their first wins this decade: Alan R. Moon and Price: £47 around the world. Each player has an identical
Andreas Seyfarth. selection of bits of buildings, each between one
Seyfarth is not a prolific designer. In his Max and Moritz. Manhattan was his first and four floors, and a random hand of cards that
career he’s produced fewer games than Reiner original game and, in the roster of Spiel des show the location where they can be built – not
Knizia has in the time it’s taken you to read Jahres winners, it’s often unfairly overlooked. which city, but a specific position in the three-
this sentence. His first titles were designed on Partly because it gets eclipsed by the game by-three grids that form the cities. That makes as
commission, tying in with popular characters that won the year after – Settlers of Catan, much sense as most local-government planning
like Zorro and 19th-century German pranksters profiled next month for all you wood-for-sheep regulations, so we’ll let it pass.

14 June 2018
 
In the roster of Spiel des
Jahres winners, Manhattan
is often unfairly overlooked.

The clever part is the structure of the game. It the resources you’ve got. And all the time you Mayfair’s edition came out two years later,
runs over four rounds. At the start of each one you know – because it was you who chose those six reframing the game from global cities to areas
choose the six building bits you’re going to play pieces at the start of the round – that you are the of New York, but using the original German
that round, then you play them into a new space architect of your own misfortune. card designs which featured computer
or onto an existing building and everybody adds The mid-nineties were a golden period for renderings of recognisable skyscrapers: the
up their score so far. There are points for the tallest Eurogames, the first blooming of the titles that Chrysler Building, the Woolworth Building...
skyscraper, for having the most buildings in each of would explode out of Germany and take the and the World Trade Center. And so it was
the cities, and for each edifice you control. But you world by storm, and Manhattan can hold its that just after the turn of the millennium, as
can only lay claim to a tower if one of your pieces head up alongside the best of them. Like Settlers Eurogames were starting to break big in the
is on top of it – the penthouse – and you can only of Catan, Ticket to Ride and Carcassonne, it’s US, the market appeal of a game about tall
build onto a skyscraper if the new piece means at simple enough for a family game, but complex buildings in New York abruptly collapsed to
least half of the floors are your colour. enough for experienced gamers; accessible ground zero.
The position cards are random but balanced; to newcomers but rewards exploration and But times change, tastes change, memories
there are five for each space on the grid, which repeated play; and different enough each time fade, the US elects a president whose reputation
means that buildings will be evenly distributed but to remain engrossing. So why hasn’t it had the is built on New York skyscrapers and making
there’s no guarantee that you’ll get the cards you recognition it deserves? The answer is bad luck America bigly again, and there’s a new edition
want. So your strategy has to be fluid, constantly or, rather, unlucky timing – twice. of Manhattan in town. The oranges and greys
evolving as things go on, which makes each game Manhattan came out in 1994, the year after of two decades ago have been replaced by
pleasantly different. Meanwhile, having the tallest Magic: The Gathering changed the face of the transparent pastel pieces, and the computer-
skyscraper is like the longest road in Settlers of global games industry. Magic didn’t get as rendered towers are gone in favour of smiling
Catan: people get massively overinvested in much as a nomination for the Spiel des Jahres, Manhattanites in bright colours. Give it a try: it’s
controlling it, even though it’s not worth many but nobody in the industry was thinking about an architectural classic, and the view from the
points. It’s all about the status. anything except collectible card games. If you tallest building is quite something.
Manhattan pulls off the trick of being fast were thinking of something else, it was probably
and thinky at the same time. You have to pay the fact that Games Workshop had just floated
attention to new developments in all six of the on the stock market with a value of £35 million. Next month: Klaus Teuber’s masterpiece is
cities, and be ready to react to other players. It Mayfair Games, the company that went on to unleashed upon the games world, and nothing
will ever be the same. We refer, of course, to
has that Scrabble dynamic of never giving you the release Manhattan in the US, thought its future
the best-selling Kettlers of Satan. Wait, no...
resources you want, so you have to make do with lay in the SimCity CCG.

tabletopgaming.co.uk 15
my favourite game
JUMA AL-JOUJOU
The Clans of Caledonia creator reveals his hidden affections
for Arthurian deduction game The Resistance: Avalon
minions of Mordred, however, pretend to
be loyal servants of Arthur to be included
in missions.
A main feature of the game is that the
minions of Mordred lie and pretend to
cover their identity, whereas loyal servants This
of Arthur mistrust everyone and try to find
clues in other players’ behaviour – be it experience
game-specific behaviour or just words and
gestures – that help them correctly guess is a great
the other players’ secret roles.
What I love so much about Avalon reminder
is that the game can be taught in five
minutes and thus is accessible even that people
for non-gamers, yet offers a deep and
satisfying experience for regular gamers are not
like myself. The game needs minimal
material and is very transportable. perfectly
Finally, the game is a very accurate
model of a part of social interaction: rational.
everyone is lying and being lied to at
times. I have seen friends being deeply
disappointed that they were not able to

T
spot a close friend’s lies in this game.
Through the game I get to know others
he only game that I perceive as close to and myself better. When a game ends, there is often a
Picture courtesy of Henk Rolleman
perfection as possible and that I would play discussion of key situations – this discussion is often
any time is The Resistance: Avalon – or just as much fun as the game itself. Even watching other
Avalon for short. Avalon is based on The players playing the game can be very fun. The special
Resistance, which in turn is somewhat based roles add complexity and contribute to the
on Mafia/Werewolf. replayability, and can be used to make
Avalon is a social deduction game for five to ten players. the teams more balanced.
In contrast to Mafia/Werewolf, no moderator is needed. I personally tend to be very
Players are assigned secret roles at the beginning of the good at the deduction part of the
game. There are two opposing camps: loyal servants of game, gaining information through
Arthur versus the minions of Mordred. For both camps sophisticated deduction of what
there are unique roles that give their respective players other players have done in this or
a unique feature. One can include no or any number of other situations. My weakest
special roles. Some special roles make one or the other part is that I often assume
camp stronger. players are acting rationally
The minions of Mordred know each other and thus in my deduction. Quite
know who is part of the other team. However, each loyal often some player acts
servant of Arthur knows their own role but not the roles seemingly irrationally, which
of the other players – a few special roles do have some causes my deduction to fail
knowledge about that. Players go on up to five missions horribly and me to lose. This
and the first team to win three missions has won. experience is a great reminder
Everyone votes on which players go on a mission; never to myself that people are not
do all the players go on a mission. Minions of Mordred perfectly rational. Seemingly irrational
can sabotage missions and make them fail, which earns a behaviour can both be an unfair advantage
positive score for them. Thus, the loyal servants of Arthur and a lot of fun.
try to find out whom their teammates are and who is The Resistance: Avalon is the perfect game
part of the opposing team so they can vote on teams with because it is highly interactive, simple,
just their own teammates, which guarantees victory. The deep, fast and intriguing.

June 2018 tabletopgaming.co.uk 17


es T ES T

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ou didn e list of the 150
avourite e it: the definiti mes ever made

18 June 2018
150 KINGDOMINO
149 F AT E C O R E
148 SAGRADA
147 FIASCO
146 A FEAST FOR ODIN
145 CHAOS IN THE OLD WORLD EVERYBODY LOVES…
144 ROLEMASTER Antoine Bauza, Corey Konieczka, Matt Leacock
143 SMASH UP Joint most designer credits in Top 150
142 TOKAIDO
141 SANTORINI
140 SPIRIT ISLAND 120 F I R E F LY: T H E G A M E
139 T I G R I S & E U P H R AT E S 119 S E N T I N E L S O F T H E M U LT I V E R S E NEWLY
138 TA K E N O K O 118 K I N G D O M D E AT H : M O N S T E R CROWNED
137 T ZOLK’IN: T HE M AYAN C ALENDAR 117 S TA R WA R S : 2018 games to
136 WEREWOLF/MAFIA I M P E R I A L A S S A U LT make the list
135 ARS MAGICA 116 THE 7TH CONTINENT Rising Sun (#123)
134 CAMEL UP 115 C O LT E X P R E S S Stuffed Fables
133 DINOSAUR ISLAND 114 SHERLOCK HOLMES: (#129)
132 KEMET C O N S U LT I N G D E T E C T I V E
131 MACHI KORO 113 T H E V O YA G E S O F
130 PAT C H W O R K MARCO POLO
129 STUFFED FABLES 112 FORBIDDEN DESERT
128 NECROMUNDA 111 EXPLODING KITTENS
127 CYBERPUNK 2020 110 B AT T L E T E C H
126 L E H AV R E 109 D E S C E N T: J O U R N E Y S
125 MEMOIR ‘44 IN THE DARK
124 D E LTA G R E E N 108 HANABI
123 RISING SUN 107 PAR ANOI A
122 S TA R WA R S : T H E 106 ONE NIGHT
R O L E P L AY I N G G A M E U LT I M AT E W E R E W O L F
121 CHARTERSTONE 105 STONE AGE

LOVECRAFTIEST
1. Call of Cthulhu
2. Mansions of Madness
3. Arkham Horror
4. Eldritch Horror
5. Cthulhu Wars

MAIN Clockwise from top left:


Dungeons & Dragons (Wizards
of the Coast), Pandemic, X-Wing
Miniatures Game, Ticket to
Ride, Exploding Kittens, Arkham
Horror, Through the Ages

Call of Cthulhu artwork courtesy of Chaosium

tabletopgaming.co.uk 19
WARHAMMER 40,000
BEST OF THE LOT
VS Your favourite entries in
massive series
WARHAMMER FANTASY BATTLE
TICKET TO RIDE… EUROPE
& AGE OF SIGMAR

64% 36%

104 LORD OF THE RINGS: 76 BLOOD BOWL LOVE LETTER… BATMAN


THE CARD GAME 75 PENDRAGON
103 S AVA G E W O R L D S 74 COUP
102 AZUL 73 C I V I L I Z AT I O N
101 ORLÉANS 72 G R E AT W E S T E R N T R A I L
100 APPLES TO APPLES 71 EL GRANDE
99 DIXIT 70 S TA R WA R S : R E B E L L I O N
98 SECRET HITLER 69 UNO FLUXX… STAR FLUXX
97 GALAXY TRUCKER 68 SPACE HULK
96 LEGENDARY DECK 67 T R AV E L L E R
BUILDING GAME 66 ZOMBICIDE
95 TA L I S M A N 65 C AV E R N A :
94 FURY OF DRACULA T H E C AV E FA R M E R S
93 TRIVIAL PURSUIT 64 SHADOWRUN
92 ARKHAM HORROR: 63 CASTLES OF MAD
LEGENDARY… MARVEL
THE CARD GAME KING LUDWIG
91 ELDER SIGN 62 DEAD OF WINTER
61 FIVE TRIBES
60 AXIS & ALLIES
90 F L U X X 59 T. I . M . E S T O R I E S
“Fluxx boils down the collectible card game to its
essence. It is elegance at its finest.” 58 7 WONDERS DUEL
Justin Gary (Ascension, Shards of Infinity)
STAR WARS… X-WING
57 T E R R A M Y S T I C A MINIATURES GAME
89 POKER “Terra Mystica is a comfort game. It’s more than the
88 MAGE KNIGHT sum of its parts; it’s about how it works as a whole.”
87 R O B O R A L LY Martin Wallace (Brass, Age of Steam)
86 THROUGH THE AGES: A NEW
S T O R Y O F C I V I L I Z AT I O N 56 E C L I P S E : N E W D AW N
85 GURPS FOR THE GALAXY
84 RACE FOR THE GALAXY 55 FORBIDDEN ISLAND
83 S TA R R E A L M S 54 SCRABBLE LORD OF THE RINGS…
82 SMALL WORLD 53 CHAMPIONS OF MIDGARD THE CARD GAME
81 WA R O F T H E R I N G 52 PAT H F I N D E R
80 ANDROID: NETRUNNER R O L E P L AY I N G G A M E
79 MYSTERIUM 51 VA M P I R E : T H E M A S Q U E R A D E
78 ROBINSON CRUSOE: 50 B AT T L E S TA R G A L A C T I C A :
ADVENTURES ON THE THE BOARD GAME
CURSED ISLAND 49 PA N DE M I C L E G AC Y:
77 C T H U L H U WA R S SEASON TWO

20 June 2018
48 PUERTO RICO 20 the Arkham Horror Files series. Nothing
47 CONCORDIA WA R H A M M E R quite captures the terror of Cthulhu and
46 GO 40,000 the Ancient Ones like this sprawling co-op
Games Workshop’s adventure, though, as players’ investigators
45 DIPLOMACY seminal sci-fi wargame race to close portals to other dimensions
44 V I T I C U LT U R E trumps its fantasy and defeat the monsters they spew forth
43 WA R H A M M E R predecessor to become before it’s too late.
42 CODENAMES the highest-ranked
miniatures title on our list. With good reason: 16
41 X - W I N G M I N I AT U R E S G A M E MANSIONS
from its absorbing grimdark universe, which
40 HEROQUEST has been expanded by various books, video OF MADNESS
39 SPLENDOR games and even films, to its distinctive Space Joining its
38 A GAME OF THRONES: Marines, Orkz and other races, Warhammer Lovecraftian
THE BOARD GAME 40,000 is a classic in every way. Its latest predecessor is this
edition proved that it’s not stuck in the story-driven mystery
37 THE CASTLES OF BURGUNDY past by making some smart updates to the game, the ultimate
36 LOVE LETTER electrifying dice-chucking gameplay, keeping haunted house simulator. Tense and
35 WA R H A M M E R it the high bar for both miniatures and sci-fi punishing, Mansions doubles down on the
F A N TA S Y R O L E P L AY gaming as a whole, 30-plus years on. horror atmosphere with a roleplaying-like
approach to revealing each one of its
34 TWILIGHT STRUGGLE
19 LORDS OF scenarios, leaving the players continually
33 ELDRITCH HORROR WAT E R D E E P guessing at what could be behind the
32 CARDS AGAINST HUMANITY It might take place in next door. Its app-powered second edition
31 KING OF TOKYO the Forgotten Realms is especially revolutionary, making the
30 SUSHI GO! setting, but Lords of experience completely co-operative and
Waterdeep would be a each tale even more replayable with
29 BLOOD RAGE various different outcomes and events.
truly excellent worker
placement game even Just try to hold on to your sanity.
without its D&D dressing. Players’ powerful
28 C L U E D O secret rulers battle for control of the 15
“I would still consider Cluedo the most perfect of all city, sending their agents out to complete M O N O P O LY
murder, mystery and deduction games. One that has quests and execute their secret plans. Easy The game that
stood the test of time.” to grasp but endlessly replayable, it’s the everyone loves to
Leslie Scott (Jenga) perfect meeting of theme and gameplay. hate manages to
break into the Top
18 15. Say what you
G L O O M H AV E N like, it’s hard to deny
27 C O S M I C E N C O U N T E R The newest game it’s a stone-cold classic – and perhaps
“It’s the execution, not some high concept, that inside the Top 20, the most iconic board game ever made.
makes Cosmic Encounter so great. It’s a triumph Gloomhaven earns its Grumble all you want the next time it
of abstraction and minimalism.” place with a legacy emerges at Christmas, you’ll still find
Jason Thompson (Mangaka, Cartooner) fantasy adventure of yourself getting excited when you land
awe-inspiring scale. on Park Lane or despairing as a row of
Deftly mixing card-driven combat with a hotels leads to bankruptcy.
26 POWER GRID world that feels completely alive thanks to
25 MUNCHKIN hours upon hours of stories and scenarios 14
24 TERRAFORMING MARS to discover, Isaac Childres’ masterpiece is 7 WONDERS
23 AGRICOLA a brilliant construction of refined gameplay Packing the strategy
and hugely ambitious storytelling, inspired and delight of building
22 TWILIGHT IMPERIUM by Eurogames and roleplaying alike. a civilisation over
21 B E T R AYA L AT H O U S E thousands of years
ON THE HILL 17 ARKHAM into a half-hour card
HORROR game, 7 Wonders
The original feels as timeless as its architectural
FAMILY Lovecraftian board inspirations. Players draft cards and reveal
THROWDOWN game, Arkham Horror them together, developing their empire
1. Monopoly was created as a to earn victory points and keep their rival
2. Cluedo spin-off of RPG Call leaders in check with military might. It
3. Scrabble of Cthulhu but quickly might be simple compared to the classics
4. Uno established its universe as a world in its own of the genre, but there’s just as much to
right, giving rise to numerous follow-ups in keep you hooked for generations to come.

tabletopgaming.co.uk 21
13 RISK 9 RUNEQUEST fortified town won

Image courtesy of Chaosium


The most iconic Second only to it the fabled Spiel
wargame ever created Dungeons & Dragons in des Jahres in 2001.
remains as popular the fantasy roleplaying More importantly,
as ever over 50 pantheon, RuneQuest Carcassonne is the
years later. From its cemented Greg board game that
sweeping global scale Stafford’s world of popularised the
to the unpredictable Glorantha as one of ubiquitous meeple,
outcomes of its dice-heavy battles, Risk the tabletop’s most imaginative creations thanks to its tiny stars who plonk down on
remains a landmark for those wanting and introduced innovative mechanics that fields, roads, cities or wherever they darn
to simulate all-out war. Sure, some of its would go on to become staples of RPGs please. One of the best introductions to
gameplay may feel a bit dated today and for decades to come, most significantly in ‘proper’ games thanks to its approachable
there’s no doubt that matches have a habit other Basic Roleplaying titles. Its unique gameplay, complex strategy and
of stretching on for a few more hours than approach to advancing skills and the charming theme, the massive success
some may like, but there’s no denying Risk percentile system used to resolve attacks of Klaus-Jürgen Wrede’s creation has
has earned its place in gaming history. and actions are still as clever today, while been matched by an endless stream of
the expansive Glorantha continues to draw expansions since.
12 SCYTHE in adventurers looking for an immersive
Set in an alternate and vibrant setting. 5 TICKET
1920s filled with TO RIDE
towering mechs and 8 PANDEMIC All aboard! Another
other dieselpunk Matt Leacock’s enduring gateway
machines, Jamey disease-curing smash favourite, Ticket to
Stegmaier’s strategy hit kickstarted the Ride is the game that
game makes a heck of modern age of co- made trains cool. It’s
an impression before you even lift the lid. It’s operative titles with its easy enough to collect
the gameplay that will keep you coming back exciting fight against coloured cards and exchange them for
time and time again though, powering along a spreading plague routes of plastic carriages between the
a seriously smooth engine-building game controlled by the game itself. Its legacy major cities of North America (or Europe,
that goes beyond just scrapping with your spin-off took Pandemic to even higher or the UK, or just about wherever thanks
neighbours. With downtime at a minimum heights, but the original foundation is a to the game’s many spin-offs), but the
and Scythe keeping up the pace throughout a dazzling creation that still serves as the real challenge is in knowing when to risk
brisk couple of hours, it’s impossible not to be perfect gateway to designer board gaming collecting another destination ticket –
swept up by the modern strategy gem. a decade later. the best way of scoring points, but the
easiest way of losing them, too. It’s simply
11 CHESS 7 PANDEMIC chuffing brilliant.
It has a couple of L E G AC Y:
centuries on nearly all SEASON ONE 4 C ATA N
of the games on this list Risk Legacy may Klaus Teuber’s
(only Go is older), but have done it first, but excellent Eurogame is
chess remains as fresh there’s no denying that beloved by everyone
as ever. It is the ultimate Pandemic Legacy is from hardcore gamers
strategy game, offering the definitive legacy to Hollywood stars.
up a lifetime – and then some – of fascination game. Building on Pandemic’s rock-solid With its instantly-
and practice for those hooked by the ages-old core, Legacy finds a gripping narrative in recognisable hexes
showdown of two armies. Whether you just the global catastrophe, unfolding its story (and the flimsy frame
play casually or know your en passant from – and new gameplay features – across they struggle to stay in), dice-based
your fianchetto, its simplicity and depth are 12 in-game months. Players’ characters resource production – plus the inevitable
yet to be surpassed. feel realer than ever, and their actions race to occupy the best spots for sheep
have an impact on the world, resulting and brick – and travelling thief, there’s
10 DOMINION in potentially irreversible changes to the little wonder it’s become one of the
The first deckbuilder is board – and the future of humankind. It biggest board games of all time.
also still the best. The never gets any easier to tear up cards,
sense of progression but Pandemic Legacy taught us a
as you grow a modest brand new way to play.
selection of cards to 13,827 MINUTES
a refined victory point- 6 CARCASSONNE (OR 9.6 DAYS)
earning library keeps Truly the best reason to How long it would take to play
Dominion forever engrossing, with countless visit southern France, the entire Top 150 at least once
ways of putting together your custom deck Carcassonne’s tile-laying Average play time: 106 minutes
match after match. gameplay inspired by the historic

22 June 2018
#3 CALL OF CTHULHU
Mark Morrison, writer of numerous iconic scenarios for
the horror RPG including Horror on the Orient Express
and Reign of Terror, worships the game you’ll go crazy for

E
VEN LIBRARIANS GET BITTEN BY THE prime thought is not “How can I run a balanced survival is a fleeting victory. The game is built on
FORMLESS SPAWN OF TSATHOGGUA encounter?” but “How can I really creep them the Bronze Age bones of Steve Perrin’s seminal
The line above appeared as an ad for out?” Combat is always a losing prospect, so the game RuneQuest, which uses a percentile system
a strange new horror game in White game never gets bogged down with rules: instead, so elegant you really never have to look up a rule.
Dwarf in July 1984, and has long stayed story, character and atmosphere are everything. Master editor Lynn Willis added historical
with me as the perfect summary of Call of Cthulhu: Your player character is not an adventurer, they depth and erudite lore. Like watching early
here was a game in which your character is are an investigator; be careful what you look for, Doctor Who episodes, to play Call of Cthulhu is
utterly ordinary, and yet is doomed to be killed by as I guarantee you won’t like the answer. to learn about other times and places, except
something you can’t even pronounce. Welcome to The success of Call of Cthulhu is thanks to the this time hiding behind the couch won’t save
Lovecraft country, population: mad. scholars who made it. While Dave Arneson and you. Anchoring the game in the 1920s cleverly
I bought the boxed set on the promise of that Gary Gygax designed Dungeons & Dragons to level situates it in an age which is modern enough to
amazing Gene Day cover (haunted house, people characters up, Sandy Petersen gleefully came be recognisable, but long enough ago to accept
in suits, this ain’t Middle-earth any more), and was along in 1981 and designed Call of Cthulhu as that the crank handle on your Model T just broke
soon obsessed by it. The game played like no other; the game that breaks them down. The only way and your flashlight died and– what the living hell
the dungeon master became instead the ‘Keeper to defeat the unknowable is to look it in the face, was that pallid thing at the window just now?
of Arcane Lore’, with licence to scare the junk food and that will drive you insane. Your destruction Keith Herber’s seminal work on Arkham, Dunwich
out of the players. Best played by candlelight using is inevitable, but can you save the world first? and Innsmouth brought the game right back to the
every ghost story trick in the book – odd glimpses, Somehow, instead of being frustrating, playing such decaying gambrel roofs of its famously misanthropic
jump scares, shocking gore – the Keeper’s fragile heroes is incredibly compelling, because any creator H.P. Lovecraft, the out-of-time and out-of-
place gent from Providence whose innate sense of
the weird touches every corner of the game.
The new seventh edition by Mike Mason
30 years later, the and Paul Fricker smooths off a few of those
Tsathogguan edges from 1981, makes combat
game has lost none of even more streamlined, and introduces some
clever new mechanics which improve survivability

its power, because when we but only by just enough to give the players a false
sense of security. That’ll learn ‘em.

play we gather to tell


30 years later, the game has lost none of its
power, because when we play Call of Cthulhu we
gather to tell stories in the dark. The dark often
stories in the dark. wins but that’s half the fun. Now go find a library
and get yourself bit.

tabletopgaming.co.uk 23
It promotes such a welcoming
environment for all
players, which is so important.

#2
Main: Magic: The Gathering (Wizards of the Coast)
Inset: Laura ‘Aranel’ Cranston (Paul Monaghan)

MAGIC: THE GATHERING


Cosplayer Laura ‘Aranel’ Cranston recalls her first introduction
to the original collectible card game and considers why its
enchanting universe has cast such a spell on the real world

I
first saw a Magic: The Gathering card I discovered cosplay around the same Magic has taken me many wonderful
when I was in my second year of university. time as I discovered Magic, so of course it places, from my local conventions where I’ve
I stumbled across some players just was logical to combine them. It is a walking demoed the game to GPs where I’ve been an
after joining the tabletop gaming society version of fan art to me; a way to express official cosplayer for Wizards of the Coast.
when Alara Reborn had released. I don’t how much I love these vibrant characters, I’ve met artists whilst wearing the characters
remember what format they were playing, and the multiverse, the stories and the game. I they designed, I’ve made friends all over the
it didn’t matter. I can say without a single doubt had just finished reading Agents of Artifice world and I’ve played the game in multiple
that it was the art that got me. I didn’t even by Ari Marmell, the first book in the first countries! It isn’t overdramatic to say that it
care if the game was good – I just wanted to book in the A Planeswalker Novel series, so changed my life for the better… and my bank
own all those beautiful cards. Jace and Liliana were fresh in my head when account balance for the worst. I would never
The one that stood out to me then, and has we went to Zendikar for the first time. call myself a competitive player, but I dearly
stayed with me since, was Mayael the Anima. I still I made my Jace costume for a local love the game from my casual seat.
have a Commander deck built around my foil copy event here in the UK and was blown away I’ve played close to every major trading
of her that I had to seriously overtrade for at the by the response. Since then my tally of card game at some point in my life and the
time! Jason Chan did a beautiful job, as he has done Magic costumes is up to seven and will keep only one that has stuck with me is Magic. It
with many, many more artworks for Magic, and growing! Next is Jhoira from Dominaria, promotes such a welcoming environment for
it was another card of his that made me take the which I will be taking to Gen Con 2018 to all players, which is so important. There’s a
next step. You might have heard of it: a four-mana join in the celebrations of Magic and many reason it has survived these 25 years and will
blue planeswalker called Jace, the Mind Sculptor. other tabletop games. continue to do so! Happy Birthday, Magic.

