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tabletopgaming.co.

uk July 2018

Back to the mythological RPG


that reinvented roleplaying

MAGIC
THE GATHERING
10 PAGES! Designers, artists and fans
celebrate the world’s biggest card game

PLAYED
CENTURY: EASTERN WONDERS | HISTORY OF THE WORLD
D&D: TOME OF FOES | IMAGINARIUM | A SONG OF ICE & FIRE Display until 30/7/18

SHARDS OF INFINIT Y | THE MIND | DECRYPTO | FAE + MORE £5.25


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

Welcome
01778 392 400
matt.jarvis@warnersgroup.co.uk

CONTRIBUTORS Sam Desatoff,


John Dodd, Owen Duffy, Robert
Florence, JR Goldberg, Holly
Gramazio, Sam Illingworth, Richard
Jansen-Parkes, Dan Jolin, Andy

I
Leighton, Josher Lumpkin, Phil
Robinson, Alex Sonechkina, Charlie
Theel, Paul Wake, James Wallis t’s hard to imagine my childhood without TCGs: hours spent
swapping Pokémon and Yu-Gi-Oh! cards in the playground,
HEAD OF DESIGN & PRODUCTION hundreds of pocket-money pounds spent on rares and
Lynn Wright
shinies, binders full of complete collections (and stacks of
DESIGNER Richard Hallam dupes). It’s just as tough to consider what gaming today would
look like without the first collectible card game, Magic: The
COVER IMAGE FROM MAGIC:
THE GATHERING CORE SET 2019 Gathering, which turns 25 years old this month. A quarter-
Illustration by Magali Villeneuve century on, though, and Magic’s gameplay and universe feels
Courtesy of Wizards of the Coast as fresh as ever – as our massive 10-page celebration of
ADVERTISING the game alongside its creators and fans shows.
TO ADVERTISE PLEASE CALL Also marking a birthday this month is RuneQuest, the
GROUP ADVERTISING MANAGER
Claire Ingram 01778 391 179
Now Playing... influential fantasy RPG that 40 years ago rewrote what an
claire.ingram@warnersgroup.co.uk The Mind immersive roleplaying world could be, as Greg Stafford and
Steve Perrin reminisce in our exclusive interview. The latest
GROUP TELESALES EXECUTIVE edition continues this legacy of invention and imagination –
Ben Jackson 01778 391 129
you’ll be able to read our full thoughts in the Played section.
Get in touch
ben.jackson@warnersgroup.co.uk
There’s plenty more crammed into this issue, including
ADVERTISING DESIGN reviews of the next Century game, this year’s controversial
AND PRODUCTION tabletopgaming.co.uk
Nicola Lock 01778 392 420
Spiel des Jahres hopeful The Mind and the A Song of Ice
nicola.lock@warnersgroup.co.uk tabletopmag & Fire miniatures game – plus a look at the previously top
secret games developed by the CIA to train agents.
MARKETING tabletopgamingmagazine
Plus, don’t forget to check the latest announcements
MARKETING BRAND MANAGER
Nicola Lumb tabletop_gaming_magazine for Tabletop Gaming Live on page 6 to see why there’s no
place more exciting for gamers to be this September.

Matt
PUBLISHED BY
ASSOCIATE PUBLISHER
Claire Ingram
Warners Group Publications PLC
The Maltings, West Street, Matt Jarvis Editor
Bourne, Lincolnshire, PE10 9PH matt.jarvis@warnersgroup.co.uk | @liquidmatt
01778 391 000
www.warnersgroup.co.uk
Q U I C K S TA R T
NEWSTRADE DISTRIBUTION
Warners Group Publications PLC I thought That is my It’s a long
01778 391 150
that a game favourite high journey, I
PRINTING
where every – better than all just keep driving
This publication is
printed by Warners card broke the the drugs I have and the stories
01778 395111
rules would be so cheerfully keep writing
The views expressed by contributors are not necessarily
those of the publishers. Every care is taken to ensure that
like magic. poisoned themselves.
the content of this magazine is accurate, but we assume no
responsibility for any effect from errors or omissions. While
every care is taken with unsolicited material submitted for
myself with.
publication, we cannot be responsible for loss or damage. Richard Garfield revisits the origins Greg Stafford is hooked on RuneQuest’s The 30-year saga of sci-fi wrestling
While every care is taken when accepting advertisements, we of Magic: The Gathering, p18 spiritual world of Glorantha, p28 game Champions of the Galaxy, p58
are not responsible for the quality and/or the performance
of goods and/or services advertised in this magazine. The
Advertising Standards Authority (ASA) exists to regulate the
content of advertisements. Tel: 020 7429 2222
© Warners Group Publications Plc, 2018
tabletopgaming.co.uk 3
In this issue
THE GAMES
Arkwright 54
Art Deck 37
Barker’s Row 79
Big Trouble in Little 75
China: The Game 06 AT A GLANCE 37 KICKSTARTING FROM SCRATCH
Catan 74
Century: 64
08 FIRST TURN 38 HOW WE MADE
First Martians’ Ignacy Trzewiczek looks back on Machina Turning Fudge into the flexible roleplaying of Fate Core
Eastern Wonders
Champions of 58 10 10 OF THE BEST 43 THE INDEPENDENT SHELF
the Galaxy
Chess 53 13 ROLE CALL 46 OGRE
Civilization 10 Steve Jackson hops back in the driving seat of his titantic wargame
14 ALL THE JAHRES
Collection Deck 50
Back to the game that changed everything: Settlers of Catan 48 THROUGH THE AGES
Cosmic Encounter 34
Decrypto 68 17 MY FAVOURITE GAME 49 SPY GAMES
Wordsy creator Gil Hova hooks up with the electrifying Power Grid We play the board games created to train real CIA agents
Drop It 72
Dungeons 70, 88
ON THE COVER 53 PLAY IT SMART
& Dragons
Fae 78
18 MAGIC: THE GATHERING 54 CAPSTONE GAMES
Fantastiqa: Rival Realms 80 25TH ANNIVERSARY SPECIAL Meet the man on a mission to bring heavyweights to the masses
The people who made Magic – and the fans enchanted by it
Fate Core 38
– join us to celebrate a quarter-century of the card game 57 UNEARTHED ARTEFACTS
First Martians 09
Flamme Rouge 53 28 RUNEQUEST 58 CHAMPIONS OF THE GALAXY
As Glorantha returns, Greg Stafford and Steve Perrin The story of the sci-fi wrestling game 30 years in the making
Gloomhaven 48
reveal how they crafted a fantasy world like no other
Helionox 77 63 PLAYED
Hexpanse 81 34 HAVE YOU PLAYED? This month’s unmissable new releases, reviewed!
History of the World 73
83 PAINTING GUIDE
Imaginarium 69 Tips on turning Stuffed Fables into a tabletop dream
Kero 71
Kingpin: The Hunt 49 88 DM’S GUIDE TO ROLEPLAYING
for El Chapo Finding the right words to bring your world alive
Machina 08
91 EVENT REPORT
Magic: The Gathering 18
Mechs vs Minions 10 92 CLUB DIRECTORY
The Mind 66
95 SHOP SPOTLIGHT
The Networks 17
Newsdesk 37 98 TABLETOP TIME MACHINE
Ogre 46 Ring, ring! Newsdesk here. Give us the scoop!
Pandemic
Power Grid
48
17
28
The Ruhr 54
RuneQuest 28, 67
Settlers of Catan 74 18
Shards of Infinity 76
A Song of Ice and Fire: 65
Tabletop Miniatures Game
Space Base 74
Stuffed Fables 83
Techno Bowl 43
Unlock! 80
Wild West Exodus 05
Wildcatters 54
Wildlife Safari 57 58 38

4 July 2018
HOW TO BUILD AND PAINT YOUR FREE
WILD WEST EXODUS K9 ATTACK DOG
A S S E M B LY

ATTACK DOG 1 2 ATTACK DOG 2 2

1 3 1 3

2 2
PAIN T ING

BODIES GLOW

A ZINE
STAGE 1 STAGE 1
Doombull Brown:
M AG
Bloodletter: Apply

PRINT G . C O . U K
Apply a coat over several glazes
the whole model
T H E over and around

W I TH P G A M I N
and base. the area you

S F RE E would like the glow

K DOG T T A B L E T O
to originate from.

T TAC
S K9 A I S S U E A
STAGE 2 STAGE 2

D U
Leadbelcher: Troll Slayer Orange:

XO
EST E E L A T E S T
Apply a light Mix one part

W
drybrush over water and one

W I L D the dog. part Lahmian

R TH
Medium. Apply a

O R D E small amount to
and around the
glowing area.
STAGE 3 STAGE 3 BASING
Drakenhof Fire Dragon Baneblade
Nightshade: Bright: Make a Brown: Apply
Apply a light wash mix with one part a fairly heavy
over the dog. water and apply drybrush to
a small amount the sand.
to the centre of Agrellan Earth:
the glow. Apply a generous
coat to the areas
of the base with
STAGE 4 STAGE 4
no sand.
Runefang Steel: Lugganath Orange:
Karak Stone:
Apply an edge Water down
Apply a light
highlight to slightly and apply
drybrush to the
the dog. a dot/dash to the
sand and an
centre of the glow.
edge highlight to
Apply a very fine
the cracks.
edge highlight to
any hard edges.
Painting guide and pictures by Andy Leighton
COMPETITION

For a chance to win, simply submit your image to tabletopcomp@warnersgroup.co.uk with the subject line
"Wild West Comp" along with your full name and telephone number before midday on Monday July 30th 2018
For full terms and conditions, visit tabletopgaming.co.uk/competitions
AT A GLANCE

KING OF TOKYO, SUSHI GO!, KINGDOMINO, SUB TERRA AND THE


CHAMELEON CREATORS BRINGING AWARD-WINNING FAMILY
FAVOURITES AND PARTY HITS TO TABLETOP GAMING LIVE
Big Potato, Blue Orange, Iello, Inside the Box, North Star and more join dozens of studios showing their latest games

This year’s Tabletop Gaming Live line-up Also on the show floor will be Iello, the team hilarious Happy Salmon and upcoming dancing
continues to grow with the addition of some of responsible for games including dice-rolling game Funky Chicken, new for this year.
the most exciting games studios in the world. smash hits King of Tokyo and King of New York.York The number of miniatures specialists
Joining already announced board game, Joining them is Big Potato, the British party continues to grow, too, with Titan Wargames,
RPG and miniatures studios such as Fantasy game makers of The Chameleon, Obama Llama, Pendraken Miniatures and more adding to an
Flight, Days of Wonder, Catan Studio, Mantic, Truth Bombs, Scrawl and Bucket of Doom. already extensive line-up.
Cubicle 7, Warlord Games and many more is a Meanwhile, fellow Brit studio Inside the Box Tabletop Gaming Live will take place in
fresh slew of creators behind smash-hit family will bring along its hit co-op game Sub Terra, London’s Alexandra Palace this September
favourites and crowd-pleasing party games. plus hot fresh title NewSpeak, to the show. 29th and 30th, and will include participation
These include Blue Orange, the family You’ll also find Sushi Go! and Forbidden games, live seminars and an open gaming area.
publisher behind Kingdomino – last year’s winner Desert creator Gamewright, plus Dice Hospital Tickets are on sale now from just £10, with
of the Spiel des Jahres – Queendomino and studio Alley Cat Games and North Star, which family and weekend bundles available. Visit The
Photosynthesis, as well as many other games. will have its Happy Planet series – including the Ticket Factory and search “Tabletop Gaming Live”.

KNOW YOUR NUMBERS

15 4 22
The final chapter of Uwe
THREE

Rosenberg’s puzzle trilogy, Knizia’s couples favourite Lost Cities


after Cottage Garden and will invite twice the players along on its
Indian Summer, will be costly expeditions in spin-off Rivals

2 42
Spring Meadow
Ticket to Ride: New Cosmic Encounter
Crime caper Innovative ‘90s storytelling
York is a dinky celebrates a birthday
RPG Fiasco game City of Chaos is
version of the train and Douglas Adams’ wit
is plotting a being resurrected, two
game that plays in a in its upcoming 42nd
second edition decades after it debuted
quarter of an hour Anniversary Edition

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…
What travel games do you
For the latest news from the world of gaming visit
take on trips to maximise
tabletopgaming.co.uk/news holiday packing space?

agreement for the game with


Fantasy Flight, which relaunched
You said…
Richard Garfield’s original ‘90s
CCG as an LCG six years ago. 7 Wonders: Duel. Patchwork. Also,
Fantasy Flight added that this is why God invented iPads
although it wouldn’t be able to and 20,000mA power packs. I
continue Netrunner, it still has prioritise iPad versions of games
plans for other games set in its with big boxes.
cyber-dystopian setting, which @thedicemechanic
includes the original Android
murder-mystery board game and As there are two of us in a caravan,
economic spin-off New Angeles. Jaipur is perfect.
NO MORE RUNNING “Just because we won’t be
printing it anymore doesn’t
Jan Mura
Android: Netrunner is ending this October after six years suddenly turn it into a game that’s
Howzat, Top Trumps, Khan of
It’s maybe the most shocking recent release of a revised core not worth playing,” said studio
Khans, Rory’s Story Cubes.
gaming news of the year: Android: set for the tournament favourite head Andrew Navaro. “About 20
@DissectingWrlds
Netrunner is coming to an end. earlier this year. The last Android: years ago the Netrunner CCG was
Fantasy Flight has confirmed Netrunner world championships will discontinued – after a much shorter
that the termination of the hugely bring its organised play schedule to run than the LCG enjoyed – and Tiny Epic Galaxies and Celestia.
influential and acclaimed living card an end this September, as part of fans continued to play that version @ArmchairPimp
game will take place on October the wider Android: Magnum Opus of the game for years without any
22nd 2018, with upcoming event celebrating the universe. official support from its publisher. The Mind, Jaipur and Star Realms!
expansion Reign and Reverie now The decision to unplug the game “I hold out hope that one day Netrunner @competitiveduo
Netrunner’s swansong. comes as the result of original will return, and that our part in its
The announcement comes as Netrunner publisher Wizards of the history will be regarded as a significant
Usually something quick and easy
a particular surprise following the Coast opting not to renew its licensing chapter of its much longer journey.”
to set up, also handy for travel.
Star Realms and Boss Monster
spring to mind.
DREAM NIGHTMARE Kevin Ogilvie
Rob Daviau, Eric Lang and H.P. Lovecraft unite
Patchwork on iPad is awesome,
What happens when two of the along the lines of Eldritch and takes up so much less
tabletop’s hottest designers meet one Horror. This time, players are table space!
of gaming’s most popular universes? controlling investigators who Ruth Arnold
The answer is Cthulhu: Death are already insane and have
May Die, a new Lovecraftian no choice but to prepare
We often go to France so
adventure from Eric M. Lang – for – and then confront – an
Carcassonne and Castles of
known, of course, for Blood Rage impending cosmic horror
Burgundy are a must.
and Rising Sun – and Rob Daviau, across a two-act structure.
Bad Cat Games
the legacy game pioneer behind We’ll see if it manages
Pandemic Legacy, SeaFall and more. to breathe new life into
Death May Die is described as a the familiar theme when it
mix of “narrative, theme and action” arrives on Kickstarter.

Get in touch
THE BEST OF UK GAMES EXPO 2018 tabletopmag
Listen to round-ups from all three days on The Tabletop Gaming Podcast tabletopgamingmagazine
DOWNLOAD NOW FROM TTGAMI.NG/TTGPODCAST tabletop_gaming_magazine

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

SUBSCRIBE PRINT OR
PAINTS USED
Abaddon Black
Agrax Earthshade
Blue Horror
Ceramite White
Dark Reaper
Dawnstone
Karak Stone
Kislev Flesh
Mephiston Red
Russ Grey
Screaming Skull
Skrag Brown
Thunderhawk Blue
XV-88
Zamesi Desert
DUROS
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
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

D I G I TA L F R O M J U S T
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 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.

10 RPGs YOU MUST PLAY IN 2018!


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
BASE COLOURS SHADING & LAYERING HIGHLIGHTING

£14.99
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 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/
the blasters. line highlight of Dawnstone to the blasters. small dot of Abaddon Black for the pupil. 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.
Apply a basecoat of either Dawnstone or Celestra Grey & Deathclaw Brown: Apply 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
Doombull Brown to the facial hair. a spot highlight to the blasters. Apply a spot
P L U S ODark
Incubi Darkness: Apply a basecoat to the
UReaper:
R Apply
brown areas.
R Ea drybrush
V I EoverW
and towards the top of the model. Once complete, apply an edge highlight to the front/top edges.
OF D
highlight to the beards depending on the mechanical areas of the model, such as the the
U toNtheGfront/top
E Oedges.NS & DRAGONS’ NEW E
Russ Grey: Apply a light drybrush to the darker areas. Once complete, apply an edge

XPANSION
base colour. engines and grills on the T-47. dark areas. highlight

T-47 COCKPIT GLASS


A perfect method to painting any glass and windows, this method was also used for the goggles on the troopers.
January 2018 tabletopgaming.co.uk
FALLOUT: WASTELAND WARFARE |

STAGE 1 STAGE 2 STAGE 3 STAGE 4 BOGUS


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

a fake?
84 June 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
IGNACY
TRZEWICZEK
Before stranding us as Robinson Crusoe or those First Martians,
Poland’s top designer bashed together a silly party game
named Machina that accidentally changed his life
Interview by Dan Jolin

BACKGROUND
We
about crazy engineers creating devices. So we thought:
“My career is pretty crazy. In 1999 I announced to my ‘Maybe it’s something more than just a joke.’ And we

were
parents that I was dropping out of college, that I didn’t decided to publish it.”
want to become an engineer, and I wanted to publish
HOW TO PLAY
a roleplaying
roleplaying games. They accepted my decision and I
founded my Portal Games company. For a few years we “You are an engineer in Communism times in Poland,

game
were doing a magazine about roleplaying games, I was and each player has to create a machina – a device that
writing articles and releasing one small roleplaying game will change the whole world – from small parts. The

company
after another, but we didn’t make hardly any money. purpose of the game is to grab the parts somehow and
Then, in 2002, we published Machina, our first board then connect them. But you have no money to buy your

and yet
game, which came out of nowhere and completely parts, so you have to steal them. You don’t have money
changed our perception of what we could achieve.” to pay employees, so you have to bribe them. There

we had
are all these jokes about how bad it was working in
COMPONENTS Communism times. And the first player who builds their

customers
“Until 2002 my whole life was roleplaying games: machina yells ‘I did it!’ and wins the game.”
Warhammer, Call of Cthulhu. I had no clue about board
END OF THE GAME
who wanted
games. Then one day I was browsing through a video
games magazine, and I saw a picture of a video game – I “Even though the game had rules that were not working

this stupid
don’t even remember what it was – and suddenly I felt like, at all, it sold out in six weeks. Everybody was laughing,
‘Oh, that would be a cool board game.’ I made it as a joke, everybody had a great time. And there were no competitors,

joke.
to take to my office and play with my fellow employees.” because back then the market in Poland was dominated
by roleplaying and miniature games. What started as a joke
OBJECT was the most profitable thing we did for the past four years.
“Machina is a party game, and the best metaphor for Then I started learning about board games, buying them
today’s times is that it was like a Munchkin-style game: and coming up with other designs, and at some point Portal
super mean, lots of jokes, a lot of funny fluff on the cards. Games was no longer a roleplaying games publisher. In
A lot of brutal and mean interaction between players. 2009, I published my first design for worldwide, and it was
Only instead of being a dungeon-crawler, it involved Stronghold:: a super-serious, big, epic game. Before that in
building a crazy device in Communism times.” Poland I was perceived as this funny dude who created
party games. People wondered, ‘What’s happening
SETUP with Ignacy? Why’s he so serious now?’ Now nobody
“I drew pictures of these super, super stupid devices remembers Machina.. It is this mysterious, forgotten
and cut them out with scissors. It was just me trying to game from the old times. But I still have it in my
make something funny without any knowledge of how heart. It changed my whole life.”
to approach a board game. I made a first prototype to
impress the dudes in the office, and of course the game STRATEGY TIPS
wasn’t working at all, but it was very fun. So we took it “I run lots of seminars and designer workshops at
to the biggest Polish convention, put it in an envelope conventions, and one of the most important pieces
named something like ‘Surprise!’ and left it somewhere. of advice I give is, if you want to design board
Somebody found it, somebody played it and, suddenly, games, educate yourself. Play Puerto Rico,, play
without the internet, without Twitter, without Snapchat, Catan, understand why Catan is a very good game.
it went viral in this convention. People actually wanted And yet, me myself, I created a board game having
to buy this thing! We were a roleplaying game company no clue what I was doing! It was an accident. A
and yet we had customers who wanted this stupid joke super, super lucky event for me.”

July 2018 tabletopgaming.co.uk 9


1 MECHS VS MINIONS
Set in the universe of the ridiculously popular League of Legends,
Mechs vs Minions doesn’t even try to copy the inimitable
gameplay of the multiplayer online battle arena game. Instead,
it takes the team-based format as a leaping-off point for an
electrifying series of co-op scenarios that see the powerful
mechs fending off scores of the minions, with players programming their
robots with series of command cards, Robo Rally-style. It looks great,
plays beautifully and deserves a place not just among the best video

2
games on the tabletop, but board games as a whole.

SID MEIER’S
CIVILIZATION:
A NEW DAWN
Sid Meier’s long-running series of computer strategy games
was originally inspired by tabletop classic Civilization, so its own
transformation into board games was a homecoming of sorts. The latest
effort based on the epic history-spanning series decided to go its own way
with impressively streamlined card-driven gameplay and a play time that
can be measured in minutes rather than hours. It’s not quite as grand
or deep as past Civilization games, but A New Dawn may very well be the

10
best of the bunch – it’s certainly the easiest to squeeze into an evening.

OF THE BEST
VIDEO GAME
ADAPTATIONS
Unplug and give those square eyes a rest: plenty of digital games have made
the leap into the analogue world, but the results can be varied. If you’re looking
for a high score, though, you won’t go wrong by getting the download on these
Chosen by Matt Jarvis

3 BLOODBORNE:
THE CARD GAME
Although not quite as high-profile as the board game based on
its spiritual predecessor Dark Souls, Bloodborne: The Card Game
is arguably the best tabletop take on the Souls series to date –
little surprise given it’s a design
from Blood Rage master Eric
4
MEGA
Lang. Set in the nightmarish city
of Yharnam, Bloodborne sees MAN PIXEL
players’ hunters competing
to satiate their bloodlust
by killing horrific monsters.
TACTICS
The original Pixel Tactics is full of
The players have to work references to retro games, so it
together to take down was little surprise when one of video
the powerful beasts, but gaming’s icons made the leap into
are competing to collect the head-to-head card-battler. Players have identical decks, but the
the most blood. If they push card they select as their leader drastically changes how the rest
their luck too far (or suffer of their cards function, opening the game up for plenty of strategic
a betrayal) and die, they moves and tense matches. The turn-based battles are a far cry
lose it all. Dark, intense from Mega Man’s platforming, but Pixel Tactics’ core gameplay
and challenging, it’s a remains a joy and the ability to combine the sets together makes it
bloody good time. a worthy contender.

10 July 2018
5
DOOM: THE
BOARD GAME
Just as the gore-splattered shooter recently
returned with a bang on-screen, the tabletop
revival of its so-so 2004 board game
adaptation refused to be ignored. One player
takes control of the very forces of Hell, with
the rest blasting their way through a series of
6 ELITE:
DANGEROUS
RPG
Set in the universe of the innovative sci-fi
sandbox, the Elite: Dangerous RPG does a
fantastic job of embracing the open-world
nature of its digital cousin, allowing players
missions as a team of hardened marines. Like to blast off into the galaxy and explore,
the video game, it’s not exactly the deepest fight or whatever as they please. A flexible
experience in the world – but you won’t character creation system and huge
care as you rip and tear. diversity of options make up for a slightly
loose set of rules, with a simple resolution
system – driven by a single d10 – making it
easy for first-time roleplayers to jump onto
the tabletop.

7 8
XCOM: THE BOSS MONSTER
BOARD GAME
Bridging the gap between the digital and analogue worlds
While not based on a single classic video game, Boss
Monster channels the spirit of hundreds of retro
games in its light dungeon-building cardplay. Instead
with its companion app, XCOM pits its human players of crawling the dungeons yourself, you’re trying to
against both the alien threat and the clock, with a ticking dispatch hapless adventurers attempting to steal
timer driving the real-time tension. It focuses more on the management your treasure by creating ever more elaborate traps
aspects of the PC classic than its turn-based combat, but still manages to and monsters. You need more treasure to attract
capture the excitement of deploying planes to intercept and shoot down the would-be heroes to your dungeon rather than
UFOs, researching advanced tech, and assigning soldiers to missions. If those of your rivals, but must be sure that they won’t
you were unsure before, after a playthrough you’ll want to believe. survive and deal your big baddie a wound. Video
gamers will get a particular kick out of the boxes
that the game and its expansions come in too, which
parody iconic video game packages.

10 FALLOUT
Post-apocalypses aren’t hard to find in games,
but the nuclear-scarred wasteland of the

9
Fallout roleplaying games remains a uniquely
enticing end of the world to venture across,
discovering hidden vaults, mutated creatures
and fellow survivors who may or may not be trusted. The board game
boils down the RPG elements into an entertaining couple of hours,
with a clever deck of story cards allowing actions and decisions to
have a real impact on future events during each playthrough. The
competitive rules are a little iffy, but if you’re happy to just explore a
radiated landscape, few board games have done it better.

THIS WAR OF MINE:


THE BOARD GAME
Grim, distressing and unforgiving. This War of Mine: The Board Game is a faithful
recreation of its virtual sibling and effectively delivers the same gut-punching
oppressive atmosphere. Set during the Bosnian War’s Siege of Sarajevo, it’s an
essential playing experience that shows that games can be more than just ‘fun’ –
they can tackle tough subjects to tell real, important stories.

tabletopgaming.co.uk 11
Role Call
Ninjas, superspies, Middle-earth and a journey to the far wilds of Venus
Words by John Dodd

ADVENTURES IN GENESYS: REALMS N.O.W. THE MODERN SPACE 1889: VENUS


MIDDLE-EARTH: OF TERRINOTH ACTION RPG This book details the world of
ERIADOR ADVENTURES A setting book for the flexible A new core rulebook for the WOIN Venus for the Victorian-era
A follow up to the Rivendell roleplaying system, this contains (What’s Old Is New) system, spacefaring RPG, charting its
sourceook, this contains six everything you need to play in the this covers the rules and setting history from first contact, where
adventures newly converted for land of Terrinoth shared by the details for modern campaigns. bold explorers found a world like
the OGL system. From a journey Runebound and Runewars board With character types ranging that of Earth’s primordial past, to
to the lair of the Witch-king of and miniatures games. Its history from mutants to cyborgs, ninjas the world that now has hundreds
Angmar to the ruins of Fornost spans from the fall of the elves to superspies, and a full list of of colonists and more arriving
and the cairns of the Barrow- to the arrival of the dragonlords, equipment and gadgets that all every day to seek treasure and
downs, these adventures can be with new character creation good agents will find use for, as well territory to build their own empire.
linked together to form a campaign options and careers, magic, and as guidelines for how to build your Contains full details on the four
that spans years of the characters details on how to craft unique own game in the modern era, this nations of Venus and secrets
lives. If they live that long. items also included. has everything an agent needs. hitherto unknown.
Cubicle 7 | £27 Fantasy Flight Games | £39 EN Publishing | $20 Clockwork Publishing | £14

July 2018 tabletopgaming.co.uk 13


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

THE SETTLERS OF CATAN


I
t’s hard to describe the impact of The As I continue to evolve as a games designer,
Settlers of Catan today (declared the old Year of win: 1995 I think less and less about interesting
man, relaxing into his leather armchair Designer: Klaus Teuber mechanics and more and more about the
and calling for another glass of cognac), and Number of players: 2-4 way that games interact with our minds
even harder to explain it. It wasn’t a lightning Playing time: 90 minutes to give us pleasure. Settlers is pleasurable.
bolt. It didn’t send a shockwave across the Worthy winner? Holy moly yes Its engagement and cognitive loading are
industry but was something more like a Worth playing now? See ‘worthy winner’ perfectly pitched, the strategies are at a sweet
slow-spreading infection: taking months or Availability: On the continent you can buy it spot between being discernable to beginners
years, leaving entire communities changed in supermarkets and rewarding to experienced players,
in its wake, bearing the mark of those who Price: £45 and, although there’s a lot of
had joined the Catanistas. dice rolling, it rarely feels
I didn’t play Settlers in 1995. I wasn’t even as if you’re at the mercy
particularly aware of it. Word travelled slowly spaces (Go) and we’d certainly seen trading of randomness.
back then, in those days when the internet games and games where you spent resources It’s satisfying to play. It
went bing-bong-crrrsh and charged by the to build or upgrade facilities which then let fills the mind
minute. But I remember taking a copy of you gather more resources. What we hadn’t and rewards
the very brown English-language edition, seen was a game that mixed them in such a your activity
lukewarm off the presses, to Gaelcon in 1996, perfect combination. If games mechanics are
where I was an industry guest. I and the other like ingredients in a recipe, then The Settlers
guests, people who’d designed games for of Catan was the best and most moreish
Games Workshop and FASA, spent the whole Black Forest gateau you’ve ever eaten.
convention sat round a table playing it over You know the gameplay by now – or, at
and over again. Gaelcon is a great event filled least, you should. Players are tribes settling
with stuff to do, but playing Settlers absorbed the island of Catan. They build settlements
us for the entire weekend. and roads along the edges of
So then: Klaus Teuber’s masterwork, the numbered hexes. Each turn, a
game that changed everything. That’s not dice roll shows which hexes
hyperbole. Settlers was the game that made produce one of five resources
the UK and America sit up and pay attention (wood, brick, stone, grain
to the Eurogame phenomenon and it didn’t do and wool) that can be traded
it with advertising or celebrity endorsements or used to build more roads or
or being right-game-right-time; it did it by settlements, expand settlements
being really, really good. And, on its coat tails, into more productive cities, or
people around the world also started to notice buy development cards that yield
that the Spiel des Jahres award was also worth victory points or one-off abilities.
paying attention to. First to ten points wins. Also: there
There’s nothing terribly original in The is a bandit, and at some point
Settlers of Catan. We’d seen modular hex someone must say they have wood
boards before (Magic Realm had used one in for sheep.
1979), we’d seen games played on borders not And it’s lovely.

14 July 2018
  1995 marked a divide in the history
of hobby games as clear as
the division between BC and AD.

with a sense of growth and achievement. be rectified until the Seafarers expansion),
Crucially, you finish each game knowing and the endgame can often be rushed
what mistakes you made, and knowing you and unsatisfying as it’s hard to track who’s
can do better next time. Plus, back in the late concealing cards with extra victory points. But
‘90s, it was most people’s first exposure to the Monopoly isn’t perfect either, and yet more
core values of Eurogames: no direct conflict, people will enjoy playing it this year than every
co-operating to gain advantage and nobody Eurogame you can name put together.
getting knocked out. Commonplace now, but There are people who boast of never having
a novelty back then. played it, and that feels like boasting about never
While it’s not a cut-throat battle of having seen Star Wars. You can’t understand
tactics, it’s certainly not the warm, modern cinema without knowing Star Wars,
feel-good pastime that some sceptics just as you can’t properly understand modern
claim. People describe The Settlers Eurogames without knowing where they came
of Catan as a resource management from, and mostly that was from Klaus Teuber’s
and trading game, and it isn’t; it’s an brain. Settlers is not the perfect game, it’s not
area-control game. You play by trading for everybody, but as an ambassador for the
resources and building things, but you modern hobby it has done an amazing job.
win by using roads to block your Whether you like or loathe The Settlers of
opponents’ ability to expand. Catan, it is impossible to deny that 1995 marked
Once you’ve realised that, this a divide in the history of hobby games as clear
gentle game of co-operative as the division between BC and AD. From this
competition suddenly becomes point onwards everything was After Catan, and
a brutal struggle. board games would never be the same. From
Is it the perfect über-game? now on, we all had wood for sheep.
No. The setup is fiddly, the
balance between the
Next month: We go large with El Grande,
trade goods is slightly off
Wolfgang Kramer’s return to the winner’s circle
(something that wouldn’t

tabletopgaming.co.uk 15
ealed p roducts
ing car ds and s
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my favourite game
GIL HOVA
The Wordsy designer, ferret fan and channel-surfer Power Grid
behind The Networks recalls how he went from being was a lesson
shocked to electrified by the messiness of Power Grid to me in

I
n the mid-2000s, I was a budding designer And yet, the game achieves a kind of how a game
could have a
who subscribed to the notion that elegance elegance. It’s really not a terribly difficult game
in a game was king. This was the era of in terms of rules complexity. The challenge of

certain kind
Knizia, where games were a series of knowing when to hold back and when to charge
mathematical mazes with a somewhat- forward is vital. And everything makes so much

of fiddliness
related theme stuck on top, more for grounding darn sense.
than immersion. The game had some issues, of course. It got

and
In the middle of this, I encountered Friedemann a lot better when Friedemann released an
Friese’s Power Grid. And I was immediately alternate set of power plants that tried to make

messiness,
enchanted, because this game wasn’t just riveting the mid-game auction more interesting. And
and compelling. It was untidy. It was messy, weird the constant flow of maps is excellent, although

and still be
and was good because of that, not in spite of it. I haven’t played as many of them as I want.
Power Grid has rough edges and corner cases. Power Grid was a lesson to me in how a

extraordinary.
Have you remembered to discard the highest game could have a certain kind of fiddliness
power plant in the auction to the bottom of the and messiness, and still be extraordinary.
deck? Have you noticed if the number of the lowest Many neater and more elegant games have
power plant in the auction equals the number of come and gone, but I will never say no to a
cities on the board? Quick, what’s 16 + 27 + 18? game of Power Grid.

