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BEST GAMES OF 2017

EVERY UNMISSABLE RELEASE OF THE LAST 12 MONTHS, RANKED!


NEW
LOOK!
December 2017 tabletopgaming.co.uk

TWILIGHT
IMPERIUM 4
We speak to its creators
RE VIE WED and give our definitive
verdict on the sci-fi epic
PANDEMIC LEGACY:
SEASON 2
FLICK ‘EM UP:
DEAD OF WINTER
D&D: TOMB OF
ANNIHILATION
WARHAMMER:
SHADESPIRE
NMBR 9
WHISTLE STOP

STAR WARS
THE EXPANSE
DOWNFORCE

LEGION
OUTPOST: SIBERIA
AND MORE

Bigger than X-Wing?


We reveal all about the massive miniatures
game with the full power of the Force

WARHAMMER RETURNS
Display until 28/12/17

£5.25

TO ROLEPLAYING
Not just one, but TWO new RPGs!
LONDON
SECOND EDITION

From acclaimed designer Martin Wallace


and the team at Osprey Games comes
London: Second Edition.

After the devastation of the great fire,


many competing developers want to see
their vision for the city realised. Will you
combat poverty and increase employment,
build iconic monuments as a testament to
your ingenuity, or simply make the trains
run on time?

2-4 14+ 60-90


MINUTES Grow your city through the decades, as
PLAYERS AGES PLAY TIME
you vie to become an icon of London.

Star Cartel is a space trading game


of making the right bets at the right
time. Players take on the role of traders
and smugglers, trying to maximise
the value of the goods they have
stockpiled, while minimising the value
of other player’s goods.

Trading goods to the cartel increases


their value on the black market, but
you can’t stash what you’ve traded
away. Upgrade your ship, stockpile
3-6 14+ 30-45
MINUTES
your loot and remember...
PLAYERS AGES PLAY TIME
In space, no-one can hear you scheme.

O R D E R T O D AY AT W W W. O S P R E Y G A M E S . C O . U K

p002.indd 1 10/11/2017 12:12


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

Welcome
CONTRIBUTORS John Dodd,
Owen Duffy, Holly Gramazio,
Sam Illingworth, David Jagneaux,
Richard Jansen-Parkes,
Dan Jolin, Andy Leighton,
Joseph A. McCullough,
Phil Robinson, Alex Sonechkina,

I
Paul Wake, James Wallis
n June 2015, Tabletop Gaming began life as a single
HEAD OF DESIGN & PRODUCTION issue counting down 101 must-play games. Just over
Lynn Wright
two years on, the magazine has gone from being
DESIGNER Richard Hallam published every three months to every two months
and, now, it will be landing on the shelves of shops and
COVER IMAGE FROM
STAR WARS: LEGION doormats of thousands of subscribers around the world
every single month. It’s a testament to the flourishing
ADVERTISING popularity of the gaming hobby, but also to readers just
TO ADVERTISE PLEASE CALL
GROUP ADVERTISING MANAGER like you that have supported us by picking up, reading
Claire Ingram 01778 391 179 and enjoying every issue.
claire.ingram@warnersgroup.co.uk This issue is no exception, with a first look at the
GROUP TELESALES EXECUTIVE Now Playing... massive minis game Star Wars: Legion, a deep dive
Ben Jackson 01778 391 129 Queendomino into the return of space epic Twilight Imperium and our
ben.jackson@warnersgroup.co.uk countdown of the 10 best games of 2017, plus the
ADVERTISING DESIGN usual exclusive interviews and features, latest reviews,
AND PRODUCTION and in-depth coverage of games you’ve come to expect.
Nicola Lock 01778 392 420
nicola.lock@warnersgroup.co.uk Get in touch We’ve overhauled the magazine’s look with a new
style that we hope you’ll love as much as we do, with our
tabletopgaming.co.uk
MARKETING world-beating content underneath just as good as ever.
MARKETING BRAND MANAGER tabletopmag With Tabletop Gaming going monthly and now
Nicola Lumb
available in more stores than ever before, and our
tabletopgamingmagazine
MARKETING ASSISTANT London event Tabletop Gaming Live happening next
Katherine Brown 01778 395 502 tabletop_gaming_magazine September, it’s never been a better time to be a gamer.
katherine.brown@warnersgroup.co.uk
We can’t wait for 2018.

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’d love for it This isn’t I feel it’s
01778 391 150 to be as big just the best almost a
PRINTING as something game of 2017; it’s legend of how
This publication is like Warhammer very possibly one daunting this
printed by Warners
01778 395111 or Warhammer of the greatest game is.
The views expressed by contributors are not necessarily 40,000. That’s board games
the dream. ever made.
those of the publishers. Every care is taken to ensure that
the content of this magazine is accurate, but we assume no
responsibility for any effect from errors or omissions. While
every care is taken with unsolicited material submitted for Andrew Navaro hypes up We reveal our favourite Corey Konieczka tackles
publication, we cannot be responsible for loss or damage.
While every care is taken when accepting advertisements, we
Star Wars: Legion, p18 Game of the Year, p26 Twilight Imperium, p44
are not responsible for the quality and/or the performance
of goods and/or services advertised in this magazine. The
Advertising Standards Authority (ASA) exists to regulate the
content of advertisements. Tel: 020 7429 2222
tabletopgaming.co.uk 3
© Warners Group Publications PLC, 2017
In this issue
06 AT A GLANCE 51 PLAY IT SMART
A 30-second guide to the latest in gaming Our pair of academics get caught up
in ethical dilemmas posed by games
08 FIRST TURN
Legacy superstar Rob Daviau dives into 52 WARHAMMER RPGS
his debut, Atlantis: Pathways of the Deep Cubicle 7 tells us what’s in store for its
two Warhammer roleplaying titles
10 10 OF THE BEST
It’s nothing naughty, everything nice in our 55 GHOST ARCHIPELAGO:
Christmas gaming gift guide for 2017 THE FIRE SWAMP
An exclusive scenario for the Frostgrave
13 ROLE CALL spin-off, only in Tabletop Gaming
The upcoming RPGs to keep your eye on

14 ALL THE JAHRES 56 WAR ROOM


The creator of Axis & Allies returns
Our tour of Spiel des Jahres winners
with another World War II epic
continues with Klaus Teuber’s Barbarossa

17 MY FAVOURITE GAME 58 THE EXPANSE


How the hit series went from tabletop
Master of Magic Richard Garfield on
to books to TV show – and back again
why poker is the perfect card game

ON THE COVER 61 PLAYED


Reviews of the latest and greatest
18 STAR WARS: LEGION games you should be playing
Behind the scenes of the sci-fi miniatures
game that could be bigger than X-Wing 83 PAINTING GUIDE
Brush your way into Valhalla with our
26 GAME OF THE YEAR Viking-inspired tips for Blood Rage
The TTG team and designers weigh in
on their top picks of the last 12 months 88 DUNGEON MASTER’S
34 HAVE YOU PLAYED? GUIDE TO ROLEPLAYING
Join us on a trip to the 7 Wonders Using tech to enhance your RPG session

37 KICKSTARTING 91 EVENT REPORT


How Dragondaze does good with gaming
FROM SCRATCH
The latest chapter in Art Deck’s 92 CLUB DIRECTORY
journey from concept to crowdfunding

38 HOW WE MADE 95 SHOP SPOTLIGHT


The unbeatable ingredients of Splotter’s Beanie Games reveals how Pokémon
delicious Food Chain Magnate led it to a special mayoral award

44 TWILIGHT IMPERIUM 98 TABLETOP


TIME MACHINE
The epic space opera’s creator and
designers look back on a tabletop legend We take a trip back to 1975’s Amoeba 18

Awesome games club


two nights a week - and weekends!
We’re close to Junction 1 of the M6 & Junction 18 of the M1

004_005_contents_v8 MJ.indd 4 16/11/2017 10:11


THE GAMES
7 Wonders 34
Abandon Planet 77
Amoeba 98
Art Deck 37
Atlantis: 08
Pathways of the Deep
Barbarossa 14
Blood Rage 83
Century: Spice Road 26
Downforce 77
Dungeons & Dragons 88
D&D: Tomb of Annihilation 68
The Expanse 58, 76
Flick ‘em Up: 69
Dead of Winter
Food Chain Magnate 38
Frostgrave: 55
Ghost Archipelago
Ghost Court 79
Gloomhaven 26
Gloom of Kilforth 26
Hanamikoji 80
Indulgence 73
Magic Maze 26
NMBR 9 75
Outpost: Siberia 72
Pandemic Legacy: 26, 62
Season 2
Poker 17
can be played by 2-5 serious gamers in 2-4 hours.
management system. Players compete on a variable city map through purchasing, marketing and sales, and on a job market for key staff members. The game

52
Food Chain Magnate is a heavy strategy game about building a fast food chain. The focus is on building your company using a card-driven (human) resource

Same crap, double the price. Get my marketing director in here!”

Scythe 26
wages. I did not go into business to become poor. And fire that discount manager, she is only costing me money. From now on, we’ll sell gourmet burgers.
“How do you mean, we don’t have enough staff? The HR director reports to you. Hire more people! Train them! But whatever you do, don’t pay them any real
every second they sit in their posh new garden.” The new management trainee trembles in front of the CEO and tries to politely point out that...
Home of the Original Burger, not a hippie health haven. And place a billboard next to that new house on the corner. I want them craving beer
“Lemonade? They want lemonade? What is the world coming to? I want commercials for burgers on all channels, every 15 minutes. We are the

Starfinder 26

English/ Deutsch
Star Wars: Legion 18

from/ab 14

14+
Served with
your choice of Stop Thief! 80
44
n way
the moder ned strategies!

120-240 minutes/ Minuten


Tales from the Loop 26
hio
to old fas ing

2-5 players/Spieler
good gam

This War of Mine 26


Tortuga 1667 72

“Limonade? Sie wollen Limonade? Wo kommen wir denn da hin? Ich will Werbung für Burger auf allen Kanälen, alle 15 Minuten. Wir sind die Heimat des
originalen Burgers und kein Zufluchtsort für Gesundheitsapostel. Und stellt eine Reklametafel neben das neue Haus an der Ecke. Ich möchte, dass sie jede
Sekunde nach Bier lechzen, die sie in ihrem piekfeinen neuen Garten sitzen.” Der neue Management Trainee erzittert vor dem CEO und versucht vorsichtig
darauf hinzuweisen, dass… „Was meinen sie damit, wir haben nicht genug Personal? Der HR Director berichtet an sie. Stellen sie mehr Leute ein! Schulen sie sie. Aber was
auch immer sie machen, zahlen sie ihnen keinen reellen Lohn. Ich bin nicht Geschäftsmann geworden, um arm zu werden. Und feuern sie die Discount Managerin, sie

Food Chain Magnate ist ein anspruchsvolles Strategiespiel über den Aufbau einer Fastfood-Kette. Der Fokus liegt auf dem Aufbau des Unternehmens mit Hilfe eines
kartengetriebenen Management-Systems für (menschliche) Ressourcen. Spieler konkurrieren auf einem variablen Stadtplan mittels Einkauf, Marketing und Verkauf und
Tournament at Camelot 26
Twilight Imperium 26, 44, 64

kostet mich nur Geld. Ab jetzt verkaufen wir Gourmet Burger. Gleicher Mist, doppelter Preis. Schafft meinen Marketing Director hier rein!”
Game design by:

auf dem Arbeitsmarkt für Mitarbeiter in Schlüsselpositionen. Das Spiel kann von 2-5 ernsthaften Spielern in 2-4 Stunden gespielt werden.
Wasteland Express 26
Joris Wiersinga & Jeroen Doumen

Graphic design by:

Delivery Service
Ynze Moedt & Iris de Haan

Published by:
Splotter Spellen BV

Whistle Stop 71
The Netherlands
www.splotter.nl

Warhammer: 52
Better
ingredients,
Age of Sigmar RPG
ern way
better
52
thetomoloddfashioned
game Warhammer
Fantasy Roleplay
ming
good ga 100%
dice free Warhammer: Shadespire 67
Producing high quality, well-tested, original burgers is one of our main jobs here at
War Room 56
26 38
Gluttony Inc. There's no such thing as luck. Skill wins every time. Hold your future in
your hand with our burger and soda special, as advertised on radio and in well-known

Yamatai 26
magazines. We at Gluttony, Inc welcome groups of 2-5 diners. Available only in limited
quantities, our good old-fashioned meals are served with your choice of strategies and
take 2-4 hours to digest.
© 2015 Splotter Spellen BV

Served with Don’t cook


your choice of tonight, play
strategies! Splotter’s
delight

Central location. Free parking.


tabletopgaming.co.uk 27

Comfortable facilities.
We’re close to Junction 1 of the M6 & Junction 18 of the M1
AT A GLANCE
ECLIPSE OF THE HEART
The sci-fi masterpiece is getting
a huge second edition next year
Touko Tahkokallio’s 2011 space-warring
strategy hit Eclipse is returning next year
with an overhauled second edition subtitled
Second Dawn for the Galaxy.
The new version will leave the original
gameplay largely untouched, with publisher
Lautapelit.fi insisting it will just be ‘fine-tuned’.
Instead, the focus is being put on
boosting Eclipse’s visual panache by adding
in extra miniatures – including the 108
ship models previously released as a
separate upgrade pack – and introducing a
refreshed graphical style that will preserve
the iconic symbology from the first edition.
Introducing the universe will be a short
story authored by award-winning Finnish
sci-fi novelist Johanna Sinisalo.
There’s also new custom dice and
custom box inlays, so you can expect a
premium set – and price tag, we’d wager.
Eclipse: Second Dawn for the Galaxy is
due for release in autumn 2018.