24 June 2018
#1 DUNGEONS & DRAGONS
Jason Charles Miller, host of Geek & Sundry roleplaying show Starter Kit,
looks back on the way D&D has impacted his life and explains why
the first RPG remains unsurpassed almost half a century on

T
he lifeblood that is Dungeons & for, monsters unheard of and treasures shy people whom I saw completely transform
Dragons has been flowing through undreamed of. I saw the game make people his real-life persona thanks in part to D&D – I
my veins for so long that I don’t even think about how the things they did in D&D asked his brother if I could have at least one of
have to think about it anymore. Don’t applied to how they approached problems his Dungeons & Dragons books. He gave me a
get me wrong: I WANT to think about in the real world. I saw it give shy people the few and, much to my surprise, all of Nathan’s
it, and I DO think about it – some might say confidence to transform their real lives. old notes and characters were inside one of
too much – but like many lifelong players, D&D While attending George Mason University, I them. Something someone else might have
has become a filter that I look at the real world had the chance to run my own campaign. Late thrown out or not understood, I can read and
through. Just don’t tell me what you think my nights in a crowded dormitory while everyone use to remember our adventures together. In
real life intelligence score is, okay? else was going to the basketball game, I was fact, I think I might do that right now.
Growing up in rural Virginia with very few running friends through the world I created.
houses within walking distance, I was kind of The very same world I had started to create
a lonely kid. Luckily, when I was around eight, back when I was 10 years old, waiting to find
a same-aged, like-minded nearby neighbour new people to play with.
loved Dungeons & Dragons. We used to play I wouldn’t have named my band Godhead
it constantly on our long bus rides to and from without Dungeons & Dragons! I first discovered
school. His adventures always started with, the word inside a D&D module from an issue of
“You’ve been travelling along for many days. You Fantasy Gamer magazine. I still have the issue,
come across a...” After he moved away, I was right alongside my old modules like In Search of
left with no-one to play with in person for a few the Unknown and White Plume Mountain.
years, so I just started studying the rules and One of the greatest things about Dungeons
background of the game. I collected every D&D & Dragons for me is sharing it with new people.
book, module, magazine, figure (remember the Watching their eyes widen as they discover
old Ral Partha miniatures?) I could find, created what they are ‘allowed’ to do in the game. “You
character after character, dungeon after mean I can do THAT? All I have to do is roll
dungeon, town after town, ready for the day to WHAT number?” On my show Starter Kit, we
play with actual people again – which, luckily, do that every week. How lucky am I? I get to
wouldn’t be too long. teach people how to play roleplaying games and
Starting again in fifth grade, around the age then show that to the rest of the world!
of 11, throughout junior high and high school Just to put into perspective how much
I found a core group of friends to play with. D&D means to me, when one of my oldest
With countless hours of play, I saw everyday friends Nathan suddenly died a few years
people completely transform into their ago – one whom I also had been
fantastic characters with just a few sentences playing D&D with since the age
of backstory. I saw teamwork unlooked of 11, and one of those

Main: Dungeons & Dragons (Wizards of the Coast)


Inset: Jason Charles Miller (Geek & Sundry/Alpha)

I saw everyday people


completely transform into their
fantastic characters with just
a few sentences of backstory.

tabletopgaming.co.uk 25
After exploring, sailing and raiding the North Sea, Shem Phillips
is headed in a new direction with a follow-up trilogy to his
Viking saga – and, this time, he’s not going alone
G
T
Words by Matt Jarvis

hree, as they say, is a magic allowed Phillips’ vision to cross the oceans, opening
number. The Lord of the Rings. the game up to interested players around the globe.
Back to the Future. The Dark It eventually raised more than NZ$73,000 – over ten
Knight. The Godfather. Toy Story. times the amount made by Plethora.
The triple trilogy of Star Wars. Phillips quickly followed Shipwrights with 2015’s
There’s just something about Raiders of the North Sea. Whereas Shipwrights had
having three of something that been set during the early years of the Viking era,
makes it feel special – more Raiders took the middle of the age as its background.
substantial than two, but without the dilution or While cards still played a central part, Raiders
weariness of becoming a longer series. Beginning, was more of a worker-placement board game,
middle, end. Deliberate. Meaningful. Magic. with players assembling crews of Norse warriors
Of course, just because three often feels deliberate and pillaging settlements to gather the greatest
and planned doesn’t mean it always starts out that offerings for their chieftain. Widely acclaimed,
way. That was the case for New Zealand designer Raiders earned Phillips a nomination for last year’s
Shem Phillips. A part-time designer for years, esteemed Kennerspiel des Jahres ‘Expert Game of
Phillips found modest success in his home country the Year’ award – and the NZ$157,000 it gathered on
in 2012 with Plethora, a pick-up-and-deliver game Kickstarter didn’t hurt either.
crowdfunded through New Zealand site PledgeMe. Phillips’ swelling success allowed him to leave his
The following year, Kickstarter began accepting job as a digital printing factory manager, turning his
projects from Australia and New Zealand. Phillips attention to his indie studio Garphill Games full-time
brought to the platform Shipwrights of the North in January 2016. The following month, he launched
Sea, a Viking-themed card game about constructing a crowdfunding campaign for the third and final
a fleet he had created years earlier but shelved as a chapter in the North Sea trilogy, Explorers of the North
result of its ambition. Shipwrights, rather fittingly, Sea. As distinct from Raiders as that had been from

26 June 2018
GO WEST

tabletopgaming.co.uk 27
ARCHITECTS OF THE WEST KINGDOM

Shipwrights, Explorers centred on sea captains seeking “It wasn’t ‘til after Shipwrights was released that I
out new lands to settle in the last years of the Viking decided to create the North Sea trilogy,” he says. “So
age, using an action point system and modular board while that trilogy still works well together, I had to
to simulate the discovery of islands. make it up along the way.”
The Kickstarter was Phillips’ most successful
yet, gathering an impressive NZ$324,000. More A CHANGE OF COURSE
importantly, the crowdfunding campaign solidified While Explorers brought the North Sea saga to a close,
the loose connection between the games with an the trilogy itself was the beginning of something new.
expansion, Runesaga, that allowed the three chapters Earlier this year, Phillips announced a follow-up to the
to be played as a connected campaign spanning the North Sea series – West Kingdom, a new trio of games
entire Viking era from beginning to end. Although the created with a similarly shared setting.
series had finished as a single unified vision, Phillips “After finishing the North Sea trilogy, it just made
admits that the trilogy hadn’t started that way. sense to start a new one,” the designer enthuses.

The games tell the story. It


allows players to dig deep into
the world and discover its crazy
characters and locations.

28 June 2018
Although the West Kingdom games will all be set in “Creating a series allows me to build an IP that I can
the same place, they will follow Shipwrights, Raiders explore various aspects of thematically, without ever
and Explorers’ habit of reinventing their theme with needing write a novel or comic,” he says. “The games
each new instalment. tell the story. It allows players to dig deep into the
“All the games will be Euro in style,” Phillips world and discover its crazy characters and locations.
confirms. “They will be a similar weight and From a marketing point of view, it gives the games a
similar experience from what we’ve seen in the longer shelf life, because the first game still sell well
North Sea series. However, they will all be unique when the third game is released.”
games mechanically.” With one completed series already under his belt and
The first chapter, Architects of the West Kingdom, the confidence to produce two more games set in the
takes place during the latter years of the Carolingian West Kingdom, Phillips promises even more ambitious
Empire in the mid-ninth century. Much like efforts to tie it all together the second time around.
Shipwrights, the focus is on building: this time, “Going into these games, knowing it will be a trilogy
though, players are keeping their feet dry and their provides a great amount of planning looking forward,”
hands clean, controlling nobles who must hire he says. “I am able to add things into early games that
apprentices, collect resources and manage their foreshadow things to come. It’s a lot of fun!”
workforce to construct landmarks in honour of their
ruler’s new kingdom. BUILD ME UP
“The West Kingdom was formed when the Frankish Architects of the West Kingdom will look familiar to
Kingdom split apart after years of civil war,” Phillips fans of the North Sea trilogy, thanks to the striking
explains. “The West eventually developed into what we cartoony visuals of returning illustrator Mihajlo
know today as France. So the gameplay of Architects is Dimitrievski and its matching resource tokens. Even
all about developing the newly established domain in for those not already accustomed to the North Sea
the West.” signature style, the game at first glance sticks close
The timeframe places the West Kingdom alongside to the typical worker-placement form. Look a little
its northern predecessor. Phillips teases the closer, though, and it’s clear that Architects is subtly
opportunity for the two historical series to cross over. breaking the mould.
“The game is set in the same medieval time period “At its core, it’s a worker-placement game of
as the North Sea games,” he says. “Who knows, gathering resources and constructing buildings,”
ABOVE Players can perhaps the Vikings will even make an appearance at Phillips details. “However, there are a few new features.
capture their rivals’ workers some point?” The first is that, unlike most worker-placements, you
Although the North Sea and West Kingdom titles’ start the game with 20 workers. Each turn you will
BELOW The nobles are gameplay place them in the realm of Eurogames, be placing one of these onto the board and taking an
trying to impress their king often considered to have a drier sense of atmosphere action. As you place workers into the same location,
by constructing buildings and theme than their more unpredictable over a number of turns, the rewards you receive will
counterparts, Phillips is keen to further develop the increase. For example, one worker at the quarry will
sense of historical storytelling his impromptu Norse get one stone. Two workers will get two stone. Three
chronicle began. will get three and so on.”

tabletopgaming.co.uk 29
ARCHITECTS OF THE WEST KINGDOM

To counterbalance the ability of players to NOT ALONE


Each generate increasing amounts of resources, Phillips designed the North Sea trilogy solo, but a

player
Architects also features a capture mechanic. That’s change of direction presents the opportunity for other
right: if you find yourself irritated by a rival player’s new ideas. For Architects, Phillips was joined as co-

tracks their
worker, you can simply utilise the age-old tactic of designer by newcomer Sam Macdonald.
bribery and extortion. “It made the process a lot easier,” Phillips says.

virtue during
“After a while, players will start getting greedy “We are very good friends. We actually played in
with their workers at the quarry,” Phillips suggests. a band together for five years before this. So we

the game. “Therefore another player might decide to stop them.


“For a few silver, players can capture a group of
already knew we worked well together, especially
in a creative sense.”

This leads workers from one location. These workers are kept on
the capturing player’s board until they decide to send
Phillips adds that his habit of approaching
each game with a completely different style of

to a lot of them to prison for a sweet reward. The good news for
the player that had their workers captured is that they
gameplay means that “Sam won’t necessarily
work on all the games in the series, but that’s
interesting can easily free them from prison, without any cost to
them. This is the primary way workers are returned to
not to say he won’t either”.
Macdonald was responsible for Architects’
decisions. players’ boards.”
If that sounds a little morally questionable, you’d be
automated solo mode, which Phillips praises as
“act[ing] more like a real opponent”.
You want right. Luckily, one of Architects’ most intriguing features
is a virtue track, used to judge players’ level of dirty
“They place and capture workers, visit the black
market, construct the cathedral, et cetera,” he
to steal the dealing across the course of each match. Too many continues. “This makes for a much more engaging and

10 silver
underhanded tactics and they might find themselves tense experience.”
at a disadvantage. But nice people finish last, too, so The solo variant has inspired a similar solitaire

from the tax


playing it too safe can be its own shortcoming. system for Raiders of the North Sea, which Macdonald
“Each player will track their virtue during the game,” is developing retroactively as an upcoming optional

stand, but it
Phillips explains. “As they rise and fall, they main expansion for the Viking game.
lose access to some areas of the board – too evil to “Recently I have come to realise that if you can

will cost you construct the cathedral, or too good to visit the black
market. At the game’s end, players could potentially
include a solo option in the box, you should,” Phillips
admits. “Sometimes development time is tight and

two virtue. gain or lose points based on their final position on the
virtue track. This leads to a lot of interesting decisions
this is not possible, but I will always try to achieve
this if I can.”
in the game. You want to steal the 10 silver from the
tax stand, but it will cost you two virtue. Or maybe you RULE OF THREE
want some marble from the black market, but that will Looking back on the North Sea trilogy, it seems fitting
also cause you to drop in virtue.” that Phillips focused his tabletop Vikings on exploring

30 June 2018
uncharted waters and encountering new lands. After The North Sea trilogy was the result of a designer
Hiring apprentices is all, he was setting off on his own voyage of discovery discovering as he went, reacting to the growing
crucial to gathering the – one that allowed him to carve out a piece of the popularity of his creations. West Kingdom already
resources needed to thrive tabletop landscape for himself. suggests a more deliberate approach, one that hints
Given that, it’s only right that the West Kingdom at an even greater vision: having raided the North
should begin with players building on an already and with plans to build up his empire in the West…
discovered land, just as Phillips already has the solid can we expect South and East trilogies in the future
foundations of the North Sea series under his feet from Phillips?
and plans to take his creation to even higher heights. “That is the big question!” the designer replies
He confirms his ambitions to bring together the West playfully. “I think I’ll just let people speculate over that
Kingdom games in a single campaign-like experience, for a little while longer.”
just as he achieved with North Sea. It may just be starting its own journey, but the West
“I will definitely be working towards something like Kingdom may well become the second chapter in a
Runesaga for the West Kingdom trilogy,” he says. much bigger story.

tabletopgaming.co.uk 31
H AV E Y O U P L AY E D ?
AXIS & ALLIES
Later revisions of the first edition and
subsequent spin-offs adjusted the start point
of the game to be earlier or later in the war,
with several titles in the series focusing on
specific theatres of war in contrast to the
As exciting as it is enormous, the WWII sim has flagship game’s global perspective.
become a strategy classic since it debuted over Each side of the conflict is trying to take
control of critical territories, capturing enough
30 years ago. Grab your dice and prepare for war regions to force their enemies to concede defeat.
To do so, they must muster the military strength

F
Words by Matt Jarvis of their respective countries, purchasing new
units and commanding them around the map
rom the outside, historical games an exciting, cinematic experience that board to push back rival troops.
can sometimes seem a bit dry. nevertheless did justice to its serious subject Unlike many wargames, Axis & Allies
While some people find nothing matter. More Saving Private Ryan than The features a streamlined simulation of the
more engrossing than a 15-hour World at War. wartime economy, using universal Industry
recreation of an ancient battle More than three decades and a dozen Production Certificates – IPCs – to represent
down to the direction the wind was blowing variations on, Axis & Allies is still just as the resources of each nation that can be
and what colour socks Napoleon had on, entertaining to play today, attracting both used to buy extra forces or, depending on the
others would rather eat a history book than wargame buffs and genre newcomers to its edition, research advanced technology by
simulate every last exhaustive detail. On the simplified recreation of World War II. rolling dice. Capturing territories increases
other hand, there’s a uniquely exciting draw this production – in earlier editions of the
to the idea that you’re reliving real events, WHAT’S IT ALL ABOUT? game, the Axis side could also win by holding
rewriting the past with dice rolls and proving The original Axis & Allies began its simulation a big enough economic advantage, but this
yourself a more competent general than of World War II in 1942, with players taking was later dropped in favour of needing to seize
history’s finest. control of the opposing sides partway specific victory cities.
Axis & Allies is one of the most purely through the conflict. More than two players
enjoyable historical games ever made could play, dividing up the nations that HOW DO YOU PLAY?
precisely because it refuses to get bogged comprised the Axis and Allied sides – this Axis & Allies’ rules vary depending on which
down in the nitty-gritty or do away with was initially just Germany and Japan against edition of the game you’re playing – and, with
realism altogether. Created by Larry Harris the Soviet Union, the US and the UK, but the a lot of different versions, there’s no shortage
Jr. in 1981, the game’s early tagline was “A 2008 50th Anniversary Edition introduced of gameplay variants out there.
Game of High Adventure”. That told you Italy as a third Axis power (expanding the The basics remain the same, though,
everything you needed to know: this wasn’t player count to six) and China as another following in the Risk school of moving troops
a stuffy wargame laden with rules. It was Ally, controlled by the US. around a world map broken into majority

32 June 2018
that symbolises its ability during a battle, accurate simulation of World War II out there,
as well as the die rolls required to dish out but anyone can enjoy the sprawling picture of
damage in either situation. Units exchange fire history it paints across the table.
simultaneously, meaning that even units that For our money, the best version to pick
are destroyed can contribute to whittling away up is the 50th Anniversary Edition, which is
enemy forces before they’re removed from the best Axis & Allies has ever been when it
the board. Battles continue until one side is comes to both gameplay and presentation –
defeated or the attacker retreats, which means although it will cost you. There are enough
you can suffer mutual destruction – or a single rule tweaks and refinements to offer plenty
infantry can triumphantly take down a fleet of of depth, and the unique miniatures for each
tanks, if you’re lucky enough. nation and enormous board give the game
Players hire units at the beginning of a the true scale it deserves. If you’re looking
turn, but they don’t appear until the end of for an ever grander experience, individual
the round and are sometimes limited by the standalone games Pacific 1940 and Europe
industrial complexes owned by that side, 1940 can be combined to play a truly
making forward planning crucial. Units that overwhelming global variant with all nine
are participating in combat move and resolve major nations and additional units – it might
battles first, followed by non-combat moves. be a little too much for some, though.
So it goes, with troops sweeping across Although it works brilliantly with two
the globe in pursuit of the key victory cities people, Axis & Allies makes for an involving
needed to win, doing battle and receiving team game as bigger groups divide up the
reinforcements until one side is victorious. individual nations of either side – it’s very easy
The rules may not be too complicated – to fall into the theme for an entire day (or two)
territories and rolling enough dice to jam especially compared to other wargames – but with the right group of people.
a tank’s treads to resolve combat. What it’s a tense struggle that can last for hours of There are plans to put a weirder spin on
makes Axis & Allies a more complex (and, back-and-forth tussles, desperate attempts to the game’s historical setting, too, with the
some might say, superior) experience to Risk outwit the enemy and exciting moments. announcement of the upcoming Axis & Allies
is that each type of unit has unique rules & Zombies set to bring the walking dead to the
that present the chance for greater tactical WHY SHOULD YOU TRY IT? real-life time period. A long-awaited digital
strategy, instead of relying solely on bigger Axis & Allies is one of the greatest wargames version for mobile and PC is also confirmed to
numbers and/or good luck. ever made because it balances simple rules be in the works, with a release date slated for
It’s these units that serve as the focus of with enough depth to avoid feeling as dated sometime in the next 12 months.
most of Axis & Allies’ rules variations between and repetitious as more rudimentary dice- Decades after it first brought World War II
editions, but they generally stick to the same rolling strategy games like Risk. vividly to life, Axis & Allies continues to be a
roles in battles. Infantry are weak and slow, but The theme is obviously a big draw, and Axis truly epic way to experience one of history’s
cheap, and can be boosted (in every edition & Allies captures the grand scale of World War most fascinating periods. It’s a game that you
except the original A&A)) by the presence of II in enough detail to make it exciting and can learn in minutes, but that will keep you
artillery. Tanks are stronger and faster, and also immersive without becoming weighed down playing for years. Just make sure you choose
have the ability to ‘blitz’ through territories, by complete realism. It may not be the most your Allies wisely.
allowing them to cross distances quicker to
engage with the enemy. In the skies, fighters
are nimble and strong, with bombers able MAIN Axis & Allies was originally set from 1942 onwards
to cause damage to buildings to cripple
the opposition’s production – in the first BELOW The 50th Anniversary Edition doesn’t skimp on scale
edition, this was represented by directly
taking away IPCs from their target, while
later editions allowed them to damage the
industrial complexes that produce units. The sea
is especially busy, with submarines, transport
ships, destroyers, cruisers, battleships and
aircraft carriers each having unique advantages
and disadvantages. The stealth of submarines,
able to surface and fire first at units, is especially
useful, while cruisers and
battleships can assist land units
by bombarding the shore.
Each unit has a unique
attack and defence rating

tabletopgaming.co.uk 33
KICKSTARTING
F R O M S C R A T C H
As Holly Gramazio presses the button to finally make Art
Deck’s crowdfunding campaign live, she looks back on the

O
months of decisions – big and small – that now add up
kay. So. We’re finally at that point. It’s time for us to commit
Sooner After months of working on Art Deck
whenever we could find the time – and
to the hundreds of different tiny decisions we’ve been
accumulating over the last six months. It’s time to put
or later letting it fall by the wayside when things
got busy – it’s finally time.
all of that information we’ve been gathering into our
Kickstarter page, and then press the big button to set
you just We’ve talked about a lot of Kickstarters to a lot of
people, and one of the things we’ve learned is that
it all live.
We’ve picked a launch date: May 30th. We’ve
have to there’s always something more you can do. You can
run a few extra playtests, build up your mailing list with
started talking about that date in public, to make
sure we don’t let it slip any further. And we’ve made
hit go, and a couple more names. You can take better pictures. You
can dither about whether you need another reward
a big list of everything we have left to do before that
launch date. There are tiny details, like naming the
cross your level. (“For £100,000, we’ll make a custom deck just
for you, and run a private game... in space!”) You can
reward levels. There are big important things too,
like that question about risks and challenges that
fingers. sit down and plot deeply implausible stretch goals.
(“When we hit £12 million, all backers will receive a
comes at the end of every Kickstarter project. That’s
the strangest question of all to fill out; it requires
new expansion, designed in collaboration with the a perfect mixture of pessimism – coming up with
ghost of Salvador Dali.”) all the possible issues – and optimism, because of
And it’s not that all that extra planning wouldn’t course all these problems are only relevant if the
help. But if you’ve thought about your game a lot, Kickstarter succeeds.
and playtested it, and done your budgets, and It’s a lot of stuff left to do! It was a bit of a shock to
triple-checked your shipping costs, and designed go to realise just how much we have left to do, despite
your cards, and made your video, and started telling our months of planning – to realise that thinking
people about your Kickstarter, and you still think it’s a about a decision for weeks, and even making that
good idea – sooner or later you just have to hit go, and decision, isn’t the same as following through on it.
cross your fingers. Choosing someone to make a film, and agreeing a cost
with them, isn’t the same as sitting down in a well-lit
room and cheerily explaining game rules to a camera.
Saying, “Oh, oh, we can call the fun expansion PARTY,
and the educational one ARTY!” isn’t the same as
explaining why those expansions exist and how they
change the play experience.
Once we’d written everything down, it was
tempting to go back to the planning stage – to
spend another couple of months thinking and
working away when time allowed, and then see
where we were.
But it was only because we’d decided to commit
to a launch that we found all those gaps and could
start to fill them. There was never going to be a magic
moment when we realised our project was 100%
ready; it was always going to be a matter of choosing
a date, and then using that date as the impetus to get
us to finish pulling everything together.
So: May 30th. A Wednesday, in line with all the
advice about launching mid-week.
Fingers crossed, then.

June 2018 tabletopgaming.co.uk 35


HOW WE MADE

TIGRIS &
EUPHRATES
Streamlined and strategic, the civilisation sensation
launched designer Reiner Knizia into tabletop
stardom two decades ago. As a spiritual successor
prepares to continue the story this year, its creator
looks back on the game that changed his life
Words by Owen Duffy

36 June 2018
W
ith more than 600 and time again, and now it’s set to spawn a that offered players plenty of tactical decisions
published games to spiritual successor in the form of Yellow & to chew over.
his name, German Yangtze – a follow-up that transports players to But while his work had garnered praise
designer Reiner Knizia the birth of imperial China. from fans and critics, games had remained
is one of the most We spoke to Knizia to uncover the story a sideline to his successful career in the
prolific creators in the analogue gaming behind the game, and find out why it’s finance industry.
industry. His massively diverse output enjoyed such enduring success. “I was a director of a big mortgage
includes the Spiel des Jahres-winning Keltis, company,” he says, “and I eventually realised
Egyptian-themed auction game Ra and nail- A MOMENT IN HISTORY that I needed to do one thing or the other. In
bitingly tense co-op Lord of the Rings. In 1997, Reiner Knizia found himself at a the end I decided to follow my heart and go
While Knizia’s design portfolio is extensive, crossroads. He’d been interested in game with the games.
one release in particular has won lasting design since his childhood, and several of “It was less a career decision and more a
acclaim. Tigris & Euphrates is a tile-laying his games had been picked up by publishers. question of what I wanted to do with the one
game of ancient empires. For more than 20 His releases included well-received titles like life I had.”
years its blend of simple rules and thoughtful Modern Art, Medici and High Society, and he’d He needed a successful release to mark his
strategy has brought players to the table time earned a reputation for slick, elegant designs transition to full-time game design, and for

Players create their character from a number of traits –


some known to their partner, some not – that can go on
to influence their decisions during Fog of Love’s various
situational dilemmas and relationship-defining events

tabletopgaming.co.uk 37
HOW WE MADE T I G R I S & E U P H R A T E S

Only players’ lowest


score across the four
domains counts at the
end, forcing them to keep
their values balanced

inspiration he turned to one of his greatest complex than a children’s book. If you read “They grew and they fell apart again, but
interests: ancient history. an in-depth history book, there’s so much it was always influenced by strong nobles,
He began work on a game exploring some detail there. But a game isn’t about reading powerful families, and often they were
of the earliest developments of human lots of pages, a game is about playing. You spread across various cities where they had
civilisation in ancient Mesopotamia – the area need to communicate on a simple but marriage connections.”
largely taken up by modern-day Iraq. The precise level what it’s about, essentially like a Mesopotamian cultures weren’t
two great rivers flowing through the region, children’s book.” homogeneous, self-contained units, he
the Tigris and the Euphrates, had provided He attempted to translate the historical realised; they were an intricate lattice of
stretches of fertile land suitable for farming, feel and flavour of these early civilisations to factions, each with their own powerful
and over the centuries cities and empires had a set of game mechanisms. But where many figures. He incorporated these into the game
risen and fallen in a tide of war, trade, faith, prior designers had relied on complex rules in the shape of tokens representing leaders
famine and intrigue. It seemed like the perfect and piles of cards, chips and tokens to convey of different groups, which players used to
material for a game. an epic, century-spanning theme, Knizia’s establish their standing in each of their
“I’m always fascinated by themes,” Knizia approach was far more streamlined. society’s four domains.
says. “I remember that I did a lot of research His design saw players laying down tiles to “These leaders influence what happens,”
and reading about these Mesopotamian steadily grow their kingdoms, with different says Knizia, “but through conflict the
ages. I got a very rich background story, and I colours representing various aspects of their kingdoms fall apart. There are external wars
essentially forced myself to learn that before I nascent cultures: farms, temples, markets and internal conflicts, revolutions and coups.
started actually designing the game. and settlements. Over time, opponents would “That concept came up early and it worked
“This was more than 20 years ago and, yes, spread their influence across the map. But very nicely. It captured what the overall
the internet was somewhat there, but I relied conflicts arose when rival cultures collided, and political structure looked like, but also the
for research on books. I have a big, big library empires would wax and wane in a succession of idea of these influential families who were
of history books, but some of the most useful expansions and clashes – a process Knizia says trying to further their own interests.
sources I used were actually children’s books. replicated the real-life history of the region. “Some people say that’s a relatively abstract
“The level of complexity and depth of story “Essentially my big impression was that approach, because I don’t have decks of event
you can bring across in a game is not more the kingdoms weren’t very stable,” he says. cards and so on, but it’s more about the feeling

38 June 2018
and my emotions. I want to play exactly as “It’s like real life. You need to pick your “But it’s also about envy. You have an
the period was. The kingdom is growing, fights very carefully.” element that is very powerful and very
it’s unstable, I’m trying to secure my power In a devious twist, players could even productive, and if the other players let you
position, and that’s mainly how it felt to me.” engineer collisions between other opponents, continue then you will get richer and richer
Conflict was a core element of the forcing them into unintended conflicts and and run away with the game, so they’re now
game but, again, Knizia aimed to then swooping in to capitalise on their losses. under pressure to do something. It puts
resolve clashes between kingdoms as “That was the intrigue element,” Knizia another focus into the middle and the end of
simply as possible. Wherever players explains. “You’re trying to manage the power the game. It adds an element of urgency to the
laid tiles that caused their kingdoms base, and if you manage to get two of your gameplay. You always have to see how many
to join together, they compared the opponents set up against each other then that points the opponent’s scoring.”
strength of their leaders, determined can be a very big advantage. The game’s scoring system was perhaps
by the number of tiles they were “On many levels it expresses the politics, its greatest strength. Players scored points
connected to on the map. Then they’d boost the way you ruled a country at that time. I for each of the different factions in their
their strength by adding additional tiles from don’t think that the world has really changed empire, but at the end of the game only the
their hand, with the loser forced to retreat, all that much since.” lowest of their four totals counted towards
removing their leader from the board. victory. It forced players to develop all aspects
The approach meant that combat was quick ACHIEVING BALANCE of their society, and it also provided a way
and simple to resolve. But Knizia says it also Expansionism and warfare might have been for opponents to attempt to constrain an
reflected the consequences of conflict for key parts of the game, but Tigris & Euphrates emerging leader.
warring powers. also emphasised the need for long-term “If you can keep your opponent down
“You can’t have a calculable conflict development. By arranging matching tiles in in one colour, you’ll be fine,” Knizia says,
like chess where players can say: ‘Okay, if careful configurations, players could construct “because what’s the use of having the biggest
I do these two or three moves then I can monuments – three-dimensional building army if you can’t feed it?
capture this piece,’” he explains. “There has tokens representing the grandeur of their “The scoring system came relatively
to be uncertainty. You have to build up your ascendant empires, and netting them a steady early in the design, because that was a very
strength, or pretend that you’re strong when in supply of victory points on every turn. fundamental part of the game. I think a lot
reality you aren’t. “I wanted to provide a bigger achievement about scoring systems early in the design
“And, of course, it costs you. If you commit for players to go after,” Knizia says. “You can’t process, because how you allow people to
resources to one war then you’re weaker for build a monument in one turn; you need score drives the game and guides the players.
the next one, and the next person comes to have a strategic plan, and you can only Depending on how I design the scoring
along and says: ‘Okay, you’ve just been do it if you’re reasonably at peace. You’re system, people will behave differently.
weakened and now I’ll not fighting off other people, and you can “It needs to feel kind of authentic. If I said:
take advantage.’ concentrate on building. ‘It doesn’t matter how you get points, just
add them up at the end of the game,’ then you
would simply focus on one strength and run

The level of
away with that. Without the scoring system I
don’t think the game would work anything like

complexity
as well as it does.”