July 2018 tabletopgaming.co.uk 17


UNDER
THE SPELL
The world’s biggest card game remains just as enchanting and
utterly engrossing a quarter-century on. Designers, artists and
fans join us to celebrate the ultimate creature comfort
Artwork courtesy of Wizards of the Coast

18 July 2018
tabletopgaming.co.uk 19
25
YEARS OF
MAGIC

MAGIC MASTER
25 years ago, Richard Garfield changed gaming forever with a
groundbreaking card game that turned into a cultural sensation.
In his own words, he tells the story of Magic: The Gathering’s early years
Words and photographs by Richard Garfield | Artwork courtesy of Wizards of the Coast

I was ending my first year and


about to start my last year
teaching math at Whitman
College in Eastern Washington.
Magic: The Gathering was
launched that summer, and it
turned my life upside down.
The core concept for Magic was a game where the Magic was also a good theme because
players had different components. The idea hit me it let me get away with anything. Draw
all at once and I was swept away with excitement cards? That’s a ‘Braingeyser’. Gain energy?
for the possibilities that opened up. But at the same Well of course – that’s a ‘Dark Ritual’.
time, I didn’t even know if you could make such a My game design constantly starts and stops,
game any good. I remember telling Peter Adkison, and often crossbreeds with other designs.
the head of Wizards of the Coast, that poker, bridge, That is why it is hard to say when I began the
or chess wouldn’t be good if players could choose design of Magic – was it in 1982 with my first
your own components – so it wasn’t obvious to me magical-themed card games, or in 1991 with my
how to make a good game with that characteristic. first prototype that looked like modern Magic?
I tried a few possibilities before settling on Certainly my earlier designs made the final
a framework I had been tinkering with for design richer, since I had already put thought
perhaps nine years. The game I started working into the different colours of Magic and the
with was a magic-themed game I called Five relationship they had to each other.
Magics. This game was inspired by Cosmic That first prototype – I called it Alpha
Encounter, a game in which all players could Magic – was 120 cards that I split
break the rules in one or more ways. I was taken randomly between the two
by how different each game of Cosmic was from players.My first opponent,
each other – and how the interaction of the Barry Reich, and I played
special powers lead to often unexpected results. all night long with these
I thought that a game where every card broke completely untuned
the rules in some way would lead to a chaotic five colour decks. I
world which was barely predictable. I thought am sure by today’s
that would be like magic – and so I started down standards it
that path. would be painful

20 July 2018
watching us play. Sometimes we would wait felt that circulating the cards would make the TIME TO EXPAND
and wait for a land that we might not even have game more dynamic, and I didn’t trust trading One of the earliest questions facing Magic was
in our deck – but we had a blast. to be the entire driver of that card circulation. how it was going to expand. My initial concept
After that was Beta Magic – where my Quickly, however, it became apparent that was that Magic was a standalone experience – it
playtesters were given a random selection some players were not playing to win, but were could be reprinted but, like most games that
of maybe 60 cards. The cards were shuffled playing just to improve their card resources. preceded it, Magic wouldn’t change significantly
in trash bags and given out… land and all. That didn’t seem healthy for the game, I with future printings. Instead, new versions would
Players quickly learned they could improve couldn’t think of any way that wouldn’t happen, be released – Magic: Ice Age and Magic: Menagerie
their performance a lot by focusing on two or so I removed those cards. (later Mirage) were being designed even as the
three colours. Some players even traded down An exception to that was ante, and ante cards. first set was being released. These were intended
to one colour. When first released, the game officially called to provide new standalone experiences for the
The next version was Gamma Magic, and it for players to wager a random card from their player. I saw each as giant distinct games in which
was very close to what was finally published in deck, and some cards did interfere with the players could buy a hand.
1993. During Gamma the playtesters started ante in a variety of ways. I left this in because, Immediately though, the hunger for new
developing their own methods of play, which again, I wanted some way within the game content was immense. Peter asked me to do an
included drafts and leagues with various rules. for cards to circulate, and ante didn’t on the expansion that could be mixed into the base game,
Drafts in those days were more like drafting surface of it encourage people not to care about and I quickly put together the first expansion,
baseball players – with all the cards available for winning. It did encourage players to play with Arabian Nights. This was really exciting in some
selection at any round of the draft. more common cards – but I regarded that as ways – I was rapidly growing in design skill for
It is telling that the largest number of cards something to balance the values of the cards; Magic and there always seemed to be more room
a playtester got at any point was, if memory increasing the risk of playing a card in general to explore. However, I had two serious misgivings
serves, four decks of 60 cards – which they were hurts rarer cards more than common cards. about the project. First, not having years to playtest
not allowed to mix with their other cards. That That isn’t to say that rare cards were, as a rule, the new cards was going to lower the quality and,
was the most I could really imagine players more powerful than common cards. One of the second, I didn’t want players to feel pressured to
getting in real life – there would have been no design insights I had which I am happiest with buy the new cards, since I expected some players
point, in my mind, to test as if all cards were was that the common cards should be solid wouldn’t care for the new cards and no-one likes to
available to all players – which is the most parts of any deck. If players were allowed to be strong-armed. My solution to this was to make
common way playtests are done today. The choose their own cards, the player who bought the new cards a different card back; Jesper Myrfors
play balance was designed for these limited more would always be at an advantage, since – our art director – came up with some handsome
environments rather than the rich ones that they had more options. But you could make purple backs. My thought was that this bold
quickly evolved. that effect much smaller if the commons were distinction would make it clear that the cards were
One of the changes over the course of these good. I tried to make the rares interesting and optional, and different than the base set. People
early playtests was the abandonment of specialised, while commons were simpler and would easily see if their opponent was playing with
cards that changed ownership of cards broad. For many years after Magic was released Arabian Nights, and could accept that or ask them
during the game. For example, there people on the design team would enjoy going not to. If the new set was bad, the overall game
were pixies which, when they hit to card shops and conventions beating the wouldn’t be poisoned.
the opponent, would swap two local champions with all-common decks – a The response of the customers on the forums,
random cards between their testament both to how inexperienced players and many of my playtesters, was strongly
hands. I wanted these sorts of were back then and how underrated common negative to this plan. I was committed to this
cards in the game because I cards were. solution, and in the face of protests Peter was

tabletopgaming.co.uk 21
25
YEARS OF
MAGIC

expressing his worry, but was also clear


that he would support the decision. At
the eleventh hour, I believe I was on the
phone to Peter who was on the phone to
our printer in Belgium who was just about
to start printing, I reversed myself and told
him to use the same card back.
It is clear this was the right decision,
but it did contain the seeds of many
challenges that would face us down the
road. For example, a steadily growing pool
of cards would mean that each set was less
interesting than the previous one, since it had
to compete with all the previous cards. This risk
was well illustrated by a review of Ice Age, which CARD CRASH This lead to an intentional overprinting of
claimed there were two usable cards. Ice Age was When Magic was published we couldn’t print the expansion Fallen Empires. We knew the
a complete game which had been developed even enough to satisfy the demand. This jumpstarted numbers the retailers were asking for were
longer than the original Magic – with designers a speculator bubble which threatened the grossly exaggerated, but we used them anyway,
who were designing far less in the dark than I was survival of the game. and we managed to get the speculators out of
– and some players saw the entire value boiled Boosters would hit the shelves and immediately Magic. I remember a lot of clamour that Magic
down to two cards. be marked up to $20 (£15). Speculators were was done for – that the fad was over. I remember
On the surface of it, a reasonable solution buying up all the product a store had. There were a mixture of confidence and fear: confidence in
to this problem was to grow the power of each many that thought it was intentional, a tactic to Magic as a game and fear that the speculators
successive set of cards. I am never a fan of power make the game hotter. It was not, although there had already pushed out too many players, and
creep, but it isn’t even a sustainable strategy were a lot of people in Wizards that were delighted that the poison they spewed over the crash
in a game like Magic. Perhaps it is a hidden by the prices the game was commanding. would keep the players out.
blessing that the original Magic was designed It doesn’t take a genius to see that wasn’t good It quickly became apparent that Magic
for more limited play – a consequence of which for any long-term prospects for the game, and I was going to survive this, and the playing
was that the fully constructed environment was still harbour some anger at those in Wizards that community grew in a much healthier way with
degenerate: there were plenty of first turn kill wanted to cultivate Magic as a collectable rather access to plenty of cards. One lasting legacy
decks. There was one early tournament where than a game. It showed no faith in the game as of this time is Fallen Empires’ undeserved
the best decks were determined by which got the a game – no-one was going to play Magic at the reputation as a poorly-designed set – it might
most consecutive first turn wins. Even if these prices it was being sold at. Their attitude was have been the best-designed expansion up to
cards were controlled, a power creep would tend that of someone who thought it was a fad, and that point, or at least the best after Antiquities.
to bring us back to that state, and people within reasoned that you may as well make it as big as Magic will sometimes be called a trading
the company that might not have been averse to possible in its short lifetime. Good games are card game, a TCG. More often it is called a
the idea of a regular power creep could see that it evergreen – they last forever, and, in fact, they collectible card came, a CCG. This time in my
wouldn’t lead anywhere good. usually get better the more you know them. life has made me a staunch advocate of the
The solution to this, and many other problems, There is no reason for them to burn out. term TCG, which emphasises these as games
was the introduction of a standard form of play At first we were printing the amount that stores and not as a collectable.
that only allowed sets from the previous two years. were asking for and then, inevitably, the demand
In many ways this is a compromise between was higher once the product was available, and we READY TO DUEL
my original idea that each set stands alone, and had to proportion what the stores were allotted. I have always been fascinated by serious game
the other extreme which was that all sets can Then they started to play games, asking for much play. I have read strategy books on chess, Go, poker,
be played with each other. Of course, you can’t more than they wanted so that when they were Scrabble, backgammon, and Dots and Boxes – to
stop players from playing their old cards in any scaled back they might get what they actually name a few, not to become a premier player, but
combination they please – and I wouldn’t want wanted. This put us in the position of having to because I love reading about players’ exploration
to. Private playgroups could play by the rules and guess what the real demand was – and since the and analysis of games. I had a hope that some level
limitations they want to – but Wizards was going speculators were buying everything up anyway, of serious play would be engaged in with Magic.
to focus on the quality of play in standard, and run the real demand was always simply bigger than That came about in large part due to Skaff Elias,
tournaments in that format. was printed. There really was no correct answer. who advocated starting a circuit of tournaments

22 July 2018
which paid enough prize money to allow people The Pro Tour changed things fast. I would to run official tournaments, wasn’t always easy
to be professional Magic players – the Magic Pro guess that almost immediately the best players and could give a sense of accomplishment. They
Tour. This was controversial within the company in the world no longer worked for Wizards became representatives of Magic.
for many reasons. Some people thought it would R&D. The level of understanding of the game Ultimately it is hard to separate the effect of
make the game too serious. Some thought that it exploded, both within Wizards and without. the Pro Tour from the general mainstreaming of
was offensive to give that much money to Magic Soon Wizards was hiring pro players and the games that has been happening over the last 20
players – rather than, for example, giving Wizards development of Magic sets – previously a highly years. I believe, though, that the biggest credit for
employees extra bonuses. specialised job – was now something that could legitimising Magic in the long run, and making a
As far as taking the game too seriously, I was be done by many people. sustainable community, goes to the Pro Tour.
certain this wouldn’t be an issue. We used the The way players saw the game changed. Before
NBA as an example – would there be more or less the Pro Tour you had lots of voices crediting wins BEYOND MAGIC
casual play without the NBA? The answer seems on luck or number of rare cards owned; after, there As I look back now, I sometimes find myself
obvious – even though the vast majority of players were people in every community that were playing surprised that there was a time when I wasn’t
don’t harbour dreams of being professional in serious tournaments – the game was being sure a trading card game could be designed,
basketball players, the existence of the NBA seen as one of skill, both skill in play and deck or that there was a time when putting lots of
increases the number of casual players along with construction – and it was standing up to that test. money on a tournament was radical – esports
the number of serious players. The professional Good players began to command some respect. do it all the time now.
community acts as an anchor point around which One story a friend told me illustrated how this Very early on, I opened the doors to new
a large and diverse community can build. helped legitimise his hobby. Before the Pro Tour designers and let them make their own designs,
As far as giving a lot of money to Magic players he shied away from telling his co-workers he while I advised and invested myself in designing
being offensive – I think it betrayed a widespread played Magic. Afterwards, he found the derision other games. I figured that Magic could consume
contempt for the players, and gamers in general, he sensed on the topic would fade away when he my life if I let it – and that it was such a big game
among many employees at Wizards. This bias would say he won $500 (£374) at the weekend. that it couldn’t reach its potential if it had to be
is illustrated well by a board meeting I was at in Suddenly the hobby sounded kind of exciting. squeezed through one designer.
which we were discussing how to increase our The influence on the community was far I left Wizards of the Coast in 2000, and don’t
connection with the customer. I suggested we hire broader than just among the players who competed really know about the trials they have faced
Magic players to departments outside R&D and it for money. One easy example of that was the large in the intervening 18 years. But whatever
was laughed at – many on the board thought I was network of judges and tournament organisers that they are, they seem to have overcome them
making a joke. The idea of hiring someone into came into being. Players who loved the game but – I return every few years to put some time in
marketing who was a Magic player was, apparently didn’t want to compete in this way had a path to with the designers and developers of Magic;
literally, laughable. Laughable, I believe, in the being a part of it in a different way – one that gave a most recently for the 25th anniversary with
same way it was laughable to talk about giving sense of belonging that wasn’t attached to just their Dominaria. It is always fun to get back into the
players money for winning tournaments. quality of play. Becoming a judge, or qualifying game and see where they have taken it.

OPPOSITE TOP Some


of the original playtest
cards created for
Magic: The Gathering...

RIGHT ...and the same


cards in their published
forms from the game’s
first released set, Alpha

tabletopgaming.co.uk 23
25
YEARS OF
MAGIC

A LIFE OF MAGIC
said he had faith in me and that I just had to
try something different. I did, and it ended up
being a set I’m really proud of.”
The designer was even honoured with
a creature card inspired by his nickname,
When Magic: The Gathering was released, he was a ‘Maro’, that appeared in the 1996 Mirage set –
twentysomething working in a hobby store. Today, Mark Rosewater calls the card his “personal favourite”,
despite not actually creating it himself.
Rosewater is the head designer for the game that became “It’s amazing to be part of the game I love,”
he says. “As far as the one I’m most proud of
his lifelong obsession – and he’s far from finished

I
designing, I’d say Doubling Season [a card that
doubles the number of tokens created by effects,
Words by Matt Jarvis | Images courtesy of Wizards of the Coast originally from 2005’s Ravnica: City of Guilds].
It’s the kind of card that does something cool
n the summer of 1993, Mark Rosewater was create a product that can continually wow and and there’s so many ways to use it.”
a 26-year-old jobbing television writer excite our players because we’re learned how to As well as influencing the direction of the game
working part-time in a game shop. He had get really good at making Magic.” itself, Rosewater was one of the first advocates
never heard of Magic: The Gathering, the Rosewater has been responsible for at least one for the Pro Tour, Magic’s worldwide series of
game that would change his life. card in every Magic set since 1996’s Alliances, and tournaments that have run regularly since 1996
“People kept coming in and asking was the sole creator of Unglued, the first in the and now award tens of thousands of dollars to the
about ‘this Magic game,’” he recalls. “We hugely popular, rule-breaking, non-tournament- game’s highest-ranked players. The Pro Tour is the
didn’t carry it, but I was intrigued by the legal series of ‘Un’ sets that continued with 2004’s pinnacle of the game’s competitive scene, which
descriptions of it, so I tracked it down at a local Unhinged and last year’s Unstable. spans from the yearly invitation-only team World
game convention. I bought some Alpha – the “Which of my babies is my favourite?” he Cup (the replacement of the World Championship
very first set – and was instantly smitten. I’ve asks. “If I must answer, I’ll name the two more abolished in 2011) to Grand Prix weekenders
been playing Magic ever since.” recent products that I’m very proud of: Unstable that anyone can participate in with the hope of
Hooked by the collectible card game, Rosewater and Dominaria. Both sets were a blast to make ascending to the next level of professional play.
eventually got in touch with publisher Wizards and I think both were home runs. “I think the thing that has changed the most
of the Coast. In 1994, he began contributing to “Probably the most difficult time I had was is the breadth of opportunities to both play
Magic: The Gathering as a freelancer, creating working on a set called Scars of Mirrodin. The competitive Magic and to spectate it,” Rosewater
puzzles and writing articles on playing strategies original concept just wasn’t working and I had says. “If you’re excited to test yourself against
for in-house magazine The Duelist. He joined gotten very lost. What got me out of it was an the best – and note there are a lot of ways to play
the studio’s research and development division inspiring pep talk from my vice president who Magic that don’t do this, this is opt-in – we have
full-time the following year, working on cards
for future expansions. In 2003, a decade after
he had first encountered the game, Rosewater
became Magic: The Gathering’s head designer. It’s
a position he has held since, serving as the game’s
most prominent figurehead for the last 15 years.
“Back then, the internet was young and
information spread much slower,” he reflects. “Also,
while there were a few communities, they were
smaller than the online communities of today.
One of the cool things has been watching the
community grow and evolve as both the game, and
the means by which they communicated, changed.
“As for the game, one of the big plusses of
making Magic many times a year every year for
25 years is that we keep learning and improving.
Game design is naturally about iteration and
Magic has had the ability to be constantly
iterating for 25 years. The result is we’re able to

24 July 2018
Magic: The Gathering keeps ABOVE Palladia-Mors, the Ruiner, from
Magic’s new Core 2019 set

reinventing itself, so you OPPOSITE Another of the new cards from

never get bored of it. the latest release, Ursine Champion

a huge organised play system at stores around It keeps reinventing itself, so you never get
the world to let you do so. Odds are you can go bored of it. Also, we have top-notch people
to the local store you buy your Magic cards at working on making all aspects of Magic, and I
and play in a tournament on any Friday night, think we’re currently at the top of our game.”
at something we call Friday Night Magic. Once 25 years, dozens of sets and thousands of
you dip your toe in, you can learn all about cards on, having helped take Magic from a niche
everything we offer including a multi-million- card game he had never heard of to a worldwide
dollar Pro Tour system. And if you’re interested sensation played by millions, Rosewater insists
in seeing others do that regardless if you want he’s still full of ideas as to where the game and
to do it yourself, we have televised Magic events its universe could go next. And you can bet that
almost every weekend on Twitch. he’ll be leading the way.
“As far as what the future holds for competitive “Most games don’t last 25 years,” he says.
Magic, I think the sky’s the limit. We’re constantly “Magic has not only done that, but it is thriving.
evolving what we do and the discussions I’ve If you’ve ever thought about trying Magic, now’s
heard about the future are exciting.” a great time to start. There are so many ways to
Whereas most tabletop designers will produce play and so many different communities and so
multiple games a year, sometimes returning to many ways to interact with the game through
past creations for updated editions or sequels, whatever social media platform you prefer, it’s a
Rosewater has spent his entire designing career wonderful time to jump in and give it a try.
– and almost half of his life – dedicated to Magic: “I have a whole bunch of ideas I want to
The Gathering. It’s a commitment about which he explore. That’s why I have no plans of retiring
has no regrets. anytime soon. Whenever I look back, I’m always
“It’s the best game ever made,” he insists. amazed at all the things we’ve done that I
“No, really. I’m a gamer and I’ve played wouldn’t have predicted years ago. That has taught
hundreds and hundreds of games over the me that I don’t know exactly what the future
years, and nothing has pulled me in like Magic. holds, but I know it’s going to be exciting.”

tabletopgaming.co.uk 25
25
FROM THE ART
Illustrator Randy ‘rk’ Post
opens up about bringing
Magic’s universe to life
YEARS OF
MAGIC

MAGIC MEMORIES
Artists, cosplayers, personalities and more reminisce about their
favourite cards, characters and moments from 25 years of playing
Interviews by Matt Jarvis

TREE HUGGER cards together and seeing what THALLIN IN LOVE maybe Leonin Arbiter, which
“I played a good interactions I can get. I “I have is the same deck.”
deck once try to pick the worst card from a Thalia Vincent ‘PleasantKenobi’ Kenobi,
that had a set and try and build around play mat, I YouTuber and Twitch streamer
50-odd lands. that. When people want to have Thalia
It was a build decks themselves, a lot on my wall LIGHTNING SHOCK
strange deck of people are on budgets, so at home. Podcaster and
that revolved around forests. building with unpopular cards I play the Death and Taxes commentator
It was a crazy, crazy deck just that work can help people out. deck in Legacy, Modern Rich Hagon
built around one card that They don’t want to spend £1,000 and in Vintage. I’m trying to recalls
when a combat came in you or £2,000 on a deck.” convince my wife to call my the most
play a forest. That was quite a Matt ‘TOTALmtg’ Ashby, first daughter Thalia, but she’s electrifying
fun deck. I just love putting the YouTuber and streamer not too keen. So, Thalia, or card turn in competitive Magic:

DRESSING PLANE well-known card – but I just really love her. I


think she also represents the vibes of the set.
me – I’m going to try to help out as much as
I can on how I do stuff and what materials I’d
Cosplayer Nadine Grendelmeier reveals The looks of the set, the Egyptian kinda thing, I recommend, because I’ve worked with a lot of
how she turns cards into costumes think she represents it really well even though materials and can probably recommend a lot.
she’s not that well-known. I’m always trying to find new stuff. I don’t work
When did you first discover Magic? with just one material; I try to put everything
It was about three years ago. It was at the What do you look for in a character when together and use everything as best for the
same time I got into cosplay. The two things you start putting a costume together? thing it’s best for and not use just one material.
stick together for me because when I started I’m always open to a challenge, but when I look On YouTube there’s a lot of things
playing Magic my brother opened this very cool at the characters I try to pick something that and on social media if you
card called Nissa, Worldwaker. I just loved the I think really represents the set or the plane, find some cosplayers don’t
design, I loved the look of her – a free-spirited or just something that players will recognise hesitate to just ask, I’m sure
elf kind of vibe. At the same time I wanted to because I walk a lot around GPs and stuff so they’ll be happy to help.
start building my own cosplay so I just started I like to represent the plane where they’re at
with Nissa, Worldwaker. Ever since, I stuck to right now. It’s a little bit hard to show, so I can
Magic: The Gathering. I really love it. I play a lot. just represent that specific time they’re in. I
I go to a lot of GPs and play main events. I try to always try to pick something that I like and that
play as much as I can. I think other people are going to like.

Do you ever dress as non-planeswalkers? Where should people start if they want
The only non-planeswalker cards I’ve done are to get into Magic and cosplay?
Gisela, Blade of Goldnight, which is a legendary The internet is a great place to get
angel from Avacyn Restored, and Shadowstorm to know how to do cosplay. There’s
Vizier from Amonkhet. I just really love their a lot of tutorials and books you
design and there weren’t any other characters can order online. You can always
in that set that really stuck out to me. I really talk to cosplayers. If anyone
loved her. She’s an uncommon – not that a wants to know anything, just PM

26 July 2018
How long have you been landscapes look a certain way.
illustrating Magic cards? With that in mind, you’d do a
18, 19 years. I started with the sketch, submit and they tell you
last expansion of the Tempest what changes need to be made.
block, Exodus. It’s a long time.
Do you have any particular
Were you a player before? inspirations when coming up
No, but I was aware of the game. I with new cards?
did work for TSR doing Dungeons I’ll admit I like painting ladies.
& Dragons and did submit a There you go! And creepy things,
portfolio to Wizards, it never went too. Ladies and creepy things.
anywhere – which is fine, I wasn’t
quite ready at the time. No hard Have you changed your methods

PLANESWALKER PRODIGY
feelings whatsoever. Wizards of over the years to account for
the Coast bought TSR and I came more diversity in the game?
along for the ride because I was a I wouldn’t necessarily say [that]. Dana Fischer is only seven years old, but she’s been playing
staff employee. Magic has always been reasonably
diverse. I’ve painted some black Magic for half her life – and competing in tournaments has
What’s your process like? characters for Magic cards. Men, already taught her some things that school hasn’t. We meet
There have been times in the past women. Magic has been pretty the young pro and her dad, former ace Adam
where you could go carte blanche smart about it as a whole. The game
but you had to make it fit within started near Seattle and Seattle How did you start playing Magic? enough to know that it’s educational,
the look and feel of the set. You is pretty liberal and open-minded. Dana: Before me and my sister just she doesn’t know the process
will get guidelines and a style guide A little bit of that thought went into were born, my dad told my mum of playing.
and the set has a particular look it – or lack of thought, because it he couldn’t wait to teach us Magic. Dana, you told me one of the
and feel, certain characters and just seems natural anyway. When I was three and a half, reasons you wanted to learn how
my dad just showed me the to read was what?
cards and read them to me and Dana: To play Magic!
Craig Jones’ shock win against THE JOY OF JANK explained what they did and I had
Olivier Ruel in 2006... “I’m not into to memorise them in order to play Do you have a favourite story or
because I couldn’t read yet. He world from Magic?
“There are some famous competitive –
showed me one format at a time Dana: No, not really.
coverage moments, certainly. I’m not going to step-by-step. Adam: But you like the characters!
Probably 15 to 20 of those that enter Pro Tours When I was five, he said: ‘Do Dana: My favourite card is Nissa,
people will quote you. The or come Top you wanna go to a GP?’ And I was Steward of Elements because I
most famous is Randy Buehler: Eight in GPs. like: ‘Sure!’ Now I’ve been playing thought the art was the best and
‘What’s on the top of the It’s about the fun of it. What really half my life! it’s who I cosplay as.
deck? The Lightning Helix!’ interests me is different cards – what Adam: Somebody noted in Twitch Adam: We haven’t done a ton of the
Craig Jones was top-decking a some might call ‘jank’ – but you I feel during GP Las Vegas when Dana backstories yet. Even though Dana’s
Lightning Helix, which is the could make them work. I try to build had her first feature match that been playing since she was three
some of the cards Dana was and a half, it was pretty slow going.
card that won in the semi-final decks around themes, so I’m quite
playing with were three times
of a Pro Tour, which gave us the into Tribal Magic. I built a pirate older than she was! Last year Do you play against your dad much?
most exciting moment in Magic deck and a dinosaur deck out of what she wanted to do for her Dana: I love playing against my
history on coverage.” Ixalan. Some of those have alternate birthday was– dad – and usually I beat him!
win conditions – there’s a pirate one Dana: Play Magic! Play Magic! Adam: She does beat me a lot!
BLOCK PARTY where you’ve got a card called Revel Play Magic! Dana: I’m almost as good as my dad!
“I started in Riches and you just have to get a Adam: I look forward to the time
working at a certain amount of treasure to win That’s not much of a surprise! when she is absolutely better than
wargaming the game. It’s the different, alternate Dana: Magic is my favourite thing me, because she will be at some
to do. point, for sure. Maybe that’s not far
store when cards like that that I really like.”
in the future, but that’s definitely the
I moved up Tim ‘Dijital Llama’ Walker, YouTuber Did you introduce any of your idea and she has so much time ahead
to Sheffield. friends to the game? of her which is great – over five
Somebody mentioned they LIVING THE DREAM Dana: Yes, I did. Last summer, at years before she’s even a teenager!
played Magic and started “I started working camp, one of my friends asked:
bringing in decks. We played a for Magic around ‘Can you teach me Magic?’ and I You’ve said your ultimate goal is
little bit, and then I convinced January 2009, so said: ‘Sure!’ to be the youngest player ever
the storeowner to start stocking my first card was to get to Day Two of a GP. Why
Magic. We managed to get hold released in 2010. Has playing Magic helped you does it mean so much to you?
learn new things for school? Dana: Because it’s something
of some Modern Masters boxes It took me five
Dana: I hadn’t learned multiplication unique that I set my mind to
and we hid them in the back years to get there; it’s not easy to get [when I started playing]. I am and I have been working really
until Origins released. On the this kind of job. Amonkhet was really going to this year... but I’m not hard at, and it would mean I’ve
release of Origins, we bought lots cool to do: a lot of weird creatures, going to, because I already know. accomplished one of my goals
of booster boxes, we didn’t have Egyptian imagery. Ixalan, with the It helps me get better at math, despite being very young. That is
anything else. We just started dinosaurs, was very interesting to do. strategic thinking, reading and something special I can look back
Magic and had like 40
running Magic, Sometimes they tell me to paint weird being confident. My teachers at and be proud of as an adult.
people just turn up, all wanting mushrooms walking through the know how educational it is so they
Magic It was insane.”
to play Magic. forest, which is fun. Working for Magic don’t get upset when I miss a bit Why do you find Magic so fun?
of school to go to tournaments. Dana: Because I get to go to these
Abbie Deleval, content creator has always been my dream job.”
Adam: [Dana’s teacher] knows tournaments and meet new people!
and founder of Master of Magics Tomasz ‘Morano’ Jedruszek, artist

tabletopgaming.co.uk 27
THE LAND OF GODS
Greg Stafford turned his teenage spiritual soul-searching into a
remarkable fantasy world. When he found Steve Perrin, the result
was a D&D-rivalling RPG that would change roleplaying forever


I
Words by Matt Jarvis | Artwork courtesy of Chaosium

was a troubled youth, frankly, trying to fix region of the fantasy land: Nomad Gods. A third instalment
myself through any means.” in the Dragon Pass series – named after the early 1980s
As a teenager growing up in the mid-sixties, rechristening of Stafford’s debut game – was planned, but
Greg Stafford turned to classic tales of gods never completed. After a few unsuccessful attempts to adapt
and legends to discover the answers he sought. Glorantha for the burgeoning roleplaying genre, Stafford
“First I read books of stories, then books contacted Steve Perrin, the creator of a set of alternative
about the stories – and then the books I rules for Dungeons & Dragons and Chaosium-published
found in the footnotes of books about books All the World’s Monsters supplements, to give it a go.
of stories,” he says. “I pushed myself into adventures, “The decision to have a roleplaying game was Greg’s, he
some of them absolutely wonderful – being a hippy at just asked me to supply the actual game,” Perrin recalls. “In
age 18 to 20 was a very colourful and mind-bending the creation of the world, Greg supplied the background
experience. Some stuff was crazy, some dangerous, some and population to provide a rich roleplaying environment.
stupid – okay, a lot stupid, some suicidal. But all of it was White Bear and Red Moon, along with Nomad Gods
a search and, when I discovered people experimenting and Dragon Pass, provided a wealth of creatures and
with magical and spiritual stuff, I dove in headfirst.” situations that begged for roleplaying investigation.”
As his fascination with mythology deepened, Stafford “I didn’t really have to make a lot of change for the
began writing his own stories to help him better genre, although I did adapt things to co-ordinate with
comprehend his increasingly spiritual outlook. In 1966, the authors’ creative input,” Stafford adds.
while a freshman at Beloit College in Wisconsin, he
spontaneously penned – “out of nothing” – a single- RUNE TO GROW
page excerpt from a lifeboat’s log. It was followed by a The result of the collaboration was 1978’s RuneQuest, a fantasy
fragment of a short story about a hero named Snodal RPG released just a handful of years after D&D that recast
arriving on the continent of Altinela. This grew into a the molten roleplaying format into a new shape. In place of
longer story, charting the region of Fronela. From the D&D’s reliance on d20 dice was a percentile-based system
pieces, a new world had been formed. that required players to roll a value from zero to 100 under
“One beautiful afternoon chatting with friends I looked their level in a skill to succeed at various tasks. The framework
out into space and thought of Glorantha – actually called would later be released as the generic Basic Roleplaying
Acos at that time – and the whole world opened up before ruleset, as well as providing the foundation of many of
me, a huge and wide vista without a lot of detail but vast Chaosium’s subsequent games, including Call of Cthulhu.
breadth and depth,” Stafford recalls. “I was struck with “Mainly the d100 under-roll system is more intuitive,”
awe and knew I’d be writing more about the place.” Perrin offers by way of comparison to D&D. “If you tell
The world of Glorantha would pass through its first someone they have a 14 in a skill you are just begging the
age while Stafford was still at college, as he continued to question of ‘14 what?’ Saying someone has 70% in a skill
write. A second age coincided with his later employment is a much better indicator of just how good they are.”
and recovery from hepatitis. The universe was evolving, Just as revolutionary was a move away from the character
but in private; it would be several years before the setting classes and level-driven progression of RPGs such as
first appeared in print, in sci-fi, horror and fantasy fanzine D&D in favour of a skill-based advancement system.
Space and Time, which published some of Stafford’s earliest “Players can develop their character as they have played her
fiction. A letter of rejection for another short story would – rather than have the character develop according to some
spur the writer to become a designer, eventually deciding abstract template in the rules book,” says Jeff Richard, project
to set a planned fantasy board game in Glorantha. Stafford lead for this year’s new edition of RuneQuest. “Your character
would ultimately release 1975’s White Bear and Red Moon ends up being a unique individual. Your character might have
himself under the newly-founded Chaosium label after started play trained as a scribe but, thanks to adventuring,
struggling to find a publisher willing to take on the project. she becomes a skilled at axe fighting and moving quietly.”
A third age of Glorantha followed White Bear and Red “The main benefit of skill-based progression is the
Moon, as did a second board game set in a neighbouring feeling of verisimilitude,” adds Perrin. “The challenge is that

28 July 2018
tabletopgaming.co.uk 29
RUNEQUEST

Glorantha is a world
in which the gods are
not only real but palpable
and knowable. Their
influence has a major effect
on everyday life.
it can lead to parties where everyone has about the same influenced by Perrin’s decade of activity with the
ABOVE The striking cover abilities – it is hard to have a niche-based character who Society for Creative Anachronism, a medieval study and
artwork for RuneQuest’s is the only one in the party able to specialise. However, recreation group.
second edition this allows characters to develop into specialists naturally, “This put an emphasis on one-to-one combat and the
as they find areas they want to concentrate on or the effect of damage on locations, rather than generalised
OPPOSITE RuneQuest character seems to always make experience rolls in one hit points,” Perrin explains. “The combat system has
co-designers Steve direction. Also, as a character gets more advanced in a pretty much been the same from the git-go, with
Perrin (left) and Greg particular cult, they automatically become more and variations on the effects of damage on overall health,
Stafford (right) more of an embodiment of the particular god. Yet a and the effects of damage on weapons and armor. The
warrior still has the chance of pulling a magical trick out attack and parry mechanic has remained much the
of a helmet when it is needed, when in other games she same, just as it has on the tourney fields of the SCA.
would be the least likely character to have that ability.” “I am pleased to have essentially pioneered skill-
Combined with the innovative skill system was an based RPGing and developed a game that gives a
equally groundbreaking way of dealing with combat, ‘realistic’ feel to ancient/medieval adventuring.”