KNOW YOUR NUMBERS


25% 40,000
6 $845,258
The number of Legend of the Five
Rings expansions launching in
Dice Masters outlet as many weeks this winter – a The amount raised on Kickstarter by Monte
More than a quarter WizKids has announced big change from Fantasy Flight’s Cook’s sequel to 2013 RPG Numenera,
of D&D players choose a Warhammer 40,000 normal six-month LCG schedule currently planned for release next summer

3
to roleplay as humans dice-building game and
– with fighters being two further board games How much Batman: The Board Game
$250

the most popular Uwe Rosenberg’s Cottage Garden is


set in the grimdark would cost if it was sold in shops,
class – according to now the first part of a puzzle trilogy,
universe, plus reprints of according to studio Monolith, after
data analytics site thanks to the arrival of autumn-
Fury of Dracula and Relic revealing it will be exclusive to Kickstarter
FiveThirtyEight themed sequel Indian Summer

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

006_007_atAGlance_v3 MJ.indd 6 15/11/2017 10:27


We asked…
What’s been your
favourite game of 2017?

You said…
“Bärenpark. I can play it against my
five-year-old and it’s a fun spatial
awareness game with cute bears
ELDRITCH HEAVEN in it or I can play it with my gaming
mates and it’s a vicious knife fight
A terrifyingly good roleplaying about who gets what species.”
adventure will return in 2018 Andy Thompson

Call of Cthulhu’s Masks of Nyarlathotep is often “Century: Spice Road. Beautiful


considered one of the finest roleplaying adventures card art, easy to understand and
of all time, with its epic globetrotting campaign fun game pieces.”
setting a high bar for tabletop storytelling. Matthew Stevens
Even more people will get the chance to
pursue cultists around the world next year, “New Angeles: A co-operative
because not only is an expanded version of exercise in extortion and bribery.”
Masks returning for Call of Cthulhu’s seventh George Barker
edition, but the campaign is also being adapted
for Lovecraftian board game Eldritch Horror. “Spirit Island! I have played it solo
The original adventure’s interconnected and co-op and it’s been brilliant.
chapters have inspired a new campaign mode, There’s much variety in how to
with players’ actions in multiple games deciding play the game and everything feels
the ultimate fate of the Earth. We’re doomed, then. very thematic.”
Masks will be out for Call of Cthulhu and Costas Taliadoros
Eldritch Horror in the first few months of 2018.
“Valletta. It’s a pared-down Euro, but
still quite thematic, easy to teach
SILVER SCREEN and play, and with a fair amount of
SETTLERS variables to add to the replayability. It
Catan is being lined also has just enough deckbuilding to
be interesting, but not so much that I
up for a movie series want tear all the cards up and stamp
on them in a fit of pique, which is how
A film adaptation of tabletop deckbuilders usually make me feel.”
classic Catan is said to be in Beresford Quimby
the works.
Among those working on “My fav so far is Downforce by
the flick is the writer of the Restoration Games. Brilliant.”
upcoming Playmobil movie and Barry John McCardle
producers behind Stephen

Get in touch
King’s It and The Lego Movie.
Reports suggest the
Catan film is planned as the
tabletopmag
first part of a series – will we
see a Seafarers sequel? tabletopgamingmagazine
tabletop_gaming_magazine
For the latest news from the world of gaming visit tabletopgaming.co.uk/news

Perfect venue
for large events
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006_007_atAGlance_v3 MJ.indd 7 15/11/2017 10:28


FIRST TURN
ROB DAVIAU
The master innovator behind Pandemic Legacy
and SeaFall scrutinises his debut game, 2001
Disney tie-in Atlantis: Pathways of the Deep
Interview by Dan Jolin

BACKGROUND HOW TO PLAY


“I’m weird, because I went from full-time advertising “It’s a tile-laying game. You put Atlantis in the middle Pathways of the Deep
copywriter to full-time game designer without the and put out the framework, the edge of the board and was inspired by Daviau’s
usual curve of building a body of work, earning you’re gonna put tiles in between. There’s a nine-by- childhood love of Pathfinder
royalties and eventually getting to the point where nine grid and you have to get your bathysphere, or – the Battleship-like maze-
you’re self-sustaining. I got a job at Hasbro as an in- submarine, from a corner to the centre tile. On your turn, building game, not the RPG
house designer back in 1998. Before then, I made, like, you’re gonna play tiles, or move tiles, or rotate tiles, and
$100 writing a Dungeons & Dragons article for Dragon then move your bathysphere to try to get to that centre
magazine. So I sort of fell backwards into it in a way space. There’s also some special tiles in there that let
that, in retrospect, I’m eternally grateful for, because I you do things that are unexpected. That’s really it.”
kinda got a job as an apprentice who was surrounded
by masters and got a chance to do a lot of development END OF THE GAME
in addition to original design.” “It was designed for six- or seven-year-olds, so it’s
supposed to have just enough decision-making to not
COMPONENTS make it rote. But it’s nothing very deep or interesting.
“Atlantis: Pathways of the Deep is based on a mostly It’s a game where there’s a lot of ‘take that!’, thanks
forgotten Disney movie called Atlantis: The Lost to the special tiles. It has a smashing 4.3 rating on
Empire, and I was influenced by a maze-building game BoardGameGeek. The movie didn’t do well, kids
called Pathfinder – which was one of my favourite weren’t clamouring for it. I won’t say I’m embarrassed
childhood games. This has a very light sense of it.” by it now, but I look at it and go, ‘Oh, Year 2000 Rob,
you should have spent a little more time on this.’”
OBJECT
“At Hasbro you get these very tight design briefs. They STRATEGY TIPS
were like, ‘We need a game for seven-year-olds to fit this “I think this game is a wonderful
$15 price point, that should take half-an-hour to play example of one of my worst
and focus on this part of the movie.’ And I’m like, ‘Okay, habits. Which is, in general
so you’re looking for something lost and it’s a race.’ It’s for anything I create, that my
not like you’re halfway to a game, but you certainly first draft is usually better than
can’t go off and do something radically different.” average, which gives me the false
sense of security that it’s closer
SETUP to done than I think. When Matt
“There were other original designs I’d had a hand in Leacock and I worked on our
before Atlantis: Pathways of the Deep. Like, on the Buffy Pandemic Legacies, we got to a
the Vampire Slayer game, I was somewhere between certain point – it was on Season
a developer and playtester and designer. There was a One or Two, I can’t remember
Pokémon Master Trainer game, and I had designed a – and I said, ‘I think we’re about
fun podracing game for Star Wars: Episode I – then the 80% done on this’. And Matt said,
film came out and they shelved it. But Pathways of the ‘Yes, it’s the next 80% that’s gonna
Deep was the first one I took from start to finish.” be hard...’”

I look at it and go, ‘Oh,


Year 2000 Rob, you
should have spent a
little more time on this.’

8 December 2017 tabletopgaming.co.uk

008_firstTurn_v2 MJ.indd 8 15/11/2017 10:51


SHOP
Huge range of board games,
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Gaming venue for events large & small

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GET SOCIAL @BFHobbies Battlefield


Hobbies

p009.indd 1 08/11/2017 15:57


1 DUNGEON
CRAWLERS
SOCIAL CLUB
HOODIE
The dank corridors of fantasy dungeons can get a bit
chilly, so this zip-up hoodie will keep you warm during
adventures if you’re lacking a wizard with the ability to

2
conjure fire. Not to mention it’s also pretty stylish, with a
snake, daggers and d20 design
on the back and the pithy
catchphrase ‘It’s the pits!’ on BOARDGAMEGEEK
the front. Why not buy one
each for every member ARTIST SERIES
of your roleplaying group
and get their names
emblazoned on the
ART PRINTS
Given the abundance of incredible artwork across the tabletop, it’s a wonder
front like a real club? why it’s so tough to find high-quality prints based on board games. This run of
illustrations is proof that good game artwork belongs up on the wall, showcasing
Secret Santa budget: takes on Blood Rage, Agricola, Mysterium and Galaxy Trucker by acclaimed
£30 artists Vincent Dutrait, Jacqui Davis, Ian O’Toole and Kwanchai Moriya.
Best for: Dedicated
followers of fashion, Secret Santa budget: About £22

10
tabletop adventurers Best for: Students wanting to replace that Scarface poster, budding gallerists
Where? gametee.co.uk Where? boardgamegeekstore.com

OF THE BEST
CHRISTMAS
GAMING GIFTS
Whether you’re stuck with a Secret Santa or looking for
something to plump out the stocking of a tabletop diehard,
we’ve got you sorted with our pick of perfect presents
Picked by Matt Jarvis

3 SCYTHE
JIGSAW
PUZZLES
Okay, so they’re not official Scythe jigsaws, but
they are based on the same World of 1920+
setting devised by artist Jakub Różalski that
served as the inspiration for the hit board game.
4 THE INVESTIGATORS
OF ARKHAM HORROR
If you’ve learnt nothing from countless games of Eldritch
Horror, Arkham Horror: The Card Game or Mansions
of Madness and still want to delve into the forbidden
knowledge of the games’ Lovecraftian horrors, this
264-page hardback tome is the definitive
guide to the connected Arkham Horror Files
Five different designs are available, universe. Filled with gorgeous artwork and
and each 1,500-piece puzzle details on the games’ ill-fated investigators,
includes a collector’s poster – as well as the alternate 1920s world they
presumably so you can see what explore, the book features 52 short stories
you’re meant to be making – as to expand your understanding of the series’
well as a book introducing the atmospheric setting. A nightmare before
alternate-history universe. Christmas, indeed.

Secret Santa budget: About £15 Secret Santa budget: £35


Best for: Patient puzzlers, Best for: Horror fans who didn’t plan to sleep
Scythe obsessives before Christmas anyway, Eldritch experts
Where? cdp.pl Where? fantasyflightgames.com

10 December 2017

010_011_tenOfTheBest_v3 MJ.indd 10 15/11/2017 10:55


5 MONOPOLY
GAMER
It just wouldn’t be Christmas without Monopoly, but that doesn’t
mean you have to suffer the all-too-familiar run of Old Kent Road
to Mayfair again. This Mario-themed version is
much more than another reskin, too – as well as
buying up property in the Mushroom Kingdom,
you’ll need to beat bosses and collect coins to rack
6 MEEPLE TREE
ORNAMENTS
What are you doing? Get down from there! Oh,
wait, they’re just meeple stuck in the Christmas
tree. These charming blown-up versions of
the iconic person token seen in games such as Carcassonne
add a touch of the tabletop to your seasonal decorations.
The plain colour of the
up your high score before taking on Bowser. A rubber ornaments can be
power-up die brings the special abilities of the video customised to match your
games to the tabletop, with Mario, Princess Peach, other decorations or can
Yoshi and Donkey Kong replacing the classic player even be bought in the guise
pieces. An added bonus is that it plays much quicker of Father Christmas and two
than the long hours of the gruelling classic, so you elves if you want to go all-in
can move on to enjoying better games even faster. on the winter theme.