BACK TO BASICS
and depth of The game’s elements came together to create a

story you can


seamless experience. Individually, none of its
mechanisms were particularly complicated,

bring across in a
but they combined to create a series of tricky
tactical decisions.

game is not more


“That is exactly what I’m aiming for,” says
Knizia. “I always say there are two types of

complex than
designers. One type is the storyteller. They
create a lot of redundancy, a lot of detail, a lot

a children’s
cards, a lot of text, and they try to derive the
game from this mass of different elements.

book.
“I’m the other side. I’m more like a scientist.
I try to reduce the world into a few basic, clear
principles. It’s not simplistic, though. The
depth comes from how well you understand
these principles and how you apply them in
competition with your opponent. You give the
opponents enough freedom in the game so

tabletopgaming.co.uk 39
HOW WE MADE T I G R I S & E U P H R A T E S

idea like deckbuilding, or suddenly you see a


lot of legacy games. You have one front-runner
who does a very excellent game, Pandemic,
and then suddenly there’s a lot of hype.
“I thought deckbuilding games were too
difficult for the general public,
but it’s turned out differently;
I’m usually wrong! I thought
Richard Garfield’s game Magic: The
Gathering was hopeless, far too
complicated. I mean, how wrong
can you be?
“Trying to forecast anything is
futile. I think you need to just look
at what’s successful and look at a
single game and ask: ‘Why does this
work?’ And sometimes you just
don’t know.”
Today, Knizia sees the explosion
of electronic games – particularly
on smartphones and tablets – as a
major influence on designers.
“You have this little screen with no
way to really communicate rules,” he says.
Players can build monuments to earn a steady “How can you bring fascination – how can you
income of victory points, but it’s hard to do if bring exciting, immersive play – into such a
they’re too busy fighting with their neighbours little environment? These insights influence
other games. There’s subconscious influence
going on, and of course more money is
that they can play differently. The experience “I enjoy the condensed games more; I don’t coming into the world of games, so more
is not just the gameplay, it’s the other players want too many rules, I just want to play. But it’s people started getting into game design; more
who are involved. That’s what creates a really not relevant whether I like a game – it’s brains and therefore more creativity.”
personality in a game.” not even relevant whether I like my games! It’s While he looks to the future, Knizia is also
The approach proved successful: Tigris & about whether it’s something that other people revisiting the legacy of Tigris & Euphrates.
Euphrates won the Deutscher Spielepreis, want to play. And the challenge is to stay His upcoming release Yellow & Yangtze takes
as well as picking up a Spiel des Jahres relevant and go with the times, because games the tile-laying formula to a new setting,
nomination. In the years since its release it’s are a mirror of our time, and times change. with players becoming the heads of warring
remained perennially popular, with many fans “For example, I ignored deckbuilding games dynasties in ancient China. While fans will
calling it Knizia’s greatest design. for a long time, and then I did my own with El find some familiar elements in the game, its
“I didn’t expect that it would have this kind Dorado. But I only did it because I thought I designer stresses that it’s much more than a
of longevity,” Knizia admits. “I was working could contribute something new. I don’t just straightforward rehash.
from a different perspective at that time. I was want to follow other people’s designs. But “If I do a new game it’s not just that I change
trying to make nice games which I liked to equally, you can’t just sit there and say: ‘I’ve the board and change the colour of the tiles,”
play, and I hoped other people liked to play. done this for 20 years and I will continue doing he says. “It’s a completely independent game.
This was more than 20 years ago, I wasn’t what I’ve done for another 20 years.’” It’s in a different culture.
thinking about what developed afterwards. I “In China power didn’t come from religion,
was just trying to do single games that were as CHANGING FLOW it came from the administration. So where in
good as I could make them.” While spotting new directions in gaming is Mesopotamia the gods gave the leaders power
Today, though, Knizia is one of the most important to Knizia, he admits that it’s far and entitlement, here it’s the emperor. So
recognisable names in the hobby and, while from an exact science. immediately all the different elements in the
his own work takes up a lot of his time, he “In a way I think it’s almost a random game have different roles.
keeps a keen eye on newly emerging games. process where things go,” he says. “Something “If you look into the basic principles, the
“When I play games by other designers I’m is successful, and people move in that basic patterns are the same, but the feeling
more trying to understand them,” he says. direction. If you think of Trivial Pursuit or is very different. I think after 20 years of the
“I’m trying to see new trends in the industry, Mastermind, they inspired all these brain original classic game, having a new one to sit
to see what they do, what they contribute, games and the Rubik’s Cube. After Who Wants next to it – not to replace it but to add some
what new elements they have, what I feel to be a Millionaire? you suddenly saw a lot of new challenges – will bring a lot of enjoyment
when I play them. quiz games. Or there is a really marvellous to players.”

40 June 2018
the independent shelf
BEMUSED
It’s not often you have the chance to become the muse for a virtuoso,
but this weird and wonderful card game lets you do just that
Words and pictures by Charlie Theel

Y
ou can’t teach special. virtuosi, or even remove them entirely.
Designer Jim Felli and his Players start asking for favours and
publishing house Devious momentary alliances seep into the
Weasel Games just have it. messy proceedings. Insults are cast
Felli’s designs tend to be witty and and emotion prevails above logic.
obtuse, bucking conventional wisdom There’s a great deal of subtle tension
and doing things his own way. While constantly brimming at the edge of
everyone else is throwing their game this pot. The game’s on a countdown
up on Kickstarter and trying to get of sorts as it ends immediately once
you to buy in on their dream, Devious there are less than two sane virtuosi
Weasel is pushing titles straight to remaining in the group – yes, zero is a
market and flying under the radar. possibility. Since there is only a single
This is an attempt to adjust those winner at the end of this dread play,
settings and highlight these oddities. there’s a great deal of manipulation
Bemused is Felli’s third release. occurring to tear down those in the
It follows upon the heels of the lead and level the playing field.
abstracted fantasy adventure Supporting this gnarled deliberation
Shadows of Malice, and the quirky is the conjoined force of those who
cannibalistic gauntlet that’s Zimby have perished. Those on the wrong side
Mojo. This newest title is a small card of living gain strength as more virtuosi
game that’s social, duplicitous and, get buried. This forms a delicate
most importantly, unique. spiderweb, as you need to tear others
You take on the role of a muse down while being careful not to push
competing over 20 minutes with too hard and too fast.
several of your friends. You’re All of these social machinations
attempting to influence the game are triggering, people are throwing
state and elevate your human negative points on each other
virtuoso to fame and recognition. and half the table is cursing your
This is accomplished by layering name – then the entire thing ends
doubts and dread on your quicker than an episode of Rick
opponents until they’ve been killed and Morty. This achievement
or driven insane; “refreshingly – tying a strong element of
weird” is a great summation. social strife to simple take-that
Stripped down, Bemused is card play – comes together
a simple card game of placing so beautifully and in such a
negative point values on puzzling way. It’s one of the
opponents. Enough cards get few designs that boasts brevity
layered upon the enemy poet or and contemplation in such a
musician and they’re driven mad. compelling mixture.
The cards themselves map to
specific characters and limit your
options on whom may strike.
Virtuosi can be driven insane and
Taken at face value that sounds
then eventually killed by doubt and
kind of dull – and, well, it is. The
dread, turning them into fantasma that
magic happens when you introduce
continue to haunt their living rivals –
social manoeuvring and all its wily
and can even go on to win
nuances. Unique special abilities
allow you to move cards between

tabletopgaming.co.uk 41
PRESS
PLAY
Musicians and gamers are
letting the tabletop sing with
custom soundtracks and
sound effects. Here’s why
you should tune in
Words by Joshua King

42 June 2018
V
ideo games do it. Television and movies why I favour instrumental music: it can more easily It is unsurprising then that Funforge, the
too. They even have an Oscar for it. sit in the background, just like a movie score.” studio behind the beautifully evocative journey
So why are official soundtracks not a As well as producing the flagship music for game Tokaido, decided to release an official
serious part of the tabletop industry? Dungeons & Dragons, Midnight Syndicate have soundtrack with its deluxe edition. In the game,
Many gamers use atmospheric music also contributed to other roleplaying games players travel along Japan’s famous Eastern Sea
to accompany their games – medieval including Call of Cthulhu and Vampire. Road between Kyoto and Tokyo. Along the way
harpsichords for Carcassonne or Howard “The most memorable board game and the players – like the real historical travelers who
Shore’s inimitable Lord of the Rings score for roleplaying game experiences I’ve had have preceded them – are encouraged to experience
any of the many Tolkien-themed titles – but always involved music,” Douglas adds. the sights and sounds of the coast by discovering
few developers weave in a soundtrack when panoramic views and eating local cuisine.
designing a new game. TRIP TRACKS The game built a strong reputation off the
Some have – notably the immersive Japanese Developers who include music in their games back of its artwork and unhurried, philosophical
journey game Tokaido, which commissioned an do so to enrich the playing experience. In gameplay. When the publisher launched a
official score for a collector’s edition – yet by and horror and roleplaying games, sound can be crowdfunded campaign for a collector’s edition,
large soundtracks are a DIY element for tabletop used to build suspense. a soundtrack was high on the agenda. It fell to
gamers. As a result, many thematic music But sound can also be used to evoke place. French composer Eric Los to weave music into
websites and playlists have sprung up and are a Hearing a forgotten song on the radio can Tokaido’s already rich tapestry.
well-used tool for gamers. transport us back to the holiday abroad when “I was contacted by Funforge very early,
For a hobby that has increasingly focused we first heard it. Music has also been used to before the launch of their crowdfunding
on immersion in theme, why have developers trigger strong memories in dementia suffers. campaign on Kickstarter,” Los says. “Philippe
ignored a device that is so relied upon by Nouhra, Funforge’s founder and CEO, is an

 
Hollywood and Silicon Valley? old friend.”

NOISE OF FEAR Music is not Los and Nouhra had previously worked
together at CRYO, a French video game studio,
Perhaps the most natural crossover comes in
the horror genre. Composers and musicians have the first thing and Los says his friend had always nurtured a
passion for music.
the power to send shivers down the spines of
the audience. Would Hitchcock’s infamous shower players think about “Today, as a publisher, his approach to
board games is both that of a true gamer and
scene in Psycho have been so effective without
the slashed strings of Bernard Herrmann? It is when they’re buying enlightened music lover. Thinking that it was
essential to accompany Tokaido’s playing
not surprising, then, that horror games lend
themselves to being scored. a game. I think sessions with sound and musical atmosphere, he
immediately thought of me. I accepted with joy.”
Gothic horror and fantasy duo Midnight
Syndicate have produced atmospheric music it should be. Fans of the game have praised Los’s
addition, which he hopes allows a “deeper
for films, roleplaying games and even haunted immersion” in an already rich and exciting
houses. The pair – composers Edward Douglas game. So why are official tabletop soundtracks
and Gavin Goszka – have established a so few and far between?
reputation as the house band of Halloween. In “Producing a board game obviously has
2003 they produced the first and only official a cost,” Los says. “Creating a dedicated
Dungeons & Dragons soundtrack album at the soundtrack increases the production envelope
behest of Wizards of the Coast. They also scored which can make publishers cautious, I guess.
apocalyptic survival game Zombies!!!. “Funforge did it with Tokaido because
“Think of how important music is to a movie,” their philosophy is partly inspired by the
Douglas says. “It, often subconsciously, directs world of movies and video games. The game
us how to feel at a certain point. Having the is visually very beautiful, its background is
appropriate atmosphere gets gamers in the mood. rich and captivating, its gameplay almost
“It enhances what’s going on in the game and contemplative. All it needed was sound.”
stimulates the imagination. Even when you’re Los believes Funforge was able to bring
not actively involved in something that is going him onboard because it already had a
on in the game, you hear the music and you’re bestseller on its hands before it even began
still in the world.” work on the collector’s edition – the demand
Douglas says one of the biggest challenges in already existed. But he says that not every
scoring games is to not distract players, likening player has music in their minds when they
the task to writing for the big screen. shop for new titles.
“You do have to find the right music. Music ABOVE Tokaido soundtrack composer Eric Los “Music is not the first thing they think
that sets the background and is appropriately- MAIN Syrinscape’s Catan soundboard about when they’re buying a game,” he says.
themed without being too distracting. This takes “I think it should be. I play RPGs as a game
a bit of planning but is well worth the payoff. That’s master and it’s a real pleasure for me and my

tabletopgaming.co.uk 43
BOARD GAME SOUNDTRACKS

Horror and fantasy composers Edward Douglas and Gavin Goszka, better
known as Midnight Syndicate, have created atmospheric official soundtracks
for board and roleplaying games including Dungeons & Dragons and Zombies!!!

“I realised that when I play board games I like Unlike television or movies, board games
to play music along with it, but oftentimes I’d – despite what those little stopwatch icons on
have a hard time finding music that fitted the the boxes may suggest – do not have a standard
game I was playing.” running time. Games last as long as they last,
Instead, Cueto decided to solve the problem and lengthy campaign titles like Gloomhaven
himself and put his professional skills to use demand to be played over and over again.
scoring Gloomhaven. The Unofficial Gloomhaven Very few of us will watch the latest
Soundtrack is available on Cueto’s Soundcloud blockbuster and then return home and listen to
page and features tracks with titles like ‘The the entire soundtrack a dozen times over. That’s
Road’, ‘On the Water’ and ‘The Mountain’. not the same with tabletop games. How then do
players to play good music. The sessions can “The positive feedback from the community musicians plan a score that is long enough to
take on a cinematic aspect.” has really been a blessing to me,” he says. accommodate slow play and enjoyable enough
Los hopes other publishers follow the lead Although Cueto has found success with his DIY to listen on repeat?
of Funforge and give serious consideration to model of scoring games, he says there is no reason One option is to produce atmospheric
using official music to create “great moments”. to be gloomy about the future of tabletop tracks. sounds rather than orchestral movements.
“I’d probably have to say that it’s just a Benjamin Loomes, CEO and creative director
HEARING HAVEN matter of time. There’s definitely been a push of Syrinscape, set about solving this very problem.
If publishers are not investing in soundtracks by companies to bridge the immersion gap Founded ten years ago, Loomes considers his
because board games have such narrow profit between board and video games recently. app the “audio solution” for tabletop games that
margins, the creative burden has instead fallen “I think that gap will definitely continue to he, as a games master, had been looking for:
on players. Nicholas Cueto has produced music shrink as the industry continues to grow and “Having worked my whole life as a composer,
for films and documentaries featured on the innovate. And, as a film composer who plays board singer and pianist, I always found it strange
BBC and Smithsonian websites. In his free time games, I am uniquely positioned to see that that music and sounds were missing from my
he is a passionate board gamer. board games and tabletop games can definitely tabletop games.
The son of a virtuoso violinist and a benefit from music and closer that gap.” “I started using music CDs and computer game
professional singer, Cueto recently realised Cueto hopes the gaming community soundtracks and things like that to create a bit
there is a way from him to combine his love of continues to embrace the significance of music of ambiance for my players, and they loved it.
tabletop gaming and musical composition. He and invests in soundtracks for their collections. “Pretty quickly I was making 15-minute
is working on an orchestral score for the mighty “There are marketing opportunities,” he recordings complete with environmental sound
dungeon crawler Gloomhaven – one of the most adds. “People already love playing their design and they were pretty cool.
highly-regarded titles in recent tabletop history. games, so why not make the experience even “But the problem with this,” Loomes adds, “was
“I was inspired to do this because of the better with music?” that they started getting repetitive very quickly
amazing experience I had with the game,” – especially in roleplaying games where you can
Cueto says. “The world, the cardplay – coming ON REPEAT stay in a single location for one or two hours.
from old school print-and-play tabletop games, One of the most significant barriers to the “By the ninth time you hear the same
I really miss being able to just write some stuff burgeoning music is time – or the lack thereof. distinctive bird call, or the market vendor
down on a character sheet and crawl through Fan-made scores are hugely time-consuming shouting his prices in exactly the same order
a dungeon. to produce. every time, you start to notice those patterns.”

44 June 2018
Loomes recognised that just like in movies,
tabletop sounds could subliminally affect the
Loomes describes as a “super-powered” version
of the original. Now gamers can create sets of SOUND
emotional state of the audience. Music would
give powerful ‘emotional cues’.
To tackle the problem of tiresome repetition
samples themselves, control when and where they
appear, and apply the Doppler effect and reverb.
“You can even keep the Wilhelm scream close
EFFECTS
Loomes made longer and longer recordings, but to hand in case of a character death – because YO UTU B E
it was a cumbersome fix. important things are important,” he laughs. Many of us already use the
“So I thought, surely a computer is good at this “There are hundreds of locations and world’s biggest video sharing
sort of thing – at randomly playing a sound from monsters in Syrinscape, but one of my favourites site to listen to music, and it
a pool and then randomly choosing another is the Red Dragon Battle. Let’s say the players is a haven for DIY tabletop
sample. The computer is doing a whole lot of enter a sweet village, everything is happy and soundtracks. Try searching
simultaneous tasks, together and independently.” peaceful, everybody going about their daily for your favourite games.
This shift mirrored how many video game business. Syrinscape can give you that sound
titles keep their own soundtracks fresh. In open- environment with a single click. The birds chirp, SPOTIFY
world video games – the digital equivalent of the wind softly whistles, an occasional cart goes This subscription radio
roleplaying titles like Dungeons & Dragons and by or a hawker calls out. Nothing could possibly player – available on both
Call of Cthulhu – programmers embed triggers go wrong. But with one more click, the Red PC and mobile – is an easy
that change the sounds players would hear. Dragon attacks. Epic music, screams, warning way for players to find and
Entering an inn triggers different music than bells, the terrible roar of an angry dragon.” share playlists of sound
exploring an abandoned castle. Loomes knows that music is more effects and themes.
Loomes continues: “I wrote a really simple commonplace among roleplayers but has
version of Syrinscape in Python and that already created sounds for tabletop titles SOUNDCLOUD
worked pretty well. Suddenly I could supply including Catan and Boss Monster. Another DIY option, but content
Syrinscape with a collection of samples He adds: “These are exciting times in tabletop is more likely to be produced
and it produced an every-changing sound gaming and the future sounds great to us.” by professional musicians like
environment with no repeats. The chomping strings of the Jaws theme still Nick Cueto. Unfortunately, the
“What’s more, I could turn elements off and inspire terror in swimmers today. Every fan site is harder to search.
on, make them louder and softer and more or can hum the galloping theme to HBO’s Game
less frequent.” of Thrones. Video games like Resident Evil and SY RI N SCA PE
He shared the programme online in 2008 and Castlevania: Symphony of the Night take pride Benjamin Loomes’ brainchild
it was hugely popular. in their scores. is one of the most in-depth
“People wanted it on their iPad or Android While tabletop gaming has a long way to go to apps available and one of the
and all sorts of other devices.” catch these blockbusters, the tempo of change is few designed with gamers
About five years ago Syrinscape released a increasing and, before long, gamers will be singing specifically in mind. Unlike
full-blown professional version of the app that the praises of their favourite soundtracks. playlists on other sites, the
audio effects morph as your
game progresses.
Syrinscape lets
players customise A SOFT MURMUR
their own audio In essence a relaxation
effects while app, this website and
playing games downloadable program
is a very slimmed-down
alternative to apps such as
Syrinscape. Only a handful of
sounds are available but it is
quick and easy to use.

OFFICIAL
SCORES
Of course, there is already a
clutch of official soundtracks
available – from those with
the tabletop in mind like
Tokaido and Zombies!!! to
thematic movie scores like
Lord of the Rings – available
to buy digitally or on disc.

tabletopgaming.co.uk 45
THROUGH THE AGES
ROUTE BUILDING
Hop on board as we head off on a journey of journeys, from early
train games to modern successors that – literally – go off the rails
Words by Sam Desatoff

F
or many, 2004’s Ticket to Ride was city and earn income that can be used to upgrade Deliveries increase your income, and efficient
an introduction to designer games, a their trains to carry more goods and so on. The track planning is necessary to maximise your
route into the modern tabletop hobby. most unique aspect of Empire Builder is the map: profits. Age of Steam has given rise to many
Understandably so: the simple ruleset billed as a ‘crayon rails’ game, players physically spin-offs and reiterations, including Railroad
and accessible theme create a solid point of draw their train’s routes on the board using Tycoon, Railways of the World and Steam, all
reference for new players as they begin to explore washable crayon or dry-erase marker. This lends of which have made Wallace synonymous with
what experiences games can offer. It’s no surprise a very tactile feeling to the game and makes your route building.
then that Alan R. Moon’s masterpiece has sold network feel surprisingly personal. Route building is not limited to train tracks,
millions of copies and can be found on the Before designing Ticket to Ride, Moon found as 2004’s Power Grid proves. Here, players
shelves of big-box retailers around the world. It success in 1990’s Airlines, a game about growing own a series of power plants that require savvy
has also spawned myriad spin-offs and special airplane companies in order to make their stocks auctioning chops to run. The route building
editions creating a veritable smash hit, an empire profitable. Players can buy stocks in the companies element comes in the form of a requirement that
resting on one simple concept: route building. they think will do well and cash them out when all of your power plants must be adjacent, forming
The premise of route-building games is they receive their payouts. It borrowed elements one large network.
almost universal: connect points on a map to from the 18xx genre, but simplified them into a Wallace returned to the route building scene
build the most efficient network possible. In less intimidating format. In many ways, Airlines in 2007 with the release of the heavy, brain-
Ticket to Ride route building is the only way to paved the way for Ticket to Ride’s success, and burning Brass, a game about entrepreneurs set
gain victory points, but the mechanic’s history was so beloved by Moon himself that it was during the industrial revolution in Lancashire,
implies that Moon’s game is the result of reimplemented in 2011 as Airlines Europe. England. Considered Wallace’s magnum opus,
decades of evolution and iteration. The Settlers of Catan (now simply titled Catan) Brass tasks players with earning points via their
In 1974, designer Francis Tresham produced helped kick off the board game renaissance in 1995 canal and rail network while managing their
1829, a game about developing railroad and includes an element of route building in the cotton-producing industry. While there is a lot
companies in Britain that involved managing form of roads. The mainstream appeal of Catan happening on any given turn of Brass, route
stock prices and running trains to generate may have had an impact on the growth of the route building is the primary method of earning
revenue for shareholders. The route-building building genre, but likely it was more broad than victory points.
element was secondary to stock management, simply one gameplay mechanic. It’s been a long journey for the route- and
but 1829’s influence can be felt in Ticket to Ride The train theme really kicked into high gear in network-building genre of games, but it has
and nearly every other network-building game to 2002 when Age of Steam was released. Designer grown from humble beginnings to include a huge
date. In fact, 1829 was so important that it helped Martin Wallace took the track-laying mechanic number of themes, complexities and playstyles.
spawn the 18xx subgenre, a style of games with a from the 18xx games and Empire Builder, added Designers continue to innovate with contemporary
massive following. an auction element, and moulded it into an titles like Via Nebula, Clans of Caledonia, Terra
In 1982, Mayfair released Empire Builder, a train engine-building economic powerhouse of a Mystica and more, and there’s no telling where
game that focuses on the economical aspect of game. Age of Steam sees players building track they’ll go from here. Whatever the destination, the
route building. Players deliver goods from city to in order to ship goods from one city to another. route is sure to be entertaining and worthwhile.