30 July 2018
FOR GODS’ SAKE underpinning that is not quite understandable by human
RuneQuest’s inventive gameplay immediately marked it beings,” Stafford explains. “For instance, there is one
as a landmark in roleplaying. It would take the application single sun in the world, but there are multiple deities
of Stafford’s years of muscular worldbuilding to Perrin’s of that celestial body. It has a long mythical history
mechanical skeleton to complete its vision. preceding human existence, based in part on the actions
Glorantha was a fantasy setting like no other. Dungeons of the pantheons on local conditions and of the various
& Dragons had begun as a set of modified wargaming pantheons upon each other and the whole. Finally, despite
rules that a world gradually formed around, new patches the immense power of the deities and their existence
of lore sewn in as the gameplay necessitated. Glorantha, defining the world, humans and other mortal races are the
meanwhile, arrived as a fully-realised creation, its free agents of the cosmos and determine its changes as
geography and inhabitants carefully woven together by they work in harmony or dissonance with the immortals.”
years of Stafford’s detailed writing and imagination. “It is a world in which the gods are not only real but
“When I am writing I enter into a trance of creativity palpable and knowable,” Perrin adds. “While they are
that I love,” Stafford says. “When searching through the obligated to refrain from interfering directly in the affairs
anther of conception and innovation and discovery ideas of the many races living on the world, their influence
flow through me with excitement and reveal themselves has a major effect on the everyday life of the world. The
to me without conscious thought. I get to watch the world world is more ancient in atmosphere than medieval,
draw itself out and form itself into contests and dances, though some areas have chivalric elements.”
into panoramas and tiny moments of passion, into “It has a vivid Bronze Age feel, when mortals were closer
expressions of affection and conflict that drive themselves to the gods, and one’s allegiance is to tribe, city and cult,
into story. So that is my favourite high – better than all the not to abstract alignments or ideologies,” agrees Richard.
drugs I have so cheerfully poisoned myself with.” “It is mythological rather than material – mythology is no
Central to Stafford’s cosmos was a dedication to mere euhemeristic explanation of an objective material
what he describes as “mythological reality”, with the world; in Glorantha, mythology is the source of the world!”
logic of the universe defined by the existence of deities, Despite Glorantha’s spiritual origins being a defining
rather than science. The surface world of humans is aspect of the world, players initially struggled to come to
sandwiched between a bowl-like sky and bottomless sea, terms with the scope of Stafford’s vision.
with an underworld below. Even without the scientific “After first-edition RuneQuest a lot of people apparently
reality of factors such as gravity and physics, Glorantha felt that there were enough gods – there were three,” he
appears to operate in the same way as our own world. recalls. “Then [supplement] Cults of Prax added more, which
“The mythical reality demands multiple pantheons was plenty, but then with Storm Tribe some people felt
of deities independent of each other, but with a mystical overwhelmed. To say nothing of the number of deities

tabletopgaming.co.uk 31
RUNEQUEST

added in Esrolia and History of the Heortling Peoples. I are not practised through most of the world, and people have
hope that people began to understand the multitudinous been exposed to the most obvious and superficial aspects of
complexity is a feature, not a bug. Mythology just isn’t mythology, mistaking them for the whole of the subject. As
a nice neat package of 12 major and a bunch of minor a result we get superheroes instead of deities, without the
deities. There is a certain pick-and-choose aspect to it, organic and integral depth of how deities were considered
depending on what task is at hand.” to be. Mind you, I am not saying that superhero-like entities
Even RuneQuest’s early designers took some time to get to are wrong, but they are superficial and incomplete.
grips with the complexity of the world and its celestial nature. “I am most proud for opening the door to mythology
“They had to adapt to my inclusion of shamans and the and making the deities much, much more than
mythological concepts in general, which was the most superheroes as they are usually portrayed.”
difficult part since they were entering new territory for them,” Combined with the resurgence of interest in tabletop
Stafford says. “I actually rewrote all the cults for the first gaming and roleplaying, it seems that Glorantha is returning
several years to make them conform to my understanding.” to an unprecedented level of fascination with mythology that
it helped set in motion four decades ago. At the same time, the
MYTH GANGBUSTERS setting must now compete with more immersive, expansive
Today, mythology has permeated popular culture, from the fictional universes demanding fans’ investment than ever
ongoing surge of interest in the godlike cosmic beings of H.P. before across film, TV, video games and the tabletop.
Lovecraft’s Cthulhu Mythos and the reimagining of cultural “I don’t think the broader spread of stories drawn
deities in games such as Blood Rage and Rising Sun to the from myth has especially diminished immersion, but the
blockbuster success of superhero films, starring characters indiscriminate intermixing of worlds has,” Stafford suggests.
both directly and indirectly indebted to traditional legends. “The mashing together of diverse sources is a very American
“A few of those sources are very well known and popular, and very modern thing. D&D and the Marvel universe are
but generally most others are derivative of them and just fine examples of it. The tendency is to throw everything
echo the misconceptions,” Stafford says of the modern in together, establish a rough baseline of equality among
treatment of mythical elements. “Such a misinterpretation entities, and go for it! Glorantha itself has this quality with
is entirely understandable since polytheism and spirituality its many pantheons based roughly on various cultures, but

32 July 2018
Glorantha doesn’t generally use sources directly – it derives “With perfect hindsight, I think the decision to make
LEFT Glorantha is a world from them. The indiscriminate mixing of Norse, Greek and the third edition ‘generic’ rather than root it in Glorantha
full of deities and cults that other mythologies with science-fiction and conspiracy was a mistake,” Richard comments.
provide special magic and nuttiness destroys the subtly and differences of the sources.” Meanwhile, Stafford developed a roleplaying game based
powers to their worshippers on the legend of King Arthur, 1985’s acclaimed Pendragon.
LOSS OF FAITH Similarly rooted in myth, Pendragon pioneered several new
BELOW William Church’s Having redefined roleplaying with its first edition – it was gameplay aspects that the designer had originally considered
iconic map of Prax from second only to D&D in sales at its peak – RuneQuest was for RuneQuest, including passions and personality traits.
RuneQuest: Second Edition quickly followed with a second edition in 1980. The RPG The mechanics are only now being included in RuneQuest –
rode high on the back of several acclaimed adventures multiple decades, editions and lessons learned later.
as a third edition, published by major label Avalon Hill in “Between the third edition and the upcoming edition, there
an attempt to grow the game’s audience, was developed. have been several changes that have disappeared again because
When Third Edition was released in the mid-eighties, the overwhelming consensus of players is that the RuneQuest
however, it made the once embedded world of Glorantha of the second edition – with additions from third such as sorcery
an optional setting for the game, now tweaked to serve as – is the proper realisation of the system,” Perrin says. “The biggest
a more flexible set of rules for other worlds. Avalon Hill’s change has been an emphasis on the influence of the runes of
proposed fourth edition of RuneQuest would be shelved a Glorantha, and a ‘passions’ system that originated in the game
decade later by an unimpressed Stafford. of Pendragon. The new game is, initially, going to emphasise the
world of Glorantha, with much less emphasis on generic fantasy
environments – though these are not going to be entirely ignored.”
“What we are most proud to bring to the game are the
defining elements of the newest edition: runes as integral parts
of the character, rune points rather than one-use rune spells and
passions,” says Richard of the 2018 edition, subtitled Roleplaying
in Glorantha. “That, plus an immersive character creation
process that teaches the setting through character creation.”

STILL QUESTING
This July marks exactly 40 years since RuneQuest made its
debut. 2018 also sees the release of the game’s latest iteration,
built off the framework off the second edition rather than
revising the third edition or the subsequent fourth and
fifth variants released by Mongoose a decade ago. (A sixth
edition, published in 2012, once again experimented with
separating Gloranthan content from the ruleset.) It will be
compatible with the updated second edition, reprinted via
Kickstarter in 2016 and now known as RuneQuest Classic.
“I think RuneQuest has a good future as an RPG that
emphasises realistic combat effects and a fascinating world that
can be explored for 40 years of gaming to come,” Perrin predicts.
“As for Glorantha itself, there is a lot of world with regions that
have at best a two-line description. That’s a lot of world to
explore. I’m working on a proposal I call Glorantha 2020, which
takes Glorantha to the Fourth Age, the age of superheroes...”
Stafford, meanwhile, expresses no loss of enthusiasm for
realising the ambition and scope of his imagined world.
“More fiction. More of everything,” he replies, when asked what
he sees as the future of storytelling in Glorantha. “Direct brain-to-
brain transmission games. I’m hoping to see it as a MMORPG.
Way before home computers were a thing I had a vision of some
kind of massive epic, continental- and cosmos-spanning game
with thousands of players moving and shaking the world. I’m
hoping that some of the big guys in the computer biz who grew up
on RuneQuest make the move! And would love to see a movie.”
Still, even with his aspirations seemingly as sky-high
as they were that day he stared out into space in 1966,
the creator appears somewhat satisfied.
“After years, my vision has come true.”

tabletopgaming.co.uk 33
H AV E Y O U P L AY E D ?
COSMIC ENCOUNTER
The sci-fi favourite takes place in a universe full to the brim with alien races, but it’s
the game’s human elements that have kept it just as electrifying – and hilarious – for
more than four decades. That’s just about the only thing not open to negotiation...

F
Words by Matt Jarvis

irst released in 1977, before You start with five planets, each with your own getting your friends to help you settle in other
appearing in new forms in the ‘80s ships parked on them, but you’ll quickly be galaxies while stopping your enemies landing
and ‘90s, and ultimately ending sending your sci-fi transporters through the in yours is at the heart of the action. The
up in the hands of mega-publisher game’s hyperspace gate in an attempt to settle problem? Those friends and enemies are the
Fantasy Flight just over ten years them in your neighbours’ galaxies. same people.
ago, Cosmic Encounter is a marvel of social Not everyone is happy to find your
and asymmetrical game design. More than particular aliens moving in next door, though, HOW DO YOU PLAY?
that, it’s just ridiculously fun to play. so the approaching player and the owner of Gameplay is simple: each turn, players flip
their targeted planetary system will need to over a card to randomly dictate who they
WHAT’S IT ALL ABOUT? work out whether each attempted encounter must ‘encounter’ that round. This encounter
Cosmic Encounter casts players as a galactic will be a peaceful or antagonistic one. Once consists of the current player selecting one of
menagerie of aliens trying to spread their a player manages to settle their ships on five that opponent’s five planets to send between
civilisation to planets in other species’ systems. planets outside their own galaxy, they win – so one and four of their spaceships to. Once

34 July 2018
that’s decided, the floor opens for the two
players to discuss whether they’re going to
duke it out in an interstellar fistfight or try to
talk things through.
Combat is resolved by simultaneously
revealing attack cards picked from each
player’s hand, which add their value to the
number of ships on each side of the battle.
The losing side is completely destroyed – if the
winner was attempting to land on a planet,
they settle their ships on the now-vacant world.
Instead of fighting, both players can
instead both play negotiate cards, which
triggers discussions for calmly trading cards
and peacefully allowing planet settlement.
(If they fail to come to an agreement within
one minute, everyone’s ships are destroyed
as punishment for failing to find a middle
ground.) Except that if one player is all smiles
and convinces their opponent to negotiate,
they can instead reveal an attack card, which
automatically wins. It’s not all bad: the
betrayed player had the good sense to insure
their space fleet, so they’ll be able to claim
compensation in the form of cards or ships for
their friend being a two-faced traitor.
OPPOSITE Cosmic Encounter blows out a simple core mechanic with huge variety
“Oh, that’s easy,” you say. “It benefits
both of us equally to always negotiate.” But
ABOVE 50 unique alien races come in the box, each with a completely different play style
the trick is that you won’t always have that
choice, because you can only do what the
BELOW Players attempt to land their ships in neighbouring galaxies, sometimes with a little help
cards in your hand allow, and they are only
refreshed when you run out or by claiming
compensation for your destroyed fleet. So They range from the completely outlandish, It’s rare to find a game that serves both as an
it takes some smooth talking to lure your such as granting instant victory after a certain interesting strategy game and an uproarious
opponent into negotiating when that’s all amount of time or literally granting players party game: Cosmic Encounter is that game. It
you can do or your attack cards have all the permission to cheat, to those that rewire the has the fluid alliances and ‘oh no you didn’t!’
interplanetary strength of a cheese sandwich. way encounters play out, injecting an extra backstabbery of something like Diplomacy or
The other option is to throw a party in layer of strategy into discussions with players Twilight Struggle, but with the ability to make
hyperspace and invite all your friends along, that win battles when they lose (and vice- you laugh like almost nothing else. The rules
asking other players to throw their ships in versa) or attain victory with the lowest, rather are simple yet, because it relies on human
with yours to form an unstoppable planet- than highest, attack value. With dozens of nature and just a dash of luck, it’s endlessly
conquering cocktail or fend off unwanted these brilliant and bonkers abilities available entertaining to play and watch. Nothing has
colonisation attempts. Their ships are put on to bounce off each other in game after game, really come close to serving up an entire
the line like yours, but being on the winning Cosmic Encounter is never, ever boring. universe of weird and wonderful aliens for
side can reap extra rewards between their own Optional variant modes ramp up the chaotic players to embody and either form unexpected
turns – and, of course, someone might always entertainment and let balance and fairness friendships or acidic rivalries (or both with
help you out later if you help them now. Then get sucked out the window by making players’ the very same players, as the case often is) for
again, they might not. abilities hidden until revealed or granting each a couple of hours with such gleeful abandon,
person two powers, while the game’s many like an interstellar reality show.
WHY SHOULD YOU PLAY IT? expansions add extra play options, including Give Cosmic Encounter a chance, and it’ll
While its core gameplay makes for an interesting team modes and more random events to keep more than reward you – it’s your friends you’ll
enough discussion-driven game, Cosmic things spinning like a centrifuge. want to keep an eye on.
Encounter would have been surpassed in the
four-plus decades since it was first released if it
wasn’t for the game’s aliens. With 50 completely
different aliens in the box (the expansions each
add another 20 or so), each with unique rule-
bending abilities, Cosmic Encounter’s sheer
variety continues to put other asymmetric
games to shame.
These aliens are the weird, throbbing,
probably blue or green heart(s) of the game.

tabletopgaming.co.uk 35
TM

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battle or save them to strike when your opponent is most
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ZM008 | $29.99 | Condottiere ZManGames.com


KICKSTARTING
F R O M S C R A T C H
With Art Deck’s campaign underway, Holly Gramazio takes
us through the anxiety and excitement of the first 24 hours of

W
launching a project... once you finally manage to press ‘GO’
ell, we finally launched. But after that initial flurry of close friends had
We had I now have one piece of
Kickstarter advice and it is
died down, it was time for – well, the stuff that
everyone talks about when they talk about running
friends this: don’t just tell people what
day you’re gonna launch – tell
a Kickstarter, right? Tweeting about the game.
Posting about it to Facebook. Emailing all the people
poised to them exactly what time as well. If you don’t have
a strict deadline then I don’t know how you’ll ever
we’d spoken to who had made vague, “Oh, yes, that
sounds interesting, let me know when you launch”
back us, so bring yourself to push that huge terrifying LAUNCH
PROJECT button.
sounds, on the off-chance that one of them might
have meant it. Sending reminders to all the events
we never We told everyone we were launching at 1pm on
May 30th. Even so, it was more like 1:08 by the time we
we’ve run the game at whose organisers said they’d
tweet about it.
had to finished reading everything over another frantic five
times, and then another few minutes before we could
And refreshing the Kickstarter page over and over,
of course – even though you don’t need to refresh the
stare at a force ourselves to press the button.
And then we pressed it. And we waited.
page! It auto-updates constantly! But, you know. Might
as well refresh anyway. Just in case.
page that We had a few friends poised to back us as soon as
we went live, which was amazing – it helped us to feel
A lot of our first backers were people that we knew,
but by half an hour in a few names had popped up that
said ‘£0 like we had some momentum, and it meant we never
had to stare at a page that said “£0 pledged”. More
weren’t familiar, and as time went on more and more
of our supporters were people who had happened
pledged’. importantly, it meant our potential backers didn’t have
to look at a page with no supporters.
across the game and just thought it sounded neat.
It’s that broader audience that we have to try to
So that was the first two minutes, maybe the first reach from now on. Our friends know about the game.
three. And looking back and seeing the number get If they want it, they’ve probably already backed it. So
higher every time felt pretty good. it’s time to make sure that strangers find out about it
as well.
A lot of that will depend on the work we’ve done in
advance. We’ve written about it. We’ve posted work-in-
progress pictures. I mean, I’ve even been documenting
our progress here for a year, after all – that’s probably
helped the game’s name recognition some!
As I write this, we’re about 24 hours into our
campaign and we’ve had a first day that we’re
really happy with. We aren’t one of those runaway
successes you occasionally see that funds fully in
five hours, and leaves everyone staring and going,
“Wait. What, why, how do I do that?” But, you know:
statistically, hardly anyone is, right? The only reason
you see those games so often is precisely because
they’re so anomalous.
But within the range of ‘normal’, we’re doing well.
We’re over halfway, which is really great – the received
wisdom is that to be sure of success you want to get at
least 25 to 35% of the way in the first day, so making it
to almost double that is a really good sign.
But only time will tell.
29 days to go.

July 2018 tabletopgaming.co.uk 37


HOW WE MADE

FATE CORE
T
he world of roleplaying offers a
The flexible RPG system put no limits on vast array of experiences, from
the monster-infested caverns
creativity and let players take their story into of Dungeons & Dragons to the
hostile universe of Traveller and
their own hands, leading to some of the most the mind-warping horror of Call of Cthulhu.
imaginative roleplaying experiences out there For decades, RPGs have transported players
to weird and wonderful settings using only
Words by Owen Duffy dice, pencils and the power of imagination.

38 July 2018
But while most roleplaying releases focus “I was drawn to Fudge because I was a
on a particular fictional backdrop, others have constant system tinkerer,” Hicks says. “But
bigger things in mind. Released in 2013, Fate over the years, I came to feel that while Fudge
Core doesn’t attempt to cater to any individual gave me a full toolbox, it didn’t give me a lot of
genre. Instead, it hands players a toolkit to good pre-built parts to work with.”
build their own worlds, creating characters Fortunately for Hicks, Fudge
and locations from scratch and telling any had been released under
kind of stories they can conceive of. an open licence, allowing other
It’s a bold, narrative-driven approach, and designers to change and redistribute
over the years it’s won the game a it however they wanted. He teamed up
legion of loyal fans. We spoke to its with gaming friend Rob Donoghue to
creators to learn about its origins, develop its barebones framework into a
and how what started as a personal more fully-featured RPG. They clarified
project released for free online the system for character creation, with
grew into a thriving and respected players building protagonists with an
indie games studio. array of skills, backgrounds and personal
connections. They developed a system for
READY TO ROLE collaborative worldbuilding, letting players
Like many roleplayers, Fate Core co- work as a group to create the setting for their
creator Fred Hicks traces his roots in gaming adventures. But perhaps most importantly,
to Dungeons & Dragons. they shared responsibility for the game’s
“I first got into RPGs through a kid called narrative development between the game
Eamon in third grade,” he explains. “He was master and players.
in school, tinkering with the D&D Red Box Where Fudge had given players the ability
in plain sight. I remember I was absolutely to tweak plot elements or alter dice rolls, Hicks
fascinated by all of the dice. and Donoghue elaborated on the concept.
“Right from the get-go I started hacking They granted players ‘fate points’ for effectively
and house-ruling my own games. But I didn’t roleplaying their characters in ways that
really have friends I could play them with until fantasy adventure to introduced drama, danger and excitement
I got into high school and college. Over those cyberpunk spy thriller. to their games – a move that distributed
years I played a ton of games like Champions, At its heart was a system storytelling opportunities around the table and
GURPS and Amber.” known as ‘the Ladder’. rewarded players for acting in the best interest
It was a diverse mix of games, and it Rather than the numerical
exposed Hicks to some of the vastly different skill ratings commonly found in other RPGs,
approaches creators had adopted to RPG Fudge characters ranked their abilities using a
design. Champions was a tabletop take on set of descriptive adjectives. A character with
superhero comics, casting players as spandex- low combat ability might be ranked as “poor”,
clad avengers battling twisted and dangerous while their better-developed skills in arcane
foes. GURPS was a versatile but mechanically research might be rated as “good” or “great.”
complex game that let players explore a huge Whenever they encountered challenging
range of fictional and historical settings. situations, players would roll special dice
Amber Diceless Roleplaying pioneered a more marked with plus and minus symbols, using
story-focused approach, eliminating dice their position on the Ladder as a starting
altogether in favour of careful plot progression point and letting the dice dictate whether they
and character development. performed better or worse than their natural
Each had an effect on Hicks, but one game abilities might suggest.
in particular was to have a significant impact What particularly attracted Hicks to the
not just on his gaming life, but on his career. game was the ability it handed players to
Fudge, released in 1992 by designer Steffan modify its core mechanisms to suit their own
O’Sullivan, was a flexible roleplaying system needs. Eventually, though, he began to feel that
designed to be used in any type of game, from elements of the game could be improved.

MAIN IMAGE Fate Core hands players the tools to create their own world to roleplay in

ABOVE The game’s systems have been harnessed by plenty of official spin-offs, too

RIGHT The definitive Fate ruleset made over $430,000 on Kickstarter

tabletopgaming.co.uk 39
HOW WE MADE F A T E C O R E

“Rob and I established Evil Hat as a


publishing company in 2005 on the back of
getting the offer from Jim Butcher,” Hicks
explains. “But we had zero publishing
experience. We’d gotten onto the radar
because we’d put out the rules for Fate and
gathered a community of interested gamers
around them.
“Looking at that lack of experience, I started
charting a course that would get us to it. I
severely underestimated the time involved,
but we did cross it eventually. Early on, in
2006, we leveraged the early rise of affordable
print-on-demand services to release our first
two games: Don’t Rest Your Head and Spirit of
the Century.”
The company’s games met with
praise for their narrative-first
approach, and eventually
the team decided to release
a definitive version of the
Fate system. To fund its
publication, they turned to the
ABOVE Fate hands control of the narrative to its players, rather than just the GM
crowdfunding website
Kickstarter and, while
RIGHT The rules can support everything from fantasy questing to sci-fi thrillers
they’d established
OPPOSITE Fate grew out of another customisable RPG, Fudge

of the plot rather than focusing solely on their chocolate folks were expecting, but don’t
own character. It was a markedly different dose it with rat poison.”
approach from most other roleplaying systems, “Okay,” he adds, “I may have a problem
which put overall authority for the story with my overuse of metaphors.”
squarely in the hands of the game master. It
was also a method that seemed to carry the TEMPTING FATE
possibility of players derailing the game – but Hicks and Donoghue made some major
Hicks argues it’s less of a concern than players alterations to Fudge’s foundations and
of other RPGs might assume. named their new game Fate, releasing it
“It’s a bit like being worried about a knife online as a free download. But, while they’d
without taking the whole kitchen and all the been pleased with how their system had
cooks into account,” he says. “Yes, that knife worked in their own games, they weren’t
could absolutely cut someone if it’s handled prepared for the enthusiasm it met from
incorrectly. But a knife is more than its other players. One fan in particular
danger; it’s a tool. And for a kitchen to run well became instrumental in the game’s
it’s every chef’s responsibility to make sure evolution from a homebrew system to a
that folks are using the tools properly. professionally-published RPG.
“Is it a problem to ensure that players Author Jim Butcher, the creator of a
behave in a way that upholds the table’s series of novels starring the supernatural
consensus of what the game and story is detective Harry Dresden, knew Hicks
about? Well, yes. But when that happens the through online roleplaying games. He
problem isn’t the rule; the problem is that not offered the Fate team the chance to create
everyone who sat down to the table was on the a licensed game based on the series, and
same page. game designer Leonard Balsera built the Fate
“Any time you choose to give players concepts into a new standalone game: The
power over the story, you’re running the risk Dresden Files. While the game took years to
of someone committing a foul rather than develop, Hicks and Donoghue were buoyed by
simply throwing a curveball. Sure, maybe toss the opportunity, deciding to dive into games
celery into that peanut butter instead of the publishing as a full-time business.

40 July 2018
“I don’t see any big changes coming,
particularly to the core rules,” she says.
“Because it’s a toolbox system, we already
have a plethora of variations that include using
skills, approaches, stress tracks, consequences,
conditions and all sorts of extras. These are
custom tools that can be tweaked infinitely to
fit a particular genre or setting. In other words,
I don’t expect a new edition will be needed for
a long while, but custom implementations will
continue to flourish.”
But while the basic rules may be firmly
established, Lagacé says there’s plenty for fans
to get excited about in upcoming releases.
“I expect to see a generation of releases
connected through settings, campaigns and
arcs that share worlds,” she says. “We’re
already seeing something like this in the
recent Kickstarter campaign for the Uprising:
Dystopian Universe RPG [based in the
world of social deduction games Coup and
The Resistance], and the ongoing one for
of science-fiction supplement Tachyon
Squadron. We’ve released a lot of great settings
– now I think it’s time to show how they can
really shine.”

Any time you choose to give


players power over the story,
a sizable community of players behind the
game, they were stunned when players

you’re running the risk of someone


pledged over $430,000 to support the project.
“We didn’t expect it at all,” says Evil Hat’s

committing a foul rather than


vice president Chris Hanrahan. “And what
blew us away even more was the number of

simply throwing a curveball.


people who backed the project. After all this
time, we are still number three on the list of
most backers of all time. That skyrocketed our
reach and growth.”

MAKE IT YOUR OWN wargame. She argues Fate is ideally


Since its Kickstarter success, the line of suited for adaptation to multiple genres.
Fate Core books has grown to include the “My process starts by deciding what
Fate System Toolkit, a guide to hacking features and qualities of a setting I want to
and modifying the game to suit a variety of include,” she explains. “Then I examine the
different play styles. It’s also gained the Fate system toolbox to pick the mechanics which
Adversary Toolkit, helping game masters to best accomplish this. My rule of thumb is to
come up with opposition and antagonists for stick to the simplest solution. For example,
their stories. But what may be most impressive doing more with existing aspects is more
about the game’s growth is the community of appealing to me than adding a new type of
designers who’ve tweaked and reworked the character ability.”
game to their own ends. Lagacé sees a bright future for the game
Sophie Lagacé is one such creator. and, at a time when industry-leading titles
After releasing several fan-made Fate like Dungeons & Dragons and Pathfinder
hacks, she was signed up by its publisher are renovating their games with high-
as a project manager. Her work includes profile new editions, she predicts Fate’s
War of Ashes: Fate of Agaptus, an immediate future will be considerably
RPG adaptation of an indie miniature more stable.

tabletopgaming.co.uk 41
HOW WE MADE F A T E C O R E

TWISTS OF FATE
Fate’s flexible approach to roleplaying has given rise to a huge number of add-ons letting players explore
a host of exotic settings. While many are published by studio Evil Hat itself, there’s also a thriving
community of independent designers developing standalone games and new material for the system

BULLDOGS! SPIRIT OF EAGLE EYES MASTERS JADEPUNK:


Bulldogs! casts players
THE CENTURY The streets, forums and OF UMDAAR TALES FROM
as dropouts and fugitives A pacey pulp adventure, back-alley drinking dens of A tabletop tribute to the KAUSAO CITY
battling to eke out an Spirit of the Century is ancient Rome are seething likes of He-Man and the A combination of steampunk
existence in the furthest packed with colossal airships, with violence, intrigue Masters of the Universe stylings and Chinese
reaches of the galaxy. Far biplane dogfights, mad and ambition. Eagle Eyes and ThunderCats, wuxia martial arts films,
from civilised space, you’ll scientists and murderous combines the setting of the Masters of Umdaar Jadepunk casts players as
find clients willing to overlook villains. Like a chaotic mash- world’s most powerful empire drops players into a warriors battling against
your shady past and provide up of Indiana Jones and with film noir sensibilities, technicolour world an oppressive council of
you with a steady source Justice League, the game casting players as private of savage beasts, rulers using a blend of
of income – as long as you puts its focus squarely on investigators solving murders intelligent robots and deadly fighting prowess
don’t mind the risks. action and drama. and unravelling conspiracies. deadly laser blasters. and advanced technology.

DRESDEN FILES THE SECRETS ROMANCE IN THE MINISTRY MINDJAMMER


This game, based on the
OF CATS THE AIR It’s 1958, and the Earth This game of grand-scale
series of supernatural This imaginative setting sees Romance in the Air casts has been invaded by aliens. space opera takes place in
detective novels, lets players players become pet felines, players as travellers This Fate setting sees the second age of human
enter a world of hardboiled harnessing their wisdom, on a voyage around an players become members expansion into the universe.
occult mysteries. Filled with bravery and magical prowess alternate Europe, where of the ministry tasked with Technological advancements
characters and settings to confront an ancient threat. great airships amble fighting the otherworldly have redefined what it
from the books, the RPG Your human owners may not across the skies and threat in a setting that means to be human, and
lets players interact with know it, but you’re all that personal and political merges John Wyndham, the gulf between the stars
the original stories in new stands between them and vendettas can quickly Quatermass and Invasion offers adventure, glory and
and immersive ways. the grasping darkness. turn deadly. of the Body Snatchers. unimaginable dangers.