Secret Santa budget: Under £30 Secret Santa budget:


Best for: Parents trying to tear Between £7 and £12
their kids away from screens, Best for: Carcassonne
those who can’t completely kick the devotees, tinsel haters,
Monopoly habit tree huggers
Where? hasbro.com Where? meeplesource.com

7
SOCKS
OF CATAN
As Christmassy as mince pies,
family squabbles and getting drunk
on booze you wouldn’t drink during
the rest of the year, socks are
often a welcome – if dull – present
from loved ones. This Catan-
8 CONVERTIBLE
FAST TRAVEL
BAG OF HOLDING
ThinkGeek’s original Bag of Holding became somewhat legendary
among gamers for being both a handy way to carry stuff and a subtle but stylish
way of acknowledging your devotion to the tabletop. The outlet has since spun out
with a whole range of Bags of Holding, including a handbag, compact show survival
themed hosiery is guaranteed pouch and this design sized for stashing under airplane seats as you fly to your
to raise more of a smile from next convention or tournament (or whatever).
a Settlers fan, as well as giving It’s big enough to fit a Euro board game, but
them a way to celebrate their also has a laptop and tablet section if you also
love of a modern tabletop classic want to take your library of digital games on
on the sly. Just try not to roll a 7. the go with you. What’s more, it transforms
from messenger bag to backpack and is lined
Secret Santa budget: About £11 with a fetching d20 pattern, so you can rock
Best for: Cold toes, stinky feet the geek chic look wherever you end up.
Where? catanshop.com
Secret Santa budget: Under £40
Best for: GMs on the go, convention visitors
Where? thinkgeek.com

10
HERO FORGE
CUSTOM

9 D20 STUD 3D-PRINTED


EARRINGS MINIATURE
Sometimes, a generic elf, dwarf or orc just won’t cut it. If you
We wouldn’t recommend rolling these want to fully immerse yourself in a tabletop adventure, why not
particular d20s, but you can stick put yourself in the game – literally? Hero Forge’s online tool
them in (through?) your ears to show lets you create a custom-made miniature by picking from a
off your love of roleplaying – and maybe give you a boost selection of genres, appearances, apparel, equipment, mounts and
if you need to attempt any skill checks in the real world, poses that will then be 3D printed and sent to you in the post. (If
given that they both show the critical roll of 20 at their you have a 3D printer already, you can just buy the digital file and
centre. There’s a variety of colour options available, do it yourself.) The options range from a standard 30mm plastic
including a luminous glow-in-the-dark green so you can figure up to an enormous 1:15 scale statue or a steel or bronze
light up like a Christmas tree throughout the season. figurine if your budget stretches far enough.

Secret Santa budget: £10 and under Secret Santa budget: £11 and over
Best for: Lucky high-rollers, real-life roleplayers Best for: Wannabe dungeon explorers, narcissists
Where? cardboardclothing.com Where? heroforge.com

tabletopgaming.co.uk 11

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p012.indd 1 10/11/2017 12:12
Role Call
With Christmas just around the corner, there’s everything
from Mancunian cyberpunk to high adventure on the edge
of the United Federation of Planets headed to the tabletop
Words by John Dodd

STAR TREK THE FALL OF PAX CTHULIANA STARFINDER: VURT


ADVENTURES: DELTA GREEN TEMPLE OF
From the minds that Applying the Cypher
THESE ARE THE In 1928, the US THE TWELVE
brought you the Insight system to the world of
VOYAGES – government uncovered the Fantasy system comes In the second episode the Arthur C. Clarke
VOLUME 1 existence of the Cthulhu a mini campaign set in of the Dead Suns Award-winning novel
The first release for Star cult and, in the light of that 1927 about the forces adventure path, the Vurt, this book contains
Trek Adventures, These discovery, created the of darkness trying to players find themselves everything you need
are the Voyages presents Delta Green Agency to break the London seal heading towards to play in the multiple
eight new scenarios to test seek out and destroy the that keeps Cthulhu from Castrovel, a research realities of an alternate
the bridge crew around things that would do harm invading our world. While world with more than Manchester. Includes a
your home table that range to mankind. This was to be it’s possible to run it in information on its large amount of never-
from rescuing a Federation accomplished no matter a single (long) evening, it surface. The revelation seen-before artwork,
ship inside the neutral zone the cost – even if the cost would be best savoured of an ancient elven a beginner’s guide for
(don’t worry, the scenario was mankind itself. over several nights temple city attracts all those people who’ve
is winnable without With all you need to play and has an optional the attention of other never sucked a feather
reprogramming the the game in one book, this soundtrack that can be parties, and it becomes (it makes sense, trust
simulator) to responding to is the official GUMSHOE used to enhance the a race to see who will us) and a host of new
distress signals on worlds adaptation of the award- atmospheric gameplay live to use the secrets material fresh from the
in open revolt. winning RPG Delta Green. and setting further. for themselves. pen of Jeff Noon himself.
Modiphius | £30 Pelgrane Press | £TBC NEVR | £10 Paizo | £17 Ravendesk Games | £45

December 2017 tabletopgaming.co.uk 13

013_roleCall_v3 MJ.indd 13 16/11/2017 10:25


All the
Jahres
Replaying the winners of the Spiel des Jahres in order
Words and pictures by James Wallis

BARBAROSSA
T
he history of the Spiel des Jahres, the involves plasticine. If you open the box and find
most celebrated board game prize in the Year of win: 1988 no plasticine but cards featuring Nazi panty-
world, at least in its early years, is the Designer: Klaus Teuber shots, you have the wrong game. ASS, correct.
history of two legendary game designers. One Number of players: 3-4 Nazi ass, deeply incorrect.
of them is Wolfgang Kramer, who still holds Playing time: 45 minutes Hearing ‘plasticine’, you probably assume
the crown for most wins and who in 1988 Worthy winner? Debatable it’s a bit like Rapidough, or Pictionary with clay.
was riding high on the first ever back-to-back Worth playing now? If your taste is quirky Although Clay to Win, the first game of that type,
wins – in 1986 for the great Heimlich & Co., Availability: The Mayfair Games was published the same year and Barbarossa
and in 1987 for the less great Auf Achse. He re-release is still out there is fundamentally about guessing what other
had been nominated again, this time for the Price: Around £20 players have modelled, this is a very different
crowdpleasing Forum Romanum. It looked game with a lot more going on. Whether that
like a hat trick could be on the cards. makes it a great game is debatable.
But there was a new contender, an unknown So what’s it like, this Barbarossa? Is it an Everyone starts by making two or three
dental technician coming out of left field with his interplay of finely matched mechanics and objects from plasticine and putting them in
first published game, Barbarossa. In the next four carefully balanced competition and co- the middle of the board. You’ll score points by
years he will win the Spiel des Jahres three times, operation – not to mention wood and sheep? guessing what they are, but your opportunities
and then once more in 1995 for a little item you In a word: no. It is an altogether stranger beast, to guess are restricted: if you land on a
may have heard of, Settlers of Catan. He is Klaus and there are three key things you need to know question mark space you can ask yes-or-no
Teuber, the other legendary designer, and his about it. Firstly, this is not the Japanese game of questions until you get a ‘no’ answer, and if
arrival on the scene marks the start of the second the same name that features cute anime Nazis you land on a dwarf space you can ask for one
act of modern game design. Hold onto your invading Russia. Secondly, it was published by of the letters from an object’s name. Yes-or-
hats: things are about to start really moving. a company called ASS. In capitals. Thirdly, it nos are asked and answered out loud so every

14 December 2017

014_015_allTheJahres_v3 MJ.indd 14 16/11/2017 09:56


 
player can hear; letters are written down so
only the asker sees the answer.
When you identify a piece you stick an arrow
It sounds tiny, but sticking arrows
in it (arrows are provided) and win points,
but the sculptor’s score is also affected. Here’s
in a model you’ve guessed is a
the clever part: if the objects you made are
guessed too early or too late, you lose points.
genuinely great piece of design.
If they’re guessed in the middle of the game,
you gain points. So your models shouldn’t
be either too obvious or too obscure. Tactical
play depends on your abilities as a plasticine- sculptor. There are paper pads and pencils in the more ‘gamey’ game than a pure party game
wrangler and your knowledge of the other box. The pencils say ‘Barbarossa’ in gold letters. like Rapidough, but the added complexity
players’ artistic talent. If you have no ideas, the It’s a classy presentation. isn’t satisfying. The best bit? It sounds tiny, but
game provides a list of possible things to make, Classy, but also cumbersome. Being a games sticking arrows in a model you’ve guessed is a
though best of luck moulding a ‘typewriter’, designer, I recognise a rules kludge when genuinely great piece of design.
‘redcurrant’ or ‘powerpoint’. I see one, and roughly half of Barbarossa’s Evidently the Spiel des Jahres jury saw
That’s not the whole game. Squares on the mechanics are kludges that exist to make the something in Barbarossa that I haven’t –
board may give you guesses or your opponents other half work properly. The whole elfstone- novelty or creativity were both rare in games
points, so you’ll want to remove the randomness based movement thing is a massive kludge. at the end of the 1980s, and the jury had high
by using your elfstones to buy movement points The movement track itself doesn’t need half the praise for the game’s combination of tactics and
instead, but your supply of elfstones is limited. spaces it has – later editions have recognised puzzling. Klaus Teuber scored his first win, and
You also have three ‘curse tokens’, that let you and modified that. The guessing system is the rest is history – not to mention secondhand
guess at an item even when it isn’t your go and needlessly fiddly. It feels to me that large parts copies with congealed lumps of aged clay
which (like elfstones) replenish, but not often. of the gameplay only exist to make it look and lurking in their bottoms. Remember to check
The actual process of asking questions is more feel like a proper game with some tactical for ASS before you buy.
complex than I described; it’s over two rounds, thought alongside its puzzles. The core of the
but you can only try to guess an item on the gameplay is identifying the sculpts; the rest Next month: 1989’s Cafe International, a
game that mixes dining etiquette and racist
second round, and you can’t guess out loud adds a little resource management but nothing
overtones in equal measures.
– you have to write it down and show it to the that pushes the game to a higher level. It’s a

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p016.indd 1 08/11/2017 16:00
my favourite game
RICHARD
GARFIELD
The master of Magic, Netrunner guru and
King of Tokyo on the simple perfection of poker

P
oker is an amazing game, and its strengths can have a good game with both casual and
are not often improved on, or sometimes serious players playing together.
even found, in the mostly excellent modern Games for more than two players generally risk
game market. becoming political, meaning that players can gang up
I am not talking about Texas hold’em, on each other. Many players have a limited interest in
which took over the poker world 20 years ago. If I political games. A consequence of that is that modern
didn’t love Texas hold’em so much I would hate the multiplayer games often either feel like parallel solo
game for the way it has narrowed people’s focus. It games, like golf or Yahtzee, or have an interaction that
used to be you could have an evening of a vast variety feels indirect – an interaction I like to call passive-
of different versions of poker, now it is almost always a aggressive. For a game to have a lot of interaction that
Texas hold’em game, and the only question is whether feels direct and yet not very political almost seems
it is a tournament or not. This gives a huge advantage like it should be a contradiction – and yet that is how I
to honers at the cost of innovators. A game for which would describe poker.
no-one has memorised vast quantities of probabilities Poker is built on hidden information: things one
or played over 10,000 hours will appeal more to players player knows that the others do not. At its best, hidden
who like to experiment and try new strategies. information allows for one of the types of play I love
Poker is like a sleek and powerful operating system the most: trying to figure out what my opponent knows
for a game. I learned a lot about games by creating based on their behavior. I also like the other side of
poker variants and seeing how they worked. My that coin: behaving in such a way as to mislead my
experimentation with poker was not limited to just opponent, painting a false picture of what the game
making variants – one of my friends got the bright state is. If board gaming has grown in importance as
idea of jazzing up an otherwise drab economic game a way to interact directly in this day where so much
by inserting poker into it as something you could do interaction is moderated by electronics, then this is
with your money within the game. even more meaningful. Reading a hesitation from
After this I was keen to put across the table is almost primally human and social.
poker into any game, which Scoring in poker is usually gain or loss of money.

Poker is like
jumpstarted my love of Culturally this has made poker interesting, because
crossbreeding games. you will consider yourself a winner even if you

a sleek and
Poker has a blend didn’t win the most. Players often, in fact, consider
of luck and skill that themselves winners even with moderate losses, saying

powerful
is intoxicating and it was worth it for the entertainment. There is nothing
rarely equalled. wrong playing for a single winner, but there is real and

operating
Often modern game interesting game space made available by playing for
design sensibility second, or playing not to lose, or playing for a score

system for
push games toward where the size of the score means something beyond
determinism. This just being a little bigger than all the other players. This

a game.
narrows the breadth isn’t about actually playing for money – it is about how
of players that can the points are viewed and what constitutes victory.
play together. A Many games that I play regularly my group pretends
game like poker has to play for money, and it always changes the way the
enough luck that game is played in an interesting way.
anyone can win a There is no game I have drawn so much
hand, but enough skill inspiration from, and it is a good reminder that
that the better players the wonderful world of games we have built is
often end up ahead not entirely our creation – but, like any cultural
over the session. achievement, built on an ancient foundation. In fact,
This makes poker is a relatively recent brick in this foundation
it so you that goes back millennia.