1974 1982 2002 2004 2011

June 2018 tabletopgaming.co.uk 47


FIREBALL ISLAND
REMAKING A CLASSIC

T
abletop gamers are often seduced fireballs. Players were tasked with collecting
After lying dormant by the ‘Cult of the New’. Each year is treasure as they made their way around the
for decades, the ‘80s seemingly the Best Year Yet for board
games, and the industry has remained
island while launching fireballs at each other.
“Far and away Fireball Island was the
childhood favourite is in an exciting, transformative place for over a
decade. But old games shouldn’t be left behind.
number one request for us to tackle next,” says
J.R. Honeycutt, who is known as the ‘tinker-
bursting back into life with Just as video games see frequent HD remakes in-chief’ at Restoration. Honeycutt joined
and reboots, Restoration Games is here to the team last year as a contract co-designer
an explosive new edition. modernise classic board games from the past, alongside president Justin D. Jacobson and chief
including its latest project, Fireball Island: The restoration officer Rob Daviau, known for his
Get ready for the hottest Curse of Vul-Kar. legacy restylings of Risk, Pandemic and Betrayal
release of the year Fireball Island was originally designed by
Bruce Lund and Chuck Kennedy, and published
at House on the Hill. Honeycutt’s background as
a game designer and marketer includes Tesla vs.
by Milton Bradley in 1986. It was a standard Edison, Millennium Blades and Daviau’s SeaFall.
roll-and-move kids’ game with a unique three- Restoration’s website includes a prominent
dimensional board featuring an angry volcano, submission box where anyone can type in a fondly
Words by Eric Watson and orange marbles that acted as his vengeful -remembered game and hit the submit button.

48 June 2018
“We’ve had thousands of responses,” says manufacture and print Fireball Island in the EU, To achieve this new design,
Honeycutt, “Something like 20,000 responses, and US, Canada and Australia, which are normally they eliminated the roll-and-move dice,
Fireball Island was about 20% of that. It’s a cool, held by at least two separate companies. With replacing movement with a deck of cards.
fun game and there’s nothing like it in our hobby the rights secured, it was time to tinker. Players always have two cards in their hand
right now. It presents an interesting challenge for to choose from. Each card provides a certain
the team and we’re all very excited for it.” ISLAND MAKEOVER amount of movement along with some abilities,
Despite the fond memories and nostalgia The Restoration team didn’t want to simply such as not having to stop on rickety bridges,
for many adult gamers, the original game reprint the old game; the company’s goals are to flicking a precariously placed ember marble on
hasn’t been in print for nearly three decades. update, improve and modernise classic games a ledge or rotating the imposing head of Vul-Kar.
Securing the licence for old out-of-print games for modern board game audiences. Players also acquire cards from a second
can prove challenging. Thankfully, Jacobson is “All credit goes to Rob,” says Honeycutt. “He souvenir deck, which provides crazier abilities
a lawyer by trade. nailed the design from day one. In the original like warping around the map.
“He’s had a lot of success securing the rights game you had very little control over where you “It’s still fun and chaotic, but with a lot more
to these games,” says Honeycutt. moved, while the marbles were predictable. He player agency than the original,” says Honeycutt.
The team discovered at least one nice wanted to flip that dynamic: give players a lot The board itself has also been heavily
advantage with the licence: a single company, of control over their characters and leave the modified and updated. It’s physically
Longshore Limited, held the rights to uncertainty to where the marbles would go.” impressive, taking up a similar footprint as

tabletopgaming.co.uk 49
FIREBALL ISLAND

large map games like Ticket to Ride, but with “When we launched our Kickstarter campaign changed it so you didn’t have to stop on those
the height advantage of a three-dimensional, we had no reviews or previews because we didn’t spaces. The game length felt good again, and people
mountainous island. Honeycutt mentions the have anything to send out,” he says. could run around and do more stuff on their turn.
Fireball Island box will be about the same size Restoration has only the one hand-painted “As a designer and a fan, if we do 200 playtests
as Gloomhaven, though not nearly as heavy. prototype of Fireball Island: The Curse of in four weeks and the game doesn’t change at all,
Instead of a single track that winds around Vul-Kar, which it debuted at the PAX East that’s a problem. In our case this road trip featured
the island, the board has expanded into several convention in early April, a mere 48 hours after a very good game that we are very happy with,
different non-linear paths to allow for a myriad of launching the game’s crowdfunding campaign. and we continue to develop it and make it better.”
decisions and choices about where to go, which “I suggested to the team that I grab a car and
treasures to collect and which areas to avoid. drive this thing around the US and Canada,” says HOT TOPIC
“Opening it up to that level of player agency has Honeycutt. “We all scratched our heads and By the time the Fireball Island Kickstarter
really turned it into the kind of game hobby gamers thought: ‘Surely this was a bad idea?’ Turns out campaign concluded, it had gathered over £2
will enjoy,” says Honeycutt. “I’ve heard the feedback it’s a pretty cool idea. We’ve gotten a wonderful million from more than 23,000 eager backers.
over and over again that they didn’t think the game response from fans and it’s been great for “Those are obliterating high numbers for a
would be this good, but they love it because they marketing. People are driving from hours away campaign that’s not The 7th Continent or one of
have player agency and they’re making interesting to see the game. I’ve never seen anything like it.” the big CMON games,” says Honeycutt. “I have
choices. I’ve seen hardcore hobbyists and game While Honeycutt loves promoting and significant experience working with Kickstarter
designers instantly fall in love with this game.” teaching the game to new people, he also sees projects and I expected this kind of response.
Restoration doesn’t want to lose the fun moments the tour as a form of beta testing. We were very well prepared for this campaign.”
of random chaos that helped make Fireball Island “PAX East helped us cut the rulebook in half,” Restoration is already developing expansions
such a memorable classic. That’s where the marbles he says. “We got 20 playthroughs in two days, as part of the Kickstarter campaign. Each adds
come in. The new and improved Vul-Kar has three and that was enough to know right away which new components and expanded rules, letting
different ‘mouths’ – tracks that the marbles can elements to change. If there’s a single design players decide how complex they want their island
tumble down. While players can rotate the head to element I enjoy, it’s figuring out what is fun, exploration to be without sacrificing accessibility.
several different tracks, no-one is sure which track drawing that out of the game and cutting away The most impressive is the Wreck of the Crimson
the marbles will take or where they’ll end up. the things we don’t need.” Cutlass, which adds an entirely separate mini-board
“A marble that rolls down the same path For example, players had to featuring a shipwreck and its own perilous tumbling
five times may do five different things,” says originally stop when entering a marbles. Over 60% of backers pledged over twice
Honeycutt. “There’s a lot of fun tension space with a snapshot, which are as much as the base game to receive all of the
in seeing what the marbles will do.” photo-ops scattered around expansions – and Restoration has teased more for
the island that provide the future, barring any Vul-Kar-related catastrophes.
VUL-KAR ON THE ROAD victory point cards. “We love working on Fireball Island,” says
The excitement of watching marbles “What we found is that Honeycutt. “The fans love it, and it’s been a joy
narrowly miss explorers makes Fireball the game was ending too to be a part of this team. I can’t imagine not
Island an engaging spectator game, and early,” says Honeycutt. coming back to make more cool things. It’s not
helped fuel the success of Honeycutt’s “We tried extending the going to replace Terra Mystica in someone’s
unique 30-day game tour around the game but that didn’t fix collection, but for people who just want to
eastern half of the United States. the problem. Instead we have fun it’s really appreciated.”

The Fireball Island board (this is


the prototype) will fill your table

50 June 2018
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Something old, something new: are the returns of nostalgic series and game styles
something to be celebrated – or is our connection to the past holding gaming back?
terror. It is, the Oxford English Dictionary tells Long associated with childhood, perhaps tabletop
us, a “sentimental longing for or regretful games are particularly suited – or vulnerable – to this
memory of the past”. But there’s more to it kind of desire. Analogue in an increasingly-digital
than this. Noting the Greek roots of the word world, they offer the promise (if not always the
(notos meaning “return home” and algia reality) of bringing friends back together and demand
meaning “longing”), Harvard professor and the significant investment of time just when time
scholar Svetlana Boym defined nostalgia as is becoming an increasingly scarce commodity.
“a longing for a home that no longer exists or Of course, underneath all of this is a thinly-veiled,
has never existed” and, more pointedly, as and equally nostalgic, valorisation of social
“a romance with one’s own fantasy.” In other groups, a privileging of face-to-face interaction, a
words, we may well be pining for a past that desire to live life outside of digital media, and a sense
never really existed. that ‘making time’ for these things is a worthy pursuit.
The cover of Escape the Dark Castle is a So is this a good or a bad thing? Likely both at
case in point. Alex Crispin’s black and white once. There’s a real risk that nostalgia might stifle
Illingworth
Doctors Paul Wake and Sam
illustration recalls the well-known Citadel creativity by crowding out new ideas, encourage

T
Miniatures logo, and the castle on the cover lazy design, and fetishise the past at the expense
Steve Jackson’s 1983 Fighting Fantasy book The of the present. On the flipside, there’s a potential
hat there’s been something of a Citadel of Chaos. In turn, those images recall to encourage new (old) gamers by appealing to
nostalgic turn in tabletop gaming is Neuschwanstein, the castle that supposedly their memories of games past; there’s a certain
hard to miss. Recent years have seen provided Albie Fiore with the inspiration for merit in challenging the constant fashion for the
the return of classic franchises such Citadel Miniature’s – er – citadel. What’s more, newest thing, and an opportunity to reflect on
as Thunderbirds and Ghostbusters, that castle, built by King Ludwig II of Bavaria in where we are now by revisiting and reimagining
alongside re-releases of titles long consigned the 19th century and fantastic in all senses of the our individual and collective histories.
(fairly or not) to gaming’s storage cabinets – word, was itself the product of a nostalgic fantasy,
games such as Restoration Games’ Stop Thief! designed, as Ludwig wrote to the composer
and Fireball Island (which funded on Kickstarter Richard Wagner, “in the authentic style of the old Paul Wake and Sam Illingworth are
in under an hour). We’ve also seen wargamers German knights”. Nostalgia, it seems, has a long Manchester Metropolitan University
academics and co-directors of the
returning to past rulesets, homages to the history of chasing the imagined past.
Games Research Network
aesthetics of the recent past in miniature ranges Crispin’s illustrations pay homage to the
like Diego Serrate’s Greenskin Wars, and the illustrations of artists such as Russ Nicholson,
emergence of print histories such as Jonathan Ian Miller and Wayne England, whose work
Green’s YOU are the Hero! and Ian Livingstone brought Games Workshop’s worlds to life. In this,
and Steve Jackson’s forthcoming Dice Men, about the game’s black and white aesthetic makes a
the origins of Games Workshop. Tabletop games double appeal to the player, evoking not only the
– and their players – it seems, have reached an game’s own fantasy setting, but also memories
age where a turn to the past is both desired and, of fantasy worlds past. The attempt to create “a
at the risk of sounding cynical, lucrative. stylish look evocative of retro classics” in Dark
Where is this interest in nostalgia taking us? Castle clearly worked, but why does it hold such
To the past or to somewhere else entirely? And appeal? There is perhaps a clue in the game’s
what exactly are we remembering? The answer, if title – the desire to escape the contemporary
there is one, might lie in our understanding of the moment, to return to a prelapsarian time, is a
nature of nostalgia itself. The word comes from key element of nostalgic longing.
the realm of 17th-century medicine, a time when
nostalgia was considered a curable disease, its
Escape the Dark Castle recalls Fighting Fantasy classics
treatments including opium, leeches, pain and

June 2018 tabletopgaming.co.uk 51


SAVIOUR OF
THE UNIVERSE
The Savage World of Flash Gordon brings the legendary space
adventurer crashing into roleplaying. Writer Scott Woodard
runs us through the approaching pulp sci-fi ah-ahhhhhhh-PG
Words by Matt Jarvis | Illustrations by Bien Flores, Chris Bivins, Aaron Riley

T
he story of Flash Gordon is the story “There’s no denying that the 1980 film is the of their time,” he explains. “For example, in
of every roleplaying game ever told. In first thing that comes to mind to many, if not 1934, Flash and the gang meet up with a race of
Alex Raymond’s original 1930s comics, most, when you say the name Flash Gordon, ‘brown dwarfs’. For obvious reasons – especially
a normal – swoony good looks and Yale and that’s perfectly fine with me!” he says. “In based upon the way they were depicted on those
diploma aside – human being sets off to a strange fact, there are plenty of things that link the game original pages – I felt it best to avoid that name
and wonderful world accompanied by his to that film, including the same iconic logo, our and opted, instead, to refer to them as ‘mountain
friends, ready to battle evil and have countless poster map of War Rocket Ajax, and the fantastic dwarfs’. This in turn inspired me to come up
adventures week after week. and personal foreword to the core rulebook with a variety of other dwarf races including
It seems odd, then, that only one major penned by Flash himself, Sam J. Jones! Frigian ice dwarfs, Arborian forest dwarfs and
roleplaying game based on the iconic series has “Beyond that, once you expose yourself to the the red ember dwarfs of Flame World. There
ever been made. Published by Fantasy Games vast amounts of material that predated that movie were a few other things that I decided to alter for
Unlimited in 1977 – the same year as the better- – this includes the radio, film, and TV serials – you 21st-century sensibilities, but in all cases, I think
remembered Traveller – Lin Carter and Scott quickly realise that what the filmmakers gave us the results actually work better for the game and
Bizar’s Flash Gordon & the Warriors of Mongo in 1980 is surprisingly faithful to that material! offer more options for the players and GMs.”
was one of the very first sci-fi RPGs, hitting the “While I focused most of my attention on the In other cases, Woodard encountered situations
tabletop hot on the heels of the groundbreaking original newspaper comic strips by Alex Raymond, where 80 years of dozens of different creators
Metamorphosis Alpha, released the previous year Don Moore and Austin Briggs, published between putting their own writing, illustration and lore
and considered to be the original sci-fi RPG. 1934 and 1948, I also watched all the film serials into Flash Gordon had required fans to knit the
In fact, most roleplayers are more likely to starring Buster Crabbe, I listened to the radio connected universe together themselves.
have come into contact with Flash Gordon plays, I watched the TV series from the 1950s, I “Filling in gaps and repairing glaring
through its brief mention in another, just read the novels from the 1970s and I watched continuity issues was actually great fun,”
slightly more famous roleplaying game than its all of the episodes of the Filmation animated he says. “Forging the backstories
own complete adaptation. series. From all those sources and even a few of kingdoms and popular
“Flash Gordon owes about as much to its others – some of which might surprise you – I took characters, finding ways to
swords and sorcery roots as it does its science- copious notes and then worked hard to find ways make various species work
fiction roots,” explains Scott Woodard. “Its to make elements from all of them work together.” as playable races, and
pedigree can be traced directly to things like
the ‘Barsoom’ and ‘Venus’ stories of Edgar FLASH FORWARD
Rice Burroughs, and it’s no surprise that Gary The end result is a game that presents the entire
Gygax – co-creator of Dungeons & Dragons, universe of Flash Gordon as a sandbox for players
of course – included the work of Burroughs in to explore and use to tell their own Flash stories.
his ‘inspirational reading’ list in the original Woodard eagerly claims that any of Flash’s previous
Dungeon Master’s Guide.” outings, from the pages of comics to his on-screen
Woodard is the writer of The Savage World of incarnations, can be fully recreated using the
Flash Gordon, an RPG based on the entire Flash ruleset – with some necessary caveats.
Gordon canon that hopes to finally give the king “There were some things in the original
of the impossible his due. Unlike Flash’s last strips that I chose not to include, like
RPG outing, which predated the cult Queen- certain racial stereotypes and other
scored movie, Woodard has drawn equally from somewhat unpleasant things
Raymond’s original comics and everything that that were very much the
followed in the eight-plus decades since. unfortunate products

52 June 2018
designing religions, laws, and new technologies
were all possible, and I had fun doing it.
“The innocence and apparent lack of logic in
the original comic strips also gave me a lot of
leeway in designing things. When the original strips
presented a cave system with inverted gravity and
blamed the effect on a super-dense meteorite, or
had our heroes visiting Birdland and interacting
with a royal advisor in the form of a talking parrot
named Talky, everyone just accepted it as an
example of the otherworldliness of Mongo.”
This loose, pulpy approach means that The Savage
World of Flash Gordon manages to feel like a very
different kind of sci-fi RPG compared to its modern,
simulationist successors, bringing its comic-strip
style and sense (or lack of) along for the ride.
“Flash Gordon is a setting where the laws
of physics and our understanding of science
and technology are effectively ignored in favor
of an embracing of the impossible,” Woodard
enthuses. “While there are rocket ships, robots
and rayguns, it’s more ‘magic’ that drives
these things than complex circuitry or
sophisticated programming. In other
words, those who are comfortable
with the concepts of spellcasting
and enchanted items found in most
fantasy RPGs, will have no trouble
embracing the way the world works.”

SAVAGELY FUN
While all roleplaying games offer some
degree of freedom to their players, Flash
Gordon’s letting go from the tethers of
reality required a more open and
flexible system than most.

The Savage World of Flash


Gordon is based on the entire
universe, from comics to movies

tabletopgaming.co.uk 53
FLASH GORDON RPG

“A quick read of some up with a solution as a group, forcing the GM to


original Flash Gordon explain their escape or having the players choose
strips and you’ll find raygun one of six preset cliffhanger cards that offer up
battles, sword fights, fisticuffs, ways for the story to go with some extra benefits for
chases, leaping, tumbling, flying the players. These often lead to further escapades,
and other outrageous feats of as the group might be captured, suffer hazardous
derring-do,” Woodard says. “All of effects or end up facing an even bigger threat.
these things can easily be adjudicated Cliffhangers have a chance to refill players’
using the Savage Worlds system.” bennies, Savage Worlds
Worlds’ fate-twisting tokens that
A generic roleplaying system that can be earned in other ways and spent to reroll
made its debut more than a decade duff dice results, reduce damage and generally
ago and has gone on to power dozens of games, avoid the action coming to an unsatisfying stop.
Savage Worlds is known for its fast gameplay The Savage World of Flash Gordon builds on
that refuses to get bogged down in excessive the ability to play with destiny by introducing
detail – the perfect fit for Flash. To play The conviction tokens, a special kind of benny that
Savage World of Flash Gordon, players adds to a result rather than rerolling, making
will need to combine the book with the heroic acts easier to pull off at the right moment.
core Savage Worlds rules, which runs Although inspired by the particular tone
through the unique way the system of Flash Gordon,
Gordon, Woodard reveals that the
tackles roleplaying. gameplay tweaks also hint at the future of
“From its inception, Savage Worlds the wider Savage Worlds system.
was designed as an engine for playing “Since The Savage World of Flash Gordon
pulp adventures in which heroes can returns to the pulp roots that originally
perform larger-than-life actions using an inspired the creation of Savage Worlds,
intuitive, streamlined system,” Woodard says. the timing of the setting’s development
“Unlike some other popular RPGs, where the was ideal in that the next edition of
extent of a player’s turn is often reduced to ‘roll Savage Worlds – what is tentatively
to hit’, Savage Worlds encourages the players ‘Savage
being referred to in-house as ‘Savage
to do outlandish things on their actions à Worlds Black’
Black’ – is on the horizon and
la ‘I want to leap from the balcony, grab the thus we were able to tease some of
chandelier, swing over the table, and drop onto the characters to perform sleight of hand and disable the new rules that have been kicking
bandit!’ A request to do something like that from a traps. To bring Flash’s galaxy of dancers, actors and around for a few years now,” he says.
Savage Worlds player is not only encouraged and singers as seen in the comics better to life, characters “From day one, the Savage Worlds ruleset
celebrated: it is easily resolved through the ruleset.” can now also have the skill of performance. was tagged as being ‘Fast! Furious! Fun!’ When I
The Savage World of Flash Gordon is more than “There are other new rules and options as first started writing Flash Gordon,, I altered that
a lore guide for Savage Worlds players, though. well, including some new creative combat phrase – at least in my own documents – to
The tome introduces specific gameplay changes options for those getting raises on their tricks read: ‘FLASH! Furious! Fun!’”
inspired by the distinctive feel of the universe. and tests of wills, fast healing for wild cards, and
These include combining climbing, swimming a fun planetary romance setting rule that helps GORDON’S ALIVE!?
and throwing into the single ‘athletics’ skill – handy emulate the sudden and complicated romantic While the 1930s gave rise to dozens
for those wanting to create their own stocky polo relationships so common in the classic comic of influential creators and
player – and replacing lockpicking with the more strips and serials,” Woodard adds. characters that remain just
generalised talent of The single biggest addition is the ‘cliffhanger’, as well-known today,
thievery, opening a cinematic way of getting out of a sticky situation from King Kong, The
the door that the group of players can choose to activate by Addams Family
for sneaky flipping a token. This then allows them to come and Mickey

 
The innocence and lack of logic in
the original comic strips gave me
a lot of leeway in designing things.

54 June 2018
Mouse to Batman and Superman – both of whom
were influenced by Flash Gordon – few survive that
have quite the same sense of pulp adventure and
campy tone as the sci-fi hero. It’s hard to imagine
the Batman of today using shark repellant spray
and punching baddies to POW! and BAM! signs.
“The central characters found in Flash
Gordon are relatable and timeless archetypes,”
Woodard suggests as to why the series has
survived obscurity. “Flash is ‘Joe America’, Dale
is a strong, independent woman, Dr. Zarkov is
the good guy scientist who may be more wizard
than chemist and Ming the Merciless is the
iconic, moustache-twirling baddie. You’ll find
similar characters in most adventure stories,
including, of course, Star Wars.”

Star Wars creator “One perfect example of that was when I


George Lucas was actually tried to figure out some way to bring Klytus, the
one of the directors linked black-robed, gold-masked aid to Ming in the 1980
to the big-screen adaptation movie, into the game,” he recalls. “I wanted to have
of Flash Gordon in the 1970s, and psionics in Flash Gordon from early on, as mind
went on to write his own sci-fi saga after powers were certainly common in old comics and
struggling to land the rights. After passing serials and some psionic elements did eventually
through hands of other big-name directors appear in the later Flash Gordon dailies.
including The Man Who Fell to Earth visionary “Klytus seemed to be a good candidate for psionics
Nicholas Roeg and spaghetti western auteur based on things he did in the film. His concealed
Sergio Leone, the film was later helmed by Mike visage, his strange rejuvenation chamber and his
Hodges and penned by Batman writer Lorenzo rather disgusting demise at Flash’s hands all inspired
Semple Jr., adding to its eccentric style. the concept of psionic decay for those blessed with
“Both properties exhibit a number of psionic abilities in the game. It also led to explaining
similarities – and if Star Wars can continue, so the symbol on Klytus’ robes as representing the
too can Flash Gordon,
Gordon ” Woodard insists. Ministry of Psionics, placing Klytus in the School of
Woodard says while he was “encouraged Telepathy, and accepting General Kala as yet another
to avoid adapting too many things directly telepath based on her own black clothing, matching
from the film”, The Savage World of Flash symbols, and even her name, spelled with a ‘K.’”
Gordon still features several nods to
the iconic movie, and he had free rein MORE THAN A FLASH
to make the tabletop adaptation of the Woodard has future plans to keep expanding his
entire series a new step for the franchise Flash universe outside the world of Mongo.
as well as a look back into its past. “There are other things I would love to add to
“Over the decades, every version the line including an Earth sourcebook, since the
of Flash Gordon has been slightly version of Earth in the strips and in the serials is
different than the previous while retaining rather different from our own, as well as a planetary
iconic elements like Flash, Ming, the sourcebook to take Flash and co. out beyond Mongo,”
Hawkmen, Arboria, et cetera,” he says. he says. “I do have notes for a possible ‘moons of
“While most presentations of that material Mongo’ supplement, as well, as Lunita and Exila
have focused on individual stories were added to the canon in the late 1940s and it
and characters, the RPG needed would be fun to get players off-world on occasion.
to make all those elements “While the primary setting of the Flash Gordon
work together within 192 pages, stories is the planet Mongo, and this is what we focus
but there were no organisations on in the RPG, the possibilities for adventure are
standing over me, telling me what I seemingly endless. Even the original comic strips
could and could not do with the licence. took Flash and co. back to Earth and eventually off
Woodard adds that he was even surprised to other stars in the daily comic strips of the 1950s.”
by how well the universe lent itself to a It’s taken a while for Flash to return to
roleplaying setting as he went about weaving roleplaying but, this time, it seems the savior of the
decades of Flash Gordon together. universe is finally receiving a hero’s welcome.

tabletopgaming.co.uk 55
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There’s no mistaking the cartoons for them. I convinced them to send me to
Gen Con to do a story. I was covering gaming again
more important to us than the equivalent quality
would be now. It would be delightful to have
hilarious, lively cartoons and fell right back in love with it. I was buying another Black Lotus!
games even though I had nobody to play with! I I heard that Steve Jackson Games were doing
of John Kovalic. In his met a couple of people who were publishing their own trading card game, Illuminati: New
magazines, started talking to some of the folks at World Order. I just called Steve up out of the blue
own words, the illustrator Steve Jackson Games just to say hi and, frankly, and was just like, “Hey, you’re doing this game, do
as a way to get review copies of games. you need any more cards drawn?” Fortunately for
explains how the unlikely About ’94, I did an editorial cartoon about me, the game was past deadline and he’s like, “Yes,
inspirations of OJ the OJ Simpson trial. One of OJ’s lawyers had
said there’s a conspiracy to get OJ. Being a Steve
yes! Here! Can you draw in the style of Watchmen?”
I was like, “Of course I can draw in a style like
Simpson, the Jackson Games gamer, I did this big complex Watchmen!” As soon as I hung up the phone I went
cartoon about conspiracy theories and I threw to figure out what the heck Watchmen was and
Illuminati and in the Bavarian Illuminati. Maybe ten people in bought the graphic novel. Enjoyed it thoroughly,
Madison might’ve gotten that, but I didn’t really obviously. It’s a style I could really not draw. It’s an
Watchmen care – I was just having fun. I did a little dancing extraordinarily different style from mine! But I had
pyramid and faxed it to Steve Jackson Games 20 cards, so I kept doing them until I got them right.
made his art saying, “Hey guys, I thought you might find this If you go through an old Illuminati deck. I think
an icon enjoyable.” About two weeks later I got a phone
call from them saying, “Steve loved the cartoon.
there’s still a couple of cards in the current iteration
of the game which are mine. I had a lot of cards
Words and illustrations Two things: one, he pointed out there’s a typo in it. sent back for re-dos, which was actually very good

MUNCH
by John Kovalic And two, would you like to cartoon for us?” They practice. It was very good experience for working
as told to Matt Jarvis had me doing this feature called Murphy’s Rules in the gaming industry and as a freelance artist in