42 July 2018
the independent shelf
TECHNO BOWL
If you spent hours playing retro sports games, this fast and fluid
American football star will have you cheering in no time
Words and pictures by Charlie Theel

O
ne of the hidden mass- illustrated board, Techno Bowl knows exactly spectrum opposites), and you can utilise
market gems early in this where to aim – and delivers. them in scratch-built formations as you
millennium was Milton The core system beneath that playful surface wish. Resolving actions relies on that
Bradley’s appropriately titled is surprisingly daunting. This is a moderately Apocalypse World 2d6 system, where
Battleball. It was a simple miniatures game heavy game for those card-carrying members you will often succeed but need to offer
on a board with wild drama and free- of the hobby. There are ruled layers with concessions to your opponent. This results
wheeling manoeuvring. It was fantastic and different modes and optional rules, and in you achieving your intent but your
unsurpassed when it comes to American even a completely insane recently released opponent may be allowed a half action if
football games. That is, until now. legacy league supplement that allows you you don’t roll extremely well.
Bombshell Games’ Techno Bowl from to run franchises over multiple seasons. The The mechanism of your own actions
designer Brent Spivey is Battleball commitment from a design and support allowing the opponent to react mid-turn
harnessing the core resolution system of perspective is enormous – you can feel Spivey’s gives the game a distinct feel of dynamism.
Vincent Baker’s exceptional RPG Apocalypse creative force on every inch of turf. The pitch assumes this state of constant
World. It all hangs together with a design The magic of Techno Bowl is two-fold. It motion as players are constantly fighting
philosophy uniquely Spivey’s, clearly utilises a freeform play structure where you for ground and dashing through openings.
influenced by tabletop miniatures games program character activations. The beauty It’s fascinating because it injects a high
and his own eclectic gaming background. here is that you’re not straightjacketed to velocity and nuanced feel into the heart of
Your first contact with Techno Bowl decisions, as you can adapt and alter plans on a turn-based tabletop design.
will be via your smiling eyes as they soak the fly. It’s just enough structure to force you Techno Bowl is infectious. It’s the kind
in that 8-bit visage. For those who put to commit to some kind of approach, yet it of board game you will be thinking about
bruises on their palms playing hours fosters creative problem-solving and a sense of days after your last play. The strategy space
and hours of Tecmo Bowl on the NES, unwinding chaos that’s enthralling. and rules options are so vast that your
you’ll immediately be hit by the shoulder Your team of seven players is not wedded group can get lost in this game for months
of nostalgia being driven into your gut. to specific positions. Their jersey numbers on end. Those seeking a refined tactical
From pixellated players to a wonderfully denote their speed and physicality (in experience need suit up immediately.

The game pays


clear homage to
retro video games
such as Tecmo
Bowl, with 8-bit
visuals and a card
bench mimicking
a NES controller

tabletopgaming.co.uk 43
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TANKS FOR
THE MEMORIES
One massive armoured robot tank against an entire army. 30 years on,
the battle is still raging. Steve Jackson looks back at his monster creation
Words by Matt Jarvis

T
oday, Steve Jackson is best known as “It was not my idea,” admits Jackson. “I “[Did I know] that they were going to bring us
the man behind Munchkin. But three didn’t object in the least, but remember my age a million dollars?” he says. “No. I had no idea.
decades ago, he made his debut with a and experience at the time. I was a complete I thought that it was going to succeed, because
titanic design that couldn’t be further beginner and was going along with what the I read my mail, I know that the fandom is out
from his light, RPG-spoofing card game. publisher wanted. The publisher had the idea there and has always been out there. But I was
Ogre was a wargame that stood apart. Where – I think it was a very good idea – that a small just blown away by how much of it [there was].”
other games gave both players comparable game should have the same footprint as a The Designer’s Edition would later be
armies of miniatures, Ogre tipped the scales paperback book, because then the bookstores trimmed back down and serve as the chassis
completely one way. One player sat in the would display them in their paperback of Ogre’s sixth edition, although
driving seat of the titular tank, an enormous racks. That didn’t work out at all, but the the original game’s simplicity
robotic machine that would plough its way format itself was very, very popular. So it means that later iterations have
across a hex-based map, attempting to destroy was a good idea – not just for the reasons consisted largely of minor changes.
a command post. In their way was an army of that they thought it would be.” “Really it was more down to putting
tanks, hovercraft and soldiers controlled by their out the game again every few years and
opponent, who would try to take down the beast ON A ROLL doing every little incremental thing that
using their combined strength. The winner Despite its modest beginnings, Ogre we could to make it better at the time,”
was unsure. Mass slaughter was inevitable. quickly grew. A sequel that featured Jackson says. “It was not Warhammer-
“It does owe a debt to the games that came a hovertank with greater movement style editions where they
before it,” Jackson considers today. “I had variety, G.E.V., was released the following just don’t play together;
been playing SPI and Avalon Hill’s games for year. It would eventually be recombined each edition you would
years and years and years, and was really fully with Ogre in a single box.
immersed in the world of hex-based wargames, “[G.E.V.] plays well but the Ogre unit
so I knew what I wanted this one to be like. and the Ogre’s single-minded mission
“Some of the old hex games were extremely to destroy the command post bring a
asymmetrical. You had classics like Borodino, certain amount of charisma, something
for instance, the Napoleonic wargame. unique, to it,” Jackson says.
The forces had very different strengths and Most significant was the Designer’s
weaknesses, and one is retreating from an Edition of Ogre, a mammoth collection
entrenched position and the other is pressing weighing over 11kg and costing $100
the attack. But the idea that one side has only (“It should’ve sold for two or three
one unit really takes the asymmetry to the times that much,” Jackson insists) that
ultimate. As far as I know, Ogre was the first raised close to a million dollars on
one to do that.” Kickstarter in 2012. Its creator confesses
Just as singular was the way in which Ogre even he was surprised by the response
was released. Despite its gameplay featuring to the campaign.
a gigantic tank with metre-thick armour and
scores of defenders, the original 1977
edition of the game cost just $2.95
(£2.19) – equivalent to just under a tenner
today. It was among the first micro games,
popularising the style adopted by modern
pocket-sized hits like Love Letter and Hanabi.

46 July 2018
recognise the same game very clearly, just
a few words might be changed or moved
around to clarify the meaning but to
clarify the meaning of scenarios as
they always were.”

THE BEAST IS BACK


Ogre has also been adapted
as a computer game twice: in
1986 and last year, as the result of
a stretch goal for the Designer’s Edition
Kickstarter. Jackson reveals that he is currently
working to revive the game’s miniatures game
spin-off, first released in 1992, with ambitions
to explore the setting even further.
“The universe is set in our world, or
something very like our world, 50 or more
years from now,” he explains. “We assume
that artificial intelligence is already being “The hex-based movement and combat
developed and they’re just not telling us. It’s result table resolution are definitely old-
Ogre is severely
fully matured and being used in autonomous school, but they still work,” the designer
asymmetric, and a
war machines by the time that Ogre takes place. enthuses. “There’s a lot of nostalgia for that
whole load of fun
“I’ve always thought that it would be particular really simple resolution system. I
fascinating to try to sponsor a fiction collection. get people telling me: ‘Look, we’re coming
It’s just a thing we’ve never done – yet.” back to hexes! Hexes work!’
While his debut game may no longer be the “It’s still a little bit hard to believe that
first thing that people think of when they hear his something that was done that long ago and
name, it’s clear that Jackson – and thousands of on that small a budget and with that little
fans, new and old – are unwilling to see Ogre rust. experience worked out.”

 
It’s hard to believe that
something done on that
small a budget and with that
little experience worked out.

tabletopgaming.co.uk 47
THROUGH THE AGES

CO-OP GAMES
Games are better together, and teaming up with friends serves as the basis of some
of the tabletop’s very best experiences: from cracking crimes to fighting evil
Words by Sam Desatoff

G
ames have long been a competitive looking for clues and assembling a shared Released in the same year as Arkham Horror,
matter, but thanks to 2008’s mega checklist of evidence that is then used to finger The Fury of Dracula took the mechanics of
hit Pandemic, co-operative games the culprit. It’s a familiar concept if you’ve Scotland Yard, slapped a vampire theme on
seem to be crawling out of the played Cluedo. There’s since been a slew of top of them, then added rules for combat and
woodwork, ready to force you to collaborate re-releases and reskins: 221B Baker Street: The a traitor mechanic where one player secretly
with friends and family. The elite status of Master Detective Game (1975), 221B Baker St.: controls Dracula himself. This game saw
the co-op game was cemented in 2015 when Sherlock Holmes & the Time Machine (1996), implementations in 2005 and 2015.
Pandemic Legacy: Season One rocketed up the Police 07 (1986), N.Y. Chse (1999), Mister X In 2000, with the board game renaissance
BoardGameGeek rankings. But Pandemic was (2009), Scotland Yard Master (2013), Scotland well underway and the market ripe for
hardly the first game to see players sitting on Yard Junior (2015). influence, illustrious designer Reiner Knizia
the same side of the table. In 1987, co-op games turned their gaze to released Lord of the Rings. Based on Tolkien’s
An obvious place to start is with pen- the nightmarish world of H.P. Lovecraft with original novels rather than Peter Jackson’s
and-paper RPGs. Dungeons & Dragons, Arkham Horror. Players once again took on films, players seek to destroy the One Ring
released in the mid-1970s, sees players the role of detectives but, rather than chasing while avoiding the corruption of Sauron.
working together to combat the trials of a small-time criminal, they were tasked More recently, Gloomhaven has shaken up
their dungeon master. Table talk and co- with repelling an invasion of otherworldly the co-op scene. Taking place in a persistent
operation are very much central to the D&D horrors. Facing these creatures, as you might world, players embark on dangerous quests
experience; the game had a massive impact expect, was rather straining on the human in a series of scenarios that call for teamwork
on not only future co-operative games, but mind; to represent the psychological damage and co-operation. The world changes session
popular culture as a whole. the Old Ones could inflict, sanity was used after session, making each game feel personal
While combat was a large part of D&D’s as a resource. If the team took on too much and unique.
gameplay, the element of storytelling was insanity, they lost and Cthulhu wreaked its There’s a rich history of working together
just as important in influencing future co-op havoc on the world. in tabletop games and recent releases have
games. Titles like Sherlock Holmes: Consulting Like Scotland Yard, Arkham Horror has only strengthened the genre, to the point
Detective (1991) and Fog of Love (2017) take been reimplemented several times. The 2005 that co-op games are some of the most
the narrative parts of D&D and run with them, reboot of the game by Fantasy Flight remains revered in the hobby. Humble beginnings
giving players the agency to tell interesting an all-time classic, and the streamlined have begotten elite entries in a genre that
tales together. Eldritch Horror from 2013 sits comfortably continue to rewrite the script on what
Scotland Yard, released sometime in the in gaming’s upper echelons. In 2016, Fantasy board games can be. Co-operation is no
early 1980s, dropped players into the shoes of Flight released another co-op take on the longer an exception, but the preferred way
detectives seeking a criminal on the loose in formula, scenario-driven living card game of playing for millions of gamers around
London. Players travel from district to district Arkham Horror: The Card Game. the world.

1983 1987 1987 2000 2008 2017

48 July 2018
TOP SECRET 001963
When the CIA revealed it was
using board games to train its agents,
no-one expected them to ever see the
light of day. Then, suddenly, the tabletop
secrets were out there for all to play
Words by James Wallis

S
XSW is an annual gathering of cultural and technological tribes
in Austin, Texas, halfway between a conference and a festival.
Its original roots were firmly in alt-culture but these days
anyone who wants to show off their cool and groundbreaking
ideas will present there, from avant-garde filmmakers and noisemakers
to hackers, crackers, jammers – and even secretive government agencies.
If you’d studied the programme for SXSW 2017 you might have
spotted an entry for ‘Cloaks, Daggers and Dice: How the CIA Uses
Games’, a panel by four CIA officers including David Clopper, a senior
collection analyst at the Central Intelligence Agency. This turned out to
be a talk on a number of tabletop games the CIA had developed to train
its agents and enhance intelligence gathering techniques, and what
they’d learned from the experience. There was also an opportunity for a
select few to play three of the games.
A brief flurry of articles reported the panel, SXSW ended, Clopper
and the games went back to the CIA facility from which they’d
emerged, and everyone assumed that was the last we’d hear of
them. Everyone except for two people: Mitchell Kotler and Douglas
A. Palmer, both enthusiasts of the US Freedom of Information Act
(FOIA). Under section 105 of the US Copyright Act any works created
by federal government employees, from the White House to NASA, are
automatically in the public domain unless classified as secret. Both
Kotler and Palmer separately put in FOIA requests for all information
relating to the various games that had been shown or referenced at
SXSW, using the website Muckrock. It seemed worth a try.
It was. At the time of writing the CIA has released all its materials on
four of the five requested games. They’re free for anyone to download
from the internet.

tabletopgaming.co.uk 49
CIA GAMES

wide range of situations; the confusingly closely-named Collections: The


Board Game, which is a co-op game where the players, each a different
type of analyst, are trying to gather enough intel on various global
crises to cool them down before they explode; the incomplete Satellite
Construction Kit, where players design a constellation of intelligence-
gathering orbital platforms; and the jewel in the pack, Kingpin: The Hunt
for El Chapo, an asymmetric game of tracing and tracking a fugitive
Mexican drug lord through his network of operations and lackeys.
Only one of the FOIA requests has gone unfulfilled. Douglas Palmer’s
request for information on Afghanistan Sustainability: COIN Dynamics
was deemed to be “currently and properly classified, and must be
denied in its entirety”.
Each of the released PDFs contains all of the information the CIA
has on each game. It has to, by law, but that means that the documents
include multiple versions, planning notes, handwritten playtest notes,
correspondence relating to the game and more. It’s all in grainy black
The big surprise wasn’t that these games existed, or that a couple and white, and some of it is obscured because pieces of information
of them were recognisably derived from systems in existing tabletop are still classified. There are multiple versions of the rules, some with
games like Pandemic, Magic and Munchkin. The big surprise – at least to handwritten annotations. The pages are not in any particular order, and
anyone who wasn’t already a well-informed wargamer – was that Volko sometimes it’s not apparent what information belongs to which game.
Ruhnke, one of the lead designers at GMT Games and the creator of the Many bear stamps reading ‘SECRET’ or ‘TOP SECRET’, which someone
legendary COIN (COunterINsurgencies) game system, was the man has painstakingly crossed out in pen. The document for Collection Deck
behind the biggest of them: Kingpin: The Hunt for El Chapo. contains the entire PowerPoint presentation that the CIA team gave at
It turns out that Ruhnke’s day job is at the CIA, where his title is SXSW, including the speakers’ notes.
Intelligence Educator. He had, in fact, been on the panel at SXSW. Nevertheless, this is an absolute treasure trove of information if
you’re into either the minutiae of how an intelligence agency trains
Games Without Frontiers its operatives or the thought processes of games designers working to
Using games as a tool for teaching or training is nothing new: in fact, it develop educational simulations in a unique environment. What you
goes back almost a millennium. In the Icelandic story ‘Frithiof’s Saga’ won’t find are complete, playable games.
the hero advises his foster father on military strategy by referring to The game that’s closest to being table-ready is Collection Deck. It
moves in the game hnefatafl. The medieval game rithmomachia was sits somewhere in a middle ground between Magic: The Gathering
used to teach a particular type of number theory, and the first true and Munchkin, though with additional narrative elements. A
wargame, Kriegsspiel, was devised to educate German and Prussian selection of ‘intelligence problem’ cards (the ‘field’) are face-up on
officers in tactics and strategy in the early 19th century. But for the CIA the table – on their turn, each player chooses one and uses a selection
to reveal that it was using tabletop simulations in training was literally of ‘collection technique’ and ‘reality check’ cards from their hand to
a game-changer. solve it, using matching intelligence aspects and numerical range.
The underlying reasons for using games in training make a lot of The other players can use reality check cards from their hands to
sense. We learn better by experiencing something firsthand, whether disrupt the plan.
that’s complex data sets, techniques for analysis or how to plan and Unfortunately, some of the cards have been redacted for reasons of
execute strategies. Games give us a safe space to try out new things, to national security. Having important information [REDACTED] in the
fail and to learn from that failure. middle of a sentence was a joke we used extensively in last year’s reboot
“People playing a game, together they’re experiencing the designers’ of Paranoia. I never expected to see it in an actual game.
mental model of insurgency in Afghanistan and sharing that model,” The most interesting game is, unsurprisingly, the one by the famous
Ruhnke told Ars Technica last year after the SXSW panel. “They are game designer. Kingpin: The Hunt for El Chapo is a fascinating contest
learning it, very quickly, because they’re inside, operating in it. Pushing between two teams; ‘The Cartel’ control the titular El Chapo and his
levers, pulling cords, seeing what happens. Stories are very sticky, and minions, whom they move around the board to avoid ‘The Hunters’,
they’ll remember their own stories.” an intra-agency team tasked with catching them by identifying parts
However, there are important differences between games designed of the operation and exploiting them to get closer to the leader. It’s a
TOP SECRET 001964

for education and training, and games intended for a consumer large-scale battle of wits, with a detailed room setup, maps for each
audience who want to have a good time. Training games can be fun, team and at least one facilitator. Only a few of the game elements have
but that’s not the primary reason for their existence. They’re tightly been redacted but, all the same, it would take a lot of effort to create a
structured, often with a facilitator to keep them on track and make sure playable version from these notes – and even more effort to actually run
the participants are getting the right messages, and they usually finish it. On the other hand, it’s a free Volko Ruhnke game.
with a debriefing session.
The Private Sector
Intelligence Collection After the PDFs were released, a number of companies saw a business
The CIA games released so far are Collection Deck, a card-based exercise opportunity. The games were, after all, free of copyright and there for
in devising strategies for gathering different types of intelligence in a the taking.

50 July 2018
First off the blocks was Aretskin-Hariton Games, which in April WHERE CAN
released a version of David Clopper’s Collection Deck through The I FIND THE

 
Game Crafter in the USA. This edition tidies up the graphic design and CIA’S GAMES?
The fills in the holes left by the official redactions, but leaves most of the
design unchanged. The new designer recommends you try it if you like All the material that the
game Dominion – which is, frankly, a stretch.
Collection Deck is interesting but it hews closely to the CIA original,
CIA released under the
Freedom of Information Act
that’s closest including the elements designed to help agents develop their
intelligence-gathering techniques. In particular, if someone plays
is available online through
the Muckrock website at

to being a ‘collection manager challenge’ against the combination of cards


you’re using to solve an intelligence problem, you have to explain
muckrock.com, and you
don’t need to be a US

table-ready how you’d actually use that combination of elements to solve in the
field. If you don’t know your OSINT from your HUMINT, this may
citizen to download it. Just
search for the terms ‘CIA’
and ‘game’ to bring up all
is Collection end up as an exercise in frustration. But if you’re willing to give it a
go, everything you need can be downloaded as a print-and-play or
the relevant listings.
The Aretskin-Hariton
Deck. It sits bought in physical form.
Later the same month, Diegetic Games, working with the website
Games version of
Collection Deck has been
somewhere Techdirt, launched a Kickstarter for CIA: Collect It All, a more
streamlined version of Collection Deck with nicer graphics and a slicker
released under a Creative
Commons licence and

in a middle ruleset better suited to recreational play. The collection manager


challenge cards are gone, replaced by a more accessible storytelling
can be downloaded as a
print-and-play PDF from

ground
the Game Crafter website:
variant set of rules. thegamecrafter.com/
The Kickstarter closed at the end of May having raised over games/collection-deck1.
between $150,000 from almost 4,500 backers. This isn’t simple old-fashioned
American profiteering: the campaign was run as a fundraiser for
Or you can buy a printed
version for $26.99 – plus
Magic: The Techdirt. CIA: Collect It All is due to ship to backers in November this
year, and there may be an opportunity to order copies even if you
international shipping,
which will not be cheap.

Gathering missed the crowdfunding.


There’s no word on whether anyone else is working on revised,
The Kickstarter page
for the Techdirt/Diegetic

and releasable versions of Collection: The Board Game and Kingpin: The
Hunt for El Chapo. The former would be interesting but the latter, in the
Games version is at
kickstarter.com/projects/
mmasnick/cia-collect-it-all,
Munchkin. hands of a skilled redesigner, could be a commercial project with an
incredible pedigree, not quite like anything that’s currently out there.
but if you missed out on that
you can pre-order a copy
Should you be contemplating such a design challenge, it’s probably best at the Techdirt website:
not to ask Volko Ruhnke to get involved. He’s almost certainly busy. techdirt.com/ciagame.

OPPOSITE TOP
The games are
based on the role
requirements of
real-life CIA agents

LEFT The CIA’s


response to the
FOIA request and
some of the PDFs

tabletopgaming.co.uk 51
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cc 180 6 (b)

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Play it smart
Ga
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As tabletop tournaments grow in prestige and popularity, could we see games stand
alongside athletics on the world stage? Our professors give it a sporting chance
All tabletop games involve competition Let’s turn to the GAISF’s list. Does it include an
(even solitaire games pit the player against element of competition? Yes. Pose no undue risk
either themselves, a scoreboard, the game’s to the health and safety of its participants? Yes.
AI or a timer), to our knowledge none of them Cause no harm to any living creature? Yes. Rely on
are deliberately harmful to living creatures equipment that is provided by a single supplier?
and while they do often come from a single Okay, yes, but we’ve decided that’s a red herring
supplier this is arguably more a factor in anyway. Finally, is it reliant on any element of
managing international competition than it is luck? Not really – over the course of a game the
in defining sporting activity. This leaves luck drawing mechanic is far more reliant on tactical
as the limiting factor; however, many classic decisions than pure luck. So, is Flamme Rouge a
tabletop games such as chess and Go have sport? Well, according to those criteria: yes. But
almost no luck element to them at all, the let’s be honest, we all know instinctively that it
advantage of going first countered by either won’t make it into the Olympics any time soon.
playing several games or, in Go, through Chess, on the other hand, perfectly fits
Sam Illi ngw orth
Doctors Paul Wake and
the use of komi, points added to the score the GAISF’s definition, and the World Chess
of the player who takes their turn second. Federation has been recognised by the

O
Arguably, the outcomes of modern games such International Olympic Committee since 1999. Yet,
as Diplomacy, BattleCON and Puerto Rico are less despite there being a chess exhibition at the 2000
ne of the sure signs that summer is dependent on chance than sports such as cricket, Sydney Olympics, the IOC has repeatedly rejected
approaching is the prevalence of where the advantage of batting first is decided by a claims for its inclusion as an Olympic sport; chess
major sporting events. This summer, coin toss, or the effect that a sudden rainstorm can officials have even gone so far as to state that
showcase events such as the Tour have on the outcome of a football match. It would chess pieces could be made out of ice to conform
de France, FIFA World Cup and US seem, then, that there’s nothing in the GAISF to the Olympic Charter language for winter
Opens in both tennis and golf will dominate the definition that precludes many tabletop games sports. It’s tempting to contrast the Olympic
news, moving from the back pages to the front (or from being considered as sports. future of chess with that of esports, which are
their digital equivalents). With all of this going on, Let us take a recent example from the world of likely to be included in the 2022 Asian Games
we find ourselves asking: what is the difference tabletop gaming to demonstrate this point. Asger and look to be a possible Olympic contender.
between sports and games? Harding Granerud’s Flamme Rouge is a two- to In considering the difference between a sport
The Global Association of International four-player cycling game, which takes its name and a game, it will be interesting to see how the
Sports Federations, the umbrella organisation from the red flag displayed a kilometre out from dialogue between the IOC and lobbyists from
for all international sports federations, defines a a race’s finish line. Each player gets two riders: a the field of esports develops, especially given the
sport as an activity that “includes an element of rouleur (an endurance cyclist) and a sprinteur (a promise of huge viewing figures and revenue. If
competition”, “does not rely on any element of sprint specialist). As in a real-life race, the idea esports get the nod over chess, then we might be
‘luck’ specifically integrated into the sport”, “is is to conserve as much of the sprinteur’s energy able to make a distinction between sports and
not judged to pose an undue risk to the health as possible ahead of the final push to the line. games based on the monetisation of spectating.
and safety of its athletes or participants”, “is no Slipstreaming and exhaustion rules combine to
way harmful to any living creature” and “does not encourage a racing pack to stay together – making Paul Wake and Sam Illingworth are
rely on equipment provided by a single supplier”. a breakaway hard, though not impossible. The Manchester Metropolitan University
academics and co-directors of the
According to these definitions, could tabletop game does a great job of capturing the mechanics
Games Research Network
games be considered as sports? and aesthetics of road racing, but is it a sport?

Cycling board game


fits all the official criteria of a ‘sport’

tabletopgaming.co.uk 53
HEAVY DUTY
original design from the publisher. In the
game, players will build a tableau of different
colours of pipe. While trying to build routes
in their preferred colour, players will face a
Tetris-like challenge. However, Pipeline will
When Clay Ross found himself craving meatier also feature a strong economic element, where
players buy and refine oil in coluors matching
board games, he started up his own label to resurrect their pipes.
“Pipeline was designed by Ryan Courtney,
tabletop heavyweights. Now Capstone is diving fully a guy out of the United States,” says Ross. “His
game is one of the most complex games I’ve
into the deep end with its first original design ever played, but the rules are only going to
Words by Josher Lumpkin be around 12 pages. That’s the type of game

G
that I appreciate: where you don’t really
ateway games are great and all but, Capstone’s edition of Arkwright comes need to reference the rulebook when you
like any other addiction, there is with three rulebooks and hundreds of pieces play, because everything that you can do
often a tendency for enthusiasts to – enough to play several different variants of is straightforward. But the challenge that is
start to crave the hard stuff after a the game. BoardGameGeek rates the game’s presented for the players to win is incredible.”
while. Catan, Pandemic and Ticket to Ride are ‘weight’, or complexity, at a meaty 4.53 out
enough to get you hooked, but it won’t be long of a possible five. Still, though Arkwright is SIMPLE BUT SMART
before they don’t get you off anymore. definitely heavy, its masterful design makes Though Capstone’s games are completely
“I wanted more,” says heavy game junkie Clay the gameplay intuitive and elegant. immersive in their design and mechanics, Ross
Ross. “I wanted more strategy. I wanted more “A lot of people expect this overwhelming says some gamers have trouble getting past
depth. I just wanted more. I wanted to tax my brain.” ruleset and then, when they figure out how the games’ historical themes. In a hobby world
Ross got started on the typical fare: Catan to play the game, they realise it’s not that overflowing with zombie miniatures, movie and
and the like. But soon, he was dipping his toe in complicated of an experience,” Ross says. “I television tie-ins, and exciting dungeon crawlers,
the deep end, dabbling in titles like Puerto Rico. personally like games that are deep, but don’t it can be tough trying to sell games about the
“That was the first game that made me say, have an intricate ruleset. I don’t like games where shipping of coal, like Capstone’s The Ruhr.
‘Wow! That really was intricate!’” he recalls. “I it’s like, ‘Ah! I gotta go reference the rulebook “I get it,” says Ross. “Theme is a big,
was so invested in the actual game. I wanted because I wanna buy this card, but because it’s important thing, especially for some crowds.
more and more of that.” this type of card, I gotta make sure that I have this What I find with our games is, although the
In 2016, Ross started Capstone Games to qualification met, and maybe because this event theme is not the most sexy thing out there,
publish new editions of out-of-print heavy is in play, I can’t actually buy the card.’ All those once you play, you’ll want to learn more about
Eurogames. The first title on Capstone’s rules on top of rules. I don’t like that, personally.” the subject. And I think that’s really cool.”
agenda was the massive economic simulation Capstone’s upcoming title, Pipeline, has Last year, Ross launched the Simply
Arkwright, designed by Stefan Risthaus. a similar appeal. The game will be the first Complex line. Like Capstone, Simply Complex

54 July 2018
republishes new versions of games long gone.
However, the purpose of this new imprint is
to make available a different kind of game.
Titles from this line feature colourful wooden
components, not a lot of rules and play in
under an hour. Simply Complex’s reprint of
The Climbers was a huge success. The Estates
comes out later this year.
Capstone’s latest release is called Carthago,
and it’s a card-driven race to become the
greatest merchant in the ancient city of
Carthage. Ross promises that players can
expect an exciting game, where no-one knows
who’s going to win until the final rounds.
“The cards in Carthage are multi-use.
They’re the money, they represent goods, and
they also have actions on them. So there’s a
bunch of different ways that you can use the
cards,” he explains. “And it’s very tight. You
are going to feel some serious pressure about
three or four turns into the game. There are and people that have been in the hobby for a “Every single game I’ve made, I’m
only 15 turns. It’s a lot of fun.” long time have higher expectations for a game. absolutely in love with,” Ross confesses. “A lot
They want a better experience. Otherwise, of people ask me my top ten favourite games,
GET HOOKED they’re just going to settle for something that’s and it’s really hard to hold back and not just
Ross says he’s not alone in his quest to find already out there. People are gravitating toward say ten games that I’ve published. I’ve done
intensifying potency in his doses of his the more complex mechanisms in games, so much work on them and I just know all of
favorite pastime. which is good because I’m a big fan of that.” their ins and outs. And I just love them. We are
“Personally, I see a lot of people wanting Board gamers can expect Capstone to keep going to continue doing this thing: bringing
more and more out of their games. There’s putting out deep and exciting titles. After all, good games to people and making them more
a lot of offerings out there right now, that’s Clay Ross’s drug of choice. aware of the designs that are out there.”

MAIN Wildcatters

TOP The Ruhr:


can coal be cool?
 
Although the theme isn’t the
most sexy thing out there,
you’ll want to learn more
RIGHT Clay Ross
with Capstone’s about the subject.
debut, Arkwright
(Larry Peck)

tabletopgaming.co.uk 55
NEW GAMES
<UNEARTHED ARTEFACTS>://
a game that highlights the beauty of the

WILDLIFE SAFARI
research we are doing here. From this
small box we learn about the animals that
existed in Late Oil Humanity’s time, and we
learn a great deal about the human attitude
++YEAR 3122++INCOMING TRANSMISSION++ towards animals. Wildlife Safari is a game
about attaching value to animals, and we
found sector n4: pastime x17 – board game – can see here how the people of LOH were
comfortable attaching zero value to an
“wildlife_safari” animal if it might lead to some personal gain.
How else do we explain the mass extinctions
Message intercepted by Robert Florence
that LOH was responsible for?

T
There is also something telling about
he human race is extinct. But the is also new to us, and it brings to mind LOH’s the use of plastics inside this game (and
human race was not alone on fictional unicorn, except much fatter, more indeed, inside many games found since this
this world Earth. Our research grey and sillier overall. study started). The plastics in this game are
team heard rumour of a Late The game itself has players dealt a hand of entirely unnecessary. They could have been
Oil Humanity board game somewhere in cards, each of these cards displaying an animal replaced by biodegradable cardboard. But
Sector N4 – a sector that represented a and a numerical value. In turn, players play LOH loved luxury and elaborate toys more
true challenge for our Retrieval Units, as cards into stacks, one stack for each animal. than life itself, it seems. The plastic animals
we understood it to be overrun by Gast With every card played, the players change the are charming, and you can see how the
Walkers. It was a daring raid that brought value of the animal; if one unit plays a 3 Lion human animal, not gifted with the reason
the board game “Wildlife Safari” into our and the next unit plays a 5 Lion, then the Lions we are blessed with, could be seduced into
hands, and I am delighted to say that the are now worth five points. demanding such plastics for each and every
expenditure of re-housing so many units Every time a card is played, the player must game they played.
was worthwhile. take an animal into their collection – not Still, it is troubling as we look upon these
Wildlife Safari is a game about assigning necessarily the animal from the card you plastic animals under the facility lights. The
value to animals – the very animals that just laid down. This is a thrilling element true animals, the living creatures, are dead.
walked the earth during the LOH period. worth visiting the Historical Facility to see for The plastic remains, everywhere. We drag it
All of these animals we assume to be yourself – the animals that you take are small from the seas and pull it from the breathing
historically factual. We do know that toy animals made out of plastic. The game chambers of our pets. Within board games,
“Lions” once existed – glorious beasts that ends when any animal card stack contains human beings seemed to be able to logically
have much in common with today’s beloved six cards, and then collections are assessed assess value and adopt winning long-term
Cats. The “Zebra”, presented in this game, according to the final values of each animal. strategies. It is the mystery of why they could
is a bizarre striped wonder that bears a Here, then, is a brilliant, small game that not apply any of this to their actual existence
resemblance to a donkey. The “Rhinoceros” provides a great deal of fun. But it’s also that drives our researchers forward.