December 2017 tabletopgaming.co.uk 17

017_myFavGame_v2 MJ.indd 17 15/11/2017 11:00


18
18 December 2017

018_025_starWarsLegion_v5 MJ.indd 18 15/11/2017 11:01


RETURN OF
THE MINI
The next Star Wars game
is every fan’s dream,
recreating the battles of the
original trilogy with armies
of Stormtroopers, Rebels,
speeder bikes, walkers and the
clashing lightsabers of Luke
Skywalker and Darth Vader.
Could Legion become
bigger than X-Wing?
Words by Matt Jarvis

19
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S TA R WA R S : L E G I O N

I
n the five-plus years since X-Wing debuted at Gen “There’s no way we could do pre-assembled, pre-painted
Con 2012, the spaceship dogfighting miniatures miniatures with Legion and have it be remotely affordable,”
game has become a phenomenon of the modern Navaro admits frankly.
tabletop scene. 13 waves of its iconic pre-painted As with the similarly DIY prep of Runewars, though,
ships have taken it to almost every corner of the Fantasy Flight’s experience with board games is clear – this
Star Wars universe, while players continue to flock isn’t your typical box of plastic soldiers.
in droves to the regional and world championships “If you’ve never built a mini before, it’s not a sprue full
held each year, posting their fine-tuned loadouts of 32 pieces that you have to glue together,” stresses lead
online and analysing the ‘meta’ of each ship in designer Alex Davy. “Most of the infantry models are two
staggering depth. or three parts and they have these really great sockets that
Earlier this year, Fantasy Flight tried to apply the magic just plug right in. So if you’ve never done it before, if you
touch of X-Wing to one of its own creations, the fantasy can dab a little drop of glue on a post you can build the
world of Terrinoth first explored in Runebound, in the entire core set.”
form of miniatures spin-off Runewars. Co-opting X-Wing’s “We colour-coded the bases so right out of the box you
distinctive dial-driven gameplay to a rank-and-file wargame can get your figures out on the table and tell which side
of clashing swords, charging cavalry and mystical creatures, is which,” adds miniatures manager John Shaffer. “It feels
Runewars was engaging to play but lacked the captivating like a more complete experience than just playing with
world and characters needed to find a place in players’ bare plastic. Right out of the box you can have all of those
hearts. Undead skeleton warriors and four-armed golems miniatures assembled – we timed it once, it was about half
just couldn’t match the roar of X-Wings and TIE Fighters as an hour to get everything put together. We tried to make the
they blasted and barrel-rolled through space. game more easily accessible right out of the gate with some
There was perhaps only one thing that could possibly simple considerations.”
equal or even outmatch X-Wing for epic, fan-pleasing Although Legion shares its setting with X-Wing and its
spectacle: a full-blown Star Wars infantry miniatures game, larger-scale space battle sibling Armada, the game’s action
with squads of Stormtroopers and Rebels exchanging is vastly different from the use of hidden dials to select and
blaster fire among whizzing speeder bikes and stomping reveal the manoeuvres of ships – a setup that Runewars took
AT walkers across the snowy wastes of Hoth or forests of further with dual dials to dictate both the movement and
Endor. The dream of countless children – and adults – from actions of its units. In fact, Legion is surprisingly dial-free.
1977 to 2017. “There’s one!” Davy laughs. “There’s a round counter and
It had been an ambition of Fantasy Flight itself since it it goes from one to six. That’s it. It’s not dial-based, it’s a bit
first secured the rights to make Star Wars games in 2011. But of a departure from our other systems, although it shares a
there was a problem: putting out an epic sci-fi miniatures number of other elements of the FFG DNA.
game would undoubtedly upset the publisher’s relationship
with Games Workshop, the maker of wargaming icon
Warhammer 40,000, another universe that Fantasy Flight The sky’s the limit for Legion.
had been expanding with board game spin-offs for a
number of years. I’d love for it to be as big as
“I think, technically speaking, we had the idea pretty
much right away when we got the licence,” recalls studio something like Warhammer or
head Andrew Navaro. “But for obvious reasons because of
our other relationship with a different licensor we decided Warhammer 40,000. That’s
to not pursue that.”
For more than half a decade, it seemed that the prospect the dream.
of a Star Wars infantry miniatures game had gone the way of
Alderaan. Then, in late 2016, there was a new hope: Fantasy “The essence of a dial-based, manoeuvre-based
Flight and Games Workshop announced that, after close to system is this constant sense of momentum. The reason
a decade working together, their relationship would come X-Wing and Armada work so well using the dial system
to an end in early 2017. Navaro carefully acknowledges: for their manoeuvres is that every ship in both of those
“When that relationship came to its amicable conclusion, games has to continue moving forward. Which is really
we decided that the time was now.” convenient for a miniatures game because it propels both
players into the action simultaneously. But if you look at
READY FOR WAR trying to capture the theme of infantry combat, it’s fantasy,
Star Wars: Legion will be for many exactly the game that it’s Star Wars obviously, but it’s more of the sort of modern
springs to mind when someone suggests a Warhammer-like combat feel, especially in light of, like, Rogue One. You have
wargame set in a galaxy far, far away. The core set includes to take and hold objectives. You don’t necessarily want all of
33 figures, split between Imperial Stormtroopers and your forces moving at all times. It just didn’t seem as natural
Rebel soldiers, who – unlike X-Wing’s ready-to-fly models – a fit for that kind of dial-based, manoeuvre-based system.
require full assembly and painting. So we pursued a little bit more of a stripped-down,

20 December 2017

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streamlined approach where you have more control over “The unit leaders play an important role in that they’re
your forces, and if you want to claim some ground, hold it pretty much like the reference point for the rest of the ABOVE Characters are
and defend it for the whole game you can certainly do that. unit and they’re the last figure you take away as a casualty a suitably formidable
A different theme and a different style of warfare deserved a when that unit suffers wounds. By and large, it’s largely presence on the battlefield,
different spin on gameplay as well.” based around focusing on the characters and their heroics but they’re not invincible
Instead of moving based on a dial, units – whether a over the course of the game.”
squad of troopers, a speeder bike or a named character – LEFT Fantasy Flight studio
activate based on the initiative of command cards revealed HERE COMES THE GENERAL head Andrew Navaro
at the outset of each round. Players can order the activations Legion’s battlefields will be filled with Stormtroopers and
of a certain number of troops, choosing to use the next Rebels fighting fiercely for victory, but we all know why you’re
unit in the queue or throw chance to the wind and draw here – you want to see Luke and Vader lock lightsabers a la
a random activation token on each of their turns for a Return of the Jedi, or slice through an entire squad of their foes
dramatic and tactical twist. like a hot knife through blue butter. You’re in luck; Vader and
An evolution of the trusty manoeuvre tool from his Jedi son (spoilers!) are the commanders for the forces in the
Armada returns as a movement ruler, but the tedium of core set and play a significant role in the flow of each skirmish.
measuring every figure’s movement to a millimetre is “The Star Wars saga is very heroic,” enthuses Davy. “If
nowhere to be seen. I can get Greek for a minute, it’s almost Homeric because
“Unlike in other games where you have to measure the principle characters have such a dramatic impact
each individual figure as you move them around, you on every scene that they’re in; Vader can turn the tide of
use your unit leader as the anchor for the rest of the unit,” battle single-handedly. So even though this is a wider-
Shaffer explains. “That one figure moves around and you scale battle game – even though this is pulling back and
can just place everyone else liberally around them. That’s you’re looking at the exploits of 30 to 40 soldiers, it’s a
refreshing; that you can just move your units up easily much wider view than, say, Imperial Assault – even in that
that way, as opposed to having to be so exact with every context of a larger war, the individual exploits of Star Wars
single movement. characters and heroes are everything.

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

“You see Luke single-handedly grapple up to the belly of go around that is a commander is required, so there’s a
an AT-AT and take it down. You see in [TV spin-off] Rebels certain baseline investment in your leader that you have
Kanan Jarrus using his lightsaber to disable another large to make. So the question really becomes: how strong do I
vehicle. Any game that we designed we knew it was going to want my leader to be? Do I want to go full on with Darth
have to really compellingly feature these heroes and make Vader and eat up a bunch of points in him, his Force
them a vital part of the gameplay.” powers and battlefield presence? Or do I want to take a step
“I’ve heard plenty of stories of you guys talking about back and take someone like General Veers, who has a more
your playtests where Vader’s eviscerating your squads,” modest impact on the battle but allows you to field far, far
Navaro says. more Stormtroopers and support vehicles and the like?
“He can do that!” Davy laughs. Hopefully that choice will allow players to field the level of
“Thematically it feels pretty accurate,” Navaro effuses. character they are more interested in commanding. There’s
To put it another way: if you want to recreate the instantly a huge range there between a very low-level Imperial
iconic ending of last year’s Star Wars prequel movie Rogue officer and Darth Vader.”
One, you can. Shaffer concurs that the characters’ power of the Force –
“That happens almost every game, actually,” chuckles or luck of the die – will run out eventually.
Davy. “Vader in melee combat throws six of the best “One thing to say about the commanders is that,
possible die and automatically cancels three defence results. unlike in other games where you can hide them away
So generally speaking if he gets into base-to-base contact from your opponents and they have to kill all the other
with a squad of Rebel troopers, they just evaporate in a surrounding troopers around them, you can target them
single round.” at any point if you really wanted to,” he says, hinting
As if sensing the disturbance of a million gamer voices at the changes in Warhammer 40,000’s recent eighth
crying out ‘balance’, the designer quickly adds that Vader’s edition rules that allow major characters to use models
dominance as a melee fighter is offset by his suitably in front of them as bullet shields.
ominous movement. “So though they’re vital to your battle plans, they’re also
“He’s very slow – he’s the slowest speed in the game, he’s vulnerable and you’re really committing if you throw them
very deliberate,” Davy continues. “He can’t duck for cover; out in the middle really aggressively out toward the front.
there’s a suppression mechanic in the game and most If your opponent decides they want to focus all this fire on
troopers can benefit from ducking down behind cover and one character, they can very easily them down. So you have
getting low. Vader literally can’t take suppression tokens, so
he can never be stopped but he’s also never going to hide
behind something and dodge bullets. He’s got a very slow,
purposeful, totally murderous character to him. That was
really fun to design around. Luke, on the other hand, is not
as strong in close combat, but he’s faster, he can jump over
tall obstacles, he’s got a lighter but more flexible feel to him.
So even though they’re very comparable characters – they
both have lightsabers, they both have a lot of the same
keywords and abilities – their different command cards and
the duking of a couple stats like that really gives them a
totally different feel.”
It’s hard to imagine a group of Rebels taking
down Darth Vader with blaster fire or Luke
being bettered by nondescript Stormtroopers.
Yet, while it is true that the icons of Star Wars will
have powers and abilities befitting their heroic
or villainous standing and feel suitably mighty to
control, Davy insists that the troopers on both sides
of the battle will rise above their cinematic status as
lightsaber fodder.
“It’s something we spent a lot of time on – we
wanted to make sure that even the really powerful
characters were defeatable,” he acknowledges. “We
didn’t want them to be single-handedly taking on the
entire enemy army. It’s important for the Jedi to feel
cool and to feel powerful, and certainly if you do field
Vader he’s an enormous percentage of your army and
his power on the tabletop reflects that, but we didn’t
want them to just dominate play. Part of the way that we

22 December 2017

018_025_starWarsLegion_v5 MJ.indd 22 15/11/2017 11:01


ABOVE Squads move with
their leaders, making it
faster to move models
to be careful in how you use those resources when you go you choose allows you more flexibility in terms of what
around the environment
forward with them. There are certainly very powerful pieces strategies you’ll bring to the table.”
in the game, but they’re also a bit of a liability at times – With the central conflict of Star Wars neatly split down
LEFT Command cards
sometimes they can really work against you when you the middle into the Rebel and Imperial sides, as opposed
dictate what players are
overcommit with them.” to the multitudes of warring races in a game such as
able to do on each of their
Although Luke and Vader are the first two main Warhammer 40,000, the influence of the commanders
turns, giving each character
characters confirmed for Legion, you’ll hardly be surprised and their distinctiveness is the heart that Legion’s deeper
a different strategic style
to learn there are plenty more planned to join the game, strategy and flexibility is fleshed out around. The idea, it
who will be able to join forces with their Rebel or Imperial seems, is to pack the tactical punch and diverse play style
BELOW Legion lead
companions as matches increase in scale. A standard of a completely different faction into a single model and a
designer Alex Davy
800-point showdown supports up to two characters per handful of cards – rather than having to invest in a brand
side, but even bigger games mean that it will technically be new army. All while bringing to life characters with decades
possible to recreate battles from the films using Luke, Leia of fiction and fandom behind them.
and Han Solo together. “Every time we do a new commander we get to
“We thought: you know, this is Star Wars, it’s pretty say, ‘Okay, well, who are we working on today?’” Davy
crucial that we get these main characters together,” Davy beams. “If we were to pull a name out of a hat – that is not
confirms. “If you want to field Luke, Leia and Han you can necessarily indicative of something – and look at, say, ‘Okay,
do that – you just have to go up to a certain scale of game. what’s Ahsoka all about or what’s Grand Admiral Thrawn’s
But even in the standard game you can take up to two, so
Vader and Veers or Luke and Leia or any of the main
trilogy characters you can think of who we’ll probably
do at some point. You can mix and match in that
It’s important
respect, and that adds a lot of strategy, too, because
when you do include two characters you get to choose
for the Jedi to
between all their different command cards. You
build a hand of seven cards, and each commander
feel cool and to feel
comes with three cards and there are also generic
cards, so when you’re building your army, when
powerful, but we didn’t
you’re building your command hand, the characters
want them to just
dominate play.
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S TA R WA R S : L E G I O N