I
’ve been roleplaying pretty much since the and that was a huge blast. In part because one of
ground floor. I started as a kid in the late ‘70s. I my cartooning heroes had done it before; his
went to school in Somerset and a bunch of name is Ben Sargent, he was the editorial
kids were into miniatures, historical miniature cartoonist in Austin, Texas and his work
gaming – which back then, at that age, meant was magnificent. It still is. And so that was
Airfix. From there I discovered wargames at a just mindblowing: “Yes, yes, I would like to
model store in Bristol and somehow found out cartoon for you!”
that there’s a game store in London called Games I got back into gaming, a regular gaming
Workshop. This is before Games Workshop group again. Magic: The Gathering had burst on
became Games Workshop; it was just a regular old the scene about that point. I had been buying
gaming store doing a lot of imports. I found a little cards for my then-girlfriend, now my wife. But
white box called Dungeons & Dragons. The White I didn’t want her to fear gamers. It was a very
Box was my introduction to roleplaying. So, pretty different scene 20 years ago; there was very much a
much at an early age, I was doing roleplaying, stigma about gaming that’s pretty much vanished
board gaming, card gaming: everything. at this point. So I’d buy a Magic deck for me, I’d buy
I kind of fell out of gaming a little bit in college, a Magic deck for her. I’d buy a booster deck for me,
when I’d gone over to the States. I had to transfer booster deck for her. She got all the good cards!
from colleges because I spent too much time She literally got the Beta Black Lotus. She ended
gaming at my first college, Queen Mary University up selling her Black Lotus to pay for her wedding
of London, studying astrophysics, which meant dress, which was a pretty cool gaming story. This
mostly playing Traveller, Air War and things like would’ve been ‘96, so it was a good sum – it’s a lot
that. Then I started writing for a newspaper in more now! But I look back and I can justify it;
my hometown of Madison and doing editorial those days that quantity of money was much

58 June 2018
general. Being able to work and send stuff back and The very first convention we took the game to, Games, I would like to.” Chez Geek did really
take criticism is hugely important. I:NWO came Origins ‘97 possibly, a guy walks up to the booth well and was a lot of fun. Maybe a year, maybe less
out and it did really well. It was one of the first really and asks us if we want to see this game he’s come than a year, Steve calls up again and says, “Hey, I’ve
good collectible card games after there was a whole up with. This game was called Apples and Oranges, got this game called Munchkin that I wrote.” That’s
raft of Magic imitators. When our copies of the and it was this big game with lots of bells and when my head exploded. It’s like, “Oh my gosh,
game came in, my wife and I were just there ripping whistles and different things that were going on. I’m the sole illustrator of a game Steve Jackson has
open the packs sorting them out, finding the 20 I We started playing this game, and this one little created.” My inner fanboy really went kablooey at
did. Luckily, many of them were commons, so I part of the game had a section where you had that moment. So, yeah, that was the start. It was
had a lot of cards to give out to friends and things. your cards, somebody plays a green card and you amazing, it was ridiculous. I had a backup plan; I had
Somebody else in Madison saw that I was one of lay down your red card. At that moment, Mark an economics degree. Luckily I never needed it.
the illustrators of this game, and got in touch. They said: “Wait a second, this is the game.” Literally I’ve drawn – I think – over 5,500 Munchkin cards
were forming a gaming company and needed took up the rest of the board, moved it to another and I try to make each one better. I would love one day
an illustrator. This gaming company eventually table and we just spent hours playing this game to go back and redraw the original Munchkins. Steve
became Out of the Box Publishing. We formed with the very first 50 to 100 cards. We’d never seen does not want me to; he says, “Those cards are iconic.”
the company to produce a delightful game, a anything like this before. I don’t believe there had No, they’re just badly drawn! At the time people liked
chess variant called Bosworth.. You do not form ever been a game with a judge mechanic before. them and people still seem to like them. There are
a company to produce a The entire drive back to Madison we just could worse things to be known for, frankly. It’s a privilege to
chess variant! It’s a nice not stop talking about this game. So we bought it be able to make something that brings some joy into
chess variant – a very, very immediately and that was Apples to Apples
Apples. people’s lives.
good chess variant – but Roughly the same time, about a year after I:NWO,
I:NWO
you just don’t do that. That’s not Steve Jackson calls up and says, “I’ve got this

INK
wise business practice. We did game called Chez GeekGeek,, do you want to illustrate
not know that. that?” It’s like, “Sure! Yes, yes, Steve Jackson

tabletopgaming.co.uk 59
g wa nt s to m ak e th e sim pl e act of rolling a die
Game designer Corey Youn p? Re inventing the dice tower
m em be r. Hi s fir st ste
an experience to re

C
her Lumpkin
Words and photographs by Jos
orey Young has spent a lot of time
thinking about dice.
“d8s clot. They lock into each
other in a way that no other dice
seem to,” Young tells me as he
drops a healthy handful of eight-sided dice
into a metre-tall dice tower.
“There are all kinds of things I found out
about the physics of dice while I was in the
process of building these. A d4 will stop on any
surface anywhere that is less than a 35-degree
angle. It will just park. A d4’s centre of gravity
just makes it want to sit still.”
Young should know a fair amount about
gravity, having previously designed the board
game Gravwell. In the sci-fi card game, players
use an alternate dimension’s constantly shifting
gravity to try and coast their spaceships to victory.
Gravwell was honoured as the 2014 Mensa Select
winner for its unique Newtonian gameplay.
This new line of modular dice tumblers –
Young prefers ‘tumblers’ to ‘towers’ for his
creations – is something different from other
such devices, which have been around in
one form or another since at least the fourth
century, when they were used by Romans to
play dice games. First off, the face of the box is
clear, so you can watch your dice fall.
“Most every other dice tower is just a closed
box,” Young says. “Why not open it up so we
can see what’s going on in there?”
These dice tumblers are designed to look
incredible, with thoughtfulness of design
integrated at every turn.
“I wanted it to be an attractive piece of
furniture,” Young says. “Something that earns
its space in your game room or on the table.”

GIVING LIFE TO DICE


So far, The Broken Token – the accessories firm
best known for its wooden game box inserts –
has released five different modules that can be
combined in any way the user fancies. There’s
‘Bones’, a skeleton for dice to fall through,
bouncing through the ribcage as they go.
‘Stairs’, which is a double helix of staircases for
dice to descend. And, this author’s personal
favorite, ‘Shame’, which includes a cage for you
to lock a naughty die in so that it has to watch
its mates having all the fun.

60 June 2018
“You want to paint yours? Knock yourself
out. You want to stain it so that it matches
the rest of the furniture in the room? Go ahead.
You want five of the same module? Cool! Off
you go. One of each? You can do that, too.”

TO DIE FOR
Though there are only five different designs
available right now, Young says that this
is just the beginning. Though he can’t get
The five modular designs can be used alone, or into specifics, he tells us that he’s currently
combined into a single customised tower working on several new modules that will be
available soon.
“We’re trying to come up different
“We personify our dice,” says Young. “We get the game or lose it. You tell everybody, ‘Okay, thematic things,” he reveals. “We know we
mad at them and put them in time out.” go to the tumbler!’ That’s what I wanted to get, is hear from the Cthulhu crowd. Some of them
The tumblers are designed to be mounted to be a part of that story. Yes, 90% of the time or we’re looking at will be game-specific. It
in a gaming room. Young says: “For my home more you are just rolling onto the tray. But once comes from an interesting design space.”
system, I’m going to have four of this one, two in a while you have to go large.” Some of Young’s ideas include making the
of these, two of these, and then a base.” Young says he’s aware that other companies dice roll a more complete sensory experience.
Those wondering how far such a simple are already making attractive, high-end dice “I’m intrigued by the sound the dice are
concept as a dice tower can be pushed making as they are going down,”
have good reason. Most people have a he says. “I’d like to have some

What I’m talking


limited budget with which to fund their metal parts in there. Maybe some
gaming endeavours. Who’s going to chimes to make dice sound more

about is changing
buy these things for almost £15 a pop, interesting on the way down. Or
plus the cost of a base and a loader? little tiny tambourines so that the

the narrative about


“Let me just say one thing that I dice just hit a few of them. I want to
guess I don’t say very often: I don’t add an auditory component to the

the dice tower.


own a dice tower,” Young admits. “If full experience.”
we’re just talking about a regular dice After the initial success of
tower, it’s not something I’ve felt that Gravwell, Young says he was
Gravwell
I needed. It’s so much faster to pick worried about his next great
up the dice and just roll.” game design idea.
But Young’s invention isn’t for “Unlike other industries, ideas get
those regular old dice rolls. shut down all the time. You come up
“What I’m talking about is changing the towers. That’s not the audience he hopes to with a new idea, and it’s like: ‘No. That’s not
narrative about the dice tower,” he says excitedly. capture with his invention. the way we do things.’”
“You don’t use the dice tumblers for every roll. “This fits into The Broken Token’s model in The designer says that wasn’t the case
What if your dice tower was impressive enough terms of manufacturing,” he says. “They don’t when it came to his latest venture.
that you had to decide if a roll is tower-worthy? come pre-assembled. Just like their inserts. “There’s a different attitude. The Broken
What are we doing? We’re adding time. We’re Putting them together scratches that ‘Lego’ itch.” Token’s default mode is, ‘Sure, that sounds
adding drama. Drawing out that dramatic Another thing that sets Young’s modular cool. Let’s try it.’”
moment. This is the roll that’s going to save your dice tumblers apart is that they are And for that, Corey Young says he
character, right? This is the roll that’s going to win endlessly customisable. is grateful.

tabletopgaming.co.uk 61
space fLeet battles
by Richard Borg

www.pscgames.co.uk

Durhamʻs Premier
Board Game Shop

COMING
SOON ON

Visit us online at:

www.meeplegames.uk
64 CRYSTAL CLANS 72 THE MANHATTAN PROJECT 2:
MINUTES TO MIDNIGHT
65 LORDS OF HELLAS
73 PIONEER DAYS
66 RISE TO NOBILITY
75 FANTASY AGE COMPANION
67 FEUDUM
75 STARTUPS
68 PETRICHOR
76 HIGH SOCIETY (2018 EDITION)
PLAYED 69 GET THE MACGUFFIN
77 MUSE
69 STAR TREK ADVENTURES:
COMMAND DIVISION 78 DARK.NET
SOURCEBOOK
79 RAILWAYS OF NIPPON
70 BLOOD RED SKIES:
BATTLE OF BRITAIN 80 STAR TREK ADVENTURES: BETA
QUADRANT SOURCEBOOK
71 PENNY PAPERS
ADVENTURES 81 BLACK SOULS

64

67 70 77

June 2018 tabletopgaming.co.uk 63


P L AY E D

CRYSTAL CLANS
Can the sparkling card game keep its shine?
Designer: Colby Dauch, J. Arthur Ellis, Andrea Mezzotero | Artist: Martin Abel 30-60m 2 14+ £37

by smart graphic design – cards that are


stacked overlap to keep the stats needed
during battle visible along the top edge,
while the bottom lip is used separately
during battle to add effects and other
buffs using the game’s rock-paper-

CE
ED
IT scissors-style combat. While squads can
O R'S C H OI be rearranged when they activate, only
the visible ability of the top card applies
– making it important to order squads
carefully, as they can often wipe each
other out without giving lower units the
chance to use their skills.
The core gameplay and six factions
present in Crystal Clans’ core box give
the base game more than enough to
stand on for the moment, but it feels
like the game’s true longevity will
depend on future expansions. There’s

H
no custom deck construction available,
ow best to use the time given box. With a simple card-driven combat for example – the six decks are simply
to you. That’s the philosophy at system and straightforward movement shuffled and reused in whole for each
the heart of most competitive and ability rules, Crystal Clans’ depth match. That will be enough for those
tabletop games: with some exceptions, is found in mastering the unique skills after a light, fun two-player game that’s
everyone is handed the same fixed of these decks, from the fast Blood clan ready to roll in a matter of seconds, but
allowances of actions, turns and rounds, to the Flower clan, which can swing even the six distinct clans might wear
and the winner is the person that best clashes by putting enemies to sleep. thin over time for those looking for a
optimises their pool of options in the Squads max out at three units a side, more serious competitive experience to
same amount of time as everyone else. WHAT’S IN each of which have three basic traits – invest in. There’s certainly room in the
Player interaction, asymmetric setups THE BOX? attack, defence and move – so the action over-large box for more decks – although
and luck can have a sway, but everyone ◗ Game board feels as fast and fluid as possible, never an inlay better suited to keeping the
otherwise is generally given the same ◗ Initiative token slowing down with excessive combat cards organised would’ve been nice to
◗ Six clan decks (27
chance by the game. resolution or rule-checking. Learning include. (Our tip: flip the cardboard and
cards per deck)
Crystal Clans is different. Here, it’s not the clans’ different boons also deepens use the two outside channels instead of
◗ Six clan reference cards
the game that decides how much time ◗ Two player what initially seems like a shallow tug the single central valley.)
and opportunity to hand you, but your reference cards of war over the central crystal: expect Still, what’s here is a very promising
opponent – and vice-versa. At the centre ◗ 15 crystal cards your first couple of games to feel a little start. It looks fantastic, plays beautifully
of its board-based battle for control of one-note in places, but later matches to and toes the line between accessibility
three crystal zones is a dynamic initiative spread out further across the board. and depth with ease. What remains to
system that oscillates back and forth from The relatively light gameplay is be seen now is whether that promise
player to player. If you choose to perform buoyed by a fetching art style featuring holds up in the long term.
more expensive options – summoning bright fantasy visuals and charming MATT JARVIS
additional powerful creatures or claiming cartoonish characters. The board has
one of the four crystal needed to win, plenty of personality – the discard WE SAY
for instance – it hands your opponent pile is a graveyard, the draw zone a
more ‘free’ actions on their own turn. It’s training school – and the undead, Crystal Clans plays fast and light, and
offers plenty to dig into in its core box
tightly executed, and the momentum floral, dwarven, magical and whatnot
for casual players thanks to a generous
feels smooth; you’ll soon find yourself specialisms of the clans are depicted offering of factions. Competitive players
optimising actions to squeeze as much with just enough distinction to make may not be as hooked for as long, but
out of your turn as possible, while them feel different but of the same this could prove to be the foundation of
avoiding pushing the gem-like token too world. The pleasing visuals are matched something special.
far onto the opposite side of the board.
This flexibility provides lots of room TRY THIS IF YOU LIKED… SUMMONER WARS
to play around with the six balanced but If you like controlling a board with cards, Crystal Clans offers a tight two-player
distinctive factions included in the core showdown and some innovative ideas wrapped up in a beautiful fantasy world.

64 June 2018
LORDS OF HELLAS
Freaky Greeks battle for supremacy in
a sci-fi-embellished ancient world
Designer: Adam Kwapinski | Artist: Patryk Jedraszek, Ewa Labak 60-90m 1-4 14+ £110

I
t’s fair to say Homer knew how to weapons of terrible power”. Yet there fun-to-execute monster hunts WHAT’S IN
spin a good yarn. And who would is nothing whatsoever in any of Hellas’ offering one of a few alternative THE BOX?
argue that the legends of ancient mechanisms or card descriptions routes to victory. So, while the game ◗ Two-sided map board
Greece, from the Labours of Heracles that convinces you this vague sci-fi will typically end when a player ◗ Four hero boards
◗ Four army boards
to the Quest for the Golden Fleece, skinning is relevant to the gameplay. controls two lands (three in a two-
◗ Four coloured
don’t require much embellishment? It feels like a last-minute graft-on, as if player game), it can also conclude plastic rings
Yet a straightforward Greek-mythic Kwapinski were told: “Blood Rage with either when three monsters have ◗ Four help trays
theme wasn’t enough for Polish Greeks ain’t enough of a USP. Fix it.” been slain by a single hero (via the ◗ Seven monster trays
designer Adam Kwapinski (Heroes, While this doesn’t directly impair collection of specific combat card ◗ Persian invasion tray
InBetween) or his Awaken Realms the play experience, it is a baffling sets), or when five temples are ◗ Events deck
developer Marcin Swierkot. For some distraction. The resulting design has controlled. Or, if you’re not playing (23 cards)
mystifying reason, they’ve decided both a faint air of naffness (particularly it with two, it can end when a player ◗ Monster attack
that what their table-smothering if you remember watching the very fully builds a monument – neatly deck (18 cards)
◗ Artefact deck
area-control title Lords of Hellas really silly Ulysses 31 cartoon series as a represented by three massive five-
(20 cards)
needed was a rigorous sci-fi workover. kid), as well as an unwelcome, leery part miniatures which are gradually ◗ Combat cards
Here, myth-plucked player adolescent-boy feel to its bosom- and satisfyingly assembled through deck (30 cards)
characters like Achilles, Helen and thrusting female figurines. the game – and maintains control of ◗ Blessing deck
Perseus stomp around a stylised map The good news is that beneath its region for three turns in a row. (36 cards)
of Greece while sporting neon-tinged, the uneasy cheesy surface lies a Along the way you’ll go on quests ◗ Temple deck
superhero-esque outfits and power solid conquest game – one which (though this is the least engaging and (five cards)
armour. The minis of the monumental owes much to Eric M. Lang’s most skippable element), and earn ◗ Four help cards
gods and monsters (which are, we aforementioned Norsepocalypse title. magical – sorry, ‘hi-tech’ – artefacts ◗ Monument
activation card
admit, of extremely high production Leader and troop (or hoplite) figures and blessings that will offer a valuable
◗ Monster die
value) come festooned with jostle for supremacy on a map divided edge. A solo ‘Persian Invasion’ ◗ Four hero miniatures
cybernetic gadgetry. And we’re told into lands and regions, combat is mode is also included (300 with ◗ Three five-piece
in the background that said gods based on the revealing of potentially lasers, anyone?), but sadly proves monument miniatures
(namely Zeus, Athena and Hermes in tricksy cards, and there are some too overcomplicated and exception- ◗ 60 Hoplites (15
this base set) are actually “mysterious whopping monster minis. ridden to truly thrill. per player)
and technologically advanced However, here the creatures Lords of Hellas is not spectacular, ◗ 16 priests (four
beings” who “arrived in this world” are to be battled by the heroes then, but will satisfy anyone who likes per player)
to arm the heroes “with advanced rather than deployed as allies, with a big, beefy, strategy game, and who ◗ Seven monster
miniatures
doesn’t mind digesting lots of chewy
◗ 60 control tokens
rules. Or the fact that in this weirdy (15 per player)
mythology, boss-god Zeus waves ◗ 12 attribute tokens
a big electro-whip rather than (three per player)
simply hurling lightning bolts. ◗ Nine quest tokens
DAN JOLIN ◗ Eight temple tokens
(with plastic stands)
◗ Oracle of Delphi token
WE SAY (with plastic stand)
A hefty area-control game whose ◗ 24 used action
impressive minis are undermined tokens (six per player)
by an odd and superfluous theme, ◗ Five glory tokens
by which ancient Greek mythology ◗ 15 monster
is turned into silly sci-fi. wound cubes

TRY THIS IF YOU LIKED…


BLOOD RAGE
Awaken Realms is clearly going
for the same crowd as Cool
Mini or Not’s modern classic,
although Lang’s game is neater,
quicker and far more elegant.

tabletopgaming.co.uk 65
P L AY E D

RISE TO NOBILITY
Join this Macedonian dice-placement
race for a place on the Stone Council
Designer: Ivana Krstevska, Vojkan Krstevska, Toni Toshevski, Maja Matovska | Artist: Mihajlo Dimitrievski 25m (pp) 1-6 14+ £55

E
nough is enough. I have had it WHAT’S IN that governs the Five Realms. To do this story of a nation’s economic and political
with optimistic play times on THE BOX? you need to build a village. growth, but that never comes off.
boxes. Scythe claims a bizarrely ◗ Main board The game has a three-act structure, Where Rise to Nobility works, it works
specific 115 minutes but kept us at ◗ Six player boards like a good screenplay only without brilliantly. A couple of the mechanical
the table ‘til after midnight, and Rise ◗ Score board much emergent story. In the early game flourishes (the way reputation affects
◗ 30 dice
to Nobility suggests "25 minutes per you’re recruiting and housing refugees. the dice, the dice-placement rules,
◗ 84 meeples
player". This is a game with ten rounds, ◗ 120 wooden cubes
In the mid-game you’ll put them to work the trading ships) are really lovely. But
and in each round the player has four ◗ 42 wooden houses as apprentices at the six guilds, earning it can drag towards the end, and any
or five turns, placing a die and doing a ◗ 20 wooden markers goods, enlarging the guilds and building game that has a page labelled ‘easily
bunch of resulting actions – apparently ◗ 13 character cards your wealth and prestige. In the final act overlooked rules’ needed another round
in under 30 seconds. I play Snap slower. ◗ 48 settlers cards you’re using that to petition the council of development and refinement.
Apart from that, what is there to ◗ 16 event cards to– well, to give you victory points. Along The designers have promised updates
say? Blah blah Kickstarter blah blah ◗ 15 solo objective cards the way you’ll gain and lose reputation, and additional modes on their website.
dice placement blah blah sequel to ◗ Five setup cards and rise in nobility. If you don’t mind waiting, and don’t
◗ Six reference cards
2016’s Cavern Tavern. Stop me if all this It’s a dice-placement game at heart, so mind spending many of your allegedly
◗ 18 ship tiles
sounds a bit familiar. Two things lift ◗ 48 building tiles
player interaction is mostly about blocking 30-second turns having other players
Rise to Nobility above the usual: firstly, ◗ 30 Stone Council tiles the others by being first to locations and remind you of a rule you’d forgotten,
it crowdfunded a healthy £272,000, ◗ 48 coins resources, and therefore there’s more then the Five Realms is an intriguing
which means its box is stuffed with lid- ◗ 20 modifier tokens of that as the player count increases. place to spend an evening.
distending stretch goals, and, secondly, ◗ Chancery But the game has different setups JAMES WALLIS
it’s Macedonian. expansion board and amounts of available resources
There aren’t many games from ◗ Cloth bag depending on the number of players, WE SAY
Macedonia – apart from Cavern Tavern, which is nice and balances things well. It’s a satisfying worker-placement
which was a crowd-pleasing game of There are elegant and clever mechanics game, although it’s far from
working in a fantasy pub, serving drinks here. There are also a lot of fiddly streamlined and never becomes more
and badmouthing fellow employees. mechanics, easy to forget or overlook. The than the sum of its parts. But the parts
Rise to Nobility is also dice-placement whole thing ought to pull together into a are great.
and set in the same world, but with
more strategy and depth than its TRY THIS IF YOU LIKED… KINGSBURG
sibling, and this time you’re working to If you like dice-placement then Rise to Nobility echoes many of this
become the clerk of the Stone Council heavy-hitter’s themes, but with more fantasy and fewer armies.

66 June 2018
FEUDUM
A feast of fantasy fun that’s a little hard to digest
Designer: Mark Swanson | Artist: Justin Schultz 80-180m 2-5 12+ £73

F
orget the whimsical, Adventure and air vehicles. Meanwhile, guild of things it’s possible to do make for an
Timey vibe given off by Feudum’s members take a cut of any shillings often overwhelming number of rules to
cover artwork, panoramic map and traded with their respective factions, remember and execute, which aren’t
Jim Henson-like creatures: this is a game with a portion also crossing the board always recapped as well as they could
doing a lot of heavy lifting beneath its to be held as charity until that too can be by the flavour-over-function visuals
light dressing, like pulling the head off a be swept up by guild members. The and reference materials, which too
Big Bird costume to find The Rock inside. numerous interlocking systems can often lack reminders of the small but WHAT’S IN
It is, essentially, a complex medieval be fiddly and a lot to keep up with important steps linked to each event. THE BOX?
sandbox simulation set in a fantasy at first, but once they click it all feels The game’s lack of obvious direction and ◗ Game board
world. Each turn, players choose four astonishingly natural and just makes semi-randomised way of advancing each ◗ 55 action cards
◗ 16 Royal Writ cards
of 11 action cards and execute them sense in the world that creator Mark epoch also means it can stretch on, with
◗ 15 pawns
one at a time, in whatever order they Swanson has created. having to operate the machinery taking ◗ 20 player discs/reeves
want. Like its looks, it seems simple on The open nature of Feudum presents precedence over the joy of being able to ◗ 100 influence markers
the surface, but the cards quickly give plenty of opportunity for entertaining watch it in motion. Which is a shame, as ◗ 24 region/
way to a staggering number of options. hijinks. Players can throw their rivals a when it does tick along without grinding landscape tiles
At the centre of the action are six feast to get them drunk and temporarily to a halt, it’s an astonishing experience. ◗ Nine vessel tiles
guilds, Feudum’s lifeblood. Players earn borrow their mastery of a guild, for Feudum doesn’t quite sink ◗ 44 location discs
status with each guild depending on instance, while wine can also be used completely under the weight of its ◗ 17 king’s seal/
their actions on the map and deploying instead of food to keep pawns going ambitions, but its impressive portrayal rosary beads
◗ 12 archery targets
their three pawns that are, if you like, on the board – but they’ll be worse in of a believable world – behemoths
◗ Epoch marker
enrolled rather than rolled: you might battles while sustained by little more than and sea serpents aside – stumbles in ◗ Starting player marker
choose one to be a monk to please the alcohol. If you purchase a vehicle, you can its execution. There’s enough here for ◗ 50 silver and
religious faction of the land, or nominate abandon it once you’re back on land – but those who invest the significant time gold shillings
another to be a farmer, satisfying that means that a rival might come along and effort needed to enjoy for years to ◗ Progress die
the rural contingent. Any player can and pinch it for a ride. Players can exert come – we just wish it was a little easier ◗ Five player pouches
trade with a guild freely, but the most their influence over locations to become to fall completely into its world. ◗ 30 saltpeter goods
venerated player (guild master) and the ruler, or a serf if there’s already a ruler MATT JARVIS ◗ 30 sulfur goods
second-in-command (journeyman) in place, and benefit from the land, but ◗ 30 iron goods
◗ 30 wood goods
can perform more advanced actions can also choose to bribe their way to the WE SAY ◗ 50 food goods
that ‘push’ and ‘pull’ resources between top and displace the current ruler. Or ◗ Haversack
Feudum’s complex world is an amazing
adjacent guilds, creating a lifelike flow you could always starve the people to ◗ Two monsters
creation that’s a delight to explore and
of goods and services – so the farmers’ instantly – but dishonourably – deal play around in – once you manage to (behemoth,
harvest can become goods for sale from with a rival subject or serf. get to grips with its fiddlier aspects. If sea serpent)
the merchants, which can then be used Feudum’s greatest strength is its only it was as easy and fun to play as it ◗ 15 reference cards
by the alchemists to help invent water biggest challenge, too. The sheer range is to watch. (English, French
and German)

TRY THIS IF
YOU LIKED…
TRICKERION:
LEGENDS OF
ILLUSION
Two action-selection
games with very
different themes,
but they both cast a
certain spell.

tabletopgaming.co.uk 67
P L AY E D

PETRICHOR
Will you be the raining champion in this game of clouds?
Designer: David Chircop | Artist: Daniela Attard, Sami Laakso 20-80m 1-4 14+ £53

causing it to burst when it hits eight


droplets, emptying its H2O payload on
the points-yielding crop below.
This is where the game’s superb
‘component-feel’ comes in. There
is something truly satisfying about
plonking its translucent glass droplet
tokens into the cardboard cloud trays…

CE
ED
IT
O R'S C H OI then tipping them from the tray onto
a tile, with a tinkle that does bring to
mind the sound of rainfall. With a crisp
graphic design by Sami Laakso and
vivid watercolour illustrations by Daniel
Attard, it’s a looker of a game, too, sure
to impress any friends you lay it out for.
The only caveat is that some visual
devices aren’t as intuitive as they
might be. Players only score at harvest
time for developed crops, with the
points awarded according to a ranking
system for the number of droplets
each player has on tiles (not in clouds);
WHAT’S IN one that’s shown on every tile, but
THE BOX? isn’t instinctively decipherable. And
◗ Double-sided
game board harvests only happen when the three
◗ 16 crop tiles harvest dice show the relevant symbol.