July 2018 tabletopgaming.co.uk 57


E
ven through the phone,
Tom Filsinger’s earnestness
comes through.
“I’m always very sincere,”
he says, before frenetically
launching in to another
anecdote about creativity, his
life and the game he has spent
over 30 years publishing: Champions of the Galaxy.
Champions, which will see its newest release
later this month at GalactiCon – a fan-run
convention based purely around the game – is an
ever-evolving “endless novel” that has the same
quaint origins of so many other games.
“I was bored in my high school classes, and I
created a wrestling game just to get through the
school day,” Filsinger admits, laughing, the irony
not lost on him that he is now a college professor,
often left to wonder if his students are themselves
keeping extracurricularly entertained.
As a bored and creative teen, obsessed with
science-fiction and Silver Age comic books,
Filsinger created a simple dice game that he
could play by himself to pass the time and help
him daydream during arithmetic. It wasn’t until
years later, when he made cards for then-current
pro wrestlers like Hulk Hogan and Don Muraco
in order to have a rainy-day activity with his
brother, that it dawned on him: the game might
be fun for other people, too.
From there, the journey of Champions of
the Galaxy is a mix of dogged determination
and serendipitous meetings. After some initial
conversations and interest in the mid-1980s,
Filsinger pitched the game to the World Wrestling

SPACE
Federation – now WWE – directly as a sort of
wrestling simulation game using their own roster.
When they eventually passed, he went back to
his first love: the sci-fi world that got him through
high school. With characters both endearing and
enduring, a deftly-crafted world, and a web of
interpersonal drama that would make George R.R.

ODYSSEY
Martin jealous, Champions launched to the public
as a labour of love in 1986. Within three years, the
first convention devoted to it would be held.

TAG TEAM
While Filsinger is upfront about his creative drive
behind the game, he is always quick to give
credit for the success of the early sets to others,
For most of his life, Tom Filsinger has been most notably original artist Chuck Carter.
“Very few people can draw unique human
working on his dream project: a sci-fi wrestling faces like Chuck Carter could,” Filsinger is quick
card game inspired by comic-book legends. to add when discussing the early days. “I thought
that’s what made it connect with people.”
Meet the Champions of the Galaxy While the art of the game has evolved over
the years, seeing its early pictures – heavily
Words by JR Goldberg evocative of the halcyon days of 1970s and ‘80s

58 July 2018
cosmic space opera – it is easy to see why so the first drafts of everything, they’re the ones who – with multiple careers, homes and an ever-
many people gravitated toward it. And truthfully, look at it and say: ‘Wait a minute, Val [an early expanding family – he is forthright in his assertion
Filsinger says, it is those supporters that initially Champions of the Galaxy character] did this in the that his creative process has remained roughly the
played and bought the game that deserve much year 2118, and you have him doing this. You need same as it did when he first started developing the
of the credit for its success. Beyond the fan-run to account for that to make sure the continuity is earliest characters. The secret, he says, is solitude.
conventions and message boards that help drive accurate.’ I mean, I work very hard at that; I try “I think creativity is a process that comes from
interest in the game, the designer encourages his to do my own homework, but they always know a kind of transcendent source, and therefore
followers to become de facto continuity editors more than I do.” whatever you’re doing temporally at the time is not
for him – and has even brought on many of them Despite Filsinger’s eagerness to give credit as important,” the designer muses with a surety
in a professional capacity to help make sure to the Champions community and his artistic that suggests he has thought about this process
the newer sets fit within the world he has spent partners, it is he that has remained the singular many times over. “What was very important to me
decades creating. constant throughout the game’s existence. in my process is that I can get away and be alone
“I have my outstanding crew of long-time fans Shockingly, although Filsinger has changed and have free time where I can let those ideas
that work for me now,” he says. “Once I give them immensely as a person over this time period ferment in my mind without interruption.”

OPPOSITE Champions of the Galaxy powerhouse Monolith

ABOVE (LEFT TO RIGHT) Chuck Carter’s distinctive


artwork for Star Warrior, Thantos and Wolf
ALL DUE RESPECT
RIGHT Tom Filsinger (Don Hill Photography) Beyond that, Filsinger is open about being
sure to wear his influences on his sleeve.
While many young creators try desperately

I try to do to find their niche and create something


wholly unique, Filsinger has always been

my own comfortable paying homage to the people he


grew up idolising, including Marvel luminary

homework, but Stan Lee, and the creators he came to admire


later as an adult, such as comic book artist
the fans always and writer Jim Starlin.
“That’s one of the things that is very
know more important to me as a creator: to be stimulated
by reading creative things,” he says. “I think
than I do. I’m deliberately reading even more than that
now because the stuff I’m writing right now
– really I’ve been writing it for several years
now – has got these kind of cosmic overtones
to them. Epic, sort of.”

tabletopgaming.co.uk 59
CHAMPIONS OF THE GALAXY

A theme that Filsinger routinely returns to He cites a character he recently published going to play him five, 10 matches.’ You know,
during his discussion of the creative process named Monolith, who came in as a fresh face that’s not enough. People get hot and people
is the idea of working without a true goal in and had to make an immediate impact in the get cold.”
mind. In fact, aside from a brief flirtation with story. If the card didn’t reflect how dominant While it’s easy to make a joke about not
ending Champions of the Galaxy altogether, a performer he was, it would have been a playtesting at all, it is uncanny how many of the
Filsinger admits he has almost no idea where failure. But, as the game goes along, someone cards manage to feel balanced and unique just
each set might go when he starts out. will inevitably debut to stand toe-to-toe with from Filsinger picking at them and adjusting
“It takes months when I write the first draft Monolith. It is a precarious balancing act, on the fly. In some ways, he was forced to learn
of the handbook,” he confesses, opening up and one that Filsinger must always remain how to make these adjustments and make the
slightly about the how each new set comes cognisant of. In order to combat this, he makes cards work. Because of the order of his process
to fruition. From there, he returns to the sure to package newer star performers in sets – the overall story comes first, followed by the
completed first draft after letting it settle, with cards he knows are weaker, in order to players’ book, followed by the art, followed
hopefully for a long enough period to no longer help create the effect of dominance while by the card creation – there have been many
be married to any of the ideas. This allows preventing old favourites from being rendered characters that Filsinger has been tasked with
Filsinger to look at his work multiple ways at permanently obsolete. making work any way he can.
once: as both an objective editor and someone Interestingly, Filsinger manages to create this “If I’ve got a finished drawing that I like
with three full decades of experience that allow effect of balance without any sort of arithmetic and a character’s story that I like, then I’ve got
him to know what works and what doesn’t. formula or even playtesting. While multiple to,” he states frankly. “I just figure out a way,
Having such an inspiration-based creative members of the community have created usually. I’m not very good at looking back.”
process is not without its struggles. At the various ways to determine the overall strength
end of the day, no matter how compelling the of each character based on their manoeuvres THE ROAD AHEAD
overall narrative and how detailed the art, and power levels, Filsinger eschews them all in It is this idea of not looking back and pressing
if Champions’ newest cards are mechanical favour of trusting his gut. ever forward that remains at the heart of
failures, the community will be disappointed. “Yeah, I never test them,” he says with a bit Champions of the Galaxy and Filsinger’s
“I have the same problem that they do in of a laugh. He goes back to Monolith as an creative process as a whole.
Magic and any other game: that of power explanation: “Let’s say it was Monolith when “I’ve studied the psychology of creativity
creep,” Filsinger observes. I was creating him and I think, ‘Okay, I’m and I’ve studied some people like Stan Lee and

60 July 2018
Stephen King and J.K. Rowling, and it’s just it was his willingness to embrace others who
the same for them,” he says. “They’re always wanted to be part of his community, and his ABOVE Champions of the Galaxy was
looking ahead to the next thing.” almost incessant desire to show new people originally designed as a wrestling simulation
For the game designer, that next thing always his creation, that helped make the game what starring real-life superstars such as Hulk
happens to be the latest chapter in his magnum it is today. He speaks wistfully of things like Hogan, but after failing to attract interest
opus, but he is steadfast in his belief that the newsletters he wrote in the mid-1980s to help from the WWF, Filsinger opted to set it in a
advice is sound for any creator. keep new players engaged, and moments sci-fi universe he had been imagining since
“I consider creativity to be a process of at conventions that shine through as small he was a teenager
discovery. When people say ‘Where do you turning points.
get your ideas?’, they think you’re thinking Just before our interview, Filsinger found
them through and you’re arriving at them himself setting up a small table at an open
almost logically or something, and it’s just the gaming day in his local store. While he spoke
opposite. It’s that ideas come to you – and that’s briefly about the game and walked people
why I call it a process of discovery, because if through the simple rules, he found a new young long journey, I just keep driving and the stories
you contemplate the situation or scenario long boy, enchanted by the original black-and-white keep writing themselves.”
enough, it will write itself.” set from 1986. He begged his mother for it – a He has no plans to stop writing any time soon.
While Filsinger could speak on his ideas nice reminder for the creator that the heroes he For Filsinger, who so steadfastly doesn’t look
about the creative process for hours, when created then can still resonate today. backward, moments like these ground him and
asked directly if he has advice for other game When trying to parse how he got from those help him stay in the present. While discussing
creators, his focus instead turns toward the first monochrome cards to a major convention his plans for the newest set, the ominously titled
business side of things. and release schedule, Filsinger uses the Kingdom Come 2134, Filsinger is tightlipped,
“You can’t wait for a community to build metaphor of a road trip to help explain how explaining that the community around the game
around your game; you’ve got to help build it,” everything came together. has shunned spoilers, preferring to open each new
he says, careful to clarify that his advice isn’t “It’s like driving at night; all you can see set completely blind. For the designer, it’s perfect –
necessarily about branding or marketing, but ahead of you is as far as the headlights, but and a subtle representation of how he works.
instead about passion. While Champions’ art you can make a whole journey that way. That’s “I’m very comfortable with ambiguity,” he
and story drew in players, Filsinger believes exactly what Champions of the Galaxy is: it’s a jokes. “In fact, I thrive on it.”

tabletopgaming.co.uk 61
Is there
www.UpToFourPlayers.com

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Art by

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

www.leisuregames.com
PLAYED
64

65 66 70

64 CENTURY: EASTERN WONDERS 73 HISTORY OF THE WORLD


65 A SONG OF ICE AND FIRE: 74 SPACE BASE
TABLETOP MINIATURES GAME
75 BIG TROUBLE IN LITTLE CHINA:
66 THE MIND THE GAME
67 RUNEQUEST: ROLEPLAYING 76 SHARDS OF INFINITY
IN GLORANTHA
77 HELIONOX: DELUXE EDITION
68 DECRYPTO
78 FAE
69 IMAGINARIUM
79 BARKER'S ROW
70 DUNGEONS & DRAGONS:
MORDENKAINEN'S TOME OF FOES 80 UNLOCK! SECRET ADVENTURES
71 KERO 80 FANTASTIQA: RIVAL REALMS
72 DROP IT 81 HEXPANSE

July 2018 tabletopgaming.co.uk 63


P L AY E D

CENTURY: EASTERN WONDERS


A sequel/expansion that proves that spice is the variety of life
Designer: Emerson Matsuuchi | Artist: Chris Quilliams, Atha Kanaani 30-45m 2-4 8+ £35

CE
ED
IT
O R'S C H OI

C
entury: Spice Road representing ginger) cubes, you can joins up when you place the boxes side
was one of last year’s take the simple ‘harvest’ action, just by side. In truth, it’s not quite as fun as
most delicious gaming treats. as if you’d played one of Spice Road’s the two other games played separately
Emerson Matsuuchi’s spice-trading starting cards. – there’s some attention-tension
card game was simple to learn, easy The more cubes you have, the created by combining the similar-
to love and hard to tire of. It was also better – not only to form combos functioning cards and tiles – but given
a joy to handle, with those big, tarot- that will earn you precious VP at one it’s an entirely optional addition, who
sized cards, the wooden ‘spice’ cubes of the game’s four ports, but also to WHAT’S IN could possibly complain?
that you scoop from and drop into allow you to travel further, as you have THE BOX? As for Eastern Wonders itself, it is
textured plastic bowls, and its shiny to spend one cube per tile after the ◗ Four double-sided indeed a wonderful complement to
metal reward coins. first has been traversed. Be careful, player boards Spice Road. It may not be superior to its
◗ Four plastic
Which means its sequel (the though: those spent cubes stay on the predecessor, but is certainly its equal,
spice bowls
second game in a promised trilogy) map, and can be snapped up by other ◗ 80 spice cubes (20
applying far greater play variety to
has a lot to live up to. Set further players if they’re fast enough. of each colour) the same theme in a deeply satisfying
along in the history of spice trading, It’s a quick, smooth system, with ◗ Four player boat way. It’s so good, we’re already getting
it shifts location to the Spice Islands player turns rotating swiftly, while tokens (one of impatient for 2019’s final, spicy
of Indonesia. And genre, also – to a offering many different potential each colour) instalment: Century: A New World…
Catan-like modular-board on which synergies. Especially as the tactical ◗ 80 player outpost DAN JOLIN
players must move from idyllically- removal of outposts from your player tokens (20 of
each colour)
depicted market to idyllically-depicted board to the central map opens up the
◗ Four port tiles
WE SAY
market, establishing island outposts chance to grab bonuses that can give
◗ Four sea tiles A whole new dish, and yet very much
to access unique trading actions. you the edge over your opponents; ◗ 24 market tiles of the same flavour as Spice Road,
However, despite the absence for example, granting an extra free ◗ 26 VP tiles Eastern Wonders is as likely to impress
of Spice Road’s cards and coins, boat move or a bonus red (chilli) cube ◗ Port Closed tile those who loved the first Century as it
many elements remain the same. when you harvest. ◗ 20 bonus tiles is to earn Matsuuchi fresh fans.
Those bowls and colour-coded The game also serves as an
cubes (ranked from cheap yellow to elaborate expansion to Spice Road TRY THIS IF YOU LIKED…
valuable brown), for a start. Similar itself (or vice versa). Add in that game’s FIVE TRIBES
to the merchant cards, each island starting cards and merchant deck, It’s a simpler, lighter game than Bruno
tile offers a chance to trade up your and follow the alternate ‘From Sand Cathala’s oasis-hopping classic, but
cubes for others in a wide variety of to Sea’ rules, and you have a third-way Eastern Wonders shares its vivid,
combinations. Or, if you just want experience which combines both exotic aesthetic, modular set-up and
to generate a couple of yellow (now Centuries as neatly as the cover art component-seeding elements.

64 July 2018
felt: The Mountain and his men will
tear through scores of soldiers with
ease, but can be outmanoeuvred by
nimble fighters. Direwolf Grey Wind,
accompanying Robb Stark, is fast and
aggressive, but weak when cornered.
The acts of moving and fighting have
been polished to the point where
they’re essentially invisible, allowing the
personality of each unit type and more
(in)famous combatants to deliver on the
character-centric drama of the universe.
With its gameplay familiar to anyone
with at least a passing acquaintance with

A SONG OF ICE AND FIRE:


throwing handfuls of d6s, it’s in these
characters that ASOIF finds more of its

TABLETOP MINIATURES
own voice as a game. Each army is lead by
a commander, who modifies a faction-

GAME – STARK VS
specific deck of action cards with their own
abilities. It’s an admittedly light amount

LANNISTER STARTER SET


of customisation, yet it does make your
army feel less like a scattering of soldiers
and more like a structured house with its
All minis must die own approach to conflict, be it through
undermining the enemy’s morale with
Designer: Eric M. Lang, Michael Shinall | Artist: Various 45-60m 2 14+ £135 subterfuge behind the scenes or boosting

W
your own troops’ traits via courage on the
esteros is no stranger WHAT’S IN – support everything from objective- frontlines. After all, Westeros would be little
to death, but it’s rarely THE BOX? based sparring across the map to a without its signature political manipulation;
been depicted with such ◗ 103 miniatures castle siege out of the box, making the here, it’s condensed into a shared board of
intensity and scale on the tabletop as in ◗ Seven infantry set feel even more pleasingly substantial tactical options selected by non-combat
this sweeping rank-and-file wargame. movement trays as a self-contained experience. units working outside of the battlefield, such
◗ Cavalry movement tray
While it may be more interested in the The trays of models are cleverly woven as Tyrion and Sansa, who can nevertheless
◗ Solo movement tray
direct spilling of blood than its plotting ◗ 98 game cards into the gameplay, with the number of provide crucial strategic opportunities,
and scheming board game counterparts, ◗ 62 tokens troop ranks remaining used to effortlessly triggering unique powers as they vie
though, the A Song of Ice and Fire ◗ 10 dice determine how many dice you throw with with their rivals for control of the spaces.
miniatures game doesn’t forget about the ◗ Two measuring sticks each assault, giving a palpable feeling of Like the swords that make up its iconic
characters that give the world its pulse. ◗ Tactics board desperation as squads shrink. In other seat of power, ASOIF manages to fuse
There’s plenty of bloodshed to be had cases, this is turned on its head in ways together robust gameplay on the battlefield
here, too. Even with close to the starter that keep the battles feeling wonderfully and the thematic presence of its characters
box’s full throng of 103 figures on the cinematic: for instance, Umber berserkers to give a new perspective on Westeros’
table, battles never end up feeling like, gain dice as their numbers diminish, violent clash of kings. It’s not as strategically
well, the wait for a new George R.R. making even a single survivor a potentially sharp as the titans of wargaming or utterly
Martin novel. A single round of combat deadly foe. Terrain effects, flanking bonuses captivating as the more socially ruthless
can leave piles of plastic corpses, with and various conditions are all present and Game of Thrones board games, yet ASOIF
the brutality of fights bookended by a correct, but have been streamlined in a way manages to find a snug seat in-between
simple morale system that can swiftly that avoids wearisome rule-checking while the two without sacrificing its own
lead to cascading numbers of losses. adding depth and strategy to the battlefield. individuality. You might be surprised at
The designers’ non-miniatures Using the game’s approachable how comfortable the Iron Throne can be.
experience is clear: although you’ll army-building framework, Westeros’ MATT JARVIS
measure distances with a ruler, the most accomplished fighters can slot into
combination of dice and card action a unit’s frontline, lending their particular WE SAY
otherwise has the speed and sheen of special talents to open up more options The impact of characters both on and
a board game, wrapping up in a tight in each skirmish. True to the unforgiving off the battlefield manages to elevate
hour or so. Even the miniatures arrive universe, even the most beloved heroes solid and slick – if familiar – miniatures
pre-assembled and colour-coded to are often as fragile as their fellow John gameplay in a promising fresh take on
the two factions, looking fantastic (and Does, but their individuality can be the fantasy world.
decidedly not bendy) – if not quite up
to par with build-them-yourself figures. TRY THIS IF YOU LIKED… WARHAMMER: AGE OF SIGMAR
A selection of game modes – each A Song of Ice and Fire will still have you throwing plenty of dice, with an
named after one of Martin's books added layer of Westeros’ scheming taking place beyond the field.

tabletopgaming.co.uk 65
P L AY E D

THE MIND
It’s the year’s most controversial game, and it’s mental
Designer: Wolfgang Warsch | Artist: O. Freudenreich 20m 2-4 8+ £14

T
he Mind is that rare thing: a That’s it. That’s the whole game: you play, the more in tune your group WHAT’S IN
game unlike almost anything trying to work out when to play becomes. Play speeds up. Confidence THE BOX?
you’ve played before. It’s too your cards. grows. Something strange happens. ◗ 100 number cards
early to tell if it’s the harbinger of a “And that,” you are asking, “got a Because the style of play is so ◗ 12 level cards
◗ Five life cards
new style of gaming or a one-off curio. Spiel des Jahres nomination?” simple, the highs and lows are
◗ Three shuriken cards
And it divides people: some love it, Listen, my friend. I was like you. I amplified. Playing a single card in
and some refuse to admit it’s a game was a sceptic. Then I tried it. the right place feels like a victory.
at all. The Mind is extraordinary. Finishing a round is a triumph.
It sprang from the mind of newly- It’s not like any other game. It Completing all 12 stages of the game
crowned wunderkind designer has similarities to The Game and to is… I’ll let you know when we finally
Wolfgang Warsch, who landed an Antoine Bausa’s brilliant Hanabi, but do it. And hearing someone shout
unprecedented three Spiel des Jahres it’s so stripped back and rules-light “Stop!”, meaning they hold a card
nominations this year, and small that it’s an utterly pure experience. lower than the one you just played, is
publisher NSV, best known for 2015 It’s all about trying to read the other a punch in the guts.
nominee The Game – not the ‘You just players and gauging whether a long It’s a unique experience, but is it
lost the Game' The Game, The Game pause means that nobody is holding a a good game? That depends where
that’s 100 cards that must be played in card between the 51 on the table and the boundaries of your definition of
order. (You just lost the Game.) the 68 in your hand. There’s almost no ‘game’ lie. In his 1938 book Homo
Like The Game, The Mind is also 100 strategy; instead it demands abilities Ludens Johann Huizinga, the first
WE SAY
cards that must be played in order. that feel almost psychic. And the more person to seriously study games
It’s a co-op with 12 rounds. In round and play, laid out the theory of the There’s a little bit of
one the players each get one card magic circle: a temporary space for magic in The Mind.
and, working as a team, they have to rituals or play “within which special It’s the simplest and
put them on the table in order: low rules obtain… dedicated to the freshest idea for
a game you’ll see
to high. If you screw up you lose one performance of an act apart”. Most
this year. It’s not for
of three lives; if you don’t screw up games take place within the magic everyone, and we’re
you move to round two, now with two circle, but only a few contain magic. If not convinced of its
cards each, and so on. But you can’t Huizinga could have played The Mind, longevity, but it will
confer or show the others your cards he would have wet himself. show you abilities you
before you play them. JAMES WALLIS didn’t know you had.

TRY THIS IF
YOU LIKED…
HANABI
Hanabi is another
co-op game of
playing number
CE
ED

IT cards in order,
O R'S C H OI but is more thinky
and less based on
gut instinct. It’s
extraordinary and
wonderful in its own
right, and the two
games sit together
like siblings.

66 July 2018
RUNEQUEST:
ROLEPLAYING IN GLORANTHA
Adventure in a Bronze-Age world of magic and mysticism
Designer: Greg Stafford, Steve Perrin, Jeff Richard, Jason Durall et al. | Artist: Various 445 13+ £21

the background to RuneQuest since In character creations this


the first edition made its way onto translates to a specific choice of clan
shelves in 1978, but the latest iteration providing a 35% bonus to the llama-
is so closely woven in with the game riding skill, while in combat it means
system itself that separating the two tracking how badly your spear was
seems like a near-impossible task. damaged by a parry or determining
This brings a whole stack of benefits, if the wind is strong enough to
as you can virtually guarantee that reduce the accuracy of the arrow
every character at the table will have you just fired. No individual part
some kind of solid tie to the game of the game is particularly difficult
world once you run through the to grasp, but the sheer breadth of
creation process, but it also makes a systems that span from maimed
truly homebrewed world tricky to run limbs to the results of the annual
without substantial effort from the GM. harvest can be overwhelming.
For better or for worse, if you want to Sometimes it feels as through
get the full experience you’re probably RuneQuest relies on not only having
going to be playing in Glorantha. a GM that that is incredibly familiar
The tight relationship between the with the book, but also one that is
game and the world becomes clear confident enough to know when to
when you create a character. This is a ignore it and simply handwave minor
lengthy process that not only builds up rules issues.
the character’s stats and abilities, but The character creation process,
also links them to major events in recent for example, relies on rolled stats
history, provides them with passions and, while the book suggests a few
and hatreds that can influence future situations where it’s acceptable
dice rolls, and ties them into a cult that to re-roll bad results, it’s unclear
demands tithes and sacrifices in return whether these are actually rules
for power and aid. or simply guidelines, leaving the

I
Simply making a character with decision squarely in the GM’s
n a market stuffed to the gills with someone will probably be enough lap. There’s nothing wrong with
fantasy RPGs, RuneQuest offers to decide whether or not RuneQuest giving confident GMs the power
something a little different from is the game for them. On top of the to make decisions in the interest
the heroic norm – something a little commitment to setting and creating of having fun, but relying on it can
deadlier, rooted in a time of bronze a hero at least somewhat grounded in be dangerous.
and barbarians, where historic reality – you’re unlikely to be running Ultimately, RuneQuest succeeds in
realism mixes with raw, primitive into any lone-wolf half-vampires with carving out a powerful niche in the
magic that hangs in the air like early a mysterious past – it prepares them crowded world of fantasy roleplaying,
morning mist. for dealing with the ruleset. building something that is truly
This creates a weird and wonderful In both cases, while there’s nothing unique. The world of Glorantha won’t
mix of simulation and wild fantasy particularly complex to work out, be for everybody, but those who
that captures the feeling of ancient there is an awful lot to keep track of give it a chance may find its blend of
myths and legends. Virtually every and understand. The core mechanic earthy realism and heady mysticism
hero draws at least some power is incredibly simple, with percentage- utterly intoxicating.
from arcane runes, but none of based skills that will be instantly RICHARD JANSENPARKES
them are so mighty that they can familiar to anyone who has played
shrug off a determined hack with a Call of Cthulhu or any one of the other WE SAY
broadsword. One moment a shaman Basic Roleplaying games drawn from A game steeped in both real-world and
will be communing with a spirit; Chaosium’s catalogue, but simplicity fictional history, where wild myths meld
the next, the heroes will be forming doesn’t always mean straightforward. with a realistic approach to rules.
themselves into a phalanx.
As the subtitle suggests, the setting TRY THIS IF YOU LIKED… MYTHRAS
is an utterly vital part of the game. The relationship between Mythras and RuneQuest is a long and complicated
The world of Glorantha has served as one, but if you’ve enjoyed one you’re likely to get a kick out of the other.

tabletopgaming.co.uk 67
P L AY E D

DECRYPTO
A cracking game of inevitable miscommunication
Designer: Thomas Dagenais-Lespérance | Artist: Fabien Fulchiron, Nicolas ‘Nils’ Rivet, Manuel Sanchez 30m 3-8 12+ £17

the dots forces consistently inventive


hinting – and the feeling that you’ve
worked out the opposing side’s code
is a genuine rush. The best parts of
Codenames are where you manage to
guess a handful of words linked to a
single clue, yet those moments tend
to be spread among a dozen small

CE
ED
IT
O R'S C H OI
successes of identifying one or two
answers. Decrypto tunes out the noise
and allows a longer build-up for just
a couple of moments where it all pays
off, but when they come around they
land with such an unbelievable burst
of joy and satisfaction. When it comes
to feeling that sense of reward for
nailing the answer, Decrypto may even
have Codenames beat.
Helping Decrypto’s feel-good
mood is an art style that embraces
the switch-flicking, retro nostalgia of
scan-lined screens and twiddly knobs.
Revealing the scrambled word cards by
slotting them behind each panel’s red-
filmed windows verges on the edge of

T
gimmicky, but the clean, technophile
he first thing you’ll need to clues and the numbers to which they WHAT’S IN look pushes so many of our buttons it’s
decode in Decrypto are the rules. relate. Eventually, you have enough THE BOX? impossible not to fall in love with it.
In essence, it’s a word-guessing connected words to try and predict ◗ Two screens The last few years have brought a
game no more complicated than their code before they do. Two correct ◗ 48 code cards bountiful harvest of excellent word
Codenames, but with an ingenious interceptions and you’ve won. ◗ 110 keyword cards games. Decrypto sits right near the very
◗ Four interception
interactive hook that makes it far, far This means that you never actually top of them. It is an ingenious, inventive
tokens
more than an imitator – unfortunately, have to guess the words on the ◗ Four miscommunication
spin on word puzzles on a technical
this has the side effect of making it rival team’s screen – you only have tokens level, but – despite how it might sound
harder to explain than play. It’s worth to keep track of the words they’re ◗ Sand timer at first – the most impressive thing is
the little bit of effort, though, because saying. This results in increasingly ◗ 50 note sheets how much fun it makes a idea that
it’s a truly outstanding party game once desperate attempts to get your own never feels too clever for its own good.
you’re speaking its language. team to read between the widening Honestly, we’re lost for words.
Here we go: one person on each lines as you hope they remember MATT JARVIS
team describes a code relating to that Worzel Gummidge was the first
four words that only their team can book published by Puffin, in the hope WE SAY
see. This numbered code (eg. 1.4.3) of throwing your listeners-in off the
Decrypto takes a brilliantly clever spin
is described with words or phrases scent. Not only is this hilarious and on word-guessing and makes it a hugely
related to those words. So if your frustrating – but in that really good, fun and rewarding party game. It’s too
words are oven, hospital, scarecrow entertaining way – it also feels like real, unique to be a direct Codenames-killer,
and robot, the clues might be “bake, honest-to-goodness code cracking, but it absolutely deserves a spot right
android, straw”. But your team doesn’t the kind of grey matter-busting puzzle alongside it.
get a point for getting it right – they you’ll want to stay up into the early
just avoid losing a life and pass the hours solving with friends. TRY THIS IF YOU LIKED…
round over to the other team, who do Clues have never mattered so much CODENAMES
the same. So, how do you go about in a word game; not just the current They’re not the same by any means,
winning? Well, by intercepting your clue, but everything that came before, but you won’t go wrong with either if
opponents’ code, of course! You see, too. The constant awareness that you’re after an engaging, team-based
you’re writing down your opponents’ your opponents will be trying to join word game.