It’s really important


to add an element
of customisation and
personalisation to
these kind of games.

deal?’, you can really have a lot of fun with tailoring the The terrain won’t just be for looks, either. Complementing
game design to your sense of who that character is and what the free-form movement of the models and their ability to
their capabilities might be. That’s a really cool part of the take cover are rules that make Legion’s settings as much a
system and we hope that as the game goes on we’ll be able presence in the battle as troopers, walkers and Jedi.
to do a ton of really cool content and have a lot of different “Unlike Runewars where everything is based around
commanders to choose from.” templates of terrain and the 3D element is not necessary, ABOVE LEFT Fantasy
but you can apply it if you wanted to, it’s very necessary Flight’s John Shaffer
SOME LIKE IT HOTH in Legion,” Shaffer continues. “True light-of-sight is used ABOVE Inveliqu oditionsenti
It’s not just Star Wars’ cast of characters that have found throughout the game, elevation and height play a role, ABOVE Rebels
debisque am, cusand
ent adit
their way into fans’ hearts. The landscapes and buildings of there’s mechanics in there to move over obstacles. It’s just Stormtroopers
rem are far
is a conse sinihic
the series are just as iconic, from the arid sands and domed a little bit more fleshed out to allow people to more readily more than fodder
ienimendesti volore– ad
they
houses of Tatooine to Bespin’s floating Cloud City. tell these stories and develop their own terrain collection canilbe
mi, kitted out
inciendel with
is suntium
In X-Wing the unmistakable ship designs were the centre and modify their figures however they want to. It’s really some seriousdolupti
facerferfero firepower
te ab
of attention against the black and star-speckled backdrop of important to add an element of customisation and
space – give or take an asteroid or two. In Legion, that focus personalisation to these kind of games. It’s challenging with BELOW Inveliqu
Unlike X-Wing’s
is widened to include the almost limitless lay of the land on Star Wars in that so many things are already prescribed ready-to-fly ships,
oditionsenti all ofam,
debisque
one of the myriad planets in the galaxy. As with historical for that kind of game, that are already established in how Legion’s
cus models
ent adit rem come
is a conse
wargames set in the trenches of Flanders or the plains of they look, but I think people will invariably take the existing unassembled
sinihic and volore
ienimendesti
Gettysburg, each hill, wall, building, obstacle, tree and world that they love and add their own personal elements unpainted,
ad allowing
mi, il inciendel is you to
suntium
river in a Legion battle will drastically impact the strategy of and personal flair to it. It just makes it a more rewarding dress your armies
facerferfero doluptiupteasab
players and the fate of their forces. experience over all.” you see fit. (Best invest in
“We wanted to make Legion open-ended enough to allow Completing the cinematic feel of Legion’s skirmishes RIGHT
some white spray
Inveliqu paint)
oditionsenti
people to customise and create their own 3D environments is a set of scenario cards that provide a backbone of debisque am, cus ent adit
using model train scenery or scratch-built materials or storytelling to each encounter. As with the narrative rem is a conse sinihic
the barriers we include in the core set, things like that,” drama of the assault on the Death Star’s shield generator ienimendesti volore ad
Shaffer explains. “Star Wars has so many rich and detailed on the forest moon of Endor during the climax of Return mi, il inciendel is suntium
environments, and people are so latched onto the IP, the of the Jedi, there’s a sense that each player is fighting for facerferfero dolupti te ab
stories that are told there and the visuals of the films and something greater. Exactly what they’re fighting for is
other media, that we wanted to allow people a lot of space to agreed between the players by collaboratively selecting
create and develop that if they wanted to.” objectives, win conditions and deployment guidelines

24 December 2017

018_025_starWarsLegion_v5 MJ.indd 24 15/11/2017 11:02


STAR
TREKS
Not sure where to set your
first Legion battle? Here are
some of our favourite places to
visit in the galaxy far, far away...

MUSTAFAR
Best known as the only good
bit of Revenge of the Sith, the
volcanic planet is notable for
its spurting lava flows and for
being the place where troubled
Jedi Anakin Skywalker truly
became Darth Vader after his
devastating lightsaber duel
with Obi-Wan Kenobi. Come
for the history, stay for the
toasty temperature.

DAGOBAH
during setup, eliminating cards from the battle deck one the game line it would be very cool to do like a Battle of The swampy home of Jedi
at a time until one in each category remains. Scarif scenario or a Hoth scenario. I think the community Master Yoda and teeming
For the moment, the scenario cards remain generalised will certainly step up and provide that stuff very, very with the mystical energy of
goals but, with the scope of Star Wars’ expanded universe quickly, I have no doubt.” the Force, Dagobah swallowed
before them, Davy doesn’t dismiss the suggestion that Luke Skywalker’s X-Wing
in Empire Strikes Back and
future expansions could simulate specific battles from GALACTIC CONQUEST escaped the clutch of the
across the saga. In the half-decade since Fantasy Flight began making Star Empire in the original trilogy
“They’re a little bit more broad and generic, at least in the Wars games, the publisher has helped prove once and – but that doesn’t stop you
core set,” he details. “That’s not to say that we won’t do Star for all that movie spin-offs are no longer the brainless, from making use of its tough
Wars-based scenarios, specific scenarios in the future, but throwaway cash-ins of old. X-Wing and Armada also terrain on your tabletop.
the initial offering is a little bit more abstract so that you can showed that miniatures don’t need to be exhausting, hours-
put your own story onto whatever the objectives are. long experiences full of rulebook checking and arguing YAVIN 4
“Even with just the 12 cards, four in each different over millimetres – they can be breathless, gripping battles One of the moons orbiting
category, that come in the core set, you have this huge able to be picked up and played within minutes. the planet Yavin, Yavin 4 was
famously the launch pad for
amount of variability. You can imagine these stories taking Legion looks to be the rightful heir to both thrones,
the successful Rebel attack on
shape in different ways based on the battle cards that continuing to showcase the very best that cinematic worlds the first Death Star. Covered
both players arrive at. There’s an element of that sort of can bring to the tabletop while cementing miniatures as far in steamy jungles and forests,
storytelling narrative component to things, but there’s also more than a nostalgic throwback. it could make for the perfect
a cool– like, you feel like two generals choosing the best “As a company, we’ve just sort of had our expectations guerrilla warfare showdown.
location for your clash and what to go after. That system exceeded,” Davy says. “If you look at X-Wing, for example,
requires a bit more abstraction, but certainly as we continue we knew that was going to do well. We probably figured CORUSCANT
we would do all the ships in the core trilogy and maybe If you’re after an urban
do a little bit beyond that, but now we’re on what? 65 battleground, look no further.
The capital planet of the galaxy
ships or something, and it’s still going. If we can get
and home of the Galactic
close to that level of success this game will have a ton of Republic – and then Empire
options in the future.” – Coruscant is covered in
As for the breakup that inspired the publisher to finally dense cities that serve as an
make its long-held dream a reality, Navaro is confident that interesting contrast to the
there’s now nothing holding Legion back. rural environments of other
“We’d like to have a game that’s enormous,” he asserts. places in the universe.
“We want it to be as gigantic and grand, and really our only
limitations are our resources. We do a lot with a little at FELUCIA
Filled with weird and wonderful
FFG. That goes for everything that we do, so in my mind
plants and semi-transparent
the sky’s the limit for Legion. I’d love for it to be as big as beings, this jungle hub of
something like Warhammer or Warhammer 40,000. That’s natural life was explored in TV
a really tall order, but that’s the dream – for this to be as show The Clone Wars. Just
huge as possible.” remember to pack bug spray.

tabletopgaming.co.uk 25

018_025_starWarsLegion_v5 MJ.indd 25 15/11/2017 11:02


GAME
YEAR
OF THE

2017

Shelves heaving from a bumper year for


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

26 December 2017

026_033_gamesOfTheYear_v4 MJ.indd 26 16/11/2017 10:36


numbers that are
sometimes invisible

GAME
for me, even if I know
where to look!

YEAR
OF THE SANTORINI
I’m a fan of two-player
abstract games. This
2017 one is incredibly well
FLAMME ROUGE produced, easy to
Simple, elegant, easy learn, hard to master.
to learn, fun to play. High replay value; my
What else! most played game
last year.
UNLOCK!

10
Innovative, clever, CAPTAIN SONAR
addictive. Everyone Unique and incredible
has to play this at game experience. I
least one time. really felt like an actor
My only concern in a movie like The
is about hidden Hunt for Red October!

THIS WAR OF MINE: Bruno Cathala


THE BOARD GAME
Michał Oracz and Jakub Wisniewski’s This What’s most striking perhaps is the compelling
(7 Wonders Duel, Kingdomino, Five Tribes)

Despite a couple of niggles (its long setup


War of Mine: The Board Game is a remarkable marriage of the game’s ‘emergent’ mechanics with time and the occasionally frenetic cross-
achievement. There’s no denying its claim to being its civilian-survivor theme. Uncertainty is built into referencing), This War of Mine: The Board Game
one of 2017’s most notable games. Set during the both, as player-survivors contend with the game’s pushes the boundaries of what tabletop games
Siege of Sarajevo, the game – an adaption of 11 Bit unknown and uncompromising environment. – and indeed play – are capable of, offering an
Studios’ video game – stands out for the depth of For those used to games with easily-quantifiable experience that you’d be hard pressed to find
its storytelling, its artistic vision and the unsettling outcomes and clearly laid out routes to victory, anywhere else.
nature of the choices with which players are faced. the game will be a (possibly stressful) revelation. SI, PW

Jason Morningstar
(Fiasco, Grey Ranks, Night Witches)

Here are five games the surreal, and this


I found particularly collection pushes all
delightful in 2017. the boundaries further
outward. I just love it.
FATIMAH’S BUSY DAY
This is a lyrical MONSTERHEARTS 2

9
little game about The second edition
a woman and her cut out the tiniest
anthropomorphic bit of fat, elegantly
burqa with strong improved gameplay
and heartfelt Miyazaki and sensitively
overtones. I love what broadened the scope.
it says about the form
and themes we can
Monsterhearts was a
great game and now it TWILIGHT IMPERIUM:
FOURTH EDITION
explore in RPGs. is even better.