T
◗ 40 weather cards These can only be turned by sacrificing
he power of component-feel compete as clouds trying to nourish a (10 each of frost, your weather-effect bid to turn the face
is something we shouldn’t randomly-arranged selection of crops sun, wind, rain) of a die (which also earns you bonus
underestimate. Whether it’s dice (coffee, cotton, wheat, etc.) to score the ◗ Nine southern wind victory points) – a mechanism that
bouncing around inside your cupped most points. cards (for solo mode) takes a little while to absorb.
◗ Four player aid cards
palms, plonking a wooden meeple on If that sounds a bit airy and Despite this, and a rulebook which is
◗ 60 water drop
a map or nudging a tile neatly next to insubstantial, don’t be mistaken. replete with exceptions, once you settle
tokens (20 for
another, there’s an irreplaceable joy Combining card set-collection, action each player colour) into the game it develops a pleasing,
to getting (literally) hands-on with a management, worker-placement (or, ◗ 56 vote markers (14 quick-paced flow. And, of course,
game. Board gaming is an inherently rather, cloud-placement) elements and for each player colour) rewards all its participants with its
tactile activity – which is precisely why a bit of bidding, there is a lot going on ◗ Three harvest dice wonderful physical design. Rain hasn’t
digital versions will never supersede in Petrichor. So much so, it takes a few ◗ Normal die (for been this fun since Gene Kelly splashed
their analogue progenitors, right? So playthroughs to really get to grips with solo mode) around in a Californian puddle.
it’s surprising to find a digital card its manifold mechanisms. ◗ 12 cloud trays DAN JOLIN
◗ First Player marker
game designer behind a game with Each turn, a player discards from a
◗ Round marker
some of the most satisfying tabletop hand of weather cards both to perform
◗ 12 wheat tokens
WE SAY
palpability we’ve experienced in an action (frost, to put a new cloud ◗ 12 thundercloud tokens An impressively visualised abstract
ages. Even more surprising when you on a crop tile; sun, to add two water ◗ 16 growing tokens game that uses its physical components
consider it’s a game themed around drops to a cloud; wind, to move clouds ◗ Four +50/+100 to maximum effect. Don’t just talk about
something utterly intangible. around; rain, to shift droplets from victory point tokens the weather; play the weather.
Having worked on Gwent, the clouds to crop tiles) and vote for two
free-to-play digital card game spun off weather effects that will manifest at the TRY THIS IF YOU LIKED…
from the Witcher series, Warsaw-based round’s end. If sun wins the vote, for PHOTOSYNTHESIS
David Chircop has now released the example, every player gets to double A simple, seemingly gentle nature-
gorgeously-named Petrichor (meaning their water droplets in a chosen cloud, based theme which contains more
the spirit-lifting smell of freshly rained- possibly turning it into a thundercloud strategic depth than you’d at first
upon earth), in which players gently (with four or more droplets), or expect, the tree-based Photosynthesis
feels appropriately close to Petrichor.

68 June 2018
GET THE MACGUFFIN
Designer: Andrew Looney | Artist: Alex Bradley 15-20m 2-11 8+ £10

A
ndrew Looney has created if you have no cards you’re out. A 'last
many notable games in his MacGuffin standing' game, if you will.
career but he’ll always be The cards are fun. Some have an
known, for better or worse, as the man espionage/secret agent vibe, with spies,
who invented Fluxx. Get the MacGuffin, assassins, thieves and interrogators,
his latest, won’t do anything to change but the tone is spoilt by the presence of
that reputation: it’s another fast, light hippies, shrugmasters and a mini-game
game of changing roles and updating of rock-paper-scissors. Cards change
rules. It’s more elegant than its older hands, hands change hands, the cards
sibling – and, at just 23 cards, a good are gathered up and redealt, someone
deal slimmer – but unquestionably in plays the crown to become the monarch,
the same ballpark. someone assassinates the monarch, and
There are two types of oversized cards it’s finished in under ten minutes.
in the Get the MacGuffin box: actions and There are tactics here, but there are
objects. On your turn you must play an also cards that undermine any tactical
action from your hand, place an object play. The deck is tightly structured
in front of you, use an object already in – but for fun and social play, not
play, or discard an object you can’t use. strategy. That’s clearly the game’s target
One of those objects is the MacGuffin, audience. It worked for Fluxx, and it
which is usually the last card on the table should do the same for MacGuffin.
and therefore the winning card, because JAMES WALLIS

STAR TREK ADVENTURES: COMMAND


DIVISION SOURCEBOOK
Designer: Modiphius team | Artist: Various 120 13+ £25

W
hile every Star Trek fan There’s no denying that the There’s a lot of information crammed
has their own favourite Command Division Sourcebook is into the supplement, and almost every
characters and roles, there’s an odd proposition. After all, the page contains one or two titbits that
no denying that most of us have fondly very nature of the game means that could spark off an exciting mission
daydreamed about sitting in that fancy each group will only have one or two or an entire campaign. A section on
seat and taking charge of a starship. characters in the division at any one potential storylines doesn’t go into a
This slim sourcebook for Star Trek time, which raises the question of what huge amount of depth, but instead
Adventures helps players to realise those this book is for, exactly? suggests ways to send players off on a
dreams, though they may soon find that Well, let’s start by going over what diplomatic mission, or even setting up
there’s more to being in charge than just is isn’t for. This is most certainly not an internal conflict with Starfleet’s own
yelling orders. a book that’s simply stuffed with new internal security.
options and powers for command Similarly, the more rule-focused parts
division players. While there are a of the book aren’t particularly dense but
handful of new talents on offer, they’re contain just enough to provide ideas and
far from the focus. give players a handful of new options.
Instead, much of the book is based The GM gets systems for managing
around creating interesting scenarios social conflicts and an assortment of
and challenges that centre on the NPCs, while players get some new ships
captain and other leaders. This ranges to check out and a list of medals and
from setting up guidelines on court other honours that they can qualify for.
martials all the way to setting up rules The Command Division Sourcebook
for large-scale fleet battles and, while isn’t utterly vital to playing Star Trek
these may send one or two characters to Adventures but is well worth picking up
the forefront of the action, it also leaves if you’re looking for new ideas, options
plenty of room for others to contribute or just an entertaining read.
and get stuck in themselves. RICHARD JANSENPARKES

tabletopgaming.co.uk 69
P L AY E D

BLOOD RED SKIES: BATTLE OF BRITAIN


Plane brilliance
Designer: Andy Chambers | Artist: Warlord Games team 45m 2 12+ £40

throwaway. Blood Red Skies is far from


a simulation game, but there’s a clear
reverence for the reality of World War
II aerial combat throughout.
That said, this streamlining comes
at a cost. Some of the rules feel
under-explained, with enough room
for players to need to fill the gaps
themselves. With a bit of tightening
up, Blood Red Skies could be a strong
contender for an involving tournament
and spectator game – at the moment,
it’s just a little too loose for anything but
casual play. That’s not helped by the
components in the box, which include a
measuring tool that’s too often awkward
and inaccurate, especially when the
models get tight. Similarly, the decision
to make the bases circular feels like a
deliberate decision to distinguish it from

E
the rectangular bases of X-Wing and
ver since I was a kid, I’ve loved price – are mounted on bases that Wings of Glory, but has the side effect
the sound of Spitfires. There’s tilt back and forth to signify three of making the quartered firing arcs less
something about the throaty, levels of ‘advantage’. Advantage can clear without corners to measure from.
mechanical rumble of Britain’s most be decreased voluntarily to perform They also make removing the pilot skill
iconic aeroplane that I just find infinitely advanced actions and doubles as hit discs harder without risking damage to
pleasing to listen to. It’s a simple points (disadvantaged planes can the cardboard tokens – not exactly an
pleasure. If Blood Red Skies had a noise, be shot down), injecting a sense of indicator of a game built to last.
it would be the sound of a Spitfire. risk-reward to outmanoeuvring enemy But you know what? None of that
This is an aerial combat game that, WHAT’S IN pilots or diving to cross the skies really mattered a smidge while I was
like the noise of an engine, just feels THE BOX? quicker. Abstracting altitude, position, actually playing Blood Red Skies,
good. The starter set includes six ◗ 12 coloured plastic damage levels and more into a single because I was just having such a fun time
Spitfires and an equal number of their fighter aircraft visual cue is a brilliant touch, making watching my squadrons zip through
◗ 12 clear plastic
opposing German Messerschmitts the slick ruleset effortless to execute and clouds, around anti-air defences and
advantage flying bases
that are deployed on a battlefield and every battle look cinematic – closing in unleash bursts of machine-gun fire on
◗ 10 combat dice
duke it out; the included scenarios ◗ 12 pilot skill level discs on a plane with its nose already pointed enemy pilots who would similarly dance
offer up a variety of objectives, from ◗ 45 cards at the floor is an exciting moment, around, whizzing between the tips of
simple reconnaissance to escorting ◗ 38 markers especially when combined with the wings to try and zero in. With a little fine-
bigger bombers, but a basic win comes ◗ Movement template simple but effective rules for tailing. tuning, this could be a game that takes
from shooting down enough planes or ◗ Range finder The snappy gameplay loop of miniatures aerial combat to new heights.
otherwise earning victory point-like ◗ Navigation caliper shoot-move-action is deepened by the For now, it’s just a really good time.
‘boom chits’ that represent one side’s ◗ Six clouds/air defence action deck, a customisable set of extra Like I said, simple pleasures.
dominance over the other. These chits balloons clusters abilities and events that complements MATT JARVIS
◗ Three Blenheim
can be netted by simply landing a hit each player’s selection of planes.
IV/Dornier Do17 WE SAY
without causing damage, helping to Z2 bombers (The packed-in expansion adds more
avoid the dice-driven combat growing ◗ Two quick customisation with ace pilots.) Cards
It’ll take a little bit of tweaking to get to
stale and frustrating; standard matches reference sheets can be selected both based on the
a tournament level, but if you’re looking
wrap up in well under an hour, and feel planes used and the time period of for a wickedly quick and exciting aerial
as breathless as the historical dogfights the scenario, balancing variety and combat game to play at home, Blood
they portray. historical realism in a way that stops Red Skies will lift you off the ground
Propelling this sense of speed is the accessible core feeling shallow or with its seriously slick gameplay.
Blood Red Skies’ masterstroke. Its
diddly plastic planes – which come TRY THIS IF YOU LIKED… WINGS OF GLORY
unpainted, unlike X-Wing and Wings With less of a commitment to simulation, Blood Red Skies offers
of Glory, but cost a fraction of the a smart and streamlined alternative to historical dogfighting.

70 June 2018
CE
ED
IT
O R'S C H OI
PENNY PAPERS ADVENTURES
Have dice, will travel in this roll-and-write adventure
Designer: Henri Kermarrec | Artist: Géraud Soulié 15-25m 1-100 7+ to 9+ £15 (ea)

A
set of three roll-and-write WHAT’S IN by ancient civilisations. You’ll also be working with the same pool of dice.
puzzle games, Penny Papers THE BOX? able to build huts and mines, boosting No matter how poorly you roll, the
Adventures puts players in the ◗ 100 double-sided your score by placing them next to challenge is to work with what you’ve
adventure sheets
shoes of an intrepid explorer delving certain types of newly-discovered got, using the dice at your disposal
◗ Three custom dice
into undiscovered corners of the terrain. It’s by far the most complex more efficiently and cleverly than
world, armed only with a pencil. instalment in the series – the most your rivals. When you’re playing
The games share the same likely to please seasoned gamers, and alone, your only goal is to rack up the
mechanical underpinning. In each to intimidate newer ones. highest possible score, and a run of
round, players roll a set of three dice, As you might expect in a game unlucky rolls can make it impossible
using the results to guide Penny with an adventurous theme, you’ll – a frustrating situation that leads to
around a grid-patterned map – one face dangers on your travels. Unlucky a temptation to scrunch up your map
for each player. You’ll be able to dice rolls see players running into and throw it in the bin.
use results from individual dice, vengeful mummies, venomous There’s a lot to like about these
or combine them to make bigger snakes and treacherous conditions. small, quick, cerebral games, though.
numbers, writing them on your map When that happens you’ll swap If you’re a fan of brainy puzzles,
to mark off areas as Penny visits them. your sheet with an opponent, with they’re definitely worthy of your
Each game comes with its own ways everyone choosing a spot on their attention and, with three levels of
to score points, though. The simplest, rival’s map to place a hazard. It complexity to choose from, you’ll be
The Temple of Apikhabou, rewards means you’ll be able to block off vital able to progress through them as you
players for making continuous chains spaces, disrupting other players’ become a grizzled, veteran explorer.
of numbers across the map, or for carefully laid plans, and stops Penny OWEN DUFFY
creating adjacent groups of matching Papers falling into the antisocial trap
values. Skull Island, on the other of 'multiplayer solitaire'. WE SAY
hand, is a little more complicated, Despite this nod to player
granting you points for creating interaction, though, at its heart the The Penny Papers Adventures series
intersecting points between matching series is a competitive puzzle with takes a simple roll-and-write premise and
numbers – a bit like a kind of reverse more of an emphasis on optimising tweaks it to deliver a varied and distinct
set of challenges. It packs the same
sudoku, where you’re actively trying your own game than interfering with
kind of brainy punch as an addictive
to place multiples the same digit on your opponents’. It’s also possible smartphone puzzle, although in solo
the same lines. to play it solo, although it does mode it can result in some frustrating
Then there’s Valley of Wiraqocha, introduce one major annoyance. games where you find yourself at the
the toughest of the lot. It sees In multiplayer games, everyone’s mercy of unco-operative dice.
players exploring a South American
landscape, forming different groups of TRY THIS IF YOU LIKED… QUADROPOLIS
numbers to represent jungles, towns, Like the town-building board game, Penny Papers Adventures challenges
mountain ranges and pyramids built you to use a steadily diminishing space to maximise your score.

tabletopgaming.co.uk 71
P L AY E D

THE MANHATTAN PROJECT 2:


MINUTES TO MIDNIGHT
A very different kind of superpower
Designer: Brandon Tibbetts | Artist: James Colmer, Clay Gardner 2h 2-5 13+ £60

W
orryingly prescient for a an impeccably-crafted loop driven own spies for counterespionage) WHAT’S IN
game released in 2018, by brilliantly clear graphic design, makes for an excellently atmospheric THE BOX?
The Manhattan Project 2: but it would be far from unique boiling-down of the era’s widespread ◗ Worker
Minutes to Midnight fully delivers on without the thematic gameplay twists infiltration, as well as a delightfully assignment board
◗ Building market board
the nail-biting tension and cut-with- that designer Brandon Tibbetts has intimidating way for players to
◗ Technology board
a-knife atmosphere of the threat of layered on top. interact outside of their own
◗ Round marker
nuclear war. There’s an element of bluffing and board. For an even more thematic ◗ Four scoring
Whereas the original Manhattan social deduction in sending your experience, the optional nations event markers
Project focused on the building of nuclear subs to patrol enemy waters: cards offer up unique abilities. ◗ End game
nuclear bombs (excellent spin-off cards are kept facedown and can be The breadth of strategic options event marker
Energy Empire looked at the use padded out with decoys, making it can make the game feel a bit mind- ◗ Four scoring event
of atomic power as fuel), here the harder for that player to sweep the boggling at first. Luckily, it’s given information cards
actual construction of nukes is less pile and clear out the real threat. structure by the scoring system, which ◗ 20 decoy cards
◗ 10 nation cards
important than how those weapons Fighting for control of third nations, scores in four different categories –
◗ 63 building tiles
of mass destruction are deployed. You meanwhile, is like a tug-of-war subs, ICBMs, third world nations and
◗ 15 fighter
can earn victory points by exploding between the pull of workers promoted bombers – at fixed points in the game’s squadron tiles
nukes at your own test sites – which to politicians, with the most dominant adjustable length, although the order ◗ 20 level 1/2
permanently puts those spaces on player able to store some of their of the milestones is randomised. bomber tiles
your player board out of action, nukes overseas for bonus VP as long This helps turn what could have ◗ 50 nuke discs
making it a risk-reward approach – or as they retain their influence over the been a messy buffet of routes ◗ Five five-nuke counters
holding them at ICBM silos, but to region. Similarly, the most valuable to victory into a still-filling but ◗ Five 50-point tokens
truly establish yourself as a global bomber planes must be deployed in digestible five-course meal, as ◗ 70 one-dollar coins
◗ 10 five-dollar coins
superpower you’ll eventually need to enemy airspace, but can be driven off players rush to empty their seas
◗ Five player boards
play the perilous game of deploying by squadrons of fighters. ahead of a sub scoring round, deal
◗ 75 worker tiles
your weapons in enemy territory via The constant need to interact with with troublesome bombers before (labourers, spies,
submarines and bombers. your rival superpowers in order to they earn rivals VP and generally generals, politicians)
This is where Minutes to Midnight build up the biggest nuclear arsenal bulk up their ABM defense to ◗ 40 sub cards
stands apart as a rich and complex you can keeps the atmosphere as benefit from opponents’ deployed ◗ 25 coloured discs
strategy game. A streamlined worker- (playfully) hostile as a game about nukes. The blown-out scale of ◗ 40 level 3/4
placement core throbs at the heart the Cold War nuclear arms race Minutes to Midnight can still make bomber tiles
of every action: you place workers deserves. Speaking of which, the it feel a bit prone to overwhelming ◗ 25 technology tokens
◗ Five worker limit tokens
down to block opponents from using ability to send spies to use enemy players and sagging with
those spaces, executing actions buildings (or simply stop them overanalysis at points, but you’re
when they’re retrieved later on. It’s using them unless they use their unlikely to regret any of the time TRY THIS
you spend in its alternate history. IF YOU
Minutes to Midnight is a shining LIKED… THE
example of how tight, conventional MANHATTAN
gameplay can be wedded with PROJECT
immersive, interactive elements to Minutes to Midnight
is a much denser
create an experience that you’ll want
and more complex
to sink into. Sure, it can seem like a successor than the
lot to take in at points – but shouldn’t original, but continues
nuclear peril feel that way? to excel at delivering
MATT JARVIS a deep and rich
strategy experience.
WE SAY
Minutes to Midnight does justice to the
historical period it depicts by creating
an atmosphere between players
that’s tense as hell. It’s backed up by
excellent gameplay and a depth that’s
impressively immense without being
completely overwhelming.

72 June 2018
damage their wagons. The only way
to avoid damage from the storm is to
spend wood. So, do they risk it and sell
the wood? Or do they save it instead for
a very rainy day? To make this decision
even tougher, a player might have
townsfolk that give them one victory
point for each wood at the end of the
game. Suddenly, collecting wood could
become more profitable than selling
it. Add the fact that storage space in
wagons can run out and that other
players might trigger disasters because
it will damage you more than them,
and there is a lot to think about!
While this might seem overwhelming
initially, Pioneer Days does a really good
job of giving players enough time to
prepare. Every town favour condition is
available at the beginning of the game’s
week, meaning that players have five
rounds to collect relevant resources.
The progress of various disasters is
available for everyone to see. Dice
that have previously been used are

PIONEER DAYS
displayed, making it easier to predict
which colours will come out of the bag
next and, consequently, which disaster
is likely to trigger first. The game
Hitch your wagon to this never throws you a curve ball, always
clever dice-drafter providing an advance warning of things
to come – whether you are prepared or
Designer: Matthew Dunstan, Chris Marling | Artist: Sergi Marcet 45-75m 2-4 14+ £55 not is down to you.

I
There is really only one nit-picky
t is hard to be a pioneer in the Wild WHAT’S IN townsfolk. Furthermore, players can complaint that can be thrown at Pioneer
West. The path along the Oregon Trail THE BOX? spend coins to change the value of the Days: its scoring board. While it is
is perilous: the storms damage your ◗ Start Player token dice to something else they would prefer designed to fit a Wild West theme, its
wagons, the famine kills your cattle and ◗ Two draw bags to do that round. Therefore, the act of snaking route with dashes and missing
raiders steal all your money. Yet, with ◗ 36 gold tokens rolling acts more as a restriction than a numbers is hard to follow. The wagon-
◗ 25 dice
careful planning and bit of luck, you hard ‘no’ to the action you want to take. shaped tokens don’t fit very well on
◗ Two game boards
make it to the next town, sell your goods, ◗ Four score markers
While the choices are in abundance, the score track and come in different
gain favours – and the next day set off on ◗ Four disaster markers and figuring out what to take and shades of brown, making it hard to
the dusty road once more. ◗ 20 wagon cards which dice to leave for your opponents remember which player they belong to.
In Pioneer Days, players draft dice ◗ 60 townsfolk cards is all part of mastering Pioneer Days’ In Pioneer Days, the die you leave
to perform actions, such as purchasing ◗ 22 town cards gameplay, there is another twist. There behind is just as important as the
resources – medicine, wood, gold ◗ Cattle tokens is always one extra dice left on the one you take. This is a game of many
– hiring townsfolk – all with unique ◗ Medicine tokens board and it determines which disaster decisions and, sometimes, tough
abilities and end-game scoring bonuses ◗ Wood tokens track will progress one step further choices, but it also allows players to
◗ Silver tokens
– or getting equipment. Every single before, eventually, triggering. plan ahead and be prepared for any
◗ Damage tokens
item has a potential to earn victory ◗ Favours tokens
In a really clever way, the game disaster that comes their way.
points at the end of the game, and it is connects disasters to resource ALEX SONECHKINA
up to the player to pick a strategy that management and, by extension, to its
will best suit their play style. Pioneer point-gaining engine. A player may WE SAY
Days in an incredibly flexible game and, need to sell wood in town to gain Pioneer Days is a thoughtful and
despite what it may look like initially, victory points; however, they know that charming dice-drafter that values
not at all based on luck. on the next round, if no-one picks up players’ decisions and strategies
While players will roll dice before the blue dice, storms will trigger and above the thrill of the unexpected.
picking one up, there isn’t a binary
choice of action that follows drafting. TRY THIS IF YOU LIKED…ELYSIUM
Each dice space has three options: Another game co-designed by Matthew Dunstan, Elysium and Pioneer Days
gain money, get a resource or recruit are both are variants of drafting and resource management.

tabletopgaming.co.uk 73
Hall 5
Stand
B20
P L AY E D

FANTASY AGE COMPANION


Designer: Jack Norris, Chris Pramas, Steve Kenson, Jon Leitheusser, Malcolm Sheppard 129 13+ £20

J
ust as the base game had The new talents and specialisations becoming overwhelming.
almost exactly what you would are also designed to allow characters If there’s a criticism to
expect from a sword-and- to branch out of the typical Tolkien- the book it’s that it doesn’t
sorcery RPG – for better and for esque mould with rogues that really bring much to the
worse – the Fantasy AGE Companion specialise in breaking heads with table that you can’t find in
is stuffed with new options and rules nunchaku and kicks that would put a dozen other games. There
that are a little predictable but no less Bruce Lee to shame, and warriors are a few neat ideas here and
welcome for it. that ditched their longswords in there – such as the arcane
Much of the focus is on adding favour of a couple of revolvers. There tattoos of the ‘Marked’
characters and ideas that aren’t are also some more unusual options, specialisation – but it can still
embedded in the heart of the fantasy such as dedicated diplomats that may feel a little flavourless, even
genre quite as firmly as elves and be able to solve problems without for a generic system. Also, if
wizards, but nevertheless crop up often resorting to their weapons. you’ve been buying all of the
enough to be recognisable tropes. While the first half of the book AGE books released so far
For example, the new races on offer is focused on options for players, then you probably already
all fall into the slightly contradictory the rest is firmly aimed towards own a decent chunk of the
category of typical non-typical heroes. GMs. These range from guidelines content of offer in the Companion.
This means there are rules for playing for creating new NPCs to rules for Still, the book is densely packed
as humanoid dragons, the clockwork- chase scenes and mass battles. with ways to expand your campaign
or steam-powered constructs known Again, nothing in there is going and is well worth picking up if
as Oreans, and a whole array of bestial to be particularly surprising, but your group is already interested in
humanoids based on everything from nonetheless it rounds out the ruleset Fantasy AGE.
bears to frogs. and provides more options without RICHARD JANSENPARKES

STARTUPS
Designer: Jun Sasaki | Artist: Kentaro ‘ANI’ Fujimoto 20m 3-7 10+ £15

I
n most cultures people follow any more. At the end the majority
creators and artists, not labels shareholder gets paid by the other
and publishers. In games it’s often shareholders. So you want to control a
the companies that have fans, and company, or have nothing to do with it.
boutique Japanese publisher Play is simple and fast: you draw
Oink is high among them. a card from the deck or the face-up
The elegance and economy market, and then play one in front of
of its designs have built a you or back to the market. It doesn’t
strong following, packing sound like much. But one of the traits
beautiful components and of a good Oink game is the way each
clever gameplay into run-through reveals new ways to think
boxes not much larger about how to play. Startups comes on
than a deck of cards. like a filler, but it demands so many
Startups is a replays it may fill the evening.
redesign of an earlier I wasn’t taken with Rights, but the
Oink game, Rights. little rules changes and graphical
It’s now about stock- overhaul make Startups a better game:
trading, trying to control lighter in tone, more approachable,
six companies by having more filled with the indefinable
the most shares in them, effervescence that makes people froth
but with twists. Each about Oink’s output. The company’s
company has a different reputation is built on big games in little
number of shares, from boxes, and while Startups lacks the
Giraffe Beer (five) to mad originality of Deep Sea Adventure
Elephant Mars Travel (ten). or A Fake Artist Goes to New York, it’s a
If you have the most declared lovely addition nevertheless.
shares in a business, you cannot buy JAMES WALLIS