68 July 2018
WHAT’S IN
THE BOX?
◗ Central board, aka
the 'Bric-a-brac'
◗ 130 resource
cubes (wood,
copper and crystal)
◗ 10 resource x5 tokens
◗ 70 charcolium gems
◗ Five charcolium
x5 tokens
◗ Storage box for
resources, aka
the 'reserve'
◗ Five player screens
◗ Five player boards,
aka 'workshops'
◗ Five player
‘Handymen’ models
◗ 65 victory point tokens

IMAGINARIUM:
◗ 30 project
completion tokens

THE DREAM FACTORY


◗ 61 machine cards
◗ 13 assistant cards
◗ 14 project tiles

Construct your own contrabulous fabtraptions


in a steampunk fantasy plant
Designer: Bruno Cathala, Florian Sirieix | Artist: Felideus Bubastis 90m 2-5 14+ £40

B WE SAY
runo Cathala has been on a roll The components are beautifully decipher, meaning you’ll spend much of
for the past few years. Going from rendered, with baroque plastic busts the first few sessions parsing the rulebook.
Imaginarium is a
the djinn-summoning joys of Five representing each player’s handyman In terms of play time Imaginarium visually impressive but
Tribes, to his ingeniously addictive Duel (two of whom are women), a central outstays its welcome, and could have complex machine that
remix of Antoine Bauza’s 7 Wonders, storage box to allow for easy access benefitted from a quick-play mode takes time to warm up
to the elegantly simple Spiel de Jahres to the game’s resource cubes and (though of course you can cut the 20 and could have done
winner Kingdomino, the French designer appealingly lumpy-textured currency VP end-game threshold to whatever with a little more oiling.
has proven himself a bona fide A-Lister ‘charcoalium’, and chunky player boards you like). It is also better appreciated as
of the Eurogaming world. Which perhaps which allow you to track your two-per- a three-to-five player experience, the
puts unfair pressure on any of his new turn action selections via a double- two-player mode adding in a ‘saboteur’
titles, in terms of inflating expectation handed dial. Slap it all on a gaming table element that doesn’t quite gel. Plus,
to a point where, should anything fall and it’s sure to elicit coos of approval. with each player using their machines, TRY THIS IF
below his usual high benchmark, your But once you actually start playing… then picking up a new machine, then
YOU LIKED…
POWER GRID
disappointment is only compounded. Imaginarium is an engine-builder carrying out two actions on their turn, With an industrial
This, sadly, is the case with which is literally about building engines. it allows rather too much downtime theme and a rule
Imaginarium: The Dream Factory, which But for all the gorgeous steampunk between goes – especially with all that system that takes
Cathala co-designed with Florian Sirieix flourishes, the actual gameplay decryption and deciphering going on. time to settle into,
(Oh Captain!). It is, admittedly, a highly mechanisms suffer too many small Once you’ve reached a stage where fans of Friedemann
impressive production, realised with true moving parts, making it slow to absorb everyone’s finally familiar with the rules Friese’s network-
visual novelty. On a fantastical factory and frustrating to learn. One of the and clicked into the knotty mechanisms, builder will likely
floor, two-to-five eccentric ‘handymen’ hardest things to get new players’ heads the satisfaction level will dramatically get the most out of
Cathala and Sirieix’s
compete to construct a set of synergising around is the machine-combination increase. There is, to Imaginarium’s
engine-builder.
contraptions in order to meet the system, essential to success and credit, a lot of depth and an incredible
demands of various, VP-earning projects. represented by alphanumeric codes on amount of tactical variety that will reward
Artist Felideus Bubastis (who also lends each machine card. those willing to invest the hours and
his name to one of the handymen) uses At least each player’s screen (designed effort. But with so many great titles out
surreal collage techniques to mash up to hide your resources, but all too easy there vying for your precious attention –
animal imagery, clockwork mechanisms to knock over) has a crib sheet to help. many of which are Cathala’s own brilliant
and smoke-spewing industrial elements, However, the graphical representations creations – you may not want to spend
creating a visually busy play area of the assistant card effects (which grant all the time required to get a proper
that feels like a cross between Heath bonus abilities), workshop actions and handle on this fiddly contrivance.
Robinson and Terry Gilliam. project tile requirements are tough to DAN JOLIN

tabletopgaming.co.uk 69
P L AY E D

D&D: MORDENKAINEN’S TOME OF FOES


Devils and demons for your Dungeons & Dragons
Designer: Wizards of the Coast team | Artist: Various 252 13+ £30

around half of the book’s page count on information on the major non-human
its own and is packed with all manner player races included in the game, such
of nasty creatures that can spice up as elves, dwarves, halflings and gnomes.
adventures and ruin heroes’ days in These are great reads that go into detail
equal measure. on each race’s culture and religion,
While a long list of modifiers and with a focus on why some of them leave
attacks may seem a little dry, the sheer the safety of home and wander off to
imagination on display is infectious, become heroes, making them useful for
and most DMs out there won’t be able both players and DMs alike.
to keep a smile from creeping across All these are peppered with a handful
their face as plans for using these of new options for players, most of which
horrible new tools spring into their are focused on alternate takes on existing
mind. Some of the standout creatures races, such as the Shader-kai – gloomy
on display could easily form the heart cousins to elves – and the sinister ashen-
of an adventure all on their own, with skinned dwarves known as Duergar.
the memory-stealing oozes known as If it sounds as though there’s a lot
‘oblex’ an instant classic in the making. packed into the pages of Tome of Foes,
Beyond that, Tome of Foes has clearly that’s because there is. It feels as though
been designed with high-level play the designers have made a deliberate
in mind, and the monsters on display step away from pitching one book at
average out as being around twice players and another at DMs, and rather
as challenging as those found in the just mixed it all together so that every
original Monster Manual. This includes new purchase gives a little something to
everything from Lovecraftian star the gaming group as a whole.
spawn to powerful elder elementals, The biggest downside to the book
as well as an entire pantheon of evil as a whole is that the first half is
archdevils and demon lords that could less useful for groups who play in
easily take on an entire party of well- extensively homebrewed worlds, but
armed adventurers single-handed. even then there’s plenty of information

I
This feeds in to a major theme of that can be modified or twisted to fit.
t can be quite hard to describe what the setting information that accounts Beyond that, the initial run of books
the latest addition to D&D: Fifth for the first few chapters, detailing the has been hit by a few production issues
Edition’s line-up actually is. There differences between the superficially including typos and occasional errors,
are plenty of new monsters to use and similar demons and devils as well while a large number of books arrived
vast swathes of lore and setting detail, as their endless battles over which with scratched or damaged covers
but isn’t quite a new bestiary, nor is it a strain of fiendish evil is best suited for – something that is hard enough to
sourcebook. The only way to really sum universal domination. ignore from small RPG publishers, let
it up is that it brings more to the table: While these make for an enjoyable alone the biggest name in the industry.
more creatures, more background, read that helps to set up the wider Ultimately though, this really is an
more player options, more everything. world and provide ideas that could instant pick-up for long-term D&D fans,
In that way, you could perhaps view potentially be woven into stories and especially those who are interested in
it as a companion piece to last year’s campaigns, ultimately it seems a little taking games to a higher power level.
Xanathar’s Guide to Everything but, lacking in hooks for getting players Just try to resist the temptation to try out
where that book was primarily aimed at directly involved in the conflict. This that new astral dreadnaught on your
players, Tome of Foes is mostly here for limits its actual use out of very specific third-level party, okay?
the person sitting behind the DM screen. campaigns and adventures and feels RICHARD JANSENPARKES
It helps them to expand their game, both as though it’s being planted to set up
with new rules and mechanics, and another product further down the line. WE SAY
storytelling hooks and wild ideas that Something much more likely to New monsters, new lore and a few
can spark the imagination and propel a actually crop up at most tables are new player options make this a great
campaign from scuffles with local threats the chapters spelling out a little more addition to the Fifth Edition line-up.
into a journey across the planes.
The section that will probably get the TRY THIS IF YOU LIKED… VOLO’S GUIDE TO MONSTERS
most use, however, is the one containing Where Volo provided guides to some of the more terrestrial creatures in the
new monster statistics. This accounts for D&D multiverse, Mordenkainen takes things to a new place – often quite literally.

70 July 2018
KERO
Get your fill in this frantic dice-chucker
Designer: Prospero Hall | Artist: Pierô 30m 2 8+ £32

I
’m refueling my truck in the Resources are used to buy cards Even with the wider cardplay and
wasteland, watching the sand from a market, granting abilities and resource management giving its
trickle slowly back into the tank. victory points. These cards are ‘burnt’ lightweight chassis a bit of necessary
My opponent rolls again. Another two by too many flame results, potentially heft, it’s impressive just how thrilling
flames burst from the pool. I pray I can speeding the game’s runtime along Kero’s core conceit remains. Each
hold on for just a few more precious and triggering its periodic scoring miniscule grain of your truck’s fuel
seconds. They throw the dice once rounds faster, which can be used for feels genuinely precious; watching
more. “Stop.” That’s it. I hope it’s enough. tactical advantage. Or you can spend your rival snatch up and toss a handful
This is Kero, a one-on-one dice- supplies to send explorer tokens to of dice again and again, gradually
chucker that’s as slick and glossy as four territories, claiming extra points counting the growing number of
the puddle of oil that might drip from WHAT’S IN and bonuses if you hold the majority. flames put to the side, is a nerve-
one of its Mad Max-ian trucks. It’s far THE BOX? There are enough options to give wracking experience when you’re on
from the first post-apocalyptic world ◗ Five white dice players control over the dice rolls and your final jerrycan. When it becomes
to put the scarcity of fuel at its centre, ◗ Three coloured offer up interesting decisions about how time to burn that fuel it’s just as
but it is perhaps one of the most purely special dice and where to cash in your results; tokens exciting, where every half-second
effective realisations of the panic and ◗ Two sand timer trucks representing the helpful native Tuareks spent considering whether to try again
◗ Territory tiles
desperation of watching your vehicle’s provide the chance to manipulate your for one extra recruit or take the wheat
◗ Three claim cards
gas run low that the tabletop’s seen in own results and impede the gathering and run has a real, tangible cost.
◗ 12 Start cards
a good long time. ◗ 24 Kero cards of your opponent, leaning on the Fuelled by an endless supply of
Central to the stress and tension of ◗ Tuarek tiles competitive head-to-head atmosphere exhilarating moments like these, Kero
managing your limited reserves are the ◗ 10 permanent without feeling punishing. itself never needs to stop and take a
game’s sand timers, moulded within two ability tiles The engine in the middle purrs break. Hop on and come for the ride –
opposing plastic trucks that are tipped ◗ 27 jerrycan tokens along beautifully, never spluttering you won’t regret it.
this way or that to expend the kerosene or ◗ 14 explorer markers on frustrating bad luck or slowed by MATT JARVIS
refill. As the grains tick away, a handful of ◗ First Player marker unnecessary gameplay complexity.
dice are thrown, either to gain resources or Beyond a few glances at the back of WE SAY
to cut your refueling short. Flame results the rulebook during your first game,
Kero bolts a satisfying amount of
lock dice, creating a hectic push-your- there’s not even a need for a player
interesting strategy onto a lightweight
luck situation where you can choose to reference card – the board’s superb chassis without needing to slow down.
frantically re-roll as much as you like while artwork also does a first-rate job of Its thrilling, tense real-time resource
the sand still flows to gain the resources reminding you what everything costs management makes you feel the price
you need, but risk diminishing your overall and its effects. of every grain of fuel.
supply. Jerrycans, gained through rolling,
can be spent on refueling or special dice, TRY THIS IF YOU LIKED… SPACE CADETS: DICE DUEL
making them particularly prized – is Love the tension of rolling in real-time, but prefer a tighter
more time or more dice more valuable? head-to-head competition? Kero is a trip you’ll want to take.

tabletopgaming.co.uk 71
P L AY E D

DROP IT
It’s Tetris meets Connect Four - but
WHAT’S IN
its rulebook drops the ball THE BOX?
Designer: Bernhard Lach, Uwe Rapp | Artist: Fiore GmbH 15-30m 1-4 8+ £34 ◗ Vertical game board

A
◗ Four sets of shape tiles
t first glance, Drop It looks like you’ll have to think carefully about reveals that almost everyone who’s ◗ Score board
a double-barrelled blast of where your plummeting wooden bits played it has run afoul of its ambiguous ◗ Score markers
◗ Variant scoring
pure nostalgia. With its upright might come to rest – and whether you manual, playing with far more restrictive
mode cards
plastic game board, it bears a striking might inadvertently leave juicy scoring rules than the designers intended.
◗ Variant placement
resemblance to the old family favourite opportunities open for your rivals. Getting past this confusion greatly rule markers
Connect Four. And, while it doesn’t use Drop It adds a little more complexity improves the experience, but at times it
the same iconic blocky polyominoes, to the mix in the form of areas denoted still feels like the rules are getting in the
its emphasis on strategically dropping by symbols on the edges of the play area way of the fun. The game even comes
shapes into high-scoring positions is that limit the types of pieces you’re able to with a variant mode, giving players cards
enough to leave you with the theme play in them. Drop a shape into a position they can use to ignore the placement
tune from Tetris inescapably embedded where it touches a forbidden edge of the requirements and score points for pieces
in your brain. board, and you won’t score any points that would otherwise be invalid. It’s
At its core, the game’s premise is pretty even if it’s an otherwise legal spot. as if the designers themselves realised
simple. You and your opponent(s) take It leads to some chin-stroking that the scoring system was dulling TRY THIS IF
turns to drop a collection of wooden situations where you’ll get up and players’ enjoyment – in the end, Drop It’s YOU LIKED…
shapes into the slot at the top of its plastic examine the game from all sorts of combination of old-school toy appeal TETRIS DUAL
casing: squares, triangles, circles and angles, looking for places where you can and gravity-based spatial challenge Drop shapes, score
diamonds. You’ll score points based on precisely drop a piece to avoid trespassing doesn’t quite stack up. points and frustrate
your opponents.
where they land, with higher positions on the wrong bits of the board. There are OWEN DUFFY
Although maybe
netting you greater rewards. Shapes have some gut-wrenching moments where you’d be better off
a tendency to bounce, slide and roll off of a perfectly positioned shape wobbles, WE SAY just playing Tetris?
one another, and it takes some finesse to totters and tips over in exactly the wrong
Drop It’s colourful, toy-like appearance
expertly slot your pieces into the best spots. direction, negating all your best efforts.
promises accessible fun, but its
To make things more challenging, It’s incredibly poorly explained in the
confusing rulebook will leave many
you’ll also have some restrictions to game’s rulebook, though. In our first few players feeling frustrated. There are
deal with. You won’t score anything for games, our interpretation of the rules left some satisfying moments to be had
pieces that land touching others of the us with few viable ways to score points. once you’ve worked out how to play it
same shape or colour, which means A look at reactions to the game online correctly, but it’s still hit-and-miss.

72 July 2018
HISTORY OF THE WORLD
The rise and fall of empires ascends to new heights
Designer: Gary Dicken, Steve Kendall, Phil Kendall et al. | Artist: Mateusz Leinert, Antonio Mainez 2-3h 3-6 14+ £70

around, too, as the original


game’s marathon length has been
compressed from seven epochs
into just five. A playthrough can still
stretch to a couple of hours, but the
tight turn structure and impressively
trim gameplay means that you
barely feel the millennia passing.
That said, the separation of turns –
factions even score separately after
their actions, rather than together
at the end of each round – can leave
inactive players twiddling their
thumbs for a few minutes, especially
with bigger groups.
Happily, this subsides in later
rounds as the board fills up and clashes
between settled armies occur more
regularly, resolved with a swift rolling of
dice that peppers in some light terrain
and structure modifiers – as well as the
costly option to invest precious troops
in a result-boosting siege – to great
effect. Battles are over in seconds with
little taxing of brains, the luck element

A
carefully restrained to inject some
tabletop chronicle of human History of the World gleefully welcome surprises without trivalising
civilisation from its emergence subverts the classic civilisation the central strategy offered by the
to the modern day, History of format, presenting a buffet of empires selection of cards and area control.
the World has itself become a piece for players to pick and choose from Playful without feeling frivolous,
of history. This latest restoration, a at the start of each round, rather History of the World is enormous fun.
remastering and revamping of the than chewing on a single faction for Composing your personal medley
27-year-old game, proves that it won’t thousands of years; you might begin of history’s greatest hits through the
be consigned to the annals just yet. with a starter course of Sumerians, ages remains a joyous alternative to
This is a game full of striking WHAT’S IN moving on to the meaty military of more sedentary civilisation games,
features. Among the most immediate THE BOX? the Romans and finishing off with the effortlessly linked by an graceful flow
◗ Game board
is the central map, a distorted ocean-crossing imperialism of the of watching empires rise, fall and rise
◗ 150 armies
reimagining that resizes and even ◗ 24 capitols/cities British. Although you move on, your again, all while leaving their mark on
completely relocates regions to create ◗ 20 monuments retired armies don’t, continuing to future ages. As the latest edition of
an almost fisheye-style abstraction ◗ 14 forts rack up points and trouble invading this classic proves, this is a game that’s
of the globe. A little jarring at first, ◗ Catapult neighbours over the ages – although sure to leave its mark, too.
the magnificent illustration begins to ◗ 40 empire cards each empire feels individual, modelled MATT JARVIS
make perfect sense as you play, with ◗ 40 event cards loosely on their real-life counterparts,
◗ Four dice
geographical accuracy surrendered
◗ 32 region tokens
being able to chain together differing WE SAY
in favour of easing along the world- philosophies through the centuries
◗ Six score markers Why play one empire, when you can
sweeping jostling for control of leaves the paths to victory feeling
◗ Six fleet/caravan play them all? History of the World’s
territories and avoiding a cluttered markers constantly numerous and the entertaining civilisation-hopping
board. Just as eye-catching is the ◗ 15 siege tokens gameplay options consistently juicy. twist on the grand strategy genre is
first player marker – a 3D catapult It’s an especially breezy tour complemented by beautifully stripped-back
that doubles as a way of tracking through civilisation this time gameplay in this stunning restoration.
tokens spent during sieges. It’s a little
unnecessary and unwieldy, sure, but
it captures the joyful spirit that soaks TRY THIS IF YOU LIKED… CIVILIZATION
through the rest of the game. Simplicity lies at the heart of these engrossing millennia-spanning epics.

tabletopgaming.co.uk 73
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SPACE BASE
Too much base in your face?
Designer: John D. Clair | Artist: Chris Walton 60m 2-5 14+ £39

R
ulebooks. Every game has to how to set the game up doesn’t start – so two and nine could be sector two
WHAT’S IN
have one, from three-card until page 8. and sector nine, or sector 11 – and THE BOX?
wonders like Win, Lose, or Rule number one of the meta- everyone gains the rewards from ◗ Five command
Banana to legendary monsters like rulebook on how to write rules: don’t those sectors on their own boards. console boards
Campaign for North Africa. And confuse the players. Rule two: don’t bore Then you can buy new ships or ◗ 60 starting ship cards
yet it is universally acknowledged them. By the time I got to Space Base’s colonies, and really that’s it. ◗ 132 ship cards
that the worst way to learn a game ‘How to Play’ (page 10) I was both. Combined with clever half-width ◗ 12 colony cards
is from its rulebook. Partly because Here’s the thing: when you get to cards for the ships and colonies, ◗ Two dice
we’re social animals and games are the heart of it, Space Base is a sleek, designed so you can still read their ◗ 30 charge cube tokens
◗ Five credit
a social medium – we respond and clever little dice-placement game that key information when they’re stacked,
counter cubes
comprehend better when faced with comes on hard like Machi Koro in you’ve got a nice intelligent engine- ◗ Five income
someone we can interact with, who space. You each play a commodore in builder – although there's not a lot of counter cubes
can point at pieces and show you stuff the space fleet of Never Actually Made inter-player dynamics, not enough ◗ Start Player card
– and partly because writing a good, Clear, trying to do the best job so you opportunities to engage each other’s
clear rulebook is really hard; I’ve get promoted to admiral. fleets or sabotage a deployment,
been doing this a long time and I can And its core rules are five pages and it slows down badly with more WE SAY
point at maybe five games that have a long. Four if you take out examples players. It has a strong Machi Koro
rulebook I’d read for pleasure – and I of play. It’s not complicated in itself; vibe, but I’d say that this is better We recommend you
wrote one of them. the complexity comes from the game (which is not the same as being take Space Base for a
Space Base, on the other hand, combinations of cards you’ll put a better experience) and I also got trial flight, but learn it
from someone else or
simply isn’t trying. together as you build out your fleet. a faint aftertaste of Catan, in a good
from an internet video.
I had a hard time getting Space Here’s how it works: each player has way. But if the first thing I’d seen had It’s a complex game
Base to the table, because I made the a board with 12 spaces, representing been the rulebook I’d probably have with a simple core,
mistake of pointing my players at the the sector they’re patrolling. You roll given it a miss, and that would have stifled by pages and
PDF of the rules, and it put them off. two dice and use the numbers to been a shame. pages of unnecessary
It’s a 28-page book. The description of activate whatever’s in those sectors JAMES WALLIS rules explanation.

TRY THIS IF YOU LIKED… MACHI KORO


Space Base may seem like Machi Koro in orbit. It’s absolutely not that, but it
feels like Machi Koro in orbit – and that’s much the same thing.

74 July 2018
BIG TROUBLE IN LITTLE CHINA: THE GAME
This retro trip to the ‘80s is style over substance
Designer: Christopher Batarlis, Boris Polonski | Artist: Hennig Ludvigson, Boris Polonski 120m 1-4 14+ £85

T
he gaming industry is obsessed excels at particular tasks, and the main To get rid of it, you’ll need to visit a
with the 1980s. From Ghostbusters challenge is finding the most efficient temple at the edge of the board, taking
to The Terminator and Back to way to spend your dice on every turn. you off on a dull administrative errand.
the Future, publishers are lining up to Most often, that means roving around Above all, though, this is just a painfully
tap into Gen X and millennial nostalgia. the board kicking bad guys in the face. overblown design. It’s full of custom dice,
Now another of the decade’s cult film There’s also a storytelling element, and stat trackers, cards, chips, tokens and
favourites has made the leap to the each character comes with their own set minis. It piles rules and subsystems one
tabletop with Big Trouble in Little China, a of quests to fulfil, broken into a series of on top of another, but they never quite
co-operative adventure based on the 1986 WHAT’S IN chapters with a branching succession of converge in a way that feels compelling
movie by director John Carpenter. THE BOX? decisions to make. Do you confront the or coherent. And once you’ve defeated
The original film is very much a ◗ Double-sided board demons yourself, or send your martial Lo Pan’s army of grunts, you’ll have to flip
product of its time, which is a diplomatic ◗ Story book arts students to take care of them? Do the board over to reveal his lair – a whole
◗ 40 plastic hero and
way of saying that it’s tinged with you pursue the robbers who’ve ransacked new environment to battle through, which
villain miniatures
unthinking racism. It drew criticism the local shrine, or stop to tend to the makes the first half of the game feel like a
◗ 38 custom dice
on its release for its stereotypical ◗ Six player boards wounded monk they’ve left in their wake? preamble to grind past in order to level-
portrayal of Chinese gangsters and its Fu ◗ Five boss villain boards It feels a lot like the 2014 horror game up your characters for the final boss fight.
Manchu-style villain, who leered from ◗ Fate tracker board Dead of Winter. But it lacks the elements Ultimately it’s inelegant and
promotional posters like something from ◗ Objective, object and of mistrust, manipulation and paranoia overambitious and, even if you’re a
a 1930s pulp novel. Thankfully, while the stat-tracking tokens which made that game such an effective die-hard fan of the film, there’s not
game remains true to the ‘80s aesthetic of take on the zombie survival genre. Big much here to recommend.
its source material, it dials back on some Trouble has a tendency to hand one OWEN DUFFY
of the more troubling elements. player responsibility for driving the
Big Trouble throws players into a battle narrative, while the rest of the group WE SAY
between good and evil in San Francisco’s performs the repetitive, mechanical
Big Trouble in Little China aims to
Chinatown. As you play you’ll visit a work of fighting off baddies. capture the original movie’s action in
variety of locations, battling hatchet- It’s not the game’s only rough a big-box board game. But it’s a long,
wielding thugs and monstrous creatures edge. Die in combat and you’ll be disjointed, undisciplined design that
before eventually confronting their boss, reanimated with a hell card, imposing doesn’t distribute the interesting bits
the malevolent sorcerer Lo Pan. restrictions on your character’s actions. equally among players.
The game revolves around a dice-
rolling system, with players assigning TRY THIS IF YOU LIKED… ZOMBICIDE
body, mind and spirit symbols to It’s another miniatures-heavy co-op with a pronounced element
different types of actions. Each character of urban exploration and hordes of enemies to defeat.

tabletopgaming.co.uk 75
P L AY E D

SHARDS OF INFINITY
To Infinity and beyond deckbuilding
Designer: Gary Arant, Justin Gary | Artist: Aaron Nakahara 30m 2-4 10+ £19

WHAT’S IN
THE BOX?
◗ Four oversized
character cards
with health and
mastery trackers
◗ 128 cards (88
centre deck cards, 40
starting deck cards)

T WE SAY
he latest newcomer to jostle and mitigates the luck of the draw – pro) is clear. While not quite on that level –
itself into the arena filled with albeit at a cost. This chewy but digestible what is? – Shards’ consistent artwork and
Its clever gameplay
tight competitive deckbuilders in risk-reward decision-making is made flavour text manage to get across the feel
means there’s far
small boxes, Shards of Infinity doesn’t juicier by the ability of some shielded of the four core factions, be it the shadowy more below the
reinvent the genre – but don’t mistake cards to defend against rival attacks – energy-wielding Wraethe, mechanical surface than it might
it for one of the crowd. without having to discard them, keeping Homodeus, floral Undergrowth or seem at first; Shards
If you’ve played a deckbuilder before, the gameplay flowing – so a permanent digitally-connected Order. This amplifies of Infinity may be a
you’ll be in home territory (the rulebook acquisition can be well worth the wait. the races’ general gameplay distinctions refinement of what’s
encourages fans of the format to dive Behind the cards, players generate (healing, deck cycling, damage combos, come before, but it’s a
straight in after just a couple of pages): ‘mastery’, a simplified but effective system resource harvesting), with plenty of seriously accomplished
a central marketplace offers up cards of levelling-up that makes Shards feel interaction options for playing cards refinement nevertheless.
that players purchase to build up a surprisingly deep and multifaceted for from a single faction together.
personalised roster of creatures and a short, small-box game. Mastery can The main characters that players take
abilities, juggling currency income be ticked up by spending a spare crystal control of are allied with each of the
(here, crystals) and attack power to or using card abilities, and gradually factions, but there’s no gameplay impact,
efficiently deplete their rivals’ health. ramps up the power of certain cards, serving only as an extra morsel of theme.
While Shards of Infinity doesn’t from generating additional crystals to The characters are identical in their
dare to colour outside the lines, what’s increasing attack values. This makes the ‘focus’ ability (spend one crystal for one
within the familiar template offers up stakes of each match rise over time, with mastery), making the oversized health
some interesting new hues of gameplay maximum mastery literally enabling and mastery tracker dials unnecessarily
that stop it simply feeling hackneyed. infinite power and instant victory: a neat big and awkward. Fortunately, these TRY THIS IF
Mercenary cards break with the built-in timer with a boiling-kettle tension. physical components are the only element YOU LIKED…
deckbuilding tradition of forward It also allows players to bide their time and that feels bloated: Shards is otherwise a
ASCENSION
Shards of Infinity
planning, widening the game’s room for unleash devastating later-game blows, lean, mean showdown that never drags. is a worthy sci-fi
competitive strategy and keeping the or rapidly chip away their opponents’ On its surface, Shards of Infinity lacks successor to
action breathless throughout each half- health throughout. Completely ignoring originality. Dig a little deeper, and you’ll co-designer Justin
hour match. The cards can be recruited one of the various balls in the air can be find a game that is quietly ambitious, Gary’s fantasy
into a player’s personal discard pile like disastrous, but Shards does a fantastic hiding innovative gameplay and a wealth deckbuilder, keeping
normal allies – forcing them to wait until job of letting players juggle its mechanics of well-executed ideas inside the familiar the competitive filler
they resurface before deploying them – in their own way. deckbuilding form. Ultimately, its fresh and fast.
or hired just for that turn, returning to The game’s sci-fi dressing is relatively adherence to convention makes it more
the centre deck after using their ability shallow, but effective enough – its of a refinement than a revolution – but
immediately. This presents the chance designers’ Magic: The Gathering legacy as a polished gem it’s hard to resist.
for rapid jabs at a vulnerable opponent (co-creator Justin Gary is a former Magic MATT JARVIS

76 July 2018
HELIONOX: DELUXE EDITION
Space, the final dominion
Designer: Taran Lewis Kratz | Artist: Luke Green 25-90m 1-4 9+ £50

I
f Star Realms and Dominion had a cargo delivery that takes up more proves to be the most enjoyable. This
baby they would name it Helionox: resources from players but provides comes at the price of scouring the
a sci-fi deckbuilder that, while not an unexciting payoff. Players also have poorly-organised rulebook for setup
reinventing the wheel, brings some the option to pick ‘illegal tech’ cards and clarifications, and spending time WHAT’S IN
fresh ideas to the table. – but, while these offer interesting sorting out all the decks. THE BOX?
Creating a deck by buying new abilities, they continuously give While it is nice to have a big box ◗ Game Board
cards, then watching their abilities players negative points and overall with lots of cards and variants, the best ◗ 20 material
chain off each other so you can buy have a higher chance of damaging version of Helionox is the core game asset cards
more shiny things and construct even than helping. The expansion is further that takes inspiration from Dominion’s ◗ 12 sentinel
prototype cards
better combos, has always been a core hindered by events that affect all of the two-resource economy, mixing it with
◗ Eight faction
enjoyment of deckbuilders. Helionox locations, essentially shutting them a great space theme and adding its starting cards
takes a brave step by diverting down completely, making players own twist by giving players a greater ◗ 16 prime
the players’ attention away from unable to use their powers or pick up presence on the game board. The assist cards
deckbuilding by introducing locations and deliver cargo. Unless these events more layers of additional mechanics ◗ 76 event cards
to visit, embassies to build and events are dealt with almost immediately, and complexity are added, the more ◗ 98 faction
to overcome. Thankfully, it does so cargo missions become impossible to Helionox unravels in the way some market cards
without sacrificing the range of abilities complete. More importantly, at the end Kickstarter games tend to, where ◗ 10 location cards
on offer. Locations have unique of the game one is left wondering if the bonuses feel tacked on for the benefit ◗ 15 architect cards
◗ Nine mission cards
abilities, building embassies unlocks cargo elements needed to be there at of backers, rather than the game itself.
◗ 40 request cards
more powerful versions and events all. It brings very little to the game, but Putting expansions to one side, ◗ 20 illegal tech cards
can shut them down, encouraging the cascading effect of its mechanics Helionox presents itself as a competent ◗ 10 card dividers
players to resolve events so they can be makes the rest of the play frustrating. deckbuilder. While it is unlikely to ◗ Four player mats
accessed once again. So, even without Helionox’s saving grace is varied dethrone some of the giants of the ◗ 14 defense tokens
prioritising purchasing better cards, customisation that allows you to avoid genre, like Dominion or Legendary, it ◗ 25 credit tokens
strategic players can find a way to use playing with the expansion completely, brings enough interesting twists and ◗ 16 cryo counters
their circumstances and surroundings accommodating modes – such as ideas to the table to make it worth ◗ 120 influence tokens
to their advantage. single-player, competitive and co-op exploring – although it may be worth ◗ 60 infamy tokens
◗ Five garrison tokens
With the Mercury Protocol playthroughs – that have become more looking out for the base version of the
◗ 20 cargo tokens
expansion, included in the deluxe prevalent in recent years. While you game, and leaving the deluxe version ◗ 10 credit tokens
version of the game, the opposite can use bonus missions for an added drifting in space. ◗ 10 defense tokens
is true. It adds a mechanic around challenge, the base version of the game ALEX SONECHKINA ◗ 20 embassy tokens
◗ Four ship tokens
WE SAY
Dragged down by its
deluxe edition's bonus
features, Helionox TRY THIS IF
remains a better game YOU LIKED…
in its purest, most DOMINION
distilled form. Even at its Even under a thick
simplest, it has enough coat of sci-fi paint,
strategic depth to make Helionox retains
the game challenging. some of the
basic elements of
deckbuilding, but
spices them up with
more objective-
driven gameplay.

tabletopgaming.co.uk 77
P L AY E D

FAE
A simple surface hides a game with plenty of spirit
Designer: Leo Colovini | Artist: Atha Kanaani, Bree Lindsoe 20m 1-4 10+ £37

F
ae – named after the word for a are present and the combination of gameplay hiding a surprisingly
fairy-like spirit being – is a bit colours. There are very few rules to complex amount of strategy and
like its title: short and simple at actually moving the pieces around, social interaction.
first glance, but with enough mystery so turns fly by quickly, with a growing Fae had no need to make any
and magic to draw you in deeper. momentum as the pieces magnetise changes to Clans’ gameplay, so it
Soon enough, you’ll be under its spell. together in certain spots. didn’t. The modernised art style –
In that way, it’s perhaps a more Alone, this would be functional which can be a touch overwrought in
fitting moniker than Clans, the rather but dull. What injects it with a shot places, but never slows the fast flow –
plain name that the Spiel des Jahres- of excitement is the hidden identity will likely divide those who favour the
nominated game was originally of each player, who has an allegiance functional clarity of its predecessor
published under back in 2002, with with a certain colour of druid (even WHAT’S IN but, if the new look allows more
similarly uninspiring wooden huts with the max four players, one colour THE BOX? people to discover the hidden
and rural terrain on its board. Fae is neutral). Rushing to score only your ◗ Game board pleasures of this unassuming treat,
makes no changes to Clans’ gameplay, own druids will encourage players to ◗ 60 druids a return in whatever form it takes is
but gives its theme and visuals a ostracise your followers on later turns, ◗ Five scoring markers worth celebrating.
modern overhaul in an effort to bring so you’ll have to hand your opponents ◗ 12 ritual cards MATT JARVIS
a new wave of players to the game. points to keep your identity obscured ◗ Five spirit cards
It deserves the attention, too. When until you’re ready to try and make
WE SAY
you first open the box, you might be a break for the winning score. It’s
surprised at how few pieces it actually delightfully passive-aggressive, with 'all Fae’s humble looks hide a really
contains: the board, a handful of for one' until that ‘one’ seems like they engaging combination of hidden
cards, some markers and dozens of might actually win instead of you. identities, strategic scoring and the
chance to upset your opponents’ best-
hooded plastic druids. Fae’s strength The entertaining competition
laid plans. There’s no need to pick it up
lies in how much fun and interesting bubbling away below the surface is if you already own Clans – for everyone
gameplay it conjures up from such a heated further by the scoring cards, else, it’s a great chance to discover a
modest pile of ingredients. which increase the value of rituals game worth celebrating.
On the surface, it’s a straightforward performed on certain terrain types
game of points-scoring. Players move and completely void those performed
groups of druids between neighbouring on others. These change over the TRY THIS IF YOU LIKED…
areas, clustering the initially lone course of the game, forcing a dynamic HEIMLICH & CO.
worshippers into increasingly bigger flow of druids around the board and Hidden identities started in the
crowds – though if they grow too large, presenting uproarious moments ‘80s with Wolfgang Kramer’s roll-
they’re unable to move. Once a group is for players to stick the knife in and and-move classic, but its modern
isolated, it performs a ritual and scores disrupt the plans of their opponents. successors have taken the ideas
points based on how many druids It’s all great fun, with the very simple to new heights.