HOPE INHUMANITY SECRET HISTORIES


20 years after Christian T. Petersen’s table- while still managing to cram in 17 unique alien
Terrible title, great Basically a fun
game! This card-based idea written in a filling space blockbuster made its debut, races and countless interlocking gameplay
RPG has strong notes pamphlet, Secret there’s still nothing quite like it on the tabletop. factors – from politics and conflict to exploration
of Cormac McCarthy, Histories transforms Grand, absurd, genius, flawed and frustrating and economy – that bring the universe to life.
so be advised you a social walk into in equal measure, it’s a game so long that it’s The small but significant changes, such as
are in for a grim and an adventure in often hard to find the time to play it, but lands encouraging more interaction between factions
unforgiving post- transformative with such a crowd-pleasing bang that it’s and re-establishing Mecatol Rex as a political
apocalyptic ride. storytelling. impossible not to admire. powerhouse to be battled over – mean that the
This year’s Fourth Edition may very well be social elements of trading, bribing and warring
ITRAS BY:
the best iteration yet, trimming down the last that have long been the game’s best aspects can
THE MENAGERIE
Itras By is a game iteration’s excesses to minimise the difficulty of come to the fore even further, opening up the
(the only game – I learning how to set forth into the galaxy with your expansive cosmic sandbox for players to craft
will fight you!) that space empire and reducing the time needed to stories that will stay memorable for years to come.
gleefully embraces play to a more reasonable (if still epic) length, MJ

28 December 2017

026_033_gamesOfTheYear_v4 MJ.indd 28 16/11/2017 12:56


8
Dr. Gordon ‘Gord!’ Hamilton
(Santorini)

10 Minute Heist: not suit my perverse


The Wizard’s Tower desire for slow,
only has a 6.6 rating strategic development
on BoardGameGeek, so I approached
but it’s my favourite Eric Lang’s The

YAMATAI
When you hear ‘a Days of Wonder game’, Yamatai may just miss the boat of being
new game this year.
It plays in a blazing
10 to 20 minutes
Godfather:
Corleone’s Empire
with scepticism. I
and is fast to learn ended up having a
you know you are guaranteed a solid gaming a gateway game, but it is a beautiful and
with elegantly minimal great time – one of
experience with beautiful artwork and tactically challenging gaming experience for rules and a brilliant my favourite single
components of the highest quality. Yamatai those who are in the mood for a slightly more core mechanism. game experiences of
delivers on all those fronts and more. meaty board game. the last year.
While on the surface this game might look AS The theme and
like a mix between Ticket to Ride and Five gameplay in Not As a mathematician
Tribes, the feeling of playing it is completely Alone were great looking for games
unique. There is a bit of everything in this up to the point to recommend to
game: pattern recognition, worker placement, where we humans teachers and parents,
were sure to win Bruno Cathala’s
collecting and strategy. The game eases you
because the rescue Kingdomino is one
in by carefully limiting your decisions at token automatically of my strongest
the start but then opens up to the myriad of advances at the end recommendations
possibilities and moves that will require some of every round. That is ever. That game just
careful planning. mechanistically wrong. made me happy.
There will be a point, somewhere mid-game, The game should be
when the board fills will colourful ships, houses, recalibrated so the
palaces and arches tokens looking so irresistibly rescue token or the
stunning it is impossible not to stop and admire. alien token moves
forward each round
It feels almost a shame to finish the game and
– never both. Forget
pack up this carefully designed palette of colour that flaw – the game
and shapes. If the theme of a Japanese empress of is a gem if you have

7
Yamatai seems tangential at first, when everything the right group of
is laid out on the board, it all comes together. wisecracking friends.

The mayhem of
Kristian gang warfare does
Amundsen Østby
(Escape: The Curse of the Temple
Temple,
Automania, Santa Maria)
Automania

THE QUEST FOR EL DORADO


El Dorado is Reiner Knizia’s
TALES FROM THE LOOP
Sometimes you come across an idea that nostalgic view of childhood friendships and
take on the deckbuilder
genre. The core idea is works so well you can’t seem to work out why falling-outs. The players may run into robots
somewhat similar to people didn’t do it years ago. Tales From the and dinosaurs hiding in the woods, but they
that of Clank!, one of my Loop is one such idea. also have to manage divorcing parents and
favourite games from Where many other big RPG releases this drama at school.
last year, in the way that deckbuilding is used year have provided new spins on the old tropes Of course, there’s much more to a game
for movement. Planning your journey through of wizards and warriors, Tales saw players than its setting, so it helps that the mechanics
the South American continent, and building explore a world where inventive children solve underlying it are elegant and easy to pick up.
your decks with cards that let you traverse
sci-fi mysteries. However, while there’s always They’re nothing revolutionary, but provide
jungle, rivers and other types of terrain,
is surprisingly satisfying. The slight player danger lurking around the corner it owes less a good balance between dice-rolling and
interaction that comes from players blocking to bombastic action than children’s adventure more free-form storytelling that feels like a
each other is just enough to make the game films of the ‘80s – more E.T. than Aliens. compromise between traditional combat-
incredibly tense at times. El Dorado is one Based on an artbook by Swedish painter heavy RPGs and raw improvisation.
of my most played games from 2017, and I Simon Stålenhag, the game harkens back to a RJ-P
cannot wait for the expansion.

BÄRENPARK
In my view, Phil Walker-Harding is the reigning
monarch of quick, accessible Euro-style games,
and Bärenpark is a definite highlight from
2017. Filling your player board with Tetris-style
tiles might not sound very fun or original. But
the clever twist is that the placement of each
tile dictates which tile you get next. So the
game turns into something that feels almost
like an engine builder: each tile should ideally
be placed so that it provides the tile you need
on the next round, which in turn should provide
the tile you need on the round after that. And
so on. All the while, you must of course make
sure you fill that player board. To my brain, that
is the very definition of fun. tabletopgaming.co.uk 29

026_033_gamesOfTheYear_v4 MJ.indd 29 16/11/2017 10:36


My favourite game but Sidereal’s
of the year so far audacious

GAME
has been Sidereal asymmetrical
Confluence. powers – not as
I’m not a huge fan pronounced as

YEAR
of the name, but Vast’s, but still
OF THE everything else about quite bold – its
the game is fresh, open and clear
2017 bold and unique. scoring model, and
I’m not normally its mind-bending
a fan of trading and conversions push it
negotiation games, into new ground.

6
Games like
Chinatown and
Genoa are in
similar leagues,
but this game’s
variable player
powers really push
it over the top.

GLOOM OF KILFORTH
Tristan Hall’s debut is hardly the first to try and card-turning exploration, dice-hurling combat and
squidge the feeling of an entire fantasy roleplaying race-against-the-Gloom propulsion.
campaign into a single night’s play. But few games It’s a game that absorbs and immerses, making
have managed it so eloquently and evocatively. its usually four-odd-hours playtime feel half as
The key is its saga mechanic. While all players long. And there’s something wrong with you if you
work together to vanquish the Hellraiser-ish don’t get a tingle of excitement every time you
demons threatening the eponymous realm, waggle your fingers around in Hall’s lucky-dip-style,
each has to level up via their own personal drawstring loot bag. However it turns out, you’ll
questline. This provides a crucial sense of narrative want to delve back in again as soon as you can. Gil Hova

5
progression and character development, which Much as you will Kilforth itself. (The Networks, Wordsy)
only boosts the drama and joy of the game’s DJ

James M. Hewitt
(Warhammer Quest: Silver Tower,
Gorechosen, DreadBall, Blood Bowl)
THE 7TH
CONTINENT
Blades in the Dark is There’s so much
a fascinating hybrid. to say about this
It has the grace game. I’ve mentioned Ludovic Roudy and Bruno Sautter’s ingenious
and malleability of nothing about its choose-your-own-adventure system is a
narrative-led games clever mechanics or hugely ambitious and impressive creation,
like Apocalypse World fascinating setting. using almost 1,000 numbered cards
and FATE, but packs Or how the rules to create a mysterious world that
in the sort of setting ensure a well- feels completely alive as
information you’d rounded narrative, players reveal new sections
expect to see in a focusing on what’s of the map and encounter
D&D sourcebook. interesting. I’ve not puzzles, creatures and
Designer/artist/ explained how the challenges on their journey
writer Jon Harper has setting is engineered to cure a deadly curse.
deliberately left plenty to create conflict and In practice, it’s
of gaps, encouraging interest at every turn. shockingly simple to do
groups to add details Just take my everything from attempting to
as they go and make word for it, pick up climb a sheer rock face to hunting the local
the city of Duskvol a copy and try it out. fauna for food to survive, as players pull a
their own. The game You owe it to your certain number of action cards and see if they
demands a fair bit of gaming group! succeeded – but risk being injured in the process
improvisation from and, eventually, dying permanently if they use once, but can be replayed while finding new
the GM, but provides up all of their vital life force too quickly. events and outcomes for dozens more.
such a wealth of Add to this the ability to craft items from With the scope of a D&D campaign, the
tables and prompts materials left around the island and the tight mechanics of a card game and the
that the flow is never chance to discover secrets hidden in the very mystery of a Lovecraftian horror story, The 7th
broken for longer than cards themselves, and you end up with one of Continent is a land you’ll be dying to get lost in
it takes the players to the most enthralling and unique adventures time and time again.
stretch their legs and in years, which can take over 15 hours to finish MJ
refill their glasses.

30 December 2017

026_033_gamesOfTheYear_v4 MJ.indd 30 16/11/2017 12:56


4
JAMEY STEGMAIER
(Scythe, Charterstone, Viticulture)
(Scythe

NEAR AND FAR you’re going to


This is my carry up the
favourite campaign mountain and how
experience of it impacts your
the year; I really speed. Also, I love

STARFINDER
Nobody could fault you for accuracy if you boiled Starfinder
loved the journey
through the various
maps, the colorful
that it plays up to
six players.

encounters and the CHIMERA STATION


down to ‘Pathfinder in space’, but at the same time you wouldn’t
interesting Euro- This game has my
quite be doing it justice. While it certainly draws heavily from style decisions. favourite component
Paizo’s fantasy RPG – to the extent that you can easily transfer of the year, the
characters and creatures from one game to the other – ROLL PLAYER plastic workers that
Starfinder is very much its own beast. For one thing it has This is my favourite you can pop apart
a fascinating setting that mixes pulp sci-fi tropes with classic ‘twist’ of the year. and add segments
fantasy (not to mention ramshackle fleets of spacebound Instead of designing to. They’re essentially
goblins) that give it a thoroughly unique feel. More than a character and plastic toys, but it’s
that, it expands the already deep ruleset to account for using that character not a gimmick: the
for most of the segments give the
battles between starships, technomantic powers and a
game, the entire workers new abilities.
whole array of weird and wonderful alien races. game is character
It’s not what you would call a rules-light building. I particularly SPIRIT ISLAND
experience, but for many gamers the ability to tinker love the decisions This is my favourite
with every aspect of your character and their equipment is during setup. game of the year
among the biggest draws out there. By mixing and matching that made me feel
a whole galaxy of familiar tropes and clichés, Starfinder SAGRADA powerful. Unlike
carves out its very own niche in the packed RPG genre; one This is my favourite many co-operative
where swords and shields can live alongside robotic snipers, light game of games, which make
the year. The you feel more and

3
while brave adventurers power through the darkness of space
mechanisms, theme more helpless, Spirit
in search of glory. and art direction are Island empowers
RJ-P all just so welcoming. players through
a number of
FLIP SHIPS mechanisms that
In a year of great feel amazing.
co-op games,
I think this is NEW YORK SLICE

CENTURY: SPICE ROAD


my favourite This is my favourite
specifically as it comfort food of
relates to the co- the year, and not
Although it travels by roads safely paved by of the right cards, played at the right time, in operative element. just because it’s
Splendor, Century: Spice Road easily pleases the right sequence that creates a well-oiled I love cheering for pizza-themed. I love
the most capricious board gaming taste buds. game-winning engine. my friends as they ‘I cut, you choose’
Never has taking a bunch of cubes of Although, at times the amount of choice flip their ships, and mechanisms, and this
one colour and changing them for cubes of can feel overwhelming, when Century: Spice it feels good when I is the ultimate game
different colours been more exciting, and – if Road ‘clicks’, it becomes an excellent gaming land a direct hit for for that mechanism.
timed successfully – rewarding with silver or experience. In addition, the game has beautiful the team.
gold coins, that you almost wish were real. artwork and, as a final ‘tick’, the box is designed COLDWATER CROWN
THE 7TH CONTINENT This is my biggest
However, the most appealing part of the to fit all components perfectly, including the
While I’ll tip my cap surprise of the
game is its accessibility, that nonetheless bowls for each spices (cubes), that magically do to Gloomhaven, year. I backed it on
allows a lot of space for strategy and planning, not spill inside the box. Century: Spice Road in which I played six Kickstarter because
peppered with a bit of luck. While you are a simple engine-building Eurogame that you or seven times, the designer is local
essentially just collecting cards to change one absolutely must sample the flavour of. this is definitely my to my area, but I
type of cube into another, it is the combination AS favourite ambitious was delighted to
game of the year. find that there are
The scope of this a ton of interesting,
game is incredible, innovative mechanisms.
TRISTAN HALL and I love the
(Gloom of Kilforth; 1066, Tears to Many Mothers) stories it enables
you to tell.
5. THE LOST EXPEDITION
Nostalgia for Lost Valley of the Dinosaurs SUMMIT
made me buy it! This is my favorite
4. 878: VIKINGS – INVASIONS OF ENGLAND free-form game of
From the genius of the year. There are
Uwe Rosenberg. plenty of restrictive
3. MASSIVE DARKNESS mechanisms, just
like any game,
Minis porn heaven.
but there’s true
2. NEAR AND FAR freedom to
Beautifully produced, beautifully choose how
designed – just beautiful. much stuff
1. THE 7TH CONTINENT
A truly stunning achievement.
tabletopgaming.co.uk 31