June 2018 tabletopgaming.co.uk 75


P L AY E D

HIGH SOCIETY (2018 EDITION)


Shut up and take our money – but not all of it
Designer: Reiner Knizia | Artist: Medusa Dollmaker 20m 3-5 10+ £15

WHAT’S IN
THE BOX?
◗ 55 money cards
◗ 16 oversized
status cards

O WE SAY
riginally released in 1995, denominations from 1(000) to 25(000) a score-halving disgrace card – have
Reiner Knizia’s High Society francs, requiring players to think coloured backgrounds. When the last
Packed with clever
is often overshadowed by carefully about what they lay down to is drawn, the game ends immediately.
gameplay twists,
the trilogy formed by the German increase their bid to avoid diminishing The flexible length and unpredictable beautiful art and
designer’s other auction games of their options for future rounds. The finish make the strategy a bit more plenty of potential
the decade: Modern Art, Medici and last-minute elimination and tricky chaotic to manage than with the for friends to screw
Ra. This year’s revamped edition cardplay makes for some excellent fixed length of other auction games, each other over,
gives the game a rightful chance surprises when it comes to crowning a but cleverly forces everyone to be High Society might
to be rediscovered. Firstly because winner – matches that are won or lost completely involved in every round not be the most
its latest makeover, led by Medusa by a single digit are among the best of bidding – several of our games saw groundbreaking
Dollmaker’s Art Nouveau-inspired reveals gaming has to offer. neither of the two highest status cards auction game ever
created – but it
illustrations, is absolutely gorgeous The second twist arrives with even make it out of the deck, sealing
might be one of the
and, secondly, because High Society is the disgrace cards, which flip the the fate of overly-patient players. most out-and-out
just a ridiculous amount of fun. bidding on its head as the first person All of this would be impressive entertaining entries
High Society starts out with a light to pass is shunned with a negative enough in a longer game, yet in the packed genre.
but amusing theme. Players are effect or modifier to their score. In High Society crams it into a fast
turn-of-the-century French socialites these inverted rounds, all the money and furious 20 minutes (or fewer,
that must maintain their status by – on the table is claimed by the bank depending on the draws), with an
what else? – splashing their cash as once the card is taken, neatly forcing equally modest set of components TRY THIS IF
publicly as they can, without living players into awkward situations where and rules. What it lacks in terms of YOU LIKED…
life a little too large. Knizia’s coup de they’re forced to weigh up the cost ambition and scale compared to FOR SALE
maître is that no matter their score, of dodging – or biting – the bullet. Knizia’s more noteworthy auction Prefer clambering
the person with the least money High Society isn’t a complicated game games, High Society overcomes up the rungs of
aristocracy to
at the end of the game is cast out by any measure, but the variation with a much quicker filler length,
trading property,
of society, making it impossible between rounds and the balancing act complex simplicity and purely but still don’t have
for them to win. It’s a simple twist required to score high without ending entertaining design backed up by more than 20
that introduces a riotous amount of up penniless leaves plenty of room for its designer’s trademark twists on minutes to spare?
mind games and bid-baiting to each playful (or not so playful) nastiness the formula. Those looking for a High Society’s the
auction for one of the game’s status and the need to shift tactics on the fly. strict, serious auction experience are game for you.
cards, as players lay down increasing You can’t bide your time waiting to probably better off investing their
numbers of money cards until they scoop up the last run of cards to the cash elsewhere. For anyone after 20
pass, reclaiming their cards, or are the chagrin of your opponents, either. minutes of laughter, mischief and fun,
last person left – whether they want Four of the cards – including three you can bet on High Society.
to be or not. The cards come in fixed valuable times-two multipliers and MATT JARVIS

76 June 2018
MUSE
Struggle to be understood while gesticulating wildly
Designer: Jordan Sorenson | Artists: Andre Garcia, Apolline Etienne, Kristen Plescow 30m 2-12 10+ £24

A
t this point it’s probably a member of the opposing team, creative thinking to convey your
safe to say that 'working who then has to describe it to their meaning; at times it feels like trying to
things out based on partners, allowing them to accurately explain the theory of relativity through
infuriatingly vague clues' is one of identify your selection from the full the medium of interpretive dance.
the best-established concepts in set of six. This leads to some triumphant
gaming. Between Dixit, Mysterium, What makes things interesting moments when you manage to point
Codenames, Concept and this year's is that they’ll have some tough your team in the right direction in
Decrypto, there are plenty of options restrictions on exactly how they spite of seemingly overwhelming
for anyone looking for a dose of can convey information to their odds. But while it has its high
light, brainy, sociable deduction. teammates. Alongside a picture card, points, the game also suffers from
That hasn’t stopped designers you’ll pass them an ‘inspiration’ card a pronounced tendency towards
coming up with their own takes on dictating exactly how they’re allowed overanalysis. Picking cards to
the formula, though, and this latest to communicate. These range from hand to your rivals makes for some WHAT’S IN
offering throws an intriguing new the straightforward (“Say a word with involved discussions between
THE BOX?
◗ 84 masterpiece cards
element into the mix. exactly six letters”) to the outlandish teammates. Collectively attempting ◗ 30 inspiration cards
In essence, Muse plays a lot like (“Strike a pose using any part of your to decipher clues fosters speculation
a team-based variant of Dixit. Each body”) and add some extra elements and disagreements. Although it’s
round sees you and your partners for both teams to consider. entertaining for the people involved,
draw a set of six cards, each showing If you’re choosing the cards, you’ll it means that at any point in the
a different piece of whimsical, look for impossible combinations game at least one team will be left
ambiguous or just plain odd artwork: of artwork and inspirations, or with nothing to do but twiddle their
goats performing ballet, cats fighting similarities between pictures that thumbs and check their Twitter feeds.
over a poker game, a U-boat periscope could trip your opponents as they Muse would become far more
emerging from beneath a field of attempt to make their guesses. compelling simply by including a
cabbages. You’ll choose one card If you’re on the other side of the sand timer in its box. The added
from your selection and pass it to equation, you’ll have to do some time pressure would introduce
a welcome spike of tension and
eliminate the stultifying, one-sided
deliberation that causes its pace
to drag. Fortunately, that’s easy
enough to house-rule with the aid
of someone’s smartphone, but it’s
a little bewildering that its creators
didn’t think to incorporate it into the
game themselves.
OWEN DUFFY

WE SAY
Muse will appeal to fans of games like
Mysterium and Codenames Pictures,
and it generates some real head-
scratching moments as you try to
decipher your teammates’ cryptic
clues. But it has some big issues with
its pace, and mechanically it’s not a
million miles removed from the likes
of Dixit. If you already own any similar
games, there’s no compelling reason to
run out and buy this one as well.

TRY THIS IF YOU LIKED…


MYSTERIUM
It’s a simpler proposition in a smaller
box, and it comes with some positively
jaw-dropping artwork.

tabletopgaming.co.uk 77
P L AY E D

Most actions throughout the


game have a similar cascading effect
on the overall economy, making
some decisions deliciously tough.
As most actions have a push-your-
luck element to them, there is an
encouragement by the game to
go for the most desirable gain and
potentially suffer the consequences
– or not.
Unfortunately, the downside
of this system is that it is slow to
start. While there are eight actions
available, at the beginning of the
game players will primarily be using
only two of them – selling resources
and buying extensions – until they
get their economy engine going. As
resource gain is still luck-dependent,

DARK.NET
for some players the engine might
develop much slower than for others.
Those who do get ahead become almost
Catan, meet cyberpunk impossible to catch up with, especially
in a two-player game. Dark.net provides
Designer: Richard Yaner | Artist: Aaron Boyd, Scott Hartman 45m 2-4 14+ £42 some aid to mitigate this issue

I
through its virus infection mechanic,
n the middle of my first playthrough with numbers that are statistically WHAT’S IN but this is only most effective in a full
of Dark.net, while hacking more likely to be rolled are more THE BOX? game of four players.
networks, boosting signals and expensive to buy than tiles with a ◗ Four starting networks A technology-laden future and
◗ 12 network boosters
infecting rivals’ systems with viruses, number less likely to come up. This is hacking make up the thick coat
◗ 12 virus tokens
I got a strong feeling of déjà vu: I was an early opportunity for the player to of paint over the clever economy
◗ 16 informant meeples
playing a cyberpunk Catan. consider the economy of the game by ◗ Four player aids building game that is Dark.net. This
Players gain resources when rolling a trying to balance the number of tiles ◗ 20 contract tokens game makes some intelligent choices
number corresponding to a particular with the worth of resources they are ◗ City board about adapting and reworking the
area. These resources, in turn, can be likely to generate. ◗ Four retaliation dice existing formula of Catan, making
used to purchase and place tokens that While in Catan players can trade ◗ Two transmission dice it more strategic and celebrating
generate points. Rolling a seven will with each other, Dark.net creates a ◗ Attack dice player choices through an evolving
trigger an attack on every player in the constantly shifting market through ◗ 24 trace tokens game economy. While Dark.net does
◗ 100 information cubes
game. Sounds familiar? its fences, the four big bosses. not succeed at everything it tries to
◗ 24 destruction tokens
The comparison to Catan is not to Players can buy and sell resources achieve, I, for one, will now always
◗ 16 response cards
the detriment of Dark.net, especially from fences, and through this ◗ Eight credit choose it ahead of Catan.
since the latter makes some action alter the price of goods. The marker cubes ALEX SONECHKINA
significant upgrades to improve on more resources a fence has, the ◗ 40 network extensions
the classic formula. Catan, for all its cheaper they are to buy and the ◗ Four 50-credit markers
WE SAY
praise, is a game that is overly reliant less valuable they are to sell. With
on luck. Except for the choices at fewer resources, the inverse is true. Dark.net’s thematically complex virtual
the beginning of the game, where There are also other events during network of hackers and informants
players decide which locations to the game, such as retaliation and has translated into an equally layered
and adaptable game of building
occupy on the map, the rest of game response cards, that can affect the
an economy engine, where all player
is beholden to the fate of each roll. exchange value but, importantly, all decisions produce a ripple effect on
Dark.net’s designer, Richard Yaner, these actions are player-triggered. the gameplay.
was clearly aware of the frustration For example, a player may want to
that can cause, and most of the purchase a green extension for their
game’s differing mechanics attempt network, but in doing so they are also
to address it. likely to trigger the retaliation phase TRY THIS IF YOU LIKED…
The first one of note is the board. for the corresponding green ‘mother’ CATAN
While all players begin with a boss. This in turn will completely wipe Catan is always a good starting
similar tile, throughout the game that fence’s resources – if the next player point for newcomers into the hobby,
they can purchase extensions of has a good supply of green tokens, they however, players who like to have
their choice and position them in can sell them for an exuberant price, more control over their decisions
the configuration they see fit. Tiles gaining a lot of credits. and gameplay will enjoy Dark.net.

78 June 2018
RAILWAYS OF NIPPON
Number one with a bullet train
Designer: Glenn Drover, Hisashi Hayashi, Martin Wallace | Artist: Various 120m 2-4 14+ £65

B
oth the latest expansion to and Meanwhile, each player’s baron card peculiar air of thematic inconsistency
a standalone sequel to Railways has a hidden objective that could swing as John Bull locomotives chug their way
of the World, Railways of Nippon the game for them at the end, from between Tokyo and Kyoto, while buffalo
is a fantastic leaping-on point for the amassing the most money to hooking skulls hang on ‘Keep Out’ signs. It’s a bit
venerated train game. up with enough of the right cities. That of a shame, but the upside is that this
The gameplay here is a refinement might sound like a lot – and it is, in a makes Nippon an excellent intro for
rather than a reinvention of what’s come way – yet it all runs along the rails so newcomers to the series, as the revised
before. The Railways of the World system smoothly you’ll be surprised when rulebook serves as a compendium for
strikes a perfect balance between the there's no squealing brakes during all the variants and expansions currently WE SAY
crowd-pleasing Ticket to Ride and harder- player turns. out there, meaning you’ll only need the If you don’t already own
core series such as Age of Steam and Like past entries in the series, Nippon’s maps and cards to grow your collection if Railways of the World
18xx, indulging in the simple pleasure old-fashioned visuals favour utility over you’re hooked on the gameplay – which or want to play with a
of completing routes by placing hex beauty. The terrain icons – new for this you will be. At £20 cheaper than the bigger group, Railways
track tiles while layering in slightly more game – make identifying the open, water core Railways of the World box it’s also a of Nippon should be
complex budget management and goods and mountain hexes that cost different cost-friendlier way to get involved, but the the train game in your
delivery requirements, without tipping amounts much faster; it can still be hard smaller set reduces the player count by collection. Smooth,
approachable gameplay
over into full-on stock trading simulation. to track the location-specific abilities of two – if you’ll ever be looking to play with
hides a rich depth
Starting penniless, players must certain railroad operations cards once five or six people in the future, picking that’s impossible to say
obtain enough bonds to get their rail the board is smothered in tiles, but up the original and getting Nippon as an no to another game of.
network rolling – but every bond will everything is otherwise clear and well- expansion instead is a no-brainer.
be repaid as interest for the rest of the designed, with Hisashi Hayashi’s layout For those wanting to experience one of
game and costs victory points during of Japan making for an exciting landmass the very best train games out there for the
final scoring, so keeping your growth to race across. first time with a smaller group, Railways
sustainable is a must. Delivering goods If you’re already a Railways of the of Nippon should be irresistible. The
cubes between locations will increase World fan, there’s no need to pick up this Railways of the World engine continues
your income and score points, but standalone box, as the unique content to drive the series ahead of the route-
you’ll eventually need to invest in can be found as a separate expansion. The building crowd, and this friendly, hugely
improving your train engines to deliver empty city markers, train upgrades and fun set proves it’s on the right track to
further or even urbanise cities to ensure paper dollars themselves are untouched find an even wider appreciation.
there’s demand for what you can offer. from the US-set base game, lending a MATT JARVIS

WHAT’S IN
THE BOX?
◗ Game board
◗ 168 track tiles
◗ 42 operations cards
◗ 10 baron cards
◗ 100 plastic trains
CE
ED

IT
O R'S C H OI TRY THIS IF
◗ Stack of paper money
◗ 36 bond certificates YOU LIKED…
◗ 20 empty city markers TICKET TO
◗ 12 new city tiles RIDE
◗ 125 goods cubes Railways of Nippon
◗ Cloth bag is an excellent step
◗ Score track board up in complexity
◗ Four player from the biggest
reference cards train game out
◗ 16 train placards there, without
◗ Wooden First making things too
Player marker complicated.
◗ Four scoring discs

tabletopgaming.co.uk 79
P L AY E D

STAR TREK ADVENTURES:


BETA QUADRANT SOURCEBOOK
Boldly go, but only if you really want to
Designer: Modiphius team | Artist: Various 127 13+ £25

Y WE SAY
ou would think it’d be impossible Every page is stuffed full of interesting if you aren’t a diehard fan of the show
to sum up a full quarter of the information – apparently Klingons are and are truly on the hunt for lore, you
galaxy in a single book, but the big fans of ice hockey and Moby Dick – could probably get everything you need If you can spare
the cash this is a
Beta Quadrant Sourcebook makes an that’s been pieced together with obvious by spending a couple hours browsing
great book filled with
impressive attempt at doing so. However, love and respect for the source material. Star Trek wiki pages. The information fascinating Trek lore.
while it’s a wonderfully well put-together Even if you weren’t planning to run wouldn’t be as well presented or But if you can’t, you
piece of work, it probably shouldn’t be at the game at all, the book makes for an written, and you’ll miss out on a probably won’t miss it.
the top of your shopping list. enjoyable read that could even surprise handful of original creations unique
At its heart, the book is a guide to playing a few hardcore Star Trek fans. to the RPG, but you would have saved
in Star Trek’s Beta Quadrant, home to However, this dedication to the yourself a handful of cash.
iconic races including the warlike Klingons, background lore does place the Beta With that in mind, there’s a lot riding
stoic Vulcans and devious Romulans. Quadrant Sourcebook in a rather on the second section of the book – the
More than half of its pages are devoted to strange position when it comes to a new rules and options.
background information about the various target audience. If the idea of reading Again, while these are all nice
worlds and cultures living in the vast region up on Klingon wedding ceremonies additions to the game, there is very
of space, interspersed with samples of in- really appeals to you then you probably little that most GMs would view as
universe messages, reports and notes. know most of the lore already. Even vital to running a campaign. There are
profiles for a few of the rarer ships and
enemies that could crop up, but most
of the truly iconic foes already appear
in the core rulebook and leave the
section feeling a little sparse.
The list of new species for players
to take on their trip through the stars
is impressively long, but they aren’t
exactly the iconic faces you think of
when you picture Star Trek. Other than
the Klingons, the most well-known
species on offer is probably the Bolians
or Benzites, and if you can picture
what they look like without having
to pull out your phone then you’re
probably far beyond the point where
you need a sourcebook to fill you in on
TRY THIS IF
YOU LIKED…
the galaxy. STAR TREK:
The very final part of the book is THE NEXT
devoted to sketching out campaign GENERATION
seeds in the Shackleton Expanse and, TECHNICAL
while this is handy, it’s far from a MANUAL
comprehensive setting guide. If you love the lore
Now, none of these issues take away of the Star Trek
from the fact that the Beta Quadrant universe, this book
may well be right up
Sourcebook is a solid supplement.
your alley.
If you’ve already committed to
picking up the full range of Star Trek
Adventure books or simply want a
nicely presented tome of lore, it will
stand you in good stead. But if you’re
working on a budget, it’s hard to
recommend it over other supplements
and releases for the game.
RICHARD JANSENPARKES

80 June 2018
phase and the game phase. During
the former, through a series of blind
bidding, tile drafting and placement,
players create a dungeon level. Bid
cards determine the player order and
provide bonus actions, out of which
only two or three cards are really
useful. The tiles come with varying
difficulties – bosses being the most
difficult – which signify how many
party members will be killed off when
entering that part of the level. Except
the correlation between the printed
difficulty and number of fighters
being killed is inconsistent and does
more to confuse than help. The tiles
do not provide enough variety, and

BLACK SOULS there is rarely a desperate need to get


a particular tile first.
The game phase, completely
Prepare to be annoyed unexpectedly, is breath of fresh air.
In this section, players actually take
Designer: Dominic Michael H. | Artist: Len Peralta 45-60m 1-6 10+ £58 their party through the dungeon

K
level they have spent the 12 previous
een-eyed fans of From WHAT’S IN hard to read – something not helped rounds creating. The aim is to kill
Software’s Dark Souls video THE BOX? by multiple typos. If that's possible to as many party members as possible
game series and its tabletop ◗ Six design boards overlook, then the glaring mistakes in – that’s supposed to signify the
spin-offs will be quick to identify the ◗ 26 cave assets the game’s components are not. toughness of the level – while still
real-world inspiration for Black Souls, ◗ 26 dungeon assets It seems that, at some point, Black having a few of them alive after the
◗ 26 outdoor assets
a board game about a design studio Souls went through a last-minute last room to qualify for bonus scoring.
◗ 54 bid cards
unimaginatively named Designer Inc. ◗ AI difficulty tracker
redesign and some of the components Here, finally, the game becomes
that has created the toughest video ◗ Six UAT scoreboards were not updated to suit. Throughout strategically exciting, with players
game ever made. All of that sounds a ◗ Six meeples the game, players can pick up new deciding which party members to
bit on the nose – and that is, of course, ◗ 120 cubes party members, represented in-game sacrifice and which to keep for future
the point. However, those hoping for ◗ 20 shrine tokens with wooden cubes of four colours: battles. If you happen to die in the
a humorous commentary on the Dark ◗ 20 tavern tokens blue, red, white and black. In order last dungeon, you only have yourself
Souls franchise or on game design as a ◗ Two turn order cards to determine exactly what type of to blame: you built it! There is a
whole can look elsewhere. Except for ◗ Six hack cards fighters to recruit, the top card of the satisfaction in finally experiencing
◗ 12 party cards
the name, some in-game terminology party deck is turned over, showing what you have spent the majority of
◗ 20 glitch tokens
and a very loose premise, Black Souls ◗ Die
the colour of the cube and their the game creating. It really is a shame
has nothing to do with the Dark Souls ◗ Two colourblind tokens quantity. Except that cards have blue, that the game phase is a relatively
games, in gameplay or in spirit. ◗ Draw bag red, grey and green colours. While small part of Black Souls’ gameplay.
A cynic might suggest that the ◗ Six well of white indeed may be confused for grey Black Souls, a board game about
whole reason for the game’s name illusions tokens due to printing qualities, green is not designing a Souls-like video game
and references being so obvious is ◗ Six haunted black. Following a bit of investigative level, is in a dire need of a day one
to attract some of the success of the house tokens work, it actually turned out that grey patch. While the tile-drafting section
series that has recently gained a wider ◗ Six altar of on the card corresponds to black is far from flawless, the game phase
power tokens
following among tabletop gamers with cubes, while green on the cards demonstrates the true potential of what
◗ Six reference cards
Dark Souls: The Board Game and the corresponds to white cubes. Asking this game could have been. It is truly
recent Dark Souls: The Card Game. “So what colour is green again?” got sad that the promise was buried under
The clear attempt to indulge Dark old very quickly. After crossing that the amateurish level of presentation.
Souls fans would not be so irritating if hurdle, game boards that warped ALEX SONECHKINA
Black Souls was a good game. Here we immediately and tiles with sloppy
come to the most upsetting part about print work and non-aligned pictures WE SAY
Black Souls: it might have been a served only to further annoy. For a game about designing a video
decent board game if it was designed As for the gameplay, Black Souls game, Black Souls should take a careful,
with more care and attention to detail is divided into two parts: the design attentive look at its own design first.
– and even that’s putting it mildly.
The rulebook is filled with dense TRY THIS IF YOU LIKED… BOSS MONSTER
paragraphs and has page backgrounds If you want to play a board game with a video game spirit and dungeon
made stylistic to a fault, leaving the text levels full of monsters, maybe you should still stick to Boss Monster.

tabletopgaming.co.uk 81
STAR
WARS:
LEGION
After taking on the Empire last
month, we continue to make the
Star Wars miniatures game live up
to its cinematic vision with our tips
on perfecting the Rebel Alliance
Words and photographs by Andy Leighton

W
e return to the Star Wars universe once again,
this time to paint the noble freedom fighters of
the Rebel Alliance for Star Wars: Legion.
The Rebel models are much the same as the Empire
troops – although, since they lack the rigid, hard-
lined armour of the stormtroopers, there aren’t any
of the mould line issues found there. The Rebels only
required a light clean before they were ready for the brush.
Construction was nice and simple, minus a few fiddly bits on the
AT-RT legs, with all of the connection points matching up well.
All except the Duros trooper. Everything I have built so far
has a very sizable gap in the arms that required filling.
The sculpts are, once again, wonderful. The small
details, like the helmets and blasters on the
troopers, give them that iconic Star Wars look.
The vehicles are perfect and look exactly like
their movie counterparts, which you would
expect from Fantasy Flight, the publisher
that has produced so many accurate Star
Wars spaceship models.
I have to admit I had a bit more difficulty
tackling this guide than I did the Empire,
but in a good way. The Rebels offer much
more freedom in how they are painted
but also offer more reason to link them to a
suitably thematic base. I ended up selecting
the scheme as an opposite to the Empire, going
from lush forests to a fairly barren desert. You’ll
notice a lot of similar colours used in each stage to
help blend the overall theme into one by keeping the
tones consistent across the models. The base was included
in this, to amplify the idea that the Rebels are camouflaged.

June 2018 tabletopgaming.co.uk 83


S TA R WA R S : L E G I O N

PAINTS USED
Abaddon Black Ceramite White Karak Stone Russ Grey Thunderhawk Blue
Agrax Earthshade Dark Reaper Kislev Flesh Screaming Skull XV-88
Blue Horror Dawnstone Mephiston Red Skrag Brown Zamesi Desert
Cadian Fleshtone Deathclaw Brown Mournfang Brown Tallarn Sand
Caledor Sky Eshin Grey Pallid Wych Flesh Temple Guard Blue
Celestra Grey Incubi Darkness Rhinox Hide Thousand Sons Blue

REBEL TROOPERS

BASE COLOURS SHADING HIGHLIGHTING FINAL DETAILS


XV-88: Apply several coats until you have Agrax Earthshade: Apply a coat over the Tallarn Sand: Apply a layer over the midtone Karak Stone: Apply a line highlight to the
a strong, flat colour on the bulk of the entire model. brown areas of the fatigues, leaving only the midtone brown, focusing only on the hard
fatigues to start the midtone brown. recesses the original colour. edges and ridges.
Mournfang Brown: Apply a basecoat to Screaming Skull: Apply a layer over the Russ Grey: Apply a line highlight to the
the helmet rim and select areas of clothing light brown areas, leaving only the recesses boots, straps and backpacks, leaving a little
to begin the dark brown. the original colour. of the previous coat showing at the edges.
Karak Stone: Apply a basecoat to Kislev Flesh: Apply a highlight to the skin, Pallid Wych Flesh: Apply a line highlight to
undershirts and small areas of clothing to focusing toward the centre of the face. both the light browns and the skin.
begin the light brown. Skrag Brown: Apply a highlight to the dark Deathclaw Brown: Apply an edge highlight
Cadian Fleshtone: Apply a basecoat to brown areas of the fatigues, focusing on the to the dark brown areas.
the skin. raised edges and ridges. Abaddon Black & Ceramite White: Begin
Incubi Darkness: Apply a basecoat to the Dark Reaper: Apply a line highlight to the the eyes by painting an oval of Abaddon
boots, straps and backpacks. straps, boots and backpacks Black. Follow this with a slightly smaller oval of
Abaddon Black: Apply a basecoat to Dawnstone & Doombull Brown: Apply a Ceramite White in the centre. Finally, add a
the blasters. line highlight of Dawnstone to the blasters. small dot of Abaddon Black for the pupil.
Apply a basecoat of either Dawnstone or Celestra Grey & Deathclaw Brown: Apply
Doombull Brown to the facial hair. a spot highlight to the blasters. Apply a spot
highlight to the beards depending on the
base colour.

84 June 2018
DUROS

STEP 1 STEP 2 STEP 3 STEP 4


Thousand Sons Blue: Apply a basecoat Agrax Earthshade: Apply a wash over Dark Reaper: Apply a layer over the head, Temple Guard Blue: Apply a line highlight, focusing
to the head. the head. leaving the recesses the original colour. on the centre of the face and the top edges.
Mephiston Red: Apply a layer over the eyes.