78 July 2018
BARKER’S ROW
Step right up and try your luck!
Designer: Steven Aramini | Artist: Andrea Olgiati 25-45m 2-4 13+ £37

L
adies and gentlemen, children to get the right total number. They don’t the need to be in control – and even
of all ages, step right up into the know what type of suits other players are competitiveness, to a certain extent.
Barker’s Row to witness terrifying looking for – therefore, with every turn You will often be setting up a certain
feats, bizarre oddities, ghastly horrors of the card, they could unknowingly be set of cards to find them stolen right
and indescribable freaks! You will be helping their opponents, without any from under you, through no fault of
amused and entertained – although payoff for themselves. your own. Sometimes, the deck layout
some of you might want to look away In a matter of just a few turns, this will be helpful; other times, the suit
or keep walking right by. issue almost dissipates completely you want will not come out for ages.
The feeling of playing Barker’s Row, – or, at least, gets alleviated by the Undeniably, Barker’s Row has its
appropriately, falls right in line with its game’s quite clever, yet simple, catch- own distinct character that partly WHAT’S IN
theme. You will either be entertained up mechanic. Every time a player surfaces through its components. The THE BOX?
by the strange and extraordinary things scores an attraction, the total value of rubes are beautifully and playfully ◗ Four grandstands
you see on your casual walk through barker cards needed for the next one illustrated, positioned on cardboard ◗ Four tower markers
the attraction – leaving slightly amused increases, meaning that those who grandstands that are unessential to the ◗ Strongman tower
but otherwise unaffected – or you will were less lucky in the card draw can gameplay but look great on the table. ◗ 40 attraction cards
◗ 52 meeples (‘rubes’)
be frustrated by the bad costumes and always catch up. This mean it's less Every creature or oddity has a unique
◗ 36 barker cards
the poorly-hidden breathing straw of likely to create a runaway winner and, look and design on the taro-sized
the merman imposter. Ultimately, the until the very end, all players are very attraction cards. The strongman’s tower WE SAY
best approach is to just enjoy the show much on par with each other. (used to track the value needed to score
without looking too close or thinking Despite the predominant luck-based an attraction) is the only letdown, as it Barker’s Row has a
too deeply about what’s going on – gameplay and the uncertainty that is fiddly to use, its edges crease almost unique fun theme and
lighthearted easy-to-
then you'll have a good time. every new card drawn creates, victory instantly from constantly slotting in
pick-up gameplay, but
In Barker’s Row, players compete in Baker’s Row comes from tactical markers and it has a wobbly stand. it may prove to be
to be the first to attract 13 'rubes' to use of attraction powers. These can If you let go and prepare for carefree frustrating to players
the stand of their attraction. In a slight only be used once an attraction has gameplay, Baker’s Row will be a who prefer being in
twist on collecting sets, players turn been scored, so it takes at least a turn wonderful lighthearted experience, control of their game.
over barker cards, hoping to get a before they come into play. Being able complemented by imaginative tongue-
specific value of the suit corresponding to activate the right power at the most in-cheek artwork and mostly great
to one of the three attractions in their opportune time can push a player over component design. It is easy to forgive
hand, which they can play to entice the the winning line, spicing up otherwise some of the game's misgivings when
audience to their grandstand. quite repetitive gameplay. it doesn't overstay its welcome or take
The start of the game drags along as Even still, going into Barker’s itself too seriously.
players turn cards one by one, hoping Row players will need to let go of ALEX SONECHKINA

TRY THIS IF
YOU LIKED…
STEAM PARK
If you enjoyed the
dramatic playful
style of Steam
Park, you may
find that Barker’s
Row scratches a
similar itch.

tabletopgaming.co.uk 79
P L AY E D

UNLOCK!
SECRET ADVENTURES
Designers: Lewis Cheshire, Arch Stanton, Thomas Cauët | Artist: Legruth, Arnaud Demaegd, Mahulda Jelly

U
60m 1-6 10+ £27
nlock! Secret Adventures is Wizard of Oz. The art and production with that attitude. It also contains a
the third installment of the are top-notch, as you’d expect, but silly and unnecessary dexterity game.
card-based puzzle game series some of the puzzles leave something The third one, The Wizard of Oz,
from Space Cowboys. They’re often to be desired. Many are variants of is a clever adaption of a well-known
lumped in with the escape-room- hidden-object games, needing close story to a puzzle-game format – and
in-a-box category, which is unfair examination of the cards to solve. was the only one we managed to solve
because they’re more of a narrative Others are fine as puzzles but feel within the time limit – but one of
experience using numbered cards to shoehorned into the narrative: when the observation clues required such
tell a story, interspersed with puzzles was the last time anyone agreed to do minute attention to tiny detail that we
that yield answers that tell you which you a favour if you could guess their felt cheated by it.
card to look at next. There’s also an favourite number? The Unlock! games are decent, they
app, which deals with puzzles, special The first case is fun, requiring pass the time and you don’t destroy
codes, hints if you get stuck and also some clever applications of logic. The any components as you go. The system
timekeeping, because each case lasts second we found deeply unsatisfying. is mechanically smart but not always
an hour. At its heart it’s a spot-clues-identify- satisfying in play. A game like this
Secret Adventures contains three crook mystery – we got the final big should make you feel clever, but instead
cases: a cartoony romp to defeat an question wrong, and the game didn’t Unlock! makes you feel how clever the
evil villain, a Wild West adventure tell us what the right answer was. game is – and that’s not enough.
set on a train and a version of The Agatha Christie wouldn’t have got far JAMES WALLIS

FANTASTIQA: RIVAL REALMS


Designer: Alf Seegert | Artist: Caspar David Friedrich, Claude Monet, Vincent van Gogh, John William Waterhouse 20-30m 1-2 10+ £15

R
ival Realms is a lot of magic in a There’s a good deal of brain-
very little box. burning decision-making to be had,
A pocket-sized reimagining with the need to play landscape cards
of Alf Seegert’s deckbuilder Fantastiqa, in ascending numerical order, bonus
Rival Realms puts the discovery of the points awarded for certain layouts of
designer’s whimsical fantasy world at cards and a number of objectives to
its heart. Players’ misplaced magicians race for from the off.
begin with matching realms into which The standard mode can be livened
they must summon landscape cards, up further by optional events and
before setting off on journeys across setup variants, though even without
the landscape, using their cards and the trimmings the tight cardplay
collected artefacts to explore each and spatial control aspects make for
new region. an enchanting mixture. Pulling off
Like any good magic trick, what a successful sweep of exploration
appears simple on the surface is far from across your tableau is enormously
being so underneath. Key to racking rewarding and can potentially swing
up victory points and completing a match, encouraging highly strategic
quests is the ability to pull off masterful play and careful thought about
combos during exploration actions, the opportunities you hand your
laying down series of cards and tokens opponent – sometimes deliberately.
to travel your adventurer through Lavishly illustrated with paintings
multiple connecting valleys and around by Monet and van Gogh, among
mountains, sometimes employing others, Rival Realms fully looks the
the more magical items you collect to part: this is a highly elegant creation,
pull off even more impressive feats. carefully refined and endlessly
Any cards you spend are offered up fascinating to watch play out, with its
to your opponent to obtain on their secrets never fully revealed. That’s a
turn and quests can only be achieved spell most magicians can only wish
once, leading to a pacey and taut battle to cast.
across the table. MATT JARVIS

80 July 2018
others to finish. In Hexpanse, the
wait time is much longer and can
vary significantly.
That is, if you manage to eliminate
anyone at all. In fact, the highest
chance of killing the warlord is if
everyone decides to team up against
one player. Being ganged up on never
translates to enjoyable time playing
and also feels cheap on the side of the
attackers. Knowing how vulnerable
warlords can be, most players prefer
to keep them safe on their spaceships,
away from the fight, making them
impossible to attack except with
specific market cards, of which there
are too few in the deck. Even so,
players have enough of an arsenal
at their disposal, either through the

HEXPANSE
same market cards or special units, to
heal their warlords on their turn.
Having come to a fighting
stalemate, players turn to their last
A future not to look forward to resort: forming the pattern needed
Designer: Gabor Toldi | Artist: Gyula Pozsgay 60m 2-4 10+ £46 to win the game. Even this proves

H
almost impossible because, as
expanse is an example of the players, and even teams. Players soon as someone starts building
game that on paper entices can customise their initial setup by something even remotely resembling
with strategic gameplay and choosing a faction that better suits that arrangement on the board,
slick components, but then falls their play style, going even further by other players attack them before
apart on the table due to badly-tested adding minor factions to complement they can complete it. With a simpler
balancing, leaving players longing for it. Market cards carry a wide range of pattern, using a combination of cards
the game it could have been. abilities to suit any situation on the and powers from minor factions,
Initially, the game ticks all the boxes board and are easy to purchase, due to a player could possibly sneak in a
of sci-fi bingo: colonisation of a new WHAT’S IN the game’s lenient economy. Whatever win. But the more complicated the
planet; spaceships; different factions,
THE BOX? you want to do on your turn, there is pattern, the more impossible it is to
◗ Double-sided
with unique abilities that are reflected game board usually a move or a combination of complete uninterrupted.
in the gameplay; beautifully detailed ◗ Eight income markers moves that will help you achieve it. A 60-minute game stretched into
artwork that provides glimpses into the ◗ 11 minor faction mats Even while lagging behind, a useful two hours, and my gaming group felt
game’s lore. Unfortunately, it doesn't ◗ Four faction boards card can easily level a playing field in a like they were going in circles. None of
take long to notice the cracks in this ◗ Four d12 dice matter of a single turn. us were any closer to completing the
intricately-painted universe. ◗ 20 plastic frames for While such freedom can be exciting, pattern; all warlords were fat, happy
Least offensive are the bad, almost- unit tokens on the other hand it also leads to the and healthy; and we were exhausted
photoshopped faces of Kickstarter ◗ 12 minor faction biggest problem of Hexpanse: it can be from a fight that never seemed to end.
unit tokens
backers that blatantly stand out from impossible to finish. So we packed beautifully-illustrated
◗ Four warlord
the otherwise gorgeous artwork. The unit tokens Hexpanse can be won by either cards and carefully-designed
more you look, however, the more ◗ Four elite unit tokens creating a specific pattern (that is components back into the box, and
disenchanted you become with ◗ 27 mercenary revealed at the start of the game) put Hexpanse back on the shelf,
this version of the future, where all unit tokens with player’s units or by destroying where, I fear, it will remain.
humanoids are either robots, aliens or ◗ 48 normal unit tokens opponents’ warlords, the heads of ALEX SONECHKINA
white, with only one piece of artwork ◗ Four player guides their chosen factions. Eliminating
◗ Market board
containing a person of colour. What’s players from the game can already WE SAY
more, the only flag represented in ◗ Recovery ship board be problematic. It works in quick
◗ 15 mission cards Although it has the beginnings of a
the game bears a suspiciously strong games, like King of Tokyo, because, deep and challenging strategy game,
◗ 50 market cards
resemblance to the Confederate flag. if removed, a player doesn’t have Hexpanse fails to provide a satisfying
If you are able to move past this, to hang around long to wait for payoff or even a conclusion.
we come to the gameplay that, again,
seemingly has everything one could TRY THIS IF YOU LIKED… TWILIGHT IMPERIUM
hope for in a strategy game. There are Although Hexpanse shudders under the impressive shadow of Twilight
several game modes to accommodate Imperium, its attempt to bundle a whole new universe with quicker,
beginners and experienced more streamlined gameplay can still be appreciated.

tabletopgaming.co.uk 81
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Shelves heaving
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that kept us playing
all year round
and ask designers
their favourite for
picks of 2017
Sam Illingworth, Words by
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Dan Jolin, Alex Jansen-Parkes, Matt Jarvis,
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26 December 2017

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STUFFED FABLES
Dive into the dreamy domain of Jerry Hawthorne’s family-friendly fantasy
adventure by giving its squad of huggable heroes a colourful makeover
Words and photographs by Andy Leighton

T
his month we enter the fantastic war-driven. This carries across into the raised brow to Lumpy’s coy innocence. It’s a
realm of soft toys come to life in Jerry painting side, as I aimed for a bold, bright testament to the sculptor that the personality
Hawthorne’s Stuffed Fables. The game colour scheme. of the miniatures is reflected so well as a
plays out in a real-life storybook, following The game comes with six Stuffies, result of these small details.
the adventures of a little girl’s favourite alongside a handful of opponents and It’s a great selection of miniatures that
stuffed animals, or Stuffies, as they protect bosses. Each sculpt is fairly simple, as you would be a great place for any beginner to
her dreams from all manner of nightmarish would expect from something representing a start painting, which adds to the appeal this
creatures. As a result, it’s a distant departure children’s toy, but they include enough little game already has for younger players – but
from the games we usually cover, as it’s details to add a certain amount of character that’s not to say these aren’t a challenge for the
a great deal more optimistic and less to each figure, from Theadora’s defiant experienced hobbyist.

July 2018 tabletopgaming.co.uk 83


STUFFED FABLES

PAINTS & TECHNIQUES


PAINTS YOU WILL NEED: STAGES
Agrax Earthshade Flash Gitz Yellow Screaming Skull Each model is split up into four stages, each Stage 3 is highlighting. This stage involves
Averland Sunset Fulgrim Pink Seraphim Sepia with a list of colours and the corresponding applying a line of your colour along the
Balor Brown Gauss Blaster Green Skavenblight Dinge paint that was used for it. Each stage uses a hard edges and ridges of the area. I would
Blue Horror Genestealer Purple Skrag Brown different technique to achieve a similar effect recommend using a fine brush and adding a
Celestra Grey Karak Stone Slaanesh Grey on each element but with different colours. tiny dash of water to your paints.
Ceramite White Krieg Khaki Temple Guard Blue Stage 1 is basecoating. Base colours are Stage 4 is for final details. This stage
Dawnstone Lugganath Orange Thunderhawk Blue applied using flat colours. This is usually applied involves adding the finishing touches,
Deathclaw Brown Mechanicus Standard Grey Wazdakka Red over several thin coats, to achieve a bold, flat sometimes just small details like the
Dechala Lilac Mephiston Red Xereus Purple colour that is evenly spread. eyes, or adding an extra highlight of
Doombull Brown Mournfang Brown XV-88 Stage 2 is layering. During this stage we increase definition.
Dorn Yellow Pallid Wych Flesh Yriel Yellow apply a flat even coat, generally a lighter If you find yourself unsure of where to apply
Emperor’s Children Pink Horror Zamesi Desert shade, over the basecoat. A thin line of the the highlights or spot highlights, look over the
Evil Suns Scarlet Rhinox Hide base colour is left in all of the recesses to images alongside the guide and compare that
Fenrisian Grey Russ Grey help simulate shadows. stage to the last.

THEADORA
BASECOATING
Mournfang Brown: Apply a basecoat all over the body.
Averland Sunset: Apply a basecoat to the belt.
Xereus Purple: Apply a basecoat to the scarf and the small patch
beside the heart.
XV-88: Apply a basecoat to the scabbard.
Dawnstone: Apply a basecoat to the sword.
Mephiston Red: Apply a basecoat to the heart patch.
Skavenblight Dinge: Apply a basecoat to the eyes, nose and mouth.
Karak Stone: Apply a basecoat to the stitches.

LAYERING
Skrag Brown: Apply a layer over the body, making sure
to miss the inner ear.
Genestealer Purple: Apply a layer over the scarf.
Yriel Yellow: Apply a layer to the belt.
Celestra Grey: Apply a layer to the sword.
Thunderhawk Blue: Apply a highlight to the top left of
both the eyes and the nose.
Pallid Wych Flesh: Apply a layer over the stitches and
add a line highlight to the scabbard.
Evil Suns Scarlet: Apply a layer to the heart.

HIGHLIGHTING
Deathclaw Brown: Apply a highlight to the fur of the body. This
should be applied as an edge highlight on any hard edges, like the
ears and the brow, and a line highlight to the top edges of each
body ‘section’ – the body, head and arms. Also, add small sections
of cross-hatching to help simulate the texture of the fabric. These
can be achieved with two or three thin lines horizontally and then
two or three vertically.
Dechala Lilac: Apply an edge highlight to the scarf and a layer to the
tab on the edge of the heart. FINAL DETAILS
Dorn Yellow: Apply an edge highlight to the belt. Lugganath Orange: Apply a very fine highlight to the
Lugganath Orange: Apply an edge highlight to the heart. cross-hatching, leaving a little of the original colour
Fenrisian Grey: Apply a dot highlight of the top left of the eyes. around the edges.
Ceramite White: Apply a dot highlight of the top of the stitches and Ceramite White: Apply a dot highlight to the top left
an edge highlight to the sword. of the eye.

84 July 2018
STITCH

BASE COLOURS SHADING & HIGHLIGHTING


XV-88, Karak Stone, Rhinox Hide &
Mournfang Brown: Apply a basecoat to
LAYERING Kreig Khaki: Apply a line highlight to
the patches.
Karak Stone, Skrag Brown & Mournfang
the body, arms, head, cape and hat using Brown: Apply a layer over the patchwork. Deathclaw Brown: Apply an edge
the different colours randomly across Flash Gitz Yellow: Apply a layer to the pencil highlight to the hat and cloak.
the patches. and an edge highlight to the yellow buttons. Fulgrim Pink: Apply an edge
Doombull Brown: Apply a basecoat of the Emperor’s Children: Apply a layer to the eraser. highlight of the eraser.
cape and the sash. Pallid Wych Flesh: Apply a layer to the stitches. Ceramite White: Apply a
Averland Sunset: Add a basecoat to Blue Horror: Apply a line highlight to the dot highlight to the top
the pencil. blue buttons. edge of the stitches and
Karak Stone: Apply a basecoat over Gauss Blaster Green: Apply a line highlight the buttons.
the stitches. to the green buttons. Dorn Yellow: Apply an
Temple Guard Blue, Moot Green and Averland Sunset: Mix one part paint with edge highlight to the pencil.
Averland Sunset: Apply a basecoat to around five parts water and, with only a Skavenblight Dinge:
the buttons. small amount on your brush, apply lines to Apply a layer to the end of
Pink Horror: Apply a basecoat to the eraser. some of the lighter patches. the pencil.

PIGGLE

BASE SHADING & HIGHLIGHTING


COLOURS LAYERING Emperor’s Children: Apply an edge
highlight to all the hard edges,
Pink Horror: Apply a basecoat Emperor’s Children: Apply a
across the body, head, arms, legs layer over the pink, applying like the ears, as well as around
and rattle. only an edge highlight to the top edge of each section of
Pallid Wych Flesh: Carefully apply the snout. the model. Add cross-hatching
the lines around the rattle. Genestealer Purple: Apply a horizontally and vertically to
Xereus Purple: Apply a basecoat layer to the Shield. simulate the knitted fabric.
Dechala Lilac: Apply an edge
to the shield.
Mechanicus Standard Grey:
Dawnstone: Apply a line
highlight to the brows, mouth highlight to the shield. FINAL DETAILS
Apply a basecoat to the trotters. and trotters. Celestra Grey: Apply an edge Ceramite White: Apply a dot highlight to the top left of the eye. Apply
Skavenblight Dinge: Apply a Ceramite White: Apply a layer highlight to the trotters, eyes a fine highlight to the cross-hatching, leaving a little of the original
basecoat to the eyes, brows to the handle and stripes of and brows. colour at the edges. Add two lines down the head for the rattle.
and mouth. the rattle. Fenrisian Grey: Apply a dot highlight Xereus Purple, Genestealer Purple & Dechala Lilac: Paint the words
to the upper left of the eyes. ‘play clay’ onto the shield, building the highlights up from the base colour.

tabletopgaming.co.uk 85
STUFFED FABLES

LUMPY

BASE COLOURS SHADING & HIGHLIGHTING


Russ Grey: Apply a basecoat over the
body, head, arms and legs.
LAYERING Blue Horror: Apply an edge highlight to the head, body,
arms and legs.
Fenrisian Grey: Apply a layer to the body,
Xereus Purple: Apply a basecoat to head, arms and legs. Dechala Lilac: Apply an edge highlight to the T-shirt.
the T-shirt. Genestealer Purple: Apply a layer to Celestra Grey: Apply an edge highlight to the stitches,
XV-88: Apply a basecoat to the hammer. the T-shirt. brows and mouth.
Skavenblight Dinge: Apply a basecoat to Agrax Earthshade: Apply a wash to Fenrisian Grey: Apply a dot highlight to the upper left of the eyes.
the eyes and stitches. the hammer. Zamesi Desert: Apply an edge highlight to the hammer.
Slaanesh Grey: Apply a basecoat to the Dawnstone: Apply a line highlight to the Emperors Children: Apply a line highlight to the outer edge
inner ears. stitches, brow and mouth. of the inner ear.

LIONEL

BASE COLOURS SHADING & HIGHLIGHTING FINAL DETAILS


Zamesi Desert: Apply a basecoat
over the whole model.
LAYERING Dorn Yellow: Apply an edge highlight
to the face, body, arms and legs.
Krieg Khaki: Apply a line highlight to the mane and tail.
Ceramite White: Apply a dot highlight to the top left
Agrax Earthshade: Apply a wash to
XV-88: Apply a basecoat over the mane. the mane and tail. Wazdakka Red: Apply several lines of the eye.
Rhinox Hide: Apply a coat to the nose. Seraphim Sepia: Apply a wash over over the patch.
Doombull Brown: Apply a basecoat the body and face. Ceramite White: Apply a dot highlight
to the patch. Deathclaw Brown: Apply a layer to to the tops of the stitches.
Skavenblight Dinge: Apply a basecoat the patch. Skrag Brown: Apply an edge highlight
to the eyes and mouth. Ceramite White: Apply a layer over to the mane, tail and nose.
Pallid Wych Flesh: Apply a basecoat the teeth and claws.
to the teeth and claws. Mournfang Brown: Apply a layer over
Karak Stone: Apply a basecoat to the nose.
the stitches.

86 July 2018
FLOPS
BASE COLOURS
Zamesi Desert: Apply a basecoat over the whole model.
Temple Guard Blue: Apply a basecoat to the quiver and
eye patch.
Doombull Brown: Apply a basecoat to the bow and fletching.
Screaming Skull: Apply a basecoat to the tummy, snout and tail.
Fulgrim Pink: Apply a layer to the nose.
Skavenblight Dinge: Apply a basecoat to the plunger, eyes
and brows.

SHADING & LAYERING


Seraphim Sepia: Apply a wash over the darker areas of the
body and the sash, bag and eye patch.
Skrag Brown: Apply a layer over the bow.
Wazdakka Red: Apply a layer to the fletching.
Dawnstone: Apply a layer to the brows, stitches and plunger.
Pallid Wych Flesh: Apply a layer to the tummy, nose and tail.

HIGHLIGHTING FINAL DETAILS


Balor Brown: Apply a layer over the main fur. Dorn Yellow: Apply an edge highlight to the
Ceramite White: Apply an edge highlight to the tummy, body, head, arms and legs.
snout and tail. Ceramite White: Apply a dot highlight to the
Temple Guard Blue: Apply a layer to the eye patch, bag top left of the eye.
and strap.
Celestra Grey: Apply an edge highlight to the plunger, brows
and stitches.
Lugganath Orange: Apply a dot highlight to the fletching.
Krieg Khaki: Apply a line highlight to the bow.

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

FIGHTING TALK
A few sentences can give your world the delicious splash of flavour needed to bring
it to life in the minds of your players. But what should you say? And how do you
make sure it’s brevity rather than blathering? Here are a few choice words…
Words by Richard Jansen-Parkes | Image courtesy of Wizards of the Coast

A
hab Stormbringer wasn’t a One of the things that his comrades always were suddenly worn and warped as though
particularly traditional cleric. remembered – alongside his tirade of nautical they had spent years soaking in the salty
His backstory was packed puns, of course – was the way that he used depths, torn by countless waves and tides.
with dark deeds on stormy his divine magic. For example, when he laid a They shrivelled back before him with rusted
seas, and when he strode gnarled and weather-beaten hand on his foes armour and rotten rags where their clothes
into battle he did so with a jagged cutlass their body wasn’t simply wracked by radiant once stood.
clutched between his teeth and a tiny light or even a dark warping of the soul. No, Even when he healed his friends and allies
draconic familiar perched on his shoulder. when he cast his favourite spell their limbs the spell shook them with the feeling of a

88 July 2018
sudden dip in the frozen seas where he had parts of a thesaurus – and adding a lengthy to a secretive lair after realising the danger
once plied his trade that left them gasping; passage for every ebb and flow of a battle can he faced, but by then he had established
an effective move, but not a particularly kill the pacing stone dead. himself as one of the most hated foes the
pleasant one… What can help, however, is trying to view party ever encountered, all through his deeds
The mechanical effect of all this was – every battle as an opportunity to build the in combat.
of course – zero. His withering spell still world, as useful as any conversation or
dealt 3d10 damage, and the plunge-pool paragraph of read-out text. MANY HANDS
healing was identical to the somewhat softer Do the town guards fight as a slick, cohesive There are more people involved in an RPG
ministrations of the druid. But it all went to unit, or do they bumble about as though than just the GM, of course, and keeping
remind his allies – and the people playing plucked from an especially violent Laurel and the narrative flowing through combat isn’t
them – that while Ahab and his sea goddess Hardy sketch? What does that say about the just one person’s responsibility. The players
were powerful and generous allies, they training they had and how much tough the city themselves should also see their various
weren’t exactly nice. is on foolhardy adventurers who flout the law battles as a chance to tell a story and build on
And that’s why a little bit of mid-combat within its walls? character moments.
flair can help to build a character. Likewise, how do the weird, black-scaled In many ways this can be even harder for
aliens react when one of their number is cut players than GMs. While it may get tricky to
BOUNCING OFF THE RULES down by an errant laser beam? What does it add a bit of panache to the orcs’ spear thrusts
Rules are an important part of tabletop RPGs mean if they react with berserk fury, or if the after five rounds of combat, at least you’ll
– indeed, there are plenty of systems out seemingly monstrous foes show sorrow or get to try it again with dryads or kobolds the
there that aren’t really anything but rulesets dread at the loss of an ally? next week. The knight, on the other hand,
with a little bit of guidance tacked on for Every blow or exchange of fire needn’t come will still be swinging her familiar sword and
good measure – and this goes double when it with its own unique novella but, even then, it’s blocking with her familiar shield.
comes to combat. always good to keep players aware of the fact Despite this, there are still ways to inject

 
Where many games play moments of drama into

Try to view every battle


it fairly loose when it comes every fight. This could mean
to social interactions or roleplaying out the horror that

as an opportunity to
exploration, and while there’s consumes an investigator when
often room for a little bit of ‘rule an alien being slithers from the

build the world, as useful


of cool’ to bend things here and shadows, or simply narrating the
there, combat is the point where grateful nod that passes between

as any conversation or
everything becomes much more the ranger and cleric after a
codified. The rules say that you healing spell seals up a gash in

paragraph of read-out text.


can only move so far, make so their leg.
many attacks and cast so many Asking the players to describe
spells at a time, no matter how the way in which they dispatch
cool it would be if you took an enemy that just hit zero hit
out the entire army of foes points is a particularly great way
single-handed. that the cultist hasn’t used the attack action to let their – occasionally slightly disturbing
This is all part of creating a fair and – they’ve taken a wild swing with a rusted – imaginations run wild without fear of
balanced game that isn’t too unwieldy, of dagger, hissing a scattershot prayer of devotion unbalancing things.
course, but this sudden shift to cast-iron to their mad god as they do so. While most of us would place limits on
mechanics can sometimes reduce combat Even the purely tactical, mechanical the damage that the heroes can inflict on
– often the focus of a session – to a game abilities that the creatures under the GM’s an enemy that’s still fighting, as allowing
of numbers and dice rather than a tense control use can alter how they feel and the them to pluck out eyes or sever limbs on
confrontation between brave adventurers and stories they tell. their first blow would run a little counter to
foul monsters. One of the best examples of building the rules, there are no such restrictions on
At one time or another, every GM out there character through deeds rather than words fallen foes. There’s a good reason why the
has fallen into the trap of having a battle shift came in a campaign many years ago, when “How do you want to do this?” catchphrase
into pure mechanics. Players quote attack the party’s wizard managed to successfully from Critical Role’s Matt Mercer has caught
values and damage, we deduct health and call counterspell the villainous archmage’s fireball on so successfully.
for rolls. And, suddenly, the exciting duel with early on in the encounter. The arrogant old Ultimately, keeping the narrative up during
the rogue’s long-lost brother atop a burning mage took this as a personal insult and tore his discussions of rules and mechanics is a tricky
castle has been reduced to something with carefully-crafted plan to shreds in a bid to take task to handle. There’s certainly no shame in
the emotional weight of chopping wood for vengeance on the young upstart who dared realising that your table has fallen out of it
the fire. challenge his might. after a long night of rolling dice and looking
By the end of the battle the heroes had up rulings on grappling for the fifth time in as
SIZZLE AND SORCERY won a resounding victory and halted the many sessions, but it’s important that you’re
Narrating combat can be tricky, there’s no diabolical ritual before it could cause real able to recognise when it happens – and to
doubt about that. After all, there are only harm, but at the cost of their own wizard’s have some idea of how best to drag things
so many ways you can say “You swing your life. The sneaky spellcaster had done the back towards the realm of ‘roleplaying’, and
sword” without reaching for the more obscure traditional villain thing and teleported back not just ‘gaming’.

tabletopgaming.co.uk 89
space fLeet battles
by Richard Borg

www.pscgames.co.uk

COMING
SOON ON

Live on

in July.
UPCOMING EVENTS
SUMMER STABCON
Friday July 6th to Sunday 8th
Britannia Hotel, Stockport
A bar set up specifically for attendees is just
one of the many perks of this long-running
bi-annual event focused on adult gamers.
stabcon.org.uk

LONGCON
Saturday July 7th to Sunday 8th
Garrison Hotel, Sheffield
If you’re looking to indulge yourself in a lengthy
roleplaying campaign, this is the place for you
– rather than defined sessions, there are no
EVENT REPORT limits to how long games can run.