026_033_gamesOfTheYear_v4 MJ.indd 31 16/11/2017 10:37


GAME
YEAR
OF THE

2017

2
Don Eskridge
(The Resistance, Avalon,
Abandon Planet)

I love how The Quest for El Dorado blends

GLOOMHAVEN
deckbuilding and spatial movement. I’m all
about games with natural-looking modular
terrain, so the aesthetics really worked for me.
More importantly, the hexes provide a type Enormous, foreboding, beautiful – and the drama of its events (tearing up cards never
of forecast for the players that isn’t in other that’s just the box! Isaac Childres’ sprawling gets any easier) and heavy atmosphere.
deckbuilders: ‘A lake is coming up, better get fantasy adventure combines the depth and It’s one of the best attempts to inherit the legacy
paddles!’ ‘Should I get more machetes to cut freedom of roleplaying campaigns with the crown from Pandemic Legacy yet but, despite its
through that forest coming up, or stock up on exciting permanence and evolving world of copious influences from Dungeons & Dragons
gold to pay the desert nomads?’ The theme legacy games, complete with a tight hand to Descent, Childres’ vision feels wholly original,
and the mechanics blend so well here. management card game at its core. building on multiple genres at once rather than
I love that there are always the same ten decks
Whether you’re just exploring the just chucking them together. With over 100 hours
used for the deckbuilding. Players have the ability
to understand the entire scope of the game, but titular town and bumping into its locals or of storytelling and limitless corners of the world to
continually find new challenges from the custom encountering monsters and bandits during discover, Gloomhaven wasn’t just one of the games
maps included in the manual, as well as what I’m one of its dozens of unique dungeon-crawler we kept returning to during 2017 – it’s something
sure will show up online. I’ll play this any day. scenarios, Gloomhaven never fails to be we’ll be going back to for years to come.
anything but completely enthralling, driven by MJ

HONOURABLE MENTIONS
BEST STYLE 2017’S HIDDEN GEM BEST ‘WOW!’ MOMENT
WASTELAND EXPRESS TOURNAMENT AT CAMELOT TELLING A PLAYER
DELIVERY SERVICE If you overlooked this TO ‘DO SOMETHING!’
It takes a whole lot of bravado to include the Arthurian-themed IN MAGIC MAZE
words ‘delivery service’ in your title and not trick-taking card game Pop quiz, hotshots: You’re racing
expect players to be instantly put off, but then you missed to escape Magic Maze’s fantasy
WEDS has more swagger than Mick Jagger a real treat. With shopping mall. The sand timer’s
on a rocking boat, so it pulls it off with gorgeous period- down to its last few grains. You can’t
gusto. Every inch of this Mad Max-ian appropriate perform the required action. The
wasteland rat race is shit-hot, from the artwork and pacey rules say you can’t speak or point to
gallery-worthy comic-book artwork play, it somehow let your fellow player know that
of Riccardo Burchielli to the darkly captures the they need to save the day. What
absurd writing and even the way blow-by-blow do you? WHAT DO YOU DO?
its gameplay keeps the pedal to feel and thrill of a medieval melee in That’s right, you grab the lovely
the metal with an ingenious card form. But it really comes into its big, red ‘Do Something!’ pawn
momentum mechanic. Playing own with the literally game-changing and bash it down on the table,
in anything less than a leather Godsend cards, gifted to each scrap’s right in front of your buddy.
jacket and sunglasses will feel losers. As soon as you’ve learned the Co-op gaming has never been so
inappropriately square. simple rules, you find you’re breaking exquisitely intense…
MJ them – in the most enjoyable ways. DJ
DJ
RUNNERS-UP: Unearth, Pandemic RUNNERS-UP: [REDACTED] in Pandemic
Legacy: Season 2, This War of Mine, RUNNERS-UP: Escape from 100 Legacy: Season 2, retiring a character in
Dice Forge, Tales from the Loop Million B.C., Wibbell++ Gloomhaven, time-travelling in Anachrony

32 December 2017

026_033_gamesOfTheYear_v4 MJ.indd 32 16/11/2017 10:37


Phil Walker-Harding
(Sushi Go!, Bärenpark, Imhotep)

KINGDOMINO JUMP DRIVE


Kingdomino is a little The simplified version
masterpiece. It feels of Tom Lehmann’s
classic and timeless, Race for the Galaxy
yet somehow it was the game I played
emerged from the most this year. It
Bruno Cathala’s boils tableau-building
brain in 2016. The way down to just a
game is utterly few key elements, but
accessible – just there’s a surprising
about anyone can number of strategies
be up and playing to explore here with
in a few minutes. relatively few unique
As the players lay cards in the deck.
domino tiles to build Engines snowball
their kingdoms, the incredibly quickly in
system allows just this game so every
enough space to plan single decision will
ahead, hope and risk. matter. At only 15
An ingeniously simple minutes long, it’s very
worker placement easy to play
mechanism forces this multiple

1
trade offs between times in a
turn order and tile row hoping
preference. The for that
unique illustrations perfect
on each tile are also card
wonderfully fun. The combo to
super-sized two-
player version is my
pay off.
PANDEMIC LEGACY:
favourite way to play.
SEASON TWO
The second season of Pandemic Legacy the players, its evolved character creation
isn’t just the best game of 2017; it’s one of and progression deploying the emotional
the greatest board games ever made. If you investment and agency of roleplaying games
consider that the first entry in Matt Leacock with a confidence that so many board games
and Rob Daviau’s genre-defining series was could only dream of.
already the all-time top pick for many gamers, Equally remarkable is how the familiar
that might not be surprising. But what is so world of Pandemic is made anew as an
breathtaking about Pandemic Legacy: Season unknown land of exploration and discovery,
Two is just how fresh and ingenious it feels – the gradual reveal and transformation of new
despite being a sequel to one game and just regions executed in a way that makes even
THE ‘WE one of many spin-offs to another. the first season seem relatively unimaginative
SHOULD’VE It’s hard to fully explain without spoiling in hindsight.
HAD THESE LAST YEAR’ what’s in store when you crack open that Having firmly proven that their ambitious
AWARD FOR 2016 yellow or black box (don’t worry, we’ll concept of a legacy Pandemic game was
GAME OF THE YEAR preserve the excitement), yet that alone more than just a pie-in-the-sky experiment,
SCYTHE serves as just one of the reasons that Season Leacock and Daviau push the way that new
Scythe looked almost too good to be true, thanks Two is such an incredible experience; how systems and components can be revealed
to the jaw-dropping artwork from illustrator Jakub many games are there that are so exciting and used to drive their refined narrative
Rózalski that originally inspired its alternate- that even reading the full rulebook has to be forward, thinking up both one-off moments
history 1920s universe. Below the visuals, though, eeked out sticker by sticker? and folded-in layers that will keep you
there lurked a masterpiece of design from Most impressively, Season Two manages laughing, guessing and gasping until the
Jamey Stegmaier – a slick engine-builder with to double-down on the thing that Pandemic final box is scratched, card torn up, package
the perfect mix of tight strategy and atmospheric Legacy such a revolutionary force by opened and sticker applied.
storytelling that never slows for breath but doesn’t handing even greater control of its story to MJ
require hours of rulebook reading to dive into.
Our team almost unanimously agreed on its
position as the best game of last year, cementing OI, WHERE’S MY FAVOURITE GAME?
Scythe’s position as an instant modern classic. As you might have noticed, our countdown is missing several of the games mentioned by the
MJ designers and that have picked up other awards. As well as the list being based on the personal
opinions of the team (and what we’ve played), to try and keep things consistent, we’ve only
RUNNERS-UP: Terraforming Mars, counted games that were officially released in 2017 – which means that Kingdomino, Captain
Sonar, Santorini and others, which technically came out last year, weren’t eligible. With so many
Kingdomino, A Feast for Odin, Great Western
amazing and diverse experiences out there, there’s no perfect way of recognising every great
Trail, Star Wars: Rebellion, Mansions of game, but we hope we’ve come close. Let us know on social media what your own list looks like!
Madness: Second Edition, Arkham Horror: TCG

tabletopgaming.co.uk 33

026_033_gamesOfTheYear_v4 MJ.indd 33 16/11/2017 12:57


H AV E Y O U P L AY E D ?

7 WONDERS
Antoine Bauza’s family-friendly phenomenon takes players from
the beginning of civilisation to seventh heaven in less time than it
takes to order a pizza. Here’s why you should wander into its midst

C
Words by Matt Jarvis

ivilisation is a slow beast. After the Year’) in 2011 for his design and would making it easy to keep track of what each
all, humanity’s been at it for later go on to win the 2013 Spiel des Jahres building costs and what it’ll give you –
thousands of years and it’s still for the ingenious Hanabi, 7 Wonders took the whether it’s extra gold or handy victory
working on nailing down some of card drafting core and millennia-spanning points. While most of the structures need
the basics. scope of Through the Ages and condensed to be bought using a combination of
With such a span of time and change it down from multiple hours to a snappy resources, such as wood, stone and ore,
between the invention of the wheel and the 30-minute game that doesn’t require a degree some can be constructed for free if you
proliferation of the internet, civilisation- in history to understand. already own another building that relates to
building games often tend to skew towards it – so a scriptorium will help you upgrade
being epic, complex simulations of culture, WHAT’S IT ALL ABOUT? to a library and courthouse, for instance.
technology and conflict – not quite running 7 Wonders takes place over three ages, Each player starts with seven cards
through the development of modern society represented by three decks of structure cards (naturally) and gets to lay down six cards
in real-time, but still managing to rack up the based on each period in human history. during each age, but must pass their hand
number of hours needed to fully understand As well as the smaller structures, each to their neighbour between each play, not
the nuanced strategy of, say, learning to write player takes command of one of the Seven unlike other card-drafting favourites such as
before creating hand tools. Don’t get us wrong, Wonders of the Ancient World (hence the Sushi Go!. In a twist, the side that you pass
many of these are some of the best experiences name!) on their individual player board, your remaining cards to alternates with each
the tabletop has to offer, from epic card-drafter which also gives them a unique power to use age, so you’ll be juggling your relationships
Through the Ages: A New Story of Civilization during the game. Pop trivia: if you’re looking with both your neighbours throughout –
to the classic that started it all, Civilization, to visit the Seven Wonders, it’ll be a short trip especially when playing with four or more
and its PC game-inspired spin-offs – but – only the Great Pyramid of Giza remains. players. This is especially important because
sometimes don’t you wish you could hurry the As in bigger civ-building titles, 7 Wonders each age ends with wars between all of the
advancement of humanity along just a little? splits the progression of society into key civilisations on the table, earning or losing
Like the apple to Newton’s head or resources, including the gathering of victory points depending on how your
Archimedes in the bathtub, 7 Wonders’ natural resources, the acquisition empire’s military might matches up to the
arrival in 2010 was a eureka moment of scientific knowledge, the rise nations on either side of you.
for the tabletop. Created of military power and the At the end of the game, bonus points are
by Antoine Bauza, who production of goods. All earned for completed wonders, significant
picked up the very first of these concepts are scientific progress, wealthy treasuries
Kennerspiel des Jahres included on each and more, before the player with the
(‘Expert Game of structure card, most victory points wins – and the losing

34 December 2017

034_035_haveYouPlayed_v3 MJ.indd 34 16/11/2017 10:41


civilisations are consigned to the footnotes
of history forever.

HOW DO YOU PLAY?