AT-RT & T-47 AIRSPEEDER HULLS


The pilot of the AT-RT was painted separately from the actual vehicle. They were painted in the same manner as the rest of the Rebel troopers.
Both the T-47 and the AT-RT were painted in the same manner. While this guide is great for them, it should also work just as well for any future Rebel vehicles.

BASE COLOURS SHADING & LAYERING HIGHLIGHTING


XV-88: Apply a basecoat over the entire vehicle. Tallarn Sand: Apply a fairly heavy drybrush Karak Stone: Apply a light drybrush to the lighter areas of the hull, focusing on the front/
Mournfang Brown: Apply a basecoat to select areas across the lighter areas of the armour. top and the hard edges. Once complete, appy an edge highlight to the front/top edges.
of the hulls, such as the cockpit on the T-47. Skrag Brown: Apply a drybrush over the dark Deathclaw Brown: Apply a light drybrush to the darker brown areas, focusing on the hard edges
Incubi Darkness: Apply a basecoat to the brown areas. and towards the top of the model. Once complete, apply an edge highlight to the front/top edges.
mechanical areas of the model, such as the Dark Reaper: Apply a drybrush over the Russ Grey: Apply a light drybrush to the darker areas. Once complete, apply an edge
engines and grills on the T-47. dark areas. highlight to the front/top edges.

T-47 COCKPIT GLASS


A perfect method to painting any glass and windows, this method was also used for the goggles on the troopers.

STAGE 1 STAGE 2 STAGE 3 STAGE 4


Incubi Darkness: Apply a basecoat over Caledor Sky: Apply a layer from the bottom Temple Guard Blue: Using the same Blue Horror: Apply a fine line to the
the glass. of the windows fading to around halfway up. method as the last stage, apply a layer bottom of the window, as well as dashes to
Apply with only a tiny, thinned amount on the over the bottom quarter of the windows. the top corner to represent reflections.
brush and work up over several layers.

tabletopgaming.co.uk 85
S TA R WA R S : L E G I O N

UNIT MARKINGS
STE NC I LS , MAS KS
A N D M A S K I N G TA P E
The unit markings and Rebel symbols on the vehicles were created
using a standard roll of masking tape and some stencils/paint masks.

STEP 1 STEP 2
Use your masking tape to block off the Use sponge stippling to add the colour
area where you want the marking. you want. For these Rebels I used
Thunderhawk Blue.

WEATHERING
A great finishing touch to any army is to add some touches of weathering to help tie them into
their surroundings and the basing you have chosen to use. I wanted the Rebels in particular to
have old, battered-looking vehicles that don’t see enough maintenance, let alone a new lick of
paint. This was applied after the unit markings to ensure the damage was also applied over them.

STEP 3 STEP 4
Add a drybrush of a lighter colour – I used Remove all of the masking tape and apply
Lothern Blue – to the front or top of the the stencil to the model where you would
blocked-off area. like the Rebel emblem.

STEP 5 STEP 6 SPONGE STIPPLING


Lightly brush on the emblem paint – I used Once dry, peel off the stencil to reveal the Stippling with a sponge can be used to create a great chipped paint effect. All you need is a
Pallid Wych Flesh. finished symbol. small piece of sponge. Just make sure it’s okay to rip it up, as you want a rough and random
edge on it. Using a rough edge of the sponge apply a small amount of Eshin Grey and dab
some off on a bit of tissue, then dab randomly across the hull. I focused towards edges,
corners and the front of the hull, as these areas are the most likely to see wear and tear.

86 June 2018
DESERT BASING
In stark contrast to the forest moon bases I tackled in last month’s issue, I chose a desert base theme for these rebels. I once again picked up a
Basecraft basing kit for the job. Packed with a variety of sand and rocks, the kit is great for creating a multitude of differing desert environments.

P R E P A R AT I O N
Begin the bases by masking the flight stands, where appropriate. Your normal, bog standard masking tape will do, you just need a
couple of small pieces to mask the stand. This will ensure that they stay clear once the priming and painting process is complete.

STEP 1 STEP 2 STEP 3


Use superglue to attach some of the Use PVA to cover the rest of the base with Make a mix of one part PVA and five parts
larger stones in the course buff gravel in fine sand. water and apply liberally over the base.
clusters on the base. Once dry, this will help ‘seal’ the base,
making it much harder for any of the

P A I N T I N G & D E TA I L I N G
basing materials to be knocked loose.

STEP 1 STEP 2 STEP 3 STEP 4


XV-88: Apply several coats over the base Zamesi Desert: Apply a heavy drybrush Screaming Skull: Apply a light drybrush Incubi Darkness: Apply a basecoat to
until you have a strong, flat colour. over the base. over the base. the rocks.

STEP 5 STEP 6 STEP 7


Russ Grey: Apply a light drybrush to Fenrisian Grey: Apply a line highlight to Yriel Yellow: Mix with three parts water and
the rocks. the rocks. carefully apply within the firing arc indentations.
Rhinox Hide: Apply a flat coat around the rim of the base.
Arid Tufts: Apply some tufts to the base. I added a wee spot
of superglue to help secure them.

tabletopgaming.co.uk 87
T H E D U N G E O N M A S T E R ’ S G U I D E T O R O L E P L AY I N G

STRANGERS
& DANGERS
Taking your roleplaying outside of a regular group of friends to
a store or convention can be a daunting but valuable experience.
Here’s why you should consider adventuring into the unknown…
Words by Richard Jansen-Parkes | Image courtesy of Wizards of the Coast

88 June 2018
I
have long since ceased to be surprised IN STORES NEAR YOU GROUP DYNAMICS
by the weird and wonderful feats that For several years, my approach to tabletop gaming There is more to running games in public than
can be achieved through a combination was the same as my approach to debating politics simply watching the clock, of course. One of
of lucky rolls and teamwork, but even and religion – it was something to be enjoyed with the biggest differences from playing games with
now and then I can still be reduced to a friends and family, behind closed doors. a group of friends is, simply, that the people
long moment of gape-mouthed shock. As groups drifted and campaigns wavered, you’re playing with aren’t friends.
One of the most recent times I found myself however, I found myself with an RPG itch I This is important because tabletop RPGs can
in this state was during an already rather couldn’t quite scratch, so I took a rather anxious be a pretty intense experience. A truly wonderful
silly adventure where the party had come and hesitant plunge into gaming groups at a session is often one where emotions ride high and
to the aid of an elven wizard who had found local store. Wednesday night was open for the the players are truly involved and invested in their
himself transformed into a sheep. His vengeful D&D Adventurers League, which seemed like the characters, and when the group isn’t all operating
apprentice – the cause of the transformation – simplest thing to get into, so I made my way into on the same wavelength things can get messy.
was hunting the woolly wizard and had offered town, armed with far too many dice, a couple of The vast majority of group conflicts and
a generous reward for his return. rulebooks and a throbbing sense of anxiety. confusion I’ve encountered are caused by
I should have been tipped off to expect And I had a great evening. My halfling barbarian minor things that can be smoothed over – such
something weird was in the works when the got to ride on the back of a half-orc and, for the as a player coming from a home group that
party’s rogue offhandedly asked roughly how most part, people were friendly and welcoming. uses a house rule that they didn’t realise wasn’t
much a normal sheep would cost. The alarm bells As time passed I naturally ended up behind universal. The biggest of these is the difference
started properly ringing when they started adding the screen, and that was the point when I realised in expectations, where one player is after a
up the gold and silver clattering about their well- how much difference there can be when it comes simple dungeon-crawl while another wants to
stocked purses, and someone broke out a throw themselves into political intrigue.

 
Sorting disputes
notepad to help with the maths. Sorting these disputes out can be tricky
And so it was that when the adventurers but, as with the pacing and timekeeping,

out can be tricky


approached the magical tower that had it can actually help you to sharpen your
once belonged to their fluffy client, they DMing skills in the long run.

but can help you to


were accompanied by a herd of damn What’s a little harder are those
near 30 sheep, all contentedly bleating moments when entrenched views that

sharpen your DMing


and baah-ing under the supervision of the still blight our hobby now and then come
animal-loving druid. As they travelled, the scuttling out into the open in the form

skills in the long run.


warlock experimented with her powers of sexist behaviour, homophobic jokes
to change her appearance and added and the like. These uncomfortable little
an array of gormless peasants to her blips are honestly only that – small spikes
repertoire, while the bard sorted out a of nastiness in a broad field of fun and
dozen changes of clothing. friendliness – but they can understandably
The rogue, who had masterminded much to running for your friends at home, and for a be hard to deal with, especially if you’re a
of the plan, was taking bets on how many group of near-strangers in public. naturally conflict-averse kind of person.
visits from stubborn sheep-toting farmers the One of the biggest was the sudden realisation I wish there was some simple and
wizard’s former apprentice could handle before of time constraints. The sessions I ran in stores straightforward way to deal with people being
going completely bananas. The consensus was lasted two or three hours, while conventions jerks, but if there was then the world would be
somewhere around 20. stretched to four, but no matter how long they a much more pleasant place. The best advice
In the end, I think it took around a dozen were it was vital that things actually be wrapped that I have is to ensure that the venue where
arguments with the many-formed warlock, who up when the clock struck time. you play and run games has an anti-harassment
always insisted that her sheep was definitely At home I could stretch the length of session policy in place, if only to cut down on the
the one he was after, for the apprentice to by half an hour here or there and, with the arguing when you toss someone out.
storm off without bothering to go through the consent of the group, a particularly vital or
elaborate locking and warding process that exciting session could spill over long past the THE PUBLIC GOOD
protected the tower. After that, things got a little usual time for packing things up. That doesn’t While those last two paragraphs might have left
more traditionally-focused on stabbing and work when there’s a shop that need to be shut a sour taste, it’s worth remembering that they
smashing, but the clever plan still allowed the up, or when the table you’re using is booked for form only a tiny part of the experience. For the
party to skip a vast array of traps and dangers. another session that afternoon. most part, I’ve loved playing and running games
The most impressive thing about it More than simply ending on time, the session at conventions and stores.
all, however, was that the complex and also needed a satisfying conclusion. Stopping For many people it’s the best way to get in a
interconnected scheme – a scheme that relied outside the dragon’s lair and promising a regular game, while for others it’s an excuse to
on every party member working to a common conclusion next time doesn’t really work when get out and hang round with like-minded folks
goal – wasn’t pulled off by a group of friends that could mean a year from now, or never. for a couple hours a week or to practise your
that had gamed alongside one another for years. As jarring as it was to begin with, this actually GMing skills on the unsuspecting public.
In fact, most of them had never even laid began to bleed back into my regular sessions with If nothing else, there really is no feeling like
eyes upon one another before they sat down at friends and influence them for the better. It taught having a group of strangers come together and
the table in the hotel conference room, having me to always try and send the players home on a put together a plan worthy of the A-Team, even if it
been thrown together by the strange tides and high (or a sufficiently dramatic low), rather than does mean having to figure out how many sheep
currents of the convention booking system. just letting it peter out around 11 o’clock. a typical farmer might be willing to part with...

tabletopgaming.co.uk 89
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UPCOMING EVENTS
UK GAMES EXPO
Friday June 1st to Sunday 3rd
NEC and Hilton Hotels, Birmingham
The UK’s biggest games convention is back
for another year, with a packed main hall and
tournaments and live events a plenty.
ukgamesexpo.co.uk

Q-CON XXV
Friday June 22nd to Sunday 24th
Queen’s Students’ Union, Belfast
Now in its 25th year, the culture con includes
anime and cosplay alongside its tabletop and
video gaming offerings.
q-con.org.uk
EVENT REPORT 3XP

AMBUSH! Friday June 22nd to Sunday 24th


Sutton Village Hall, Sutton
Focused on RPGs Pathfinder and Starfinder,
Two years on from opening his own gaming store, 3XP is open to roleplayers old and new and
includes plenty of adventuring, a raffle and
Nathan Long is taking his hobby to the next level by food from the Dragon Drop café.
warhorn.net/events/3xp-summer-2018
holding his first wargaming event. He tells us more RAIDERS OF THE
Interview by Matt Jarvis GAME CUPBOARD
Saturday June 23rd
Why did you decide to start Ambush!? We have two Bolt Action tournaments Waterside Community Centre,
As a relative newcomer to the wargaming show – one on Saturday and one on Sunday – a Burton-on-Trent
A regular day-long get-together with a
scene, I found it very hard to get a foothold in some Warhammer 40,000 tournament and a Magic:
wide variety of games, including roleplaying
of the more established shows and saw there was The Gathering preliminary Pro Tour qualifier sessions, and a family-friendly feel.
an opening for a new show in the north of England with more being added to the agenda. The raidersofthegamecupboard.co.uk
in the middle of the summer, as many northern Yorkshire Renegades from Market Weighton
shows tend to be at the edges of the calendar. are also hosting a tabletop sale. SUMMER STABCON
It all started out of a conversation with one of   Friday July 6th to Sunday 8th
my friends discussing how amazing it would be to What is the local gaming community like Britannia Hotel, Stockport
organise our own show. I thought it would be really around Driffield? The long-running bi-annual event is focused
cool to organise something that would be accessible Vibrant! There are at least eight wargames on adult gamers, with a bar set up specifically
for attendees.
to all smaller, newer, amazingly-talented traders who clubs within a 30 mile radius of Driffield, many
stabcon.org.uk
maybe lose out on getting into the bigger shows boasting significant membership, and we hope
but whose miniatures and products are awesome. to attract many of these gamers to the show LONGCON
  and introduce them to some of the homegrown Saturday July 7th to Sunday 8th
What makes Ambush! different from other events? talent from local manufacturers. Garrison Hotel, Sheffield
I decided that, since many shows are full of traders   Breaking with the session-based gaming of
with not so much emphasis on people trying out Do you plan to hold a second show next year? other cons, this roleplaying show puts no
new games and participation games always seem My wife may kill me if I say yes, but Ambush! is restriction on game lengths.
to be out of the way of the main arena, it would be going to be a smash with everyone attending thedodd.com/longcon-home
great to organise a show primarily aimed at gamers talking about it for the rest of the year, meaning
PAIZOCON UK
who wanted to come and play for the weekend with we will certainly be looking at continuing for Friday July 20th to Sunday 22nd
camping on site, entertainment and traders on hand. years to come, making Ambush! a bigger, better Aston, Birmingham
Ambush! is a gaming show organised by a event with more new and exciting companies Part of the Pathfinder Society and attended
gamer, so people can come along, have fun, play bringing their innovative games to the masses. by fans both local and from around the globe.
games and learn about new gaming systems they paizocon.co.uk
may not have had a chance to try. What would you like to bring to the show in
  the future? MANORCON
What kind of games are you expecting people We want to give preferential treatment to small Friday July 20th to Monday 23rd
to play? companies who want to get their games in front
Stamford Court, University of Leicester
Now in its third decade of running, this
Warhammer 40,000, Bolt Action, Blood Bowl, of new audiences and, like we did, struggle popular show includes classic and modern
Shadespire, X-Wing, D&D, Guild Ball, Magic: The to get into some of the larger show areas, games and a secondhand games sale.
Gathering and more. So, really, a wide variety of giving the northern gaming community an manorcon.org.uk
board games, card games, RPG and wargames. opportunity to see a new and wider spectrum
  of games, miniatures and products available. CONTINUUM
What else will be happening during the weekend? We want Ambush! to be the best it can be, so Friday July 20th to Monday 23rd
We have a local Band, Novahound, playing on we’re working hard to bring even more content Leicester University Halls of Residence, Oadby
Saturday night, with a bar and camping available. to the weekend. A broad spectrum of games and welcoming
atmosphere make this a show worth visiting.
continuumconvention.co.uk

June 2018 tabletopgaming.co.uk 91


CLUB DIRECTORY

ABERDEENSHIRE ROLL WITH IT! THE DICE AND DAGGER EAST SUSSEX GREATER MANCHESTER HEMEL HEMPSTEAD
ABERDEEN WARGAMES CLUB Huntingdon, PE29 3TF GAMING CLUB 1066 WARGAMING CLUB TABLETOP MANCHESTER WARGAMING CLUB
Aberdeen, AB15 4YQ Bude, EX23 9BL St. Leonards-on- Cheadle Hulme, M15 4ST Hemel Hempstead, HP1 1LD
THE CHATTERIS WARLORDS Sea, TN38 8BL
OLDMELDRUM GAMES CLUB WEDNESDAY NIGHT GAMING GWENT HERTFORD BEER & BOARDGAMES
WARGAMES GROUP Chatteris, PE16 6NA Redruth, TR15 3QY EASTBOURNE ELEMENTAL GWENT REAVERS TABLETOP Hertford, SG14 1HH
Inverurie, AB51 0AA Eastbourne, BN21 3XQ GAMING CLUB
THE GAMES TABLE COUNTY TYRONE Abertillery, NP13 3DJ HITCHIN HERETICS
ANGUS Cambridge, CB24 4RP OMAGH WARGAMES CLUB FAMOUS COLLECTABLES Hitchin, SG5 1XL
KIRRIEMUIR Omagh, BT78 1HL Bexhill-on-Sea, TN40 1DU GWYNEDD
WARGAMES CLUB CARMARTHENSHIRE CONWY WARGAMES CLUB NORTH HERTFORDSHIRE
Kirriemuir, DD8 4HN CARMARTHEN OLD GUARD DERBYSHIRE UCKFIELD TABLETOP GAMERS Llandudno, LL30 3LB WARGAMES CLUB
Carmarthen, SA31 3AD CONSORTIUM GAMES Uckfield, TN22 5DT Hitchin, SG5 1XL
AYRSHIRE CLUB @GHQ HAMPSHIRE
NORTH AYRSHIRE TOWY VALLEY TYRANTS (TVT) Chesterfield, S40 1JW EAST YORKSHIRE ARBBL NORTH LONDON
WARGAMES CLUB Carmarthen, SA31 2JE WOLDS WARGAMERS Andover, SP10 1DQ WARGAMES CLUB
Irvine, KA12 0BA DERBY ON BOARD GAMES Driffield, YO25 6SS Waltham Cross, EN8 9AJ
CHESHIRE Derby, DE1 1QH BLACK HOLE WARGAMERS
BEDFORDSHIRE ALTRINCHAM ESSEX Petersfield, GU32 3HS POTTERS BAR GAMES CLUB
BASEMENT GAMING CLUB WARGAMING CLUB GROWN UP’S GAMES NIGHT BASILDON WARBOYZ Potters Bar, EN6 5BT
Luton, LU3 3AN Altrincham, WA14 4PG Matlock, DE4 3FQ Basildon, SS16 4NW CHINEHAM BOARD GAMERS
Basingstoke, RG24 8LT ST. ALBANS BOARD GAME CLUB
BEDFORD BOARD GAMING CHEADLE BOARD ROOM DERBYSHIRE COLCHESTER WARGAMES St. Albans, AL3 5PE
Bedford, MK40 2SX Cheadle, SK8 1DW SUNDAY NIGHT BOARD GAMING ASSOCIATION DARK WORLDS
AT THE OLD KINGS HEAD BELPER Colchester, CO3 5RH GAMING SOCIETY THOR’S HAMMER GAMING CLUB
BOARD GAMES IN BEDFORD CHESHIRE GAMERS Belper, DE56 1NP Fareham, PO15 6TL Borehamwood, WD6 5PR
Bedford, MK41 0TU Crewe, CW1 2DF ESSEX WARRIORS
DEVON Chelmsford, CM1 3DU FARNBOROUGH TRING WARGAMES CLUB
LEIGHTON BUZZARD CONGLETON AND DISTRICT BARNSTAPLE SLAYERS WARGAME SOCIETY Tring, HP23 6BA
GAMING CLUB LIGHT BOARD GAMES GROUP GAMING CLUB GBCON QUARTERLY Farnborough, GU14 7LE
Leighton Buzzard, LU7 1ES Congleton, CW12 1AH Barnstaple, EX32 8LS GAMING DAY WARLORDS WARGAMING
Loughton, IG10 4LF FIRESTORM CARDS OPEN ST. ALBANS
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92 June 2018
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2017

Shelves heaving
from a bumper
the tabletop, year for
we look
titles (and more!) back on the ten top
that kept us playing
all year round
and ask designers
their favourite for
picks of 2017
Sam Illingworth, Words by
Richard
Dan Jolin, Alex Jansen-Parkes, Matt Jarvis,
Sonechkina,
Paul Wake

26 December 2017

tabletopgaming.co.uk/subscribe
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games we stock. Our shelves are literally crammed
full of games, and we don’t think you will find a
wider range of games on the shelves of any other
shop in the UK.

You mention a lot goes on – such as what?


We run lots of trading and living card game events,
from casual meet-ups to organised tournaments
for games such as Magic: The Gathering, Netrunner,

SHOP SPOTLIGHT Game of Thrones, Cardfight!! Vanguard and Final

LEISURE GAMES
Fantasy TCG. We also sponsor regular HeroClix
events, which are held at another location.
We participate in worldwide events such as
International Tabletop Day and Free RPG Day.
Both these events are always very popular. We also
Mike Berry reveals how the North London store host signings and meet the designer-type events
from time to time.
– and gaming as a whole – has changed since his
father opened it more than three decades ago You’re based in London, which is one of the hubs
for both hobby stores and board game cafes. How
Interview by Matt Jarvis do you feel about the capital’s current gaming
scene and how it’s evolved in recent years?
The gaming scene around North London has
When did Leisure Games first open its doors? More recently the emphasis has shifted back to always been strong. We have always believed that
My father, Tony, opened the shop in August 1985. the physical store, as we have learned that a brick- a hobby store should form the basis of a gaming
He originally wanted to open a sports shop but was and-mortar store cannot compete online – so we community, and we have always had a very close
struggling to find a suitable location when a good aim to give customers a good reason to visit us. We relationship with the Finchley Games Club.
friend of his who owned Tally Ho! Games in North permanently now have five large gaming tables We have always worked hard at converting
Finchley told him he was closing the shop to focus available and a good library of demo copies of people to the great hobby of gaming and, after
on importing and distribution of, among others, games so people are welcome to sit down and try spending so many years convincing people to
Avalon Hill and FASA games, and that he should out some games in-store. broaden their horizons from Monopoly and
consider opening a games shop. Before long the Scrabble, it is incredibly satisfying nowadays the
whole family had converted to being keen gamers, What makes for a successful hobby store – and number of families which come in having already
and Leisure Games opened! why is that different to any other stype of shop? played Ticket to Ride or Pandemic and wanting
For a hobby store to succeed these days you need more! Gaming is certainly becoming a bit more
How’s the shop changed in the 30-odd years since? to offer something that makes people want to come mainstream these days, which is very nice to see.
Soon after we opened it became apparent that into the store. We offer tables where people can sit
there was a big demand for us to supply games and play some games, or we can give them some What games have been proving popular in 2018?
by mail order and that quickly grew to become a demos of games we think they will enjoy. There is Big sellers this year in board games have been
major part of the business, with us sending games usually something going on, especially at weekends. Gloomhaven, Azul, Sagrada, Star Wars: Legion,
all over the world. We were even able, literally, to A lot of people come to stores because they Century: Spice Road, Hive and Codenames. In
‘sell sand to the Arabs’, when we received an order want to actually see what they are buying and, roleplaying, the big sellers at the moment are
from Kuwait which included a tub of sand which even better, to talk to someone to get advice and Blades in the Dark – our overall best seller – Burning
was sold as modelling terrain! suggestions. This is extremely important, and it Wheel, Dungeons & Dragons and Star Wars.
We were one of the first games shops to open a also makes the job of working in a games store so
website; I don’t remember when, but it was before much fun. People love to talk about their hobby, What upcoming releases are you looking
online shopping. We used to list everything we had and a games store is the perfect place for that. forward to?
on the site, like an online catalogue, and manually Leisure Games is a little different to most games That’s a difficult question, with so much great stuff
adjust it as things went in and out of stock. and hobby stores because of the huge range of coming out! Fireball Island, Scum and Villainy
RPG and the Terraforming Mars expansion Prelude
all look very exciting.
People love to talk about What’s next for Leisure Games?
their hobby, and a games This year we want to work hard to encourage more

store is the perfect place.


family-orientated gaming in-store. We aim to run
a series of family fun days, which have proved very
popular in the past, and more events in conjunction
with local schools, churches, et cetera.

June 2018 tabletopgaming.co.uk 95


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Alexandra Palace
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MEET THE STUDIOS BEHIND


ARTISTS FROM

AND MANY MORE!

B O O K A N D S AV E T O D AY
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5 7
6

CLUEDO

B
oard game collectors like acquiring first
editions; they’re older, often the rarest,
and keep the original design and rules.
Subsequent editions have modifications
to fix a broken rule or to update some
mechanic that didn’t work. Finding first editions isn’t
usually difficult, but with the game Cluedo a little detective
work is required and it’s not as easy as you may think.
Cluedo, also known as Clue in other regions, is the
most famous of all murder-mystery games. It is currently
produced by Hasbro but was originally published by
Waddingtons who bought the game’s patent from the
designer, Anthony Pratt, in 1947. He originally simply
called the game Murder, as it was based on the live-
action murder-mystery games popular at the time.
Anthony’s wife, Elva, designed the artwork for the game.
The game’s release was delayed and it wasn’t
actually available until 1949. This was due to post-
war Britain being short on resources of just about
every type. The Second World War had left British
manufacturing in a poor state and, for many years,
Waddingtons and all other board game manufacturers
made austerity editions of their board games.
These editions had no metal parts and sometimes
used cardboard spinners instead of dice. Cluedo was
expected to be a success but, with resources tight, a
small first print run was planned. The game was so
incredibly popular straight away that the first print
run was very short-lived. As a result, very slight design
changes were necessary as the company struggled
to find more of the original materials. So while there
are many first editions still around, not all of them are Finally, there are the weapons; the candlestick,
Phil Robinson is a game
from the original first print run. dagger and spanner from the first print run were
historian and the founder
There are several clues to identify which edition a brittle and easily broken, so in later first editions they of the Museum of Gaming,
Cluedo set is. To begin with, all print runs of the first were made of a different metal. The candlestick in the an organisation that
editions have a red fingerprint on the box label, the first print run was long and had four distinct sections, explores and documents
board label and the backs of all the cards. This colour however this was shortened to just three main sections Words Phil Robinson
the history of gaming
separation was deemed too costly in subsequent in later editions to give it extra strength. These brittle through its collections,
editions. If it has a black fingerprint or no fingerprint components led to pieces from later sets being exhibitions and research.
it’s not a first edition. Next is the box itself: the first substituted when something broke or went missing.
print run used a true black backing for both the board Finding a first edition, first print run is not so easy and
and the box but, as materials ran low, subsequent they are often incorrectly advertised online. If you
print runs of the first edition used a much lighter have or find a complete original first print run then
backing material. you’re very lucky.

98 June 2018 tabletopgaming.co.uk


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