CONTINUUM
thedodd.com/longcon-home

PAIZOCON UK
Friday July 20th to Sunday 22nd
Keary Birch runs us through the biannual Aston, Birmingham
The 10th such convention and largest
Leicester-based roleplaying meet-up that emerged European gathering for the Pathfinder
Society, this event is dedicated to the fantasy
from one of the UK’s longest-running conventions RPG and attracts fans from around the globe.
paizocon.co.uk
Interview by Matt Jarvis
MANORCON
What’s the history of Continuum? We feel that having an almost pure gamer Friday July 20th to Monday 23rd
Continuum is a biannual games crowd around you does allow us to release Stamford Court, University of Leicester
With a popular secondhand games sale and a
convention that grew from the ashes our inner geek to a greater extent.
mixture of modern and classic games for old
of Convulsion. Convulsion was a fans and newcomers alike, it’s no surprise why
Chaosium-based convention started What’s the gaming scene this show is now in its third decade of running.
back in the last millennium. like around Leicester – and manorcon.org.uk
particularly at the university?
How has the event changed during the To be honest, we don’t have a lot of TABLETOP SCOTLAND
20-plus years it’s been running? connection with the locals except during September Saturday 1st to Sunday 2nd
We have moved away from being a the con. That being said, I would like some Dewars Centre, Perth
Chaosium-specific convention to a more students from the uni to attend A celebration of all types of gaming held in
the heart of Scotland, this show includes a
more generic focus. We found the but maybe they see enough of the place
Dungeons & Dragons Epics adventure.
Chaosium focus to be too restrictive, in term time and do not want to return tabletopscotland.co.uk
even though it has a very vocal during their breaks.
and adoring fan base. Nowadays HEREWARD WARGAMES SHOW
we find that, although there is still What games are you expecting attendees Sunday September 2nd
a large number of Call of Cthulhu to play this year? The Cresset, Peterborough
offerings, the number of other Anything and everything. There have been The wargaming show returns for a third year,
Chaosium games – such as RuneQuest so many new games out in the last couple of including a diverse mix of traders, as well as
– has been becoming less and less years there could almost literally be anything participation games and tournaments.
hereward-wargames.co.uk
prevalent. However, due to the changes played this year. 
that have happened at Chaosium and GNOMECON
the release of Guide to Glorantha and Other than gaming, what else is there to Friday September 21th to Sunday 23rd
the new RuneQuest ruleset, I would see and do at the convention? Holiday Inn Bolton Centre, Bolton
expect a resurgence of Chaosium Other than tabletop games we have an almost A large bring-and-buy and raffle add to the
games this coming year.   full agenda of freeform games on offer! The gaming fun of this north-west event that
only time we do not have freeforms would be raises money for charity.
What’s new for 2018? Friday afternoon. gnomeboardgamers.com/upcoming-events
Nothing really new except the awesome There is also a board games library in case
games and GMs that we are expecting, you get roleplayed out and, of course, a room
TABLETOP GAMING LIVE
Saturday September 29th to Sunday 30th
some of whom will no doubt be new. full of traders to tempt you to spend money. Alexandra Palace, London
Our convention for everything tabletop will
You hold the weekender in the What do you have planned for future feature the latest board games, RPGs,
University of Leicester’s Halls of Continuum events? miniatures and more – including new releases
Residence, where attendees can also Who knows? We will be responding to fan from Gen Con and previews ahead of Essen –
choose to stay during the weekend – suggestions and see what they want. for you to pick up and play! Set in the beautiful
what does this add to the atmosphere At the end of the day all we want is for people Alexandra Palace, it’s the new London show
of the event? to have fun. So let’s see what they ask for. you won’t want to miss.
ttgami.ng/ttglive18

July 2018 tabletopgaming.co.uk 91


CLUB DIRECTORY

ABERDEENSHIRE ROLL WITH IT! THE DICE AND DAGGER EAST SUSSEX GREATER MANCHESTER HERTFORD BEER &
ABERDEEN WARGAMES CLUB Huntingdon, PE29 3TF GAMING CLUB 1066 WARGAMING CLUB TABLETOP MANCHESTER BOARDGAMES
Aberdeen, AB15 4YQ Bude, EX23 9BL St. Leonards-on-Sea, Cheadle Hulme, M15 4ST Hertford, SG14 1HH
THE CHATTERIS WARLORDS TN38 8BL
OLDMELDRUM WARGAMES GROUP GAMES CLUB WEDNESDAY NIGHT GAMING GWENT HITCHIN HERETICS
Inverurie, AB51 0AA Chatteris, PE16 6NA Redruth, TR15 3QY EASTBOURNE ELEMENTAL GWENT REAVERS TABLETOP Hitchin, SG5 1XL
Eastbourne, BN21 3XQ GAMING CLUB
ANGUS THE GAMES TABLE COUNTY TYRONE Abertillery, NP13 3DJ NORTH HERTFORDSHIRE
KIRRIEMUIR WARGAMES CLUB Cambridge, CB24 4RP OMAGH WARGAMES CLUB FAMOUS COLLECTABLES WARGAMES CLUB
Kirriemuir, DD8 4HN Omagh, BT78 1HL Bexhill-on-Sea, TN40 1DU GWYNEDD Hitchin, SG5 1XL
CARMARTHENSHIRE CONWY WARGAMES CLUB
AYRSHIRE CARMARTHEN OLD GUARD DERBYSHIRE UCKFIELD TABLETOP GAMERS Llandudno, LL30 3LB NORTH LONDON
NORTH AYRSHIRE Carmarthen, SA31 3AD CONSORTIUM GAMES Uckfield, TN22 5DT WARGAMES CLUB
WARGAMES CLUB CLUB @GHQ HAMPSHIRE Waltham Cross, EN8 9AJ
Irvine, KA12 0BA TOWY VALLEY TYRANTS (TVT) Chesterfield, S40 1JW EAST YORKSHIRE ARBBL
Carmarthen, SA31 2JE WOLDS WARGAMERS Andover, SP10 1DQ POTTERS BAR GAMES CLUB
BEDFORDSHIRE DERBY ON BOARD GAMES Driffield, YO25 6SS Potters Bar, EN6 5BT
BASEMENT GAMING CLUB CHESHIRE Derby, DE1 1QH BLACK HOLE WARGAMERS
Luton, LU3 3AN ALTRINCHAM ESSEX Petersfield, GU32 3HS ST. ALBANS BOARD GAME CLUB
WARGAMING CLUB GROWN UP’S GAMES NIGHT BASILDON WARBOYZ St. Albans, AL3 5PE
BEDFORD BOARD GAMING Altrincham, WA14 4PG Matlock, DE4 3FQ Basildon, SS16 4NW CHINEHAM BOARD GAMERS
Bedford, MK40 2SX Basingstoke, RG24 8LT THOR’S HAMMER GAMING CLUB
CHEADLE BOARD ROOM SUNDAY NIGHT BOARD GAMING COLCHESTER WARGAMES Borehamwood, WD6 5PR
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CHESHIRE GAMERS Tring, HP23 6BA
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Bedford, MK41 0TU BARNSTAPLE SLAYERS Chelmsford, CM1 3DU WARGAME SOCIETY WARLORDS WARGAMING
CONGLETON AND DISTRICT GAMING CLUB Farnborough, GU14 7LE ST. ALBANS
LEIGHTON BUZZARD LIGHT BOARD GAMES GROUP Barnstaple, EX32 8LS GBCON QUARTERLY St. Albans, AL3 4DJ
GAMING CLUB Congleton, CW12 1AH GAMING DAY FIRESTORM CARDS OPEN
Leighton Buzzard, LU7 1ES CULLOMPTON BOARD Loughton, IG10 4LF GAMING NIGHT WATFORD WARGAMES CLUB
ELEMENT GAMES NORTH GAMES GROUP Basingstoke, RG24 8FB Watford, WD17 4PN
SAXON GAMES & CRAFTS WEST GAMING CENTRE Cullompton, EX15 1JX LOUGHTON STRIKE FORCE
Bedford, MK40 4FU Stockport, SK2 6PT Loughton, IG10 1LH FORDINGBRIDGE GAMING CLUB WELWYN WARGAMERS
DARK STAR GAMING Fordingbridge, SP6 1AS Welwyn Garden City, AL8 6PS
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BROAD STREET GAMERS (TABLETOP GROUP) ROLEPLAYING SOCIETY GARY DONALDSON INVERNESS-SHIRE
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& RPG GROUP Inverness, IV1 1LU
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WARGAMES ASSOCIATION Dagenham, RM8 2HQ Ringwood, BH24 1DW
Newbury, RG1 4PS VARIABLE MAGERS GAME NIGHT @ CARPE KENT
Stockport, SK4 3BS Plymouth, PL4 8EU THE PHOENIX GAMES CLUB SOLENT WARGAMERS CLUB ALL AROUND THE BOARD
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Reading, RG7 6QH WARRINGTON BOARD NEO TIVERTON GAMING CLUB
GAMES CLUB Tiverton, EX16 5JJ FIFE SOUTHAMPTON SLUGGAZ ASHFORD (KENT)
WARFIELD BOARD GAMERS Warrington, WA1 2SX DUNFERMLINE WARGAMING Southampton, SO17 2JZ BOARDGAMES CLUB
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OF READING Winsford, CW7 4AT EAST NEUK TABLETOP GAMES Southampton, SO14 0LH WARGAMING CLUB
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CLEVELAND Torquay, TQ2 7AD THE THIRD COALITION
BIRMINGHAM HARTLEPOOL KIRKCALDY MEEPLE CLUB WARGAMES CLUB CANTERBURY CRUSADERS
BIRMINGHAM WARGAMES WARGAMES SOCIETY DORSET Kirkcaldy, KY2 6LF New Milton, BH25 5BT Canterbury, CT1 1RT
AND BOARDGAMES CLUB Hartlepool, TS24 7DH SOUTHBOURNE TABLETOP
AKA DRAGOON’S DEN & BOARDGAMERS FLINTSHIRE WATERLOO TABLE TOP GAMERS GRAVESHAM WARGAMING
Birmingham, B13 9EA REDCAR IRONBEARDS Bournemouth, BH6 3AA DEESIDE DEFENDERS Waterlooville, PO8 8RG AND TABLETOP GAMING CLUB
Redcar, TS10 1RH Chester, CH4 0DR Gravesend, DA11 9EU
BUCKINGHAMSHIRE WESSEX WYVERNS WESSEX WARGAMES
MILTON KEYNES CO ANTRIM WARGAMES CLUB FGC FLINTSHIRE GAMING CLUB WINCHESTER GREENWICH & BLACKHEATH
WARGAMES SOCIETY DRAGONSLAYERS Ferndown, BH22 9AN Mold, CH7 6SZ Winchester, SO22 4QB BOARD GAMES AND BEER CLUB
Milton Keynes, MK11 1JQ Belfast, BT7 1NN London, SE3 7JQ
WEYMOUTH LEVELLERS CLUB GLASGOW WESSEX WYVERNS GAMING CLUB
NEWPORT PAGNELL QUB DRAGONSLAYERS Weymouth, DT4 0AR ANTONINE BOARD GAMERS Ringwood, BH24 2NP MAIDSTONE WARGAMES SOCIETY
BOARD GAMES CLUB Belfast, BT7 1NN Glasgow, G64 4EN Maidstone, ME17 4AW
Newport Pagnell, MK16 8AN WORLDS AWAY HEREFORDSHIRE
CO CORK Bournemouth, BH2 5RQ GLASGOW GAMES ROOM DICE AND DECKS MEDWAY AREA BOARDGAMERS
WYCOMBE WARBAND BRETHREN WARGAMING CLUB Glasgow, G20 7QE Ross-on-Wye, HR9 5HR Maidstone, ME14 1ED
Beaconsfield, HP9 1LG West Cork, T23 F577 DUMFRIESSHIRE
ANNAN GAMING CLUB UNPLUGGED GAMES CLUB HEREFORDSHIRE BOARDGAMERS MERRYCHEST CAFE
CAITHNESS CO DURHAM Annan, DG12 6EF Glasgow, G41 3AB Hereford, HR4 9EA GAMING CLUB
NORTHERN KNIGHTS WARGAMES DARLINGTON’S Dartford, DA2 8AH
Thurso, KW14 8HN DOGS OF WAR THE FIVE ARCHES GLOUCESTERSHIRE HERTFORDSHIRE
Darlington, DL3 7LX GAMING CLUB GLOUCESTERSHIRE GAMES BUNKER BISHOP’S STORTFORD TABLETOP MILTON HUNDRED
CAMBRIDGESHIRE Dumfries, DG1 3JR Cheltenham, GL51 4XA Bishop’s Stortford, CM23 3BQ WARGAMES CLUB
2D6 LODGE DURHAM RAIDERS Sittingbourne, ME10 4BX
Cambridge, CB1 8NN Croxdale, DH6 5HJ DUNBARTONSHIRE IWARPUK BLACK WOLF WARGAMES CLUB
DUMBARTON WARGAMES CLUB Gloucester, GL2 9EB Hitchin, SG5 1XL SEVENOAKS & TONBRIDGE
FENLAND RPG CLUB GAMERS@HART Dumbarton, G82 1QQ ASSOCIATION OF
Ely, CB7 5NG Hartlepool, TS26 9DE LECHLADE BOARD GAMES CLUB CALAMITY COMICS HATFIELD GAMERS (STAG)
DURHAM Lechlade, GL7 3HA Hatfield, AL10 0JJ Sevenoaks, TN15 9HA
NEWMARKET KNIGHTS CO LONDONDERRY DWG
GAMES CLUB THE SIEGE BUNKER Durham, DH1 1QG LINCOMBE BARN FINCHLEY GAMES CLUB TUNBRIDGE WELLS
Ely, CB7 5HS Londonderry, BT48 7JL WARGAMES SOCIETY London, N12 7JE WARGAMES SOCIETY
DYFED Bristol, BS16 2RW Tunbridge Wells, TN3 0PR
PETERBOROUGH CORNWALL WELSH WEYR HEMEL HEMPSTEAD
WARGAMES CLUB SMIPHEES GAMES CLUB GAMING GROUP PORK CHOP GAMING WARGAMING CLUB WHITSTABLETOP
Peterborough, PE1 1NA Callington, PL17 7AN Ammanford, SA18 1DX Cheltenham, GL50 3HA Hemel Hempstead, HP1 1LD Whitstable, CT5 1DA

92 July 2018
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tabletopgaming.co.uk/clubs
LANARKSHIRE GRANTHAM FRIENDLY GAMERS NORTH YORKSHIRE THE FROME BOARD GAMES CLUB WHITE EAGLES WARGAMES CLUB CRAWLEY GAMING CLUB
CARLUKE WARGAMES CLUB Grantham, NG31 6LJ SCARBOROUGH GAMES SOCIETY Frome, BA11 1PU Ipswich, IP2 0RG Crawley, RH10 5DF
Carluke, ML8 5JQ Scarborough, YO12 7BY
GRIMSBY WARGAMES SOCIETY TRINITY WARGAMING CLUB SURREY DUNGEON CRAWL-EY GAMES CLUB
LANARKSHIRE GAMERS Grimsby, DN32 9HT YORK GARRISON Taunton, TA1 3JG CROYDON BOARD GAMERS Crawley, RH11 7QG
Motherwell, ML1 1BS WARGAMING CLUB Croydon, CR0 1DP
LINCOLN BOARD GAME GROUP York, YO32 4AQ WARGAMING @ RADSTOCK MID SUSSEX MEEPLES
ML2 GAMERS Lincoln, LN1 3BJ Radstock, BA3 4BD EAGLE GAMING CLUB Burgess Hill, RH15 8DX
Hamilton, ML3 6BU NORTHAMPTONSHIRE London, SW18 2PT
LOUTH STRATEGY GAMES CLUB BATTLEFIELD HOBBIES WESTON WARGAMERS CLUB SOUTH DOWNS SIEGEBREAKERS
LANCASHIRE Louth, LN11 8DB Daventry, NN11 8RB Weston-super-Mare, HAMPTON COURT GAMES CLUB Pulborough, RH20 4DR
BLACK TOWER WARGAMING BS23 1NF East Molesey, KT8 0BT
Blackpool, FY4 4ND LONDON DESBOROUGH ROLEPLAYING WEST YORKSHIRE
CROSS GAMING CLUB AND WARGAMES CLUB WSM BOARD GAMING CLUB KINGSTON GAMES GROUP BOARD IN THE VILLAGE
BOLTON GNOME’S London, SE1 1DX Kettering, NN14 2NQ Weston-super-Mare, Kingston upon Thames, Bradford, BD14 6RE
Bolton, BL1 5QD BS22 8PD KT2 6LN
SELWG PHOENIX GAMING CLUB GAMING CLUB BRADFORD
BURNLEY BOARD GAMERS London, SE6 2TS Rushden, NN10 9YE SOUTH HUMBERSIDE REIGATE WARGAMES GROUP Bradford, BD1 2DX
Burnley, BB10 3LF SCUNTHORPE TABLETOP GAMERS Reigate, RH2 0NA
TANELORN WAR GAMING CLUB THE BRACKLEY & Scunthorpe, DN16 1DQ HALIFAX BOARD GAMERS
BURNLEY WARGAMES CLUB London, E11 3DB DISTRICT GAMERS STAINES WARGAMES Halifax, HX1 1SJ
Burnley, BB10 3EU Brackley, NN13 6LF SOUTH YORKSHIRE ASSOCIATION
THE ROLE PLAY HAVEN (STRATFORD) BROTHERHOOD OF THE DICE Egham, TW20 0QT KEIGHLEY TABLETOP COMBAT
DECKS & DICE London, E15 2HU THE PIT GAMING CLUB Barnsley, S75 1JR Keighley, BD20 6EB
Manchester, M25 1AY Wellingborough, NN9 5TU STAY ON TARGET
THE ROLE PLAY HAVEN (LEWISHAM) ROTHERHAM WARGAMES CLUB Woking, GU21 5BG OTLEY BOARD GAMERS
DICED TEA London, SE13 6LH NOTTINGHAMSHIRE Rotherham, S60 1JE Otley, LS21 2AU
Oldham, OL1 2DB K.I.A GAMES CLUB SURREY GIRL GAMERS
MERSEYSIDE Nottingham, NG17 8LA ROTHERHAM WARGAMES SOCIETY Woking, GU21 4AL WILTSHIRE
DUNGEONS & FLAGONS FORGEMASTERS GAMING CLUB Rotherham, S60 1JE BOSCOMBE DOWN &
Manchester, M1 7HL Wirral, CH63 6HD NOTTINGHAM BOARD & SUTTON GAMES CLUB AMESBURY WARGAMES CLUB
WARGAMES CLUB STEEL CITY WARGAMING Sutton, SM1 1DT Salisbury, SP4 7LN
ELWA: EAST LANCASHIRE LIVERPOOL LION Nottingham, NG2 1NB Sheffield, S13 7LL
WARGAMES ASSOCIATION BOARDGAMERS SWIGGERS CHIPPENHAM BOARD GAMES CLUB
Blackburn, BB6 7DD Liverpool, L3 9NS THE CLUB WITH NO NAME ZONE OUT GAMES CLUB London, SE1 2TF Chippenham, SN15 3WL
Nottingham, NG2 1NB Doncaster, DN1 2PX
FAN BOY THREE MUTANT DICE GAMES THE SOUTH LONDON WARLORDS DEVIZES & DISTRICT
BOARDGAME NIGHT GAMING GROUP WAR & PEACE GAMES CLUB STAFFORDSHIRE London, SE21 7BT WARGAMES GROUP
Manchester, M1 1EL St. Helens, WA9 4TR Nottingham, NG10 5BD ALL ABOARD GAMING CLUB Devizes, SN10 5AD
Stoke-on-Trent, ST4 1JB THE WOKING WEIRD BOYZ
GECKO GAMES CLUB SOUTHPORT BOARD WILDSIDE GAMING Woking, GU22 7TA WEDNESDAY KNIGHT GAMERS
Accrington, BB5 3QW GAMES GROUP Newark, NG24 1ER CHASE WARGAMES CLUB Salisbury, SP1 3TA
Southport, PR8 1NH Burntwood, WS7 0JL TOLWORTH 1ST FOUNDING
HARLEQUINS BLACKPOOL OXFORDSHIRE Chessington, KT9 1PF WORCESTERSHIRE
Blackpool, FY1 3QA ST. HELENS BOARDGAMES, ABINGDON WARGAMES CLUB LICHFIELD GAMERS AND RPG BROMSGROVE BOARD GAMERS
ROLEPLAYING GAMES (B.O.R.G.) Abingdon, OX14 5AG Lichfield, WS13 6EB SUSSEX Bromsgrove, B60 2DZ
HOUSE LANCASTER St. Helens, WA10 5BF BRIGHTON WARLORDS
GAMING GROUP AMBROSDEN GAMING CLUB STAFFORDSHIRE Brighton, BN1 1UB PERSHORE GAMING
Lancaster, LA1 1EE MID GLAMORGAN Bicester, OX25 2LZ WARGAMING GUILD Pershore, WR10 1EQ
CAERPHILLY BOARD GAMERS Stone, ST15 8TG WARWICKSHIRE
PRESTON’S GAMERS GUILD Caerphilly, CF83 1AP BICESTER BOARD GAMERS AFTERNOON PLAY POSTAL ORDER GEEK MEET
Preston, PR1 7DP Bicester, OX26 3HA TAMWORTH GAMES CLUB Birmingham, B15 1AY Worcester, WR1 1DN
CASTLE GAMERS BRIDGEND Tamworth, B79 7DJ
SALFORD AND MANCHESTER Bridgend, CF35 6AU NORTH OXFORDSHIRE BOARD GAME CAFE SUMMERFIELD REDDITCH WARGAMING SOCIETY
GAMING HAVEN WARGAMING CLUB TAMWORTH LIBERATORS Birmingham, B16 0EZ Redditch, B97 5YE
Salford, M8 0TW MIDDLESEX Banbury, OX16 9AF GAMING CLUB
BATTLEUX WARGAMES CLUB Tamworth, B77 3AE BRAVO ONE GAMING WORCESTER BOARD
THE HUNGRY DRAGON Uxbridge, UB10 0RY OXFORD GAMING CLUB Birmingham, B1 1QP GAMERS (WOBOG)
GAMES NIGHT Oxford, OX2 7DP THE VINE INN GAMERS Worcester, WR1 2DP
Manchester, M21 0AE DICE CLUB Rugeley, WS15 2AT DREAMDEALERS GAMING CLUB
Uxbridge, UB10 0RY OXFORD ON BOARD Coventry, CV6 4FE WYRE FOREST GAMERS
THE LIVERPOOL WARGAMES Oxford, OX4 1EA TRITEX GAMES Kidderminster, DY10 1RP
ASSOCIATION (LWA) HESTON AND EALING Stafford, ST16 1BG GRANGE LIVE GAMING
Liverpool, L1 6HB WARGAMERS OXFORD OUTRIDERS Birmingham, B1 1QP YORKSHIRE
London, W13 9SS Oxford, OX1 4AG STIRLINGSHIRE AIREBOROUGH COMMUNITY GAMERS
THURSDAY SCYTHE FALKIRK DISTRICT NUNEATON ALTERNATIVE Leeds, LS19 6AS
BOARD GAMERS TABLETOP TUESDAYS SHROPSHIRE WARGAMES CLUB GAMES ASSOCIATION
Liverpool, L3 8HE London, N16 8BX BIG ORBIT GAMES Grangemouth, FK3 8QR Nuneaton, CV10 8LJ BEYOND MONOPOLY
SHREWSBURY York, YO24 1AQ
LEICESTERSHIRE THE GAMES CLUB Shrewsbury, SY1 1PH STIRLING WARGAMERS OCTOBER WARGAMES
CHARNWOOD ROLE London, NW1 2JU Stirling, FK8 1QJ ASSOCIATION HEADINGLEY GAMES CLUB
PLAYERS GAMING CLUB E-COLLECTICA GAMES Birmingham, B16 8SY Leeds, LS6 3HN
Loughborough, LE12 8DT MIDLOTHIAN Shrewsbury, SY1 2DT SUFFOLK
EDINBURGH LEAGUE OF GAMERS BURY ST. EDMUNDS SCIMITAR WARGAMES GROUP HOLMFIRTH GAMING CENTRE
LEICESTER ALL SCARS Edinburgh, EH7 5EA GAMES @THE BIRD BOARD GAMING GROUP Coventry, CV3 5GT Holmfirth, HD9 7HP
Leicester, LE1 3JR Shrewsbury, SY1 2DT Bury St. Edmunds, IP30 9LH
SOUTH EAST SCOTLAND WEST MIDLANDS HULL’S ANGELS
LEICESTER PHAT KATZ WARGAMES CLUB STAGS TELFORD HAVERHILL AREA BOARD BIRMINGHAM WARGAMES Hull, HU1 3HG
Leicester, LE3 0QY Edinburgh, EH7 4EW WARGAMING SOCIETY GAME GROUP AND BOARDGAMES CLUB
Telford, TF1 1LU Haverhill, CB9 8AU AKA DRAGOON’S DEN LEEDS GAMING
SECTION 31 Birmingham, B13 9EA Leeds, LS1 3DL
Leicester, LE1 1PA NORFOLK TELFORD BOARDGAMERS CLUB HAVERHILL WAR
AFTERMATH GAMING CLUB Telford, TF1 2BW GAMES CLUB PLAY MORE GAMES! LEEDS NIGHT OWLS
SONS OF SIMON Norwich, NR3 4HX Haverhill, CB9 9JE Solihull, B90 3GG Leeds, LS6 1LJ
DE MONTFORT SOMERSET
Loughborough, LE12 8TX KINGS LYNN RPG & BATH GAMING GROUP IPSWICH BOARD GAMERS WEST SUSSEX SHEFFIELD AND ROTHERHAM
WARGAMES CLUB Bath, BA2 6AA Ipswich, IP3 0FS BOGNOR REGIS WARGAMES CLUB
THE LEICESTER WARGAMES King’s Lynn, PE30 4DN GAMING ASSOCIATION Sheffield, S2 2TP
AND FANTASY GROUP MID SOMERSET IPSWICH COUNTY LIBRARY Bognor Regis, PO21 5EU
Leicester, LE3 0QU NORWICH BOARD GAMERS WARGAMES CLUB BOARD GAMES LIBRARY SHEFFIELD BOARD GAMES
Norwich, NR2 4AL Wells, BA5 2PU Ipswich, IP1 3DE BOGNOR REGIS MILITARY Sheffield, S3 7HG
LINCOLNSHIRE MODELLING AND
BOSTON TABLETOP GAMERS TAS GAMING CLUB PIGMAR WARGAMING CLUB MID SUFFOLK GAMING CLUB WARGAMING SOCIETY SHEFFIELD WARGAMES SOCIETY
Boston, PE21 6QQ King’s Lynn, PE34 4SJ Bath, BA1 6AB Stowmarket, IP14 4SH Bognor Regis, PO21 5SB Sheffield, S8 0PS

tabletopgaming.co.uk 93
were guys that could run games themselves so
we ended up with three games of nine players
apiece. It was nuts.

Food, drink and cardboard don’t always go


hand in hand. What makes for the right combo
of meals and games?
It’s true, at our house there is no food or drink at
the table – but that’s mostly because my brother-

SHOP SPOTLIGHT in-law and I built a gaming table with a felted

UNBOXED
tabletop so we didn’t want it to be spilled upon!
I think you just have to trust people to be
respectful of the games they can play in-store.
Most people know the value of these things

GAMING CAFÉ
and treat them with due care. We haven’t had
any games ruined by coffee – yet. In general
we don’t serve greasy finger food, with the
exception of nachos – but that’s only on occasion.
Ross Bingham went from talking about games on a   
What’s the local gaming scene like around Ayr?
podcast to running his own hobby café. He tells us I think it’s much the same as anywhere else,
really. There are pockets of people who are
how he ended up turning his dream into a reality into different things, whether it’s wargaming,
collectible/trading card gaming, RPGs or
Interview by Matt Jarvis straight-up board gaming. Most people who
are involved in these hobbies are pretty like-
Could you tell us a little about Unboxed and what the beginning we had no clue about owning or minded, regardless of geography.
makes it unique? running a business.  The community of board game designers
Unboxed is situated on the banks of the river Ayr, a in Scotland is awesome. Through doing the
stone’s throw away from the Firth of Clyde. You previously ran the Meeples Anonymous podcast. podcast we had the pleasure of meeting and even
It was an old pub previously and had been What was most challenging or surprising about befriending some Scottish designers like Bez,
fully refurbished a couple of years ago. However, shifting from being fans to hobby store/café owners? Sarah Kennington, Mark McKinnon of Wreck and
it still incorporates some brickwork of a When we were doing the podcast, we only had Ruin fame and Justin Morgan Davies, who are all
Cromwell-era citadel, known as Cromwell’s Fort. to know about the games we were talking about; awesome people and so supportive of each other,
When we got the lease, all we had to do was give now, we have to know about the industry. Some it’s inspiring. A few of them even came to our
it a lick of paint and decorate it how we wanted. of the podcast crew knew a lot anyway, but grand opening and demoed their games!
I think what makes it unique is its atmosphere. being a part of the industry at this level has been  
We always go out of our way to make sure the vibe of a learning curve on its own. What are your future plans for 2018 and beyond?
our place is really chilled out and welcoming. As well We absolutely love this hobby and to be From the very start of this venture we always
as that, we are as much a café and coffee shop as a contributing to its ongoing success is thrilling. One wanted to work with Scottish developers to
gaming venue/store; we love our coffee and we hope of the most surprising things has been the local promote their games and, with their help, run
to seriously expand our menu in the coming months. support for us; this is one of the first gaming cafés educational events like game design workshops
in Ayrshire, so people who aren’t gamers are always for the community. As well as that, we’ve spoken
You only opened your doors last spring. Why did saying, “Oh, it’s a great idea, something different!”  about running weekend-long mini-conventions –
you decide to open a board game café, and how although these might be down the road a bit, we’ve
has the café changed in the year and a bit since? You’ve had a great selection of events going on, definitely got big plans for Unboxed. We’ve
It was pretty spontaneous. My business partner, from Friday Night Magic and D&D to Hearthstone discussed starting another podcast too! 
Blair, had just quit his job in a pub last April and and general gaming. What’s a typical meet-up like?
I was sick of working 24-hour shifts as a carer. It’s mostly been a case of getting a feel for what
So one night we were playing some games at our community wants. Magic: The Gathering
my house and I said I wanted to start my own has a pretty big player base here so it was a no-
business “like a gaming cafe or something, that’d brainer for us to get membership to the Wizards
be cool” and Blair said, “I’ll open a gaming cafe Play Network, and now we’ve got a regular
with you dude...” A couple of days later we had a crowd that come here to play Magic.
‘meeting’ to discuss how, when, where and if we D&D was a bit of a shock; for our first D&D
were going to do it. It just snowballed from there. event I was going to DM myself, thinking about
I don’t think it’s changed that much other five or six people would turn up, then almost
than we kind of know what we’re doing now – in 30 people showed up! Luckily a couple of them

July 2018 tabletopgaming.co.uk 95


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1 11
2

10
9
3

8
4

5 7
6

NEWSDESK

Y
ou would think a board game about the
news would become out of date very
quickly but Newsdesk has managed to
hold its charm. It’s not really a game
about news events so much as a game
about being the editor of a newspaper and directing
your reporters around the world in pursuit of that next
big story. It’s a race to fill your front page with breaking
news stories before rival newspapers get there.
This game stands out in my childhood memories
due to the distinctive components used in the game.
The most obvious being the large, yellow, plastic telex
machine. For those too young to remember them, a
telex machine was a method of sending text via the
telephone lines between the 1940s and 1970s. It had a
keyboard, a telephone dial and a built-in printer. These
machines were replaced in the 1980s by fax machines.
The game makes great use of the telex device; it directs
the play with incoming messages determined by rolls
of the die. Most of these messages tell the editors
where the next big story is happening and they have to
get one of their reporters to that location.
The locations are major cities around the world
marked out on a large tri-fold board illustrated with
a rather plain world map. The board is divided into
squares and movement is in any direction except
diagonal. The aim is to collect story cards from the
cities you are sent to and place them in each of the four
empty spaces on your front page.
Each time a player reaches a city mentioned on the
telex machine they get to draw a story card – if they can
match the story type (art, economics, news-in-brief,
etc.) then they can place the card on their front page. they decided to use real stories from the time of their
Phil Robinson is a game
There’s also a ‘mission complete’ wild card that can stated publication (1973-1976). They’re full of stories
historian and the founder
instantly fill a space. The cards drawn can be negative about things like a pop star protesting against Spanish of the Museum of Gaming,
as there are five ‘write-off’ cards that will send your terrorists, a foiled IRA plot and the tragic death of an an organisation that
reporter home and end your turn. There are also eight Austrian ski champion caught in an avalanche. Words Phil and
explores Robinson
documents
special reporter cards that can be saved and used to Newsdesk was released worldwide with newspapers the history of gaming
counter negative effects. based on real local printed versions. The game was through its collections,
The newspaper front pages that you have to fill are known as Reporter in many regions and this title is exhibitions and research.
based on real newspapers: Daily Mirror, The Daily accidentally used in the rules. I think the game stands
Telegraph, Daily Express and The Guardian. The game’s up well today, having some interesting mechanics for
publishers could have decided to make up some its age. If you come across a copy I certainly think it’s
amusing stories for their front pages but interestingly worth adding to your collection.

98 July 2018 tabletopgaming.co.uk


IN AUGUST’S ISSUE O N S AL E JULY 3 1 S T

PATHFINDER
SECOND EDITION
A decade after it stepped out of D&D’s shadow,
the fantasy RPG is forging ahead with a spectacular
new vision. Its creators tell us what to expect

WESTERN
LEGENDS
Saddle up as we explore the
open-world Wild West sandbox

RED ALERT
Design legend Richard Borg
unveils his sci-fi successor to
Commands & Colors

MY LITTLE SCYTHE
Meet the father and daughter
behind the family-friendly
remake of the strategy hit

A GAMER’S
TRAVEL GUIDE
Everything you need to take
your hobby on a summer holiday

FREE EXCLUSIVE
GUILD BALL ART CARD
available now!
As members of a team of Encryptors, it is your goal to transmit secret codes to your teammates without the opposing
team intercepting them. Communicate safely by giving only enough information to ensure you are understood by your
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