Each turn is as simple as choosing a card from
your hand and choosing to do one of three
things with it.
The first is to build it normally, which
adds its resources to your city if you have the
materials – or existing structures – listed on its
build cost.
The second is to use the card to advance the
completion of your wonder, which places the
card under the next stage of the wonder on
your board – the steps must be performed in
order – if the city has all the resources needed
to finish the stage. Each stage of a wonder then
grants an ongoing bonus, from extra victory its box for those wanting to play with two Like the original 7 Wonders, Duel plays
points to bonus resources or actions. The people. The game proved so popular that in in half an hour and boasts the same
boards are double-sided with different abilities 2015 a two-player-only sequel followed: 7 level of excitement and tension, but it’s
for added variety between matches. Wonders Duel. quite a different game with a little deeper
The third way to use a card is to discard Co-designed by Bauza alongside strategy to it. The hit design was ultimately
it in exchange for three coins, which can be Kingdomino and Five Tribes creator Bruno Recommended for the Kennerspiel des
used to buy some structures or trade with Cathala, Duel made some significant changes Jahres and is currently ranked as the ninth
neighbouring cities to purchase missing to 7 Wonders’ format that cemented it as one best game of all time on BoardGameGeek,
resources needed to build a structure or of the best two-player games around. while 7 Wonders sits at the still respectable
wonder stage for two coins each. Trading Instead of drafting cards – which makes less position of 39 (although it’s top spot in the
can’t be refused, so it’s a useful way to exploit sense with just a pair of people – the players family rankings) – so no matter whether
your neighbours to pull ahead. (Resources are choose cards from a pyramid of cards in the you’re playing with just one other person or
never discarded when they’re used, so the city centre of the table. The cards can be face-up a group, you should be in for a good time.
doesn’t lose anything.) and facedown, and can be overlapped by
Players reveal their cards all at once, other cards, which makes them unable to WHY SHOULD YOU TRY IT?
making for an exciting and fast flow between be picked up until uncovered, introducing a Both 7 Wonders and 7 Wonders Duel are
rounds leading up to the end of the third crucial element of timing to outplaying your proof that complex themes and decisions
age. Although there’s a few symbols to learn opponent – especially as some moves present don’t have to mean complicated gameplay
when you first start out, 7 Wonders is very the chance to grab a second card right away. and hours of investment. The games have it
easy to understand, making it a good pick for Each player starts with four wonder cards, all – an engrossing theme, beautiful artwork
families – especially as younger players (and which can be built to grant a bonus ability – by illustrator Miguel Coimbra, mechanics
some adults) could learn some history as rather than just constructing a single wonder that can be taught in a matter of minutes and
they play! on the board. “Wait,” I hear you say, “Four and enough longevity to last the ages.
four makes eight!” Don’t worry – we’re not If you want to add even more to the
CROWN DUEL inventing a parallel universe where there’s an games, there’s a number of expansions
The first 7 Wonders was for three to seven eighth wonder. Instead, only seven wonders – including many fan-made add-ons –
people, but included an ‘expert’ variant in can be built, meaning one player can be left available for 7 Wonders. Our pick would
short if they’re not quick enough. be Cities, which introduces support for
The main decisions during each turn are an eighth player, new types of cards and
the same, consisting of building structures or effects, and optional team rules. Leaders,
obtaining resources, which this time around meanwhile, adds the presence of historical
increase the cost for your opponent as you figures, who throw their unique talents into
build up your collection of materials. You can the mix. The latest expansion, Babel, brings
still buy resources, but from the bank rather in the acquisition of laws that modify the
than your solo rival. rules for all players once they’re passed.
The head-to-head showdown of Duel means Duel’s first and only expansion, Pantheon,
there’s a couple of new ways to win, too. calls on the powers of ancient gods who
Having the most victory points counts if the can be activated for special powers if you
game ends naturally, but a player can claim an manage to gain their favour.
early victory by overpowering their opponent After years of development troubles, the
with military – represented by a moving long-awaited digital version of 7 Wonders
marker that shifts back and forth between the finally made its debut on iOS this year (the
two as military cards are played – or swiping a Android app is due out in late December),
scientific domination by acquiring six of seven meaning there’s more ways than ever enjoy
different symbols on the cards. one of the wonders of the tabletop world.

tabletopgaming.co.uk 35

034_035_haveYouPlayed_v3 MJ.indd 35 16/11/2017 10:41


THE SCI-FI ADVENTURE BOARD GAME
FOR 1-5 PLAYERS

Featuring strong story-telling elements


and immersive game scenarios, Star
Saga: The Eiras Contract will see players
guide a team of mercenaries on a mission
to retrieve stolen technology from a highly
guarded research facility deep beneath
the surface of the planet Eiras.

www.manticgames.com

Star Saga Ad
p036.indd 1 265x200.indd 1 01/11/2017
08/11/2017 15:57
16:01
KICKSTARTING
F R O M S C R A T C H
With Art Deck’s crowdfunding debut fast approaching,
Holly Gramazio and her team polish up the
drawing game by testing and testing again

N
ow that we have a date planned for our Art Two: The players who have the most fun might
For real Deck Kickstarter, our next priorities are
smoothing all the rough edges off the rules,
be your future supporters, but they’re not your most
valuable players.
feedback and making sure as many people know
about the game as possible.
Some people will always be eager to make a game
work, no matter what. They might even make choices
you Luckily for us, the two issues have a single
solution: playing the game with strangers, as often
that they know aren’t good for them as an individual
player, in order to make the game as a whole more fun
want the as humanly possible.
It’s important for the game itself, of course. Playtesting
for everyone. These people are treasures of the world.
They are the friends I want to make; the people I wish,
whiners, with friends is great, but strangers have that all-important
playtester quality of not caring about you as a person.
late at night, that I could be. They’re also really terrible
playtesters. For real feedback you want the whiners,
the It’s important for fundraising as well. People who’ve
played and enjoyed the game are more likely to back it,
the pedants, the people who didn’t want to play in the
first place.
pedants, and even people who’ve walked past the playtesting table
and vaguely noticed the game’s name are more likely to
Three: Sometimes playtesting events take place in a
bar or at a party. Drinking is fine – but, ideally, take it at
the people click on a link, come campaign time.
So over the last couple of months, we’ve played
least a little slower than your players.
Four: When people suggest a change to the game,
who didn’t Art Deck in bars and pubs and playtesting events
everywhere that we could. And we learned, and re-
just make thoughtful noises. Don’t tell them you’ve
already tried it and it didn’t work, even though you
want to learned, quite a few things.
One: At a small-scale work-in-progress night, people
definitely have, and it definitely didn’t.
Five: Have a mailing list for people to sign up to.
play in the might be happy to play a full 30- to 45-minute game.
But at something like Indiecade, with dozens of games
Don’t just give them a piece of paper to take away!
Sure, some players might take a postcard or a pin, but
first place. jostling for attention, having a shorter variant of the
rules is really helpful.
they’ll lose it or throw it away or forget what it was
for. You’re the one who cares about your game; these
strangers couldn’t give two hoots. So the burden of
making contact when the campaign goes live or the
game goes on sale needs to be on you.
Six: Streamline your ‘Here’s what this game is’ and
‘Here’s how to play’ spiel, because you’re going to be
going through them both a lot.
And seven: Running your game so often is
exhausting, but it’s also exhilarating. Over the past
few weeks with Art Deck we’ve seen one guy lick the
entirety of a piece of paper; we’ve seen half a dozen
people take off their shoes and draw with their feet;
we’ve seen a couple pour their last quarter-bottle of
wine over a page; we’ve seen friends give each other
piggybacks while clutching paintbrushes. We’ve also
seen players create some really gorgeous pictures. We
didn’t tell anyone to do any of those things. People
just played, and found ways to respond to the game’s
prompts that went beyond anything we’d expected.
These unpredictable moments, the interactions where
the structures and systems that you made up are brought
to life, may be the very best part of designing a game.

December 2017 tabletopgaming.co.uk 37

037_kickstartingFromScratch_v3 MJ.indd 37 15/11/2017 12:19


HOW WE MADE

FOOD CHAIN
MAGNATE
Splotter’s brilliant strategy game turns convenient cuisine
into a hardcore competition that’s as meaty as a quarter
pounder and as heated as chip fat. Who knew working
in fast food could be so much fun?
Words by Owen Duffy

A
mong hardcore board gamers, It’s enough to leave a faint-hearted gamer they battle to recruit staff, build an efficient
Dutch publisher Splotter Spellen trembling in a corner desperately clutching their corporate structure and sell more waistline-
has something of a reputation. copy of Munchkin. But while Splotter’s relentlessly expanding snacks than their competitors.
Where some studios chase elaborate gameplay might not be for everybody, It’s become something of a breakout hit,
simplicity and mass-market it’s found a receptive audience among players lauded by critics and rapturously received
appeal, the company has carved out a niche who relish a challenge, and in 2015 the by fans. Along the way it’s also picked up
with complex, strategic releases. Their games company hit on its biggest success to date. multiple awards and secured a coveted spot
consume entire evenings, taxing players’ Food Chain Magnate casts players as CEOs on the Top 100 list at online gaming hub
brains with hours of tough decisions and of rival fast food companies vying to dominate BoardGameGeek. We spoke to its designers to
difficult dilemmas. their local market. Starting from almost nothing discover the story behind its creation and find
out about the appeal of unabashedly brain-
burning games.

ALL WORK, ALL PLAY


Food Chain Magnate is the brainchild of
co-designers Jeroen Doumen and Joris
Wiersinga. Wiersinga co-founded the
Splotter brand in 1997 and, alongside
Doumen, designed games including
the transport-centric civilisation-
builder Roads & Boats, Far-
Eastern trading game Indonesia
and the medieval Antiquity.
While their previous games
have garnered the company
a loyal following, their most
recent release is their most
successful yet.
On first inspection, Food
Chain Magnate looks a
bit like, well, actual work.
Players deal with recruitment,
hiring employees from restaurant
managers to kitchen staff. They
oversee marketing campaigns,
organise training sessions, set food prices
and pursue a variety of goals for their
business. It all adds up to a formidable

38 December 2017

038_042_howWeMade_v4 MJ.indd 38 15/11/2017 11:19


challenge, a complex array of strategic choices some students from a nearby town who
and a game that revels in diving into nitty- played [economic railway game] 1830
gritty details. and Advanced Civilization. I also visited
Surprisingly, in its creators’ original vision my first convention – my father tagged
the game had nothing at all to do with burgers along as he thought the concept
and fries. of grown men playing games and
“It wasn’t about the fast food industry inviting his son was a bit odd.”
initially,” reveals Wiersinga. “The idea was For his part, Doumen recalls a more
to make a game about marketing. It was conventional introduction to gaming.
originally called Candy and the theme was “I also played games from when I
marketing unhealthy sweets. We needed was quite young,” he says. “We played
something to differentiate the product, so we all the traditional family games – and then
added fatty snacks. some less traditional ones. I also played quite
“At one point, we threw away half of the a lot of computer games back then - starting
game and made a new board. We ditched the out on our trusty ZX81. I learned quite a bit of
sweets and kept the fat.” English by playing text adventures on it.
The design was the culmination of a lifelong “Then at some point I noticed a small
interest in gaming for both of its designers. advert for some strange mail-order
Wiersinga says he caught the game-making company with interesting-sounding titles.
bug at an early age. So I thought, ‘Let’s try this Civilization
“I made my first designs in primary school,” thing. It sounds interesting.’”
he says. “I’d make enormous boards on the
back of old maps from my father’s office. I used
a whiskey box to put the materials in and the
plastic from boxes of cookies as an inlay,
so my parents had to work, drink and eat
sugar to help me develop my talents.
“The first complicated games I
played were roleplaying games. Then
I discovered Talisman and played it all
through high school, sometimes three
or four times a day. When I was 15 or 16 I met

LEFT Players start


with just a CEO
in their hand and
must build up their
fast food empire
over the course of
several hours

tabletopgaming.co.uk 39

038_042_howWeMade_v4 MJ.indd 39 15/11/2017 11:19


HOW WE MADE F O O D C H A I N M A G N A T E

Civilization proved to be a lasting influence on find some creative ways to keep costs down. “The very early video box games did not sell
both men. The 1980 Avalon Hill release handed Their first games were produced by hand; the easily at all,” he says. “We made few copies and
players control of fledgling empires battling founders photocopied components, cut them sold even fewer. During the first two or three
to establish themselves as dominant cultures into shape and released games in production years, we all invested very small amounts of
over the course of millennia. Players expanded runs as low as 30 copies. To avoid the expense money to keep Splotter running. We didn’t have
their territory, founded cities and guided their of printing cardboard boxes, they packaged the cash to invest more but, as we had put so
empires to technological discoveries. The their games in VHS video cases. little money into the company, we didn’t lose
game could take six hours or more to play, and It was hard work, and Wiersinga says it much. It allowed us to learn what people liked. It
it influenced a generation of designers in the didn’t immediately pay off. turned out that for us it made no sense to make
analogue and digital gaming industries. the type of games other people
were already making – we sold
ON THE ROADS
Doumen and Wiersinga both became
It was originally much more when we produced
the ‘unsellable’ Roads & Boats.”
dedicated gamers, and eventually met
through a student games club. It wasn’t long
called Candy Over time Splotter used a series
of successes to up their print runs
before they were collaborating on design
projects, and looking to turn their ideas into
and the theme and production quality. The team
stored piles of games in their
actual products.
“We started publishing our first game
was marketing own homes, and when they ran

because my girlfriend at the time, Tamara – a


co-founder of Splotter – pushed for us to do
unhealthy sweets.
something with the designs we had made,”
says Wiersinga.
“Her father was an entrepreneur and it was
her idea to make a company to publish our
designs. We rented a stand in Essen along with
two other startup companies, then we set out
to decide how to actually turn our designs into
physical games we could sell. Jeroen was not
officially part of Splotter yet that first year, but
we had already made a design together called
Transport – now known as Roads & Boats.”
The pair had tried to pitch the design to
existing publishers, but Wiersinga says the
game’s unforgiving complexity made the
companies they approached wary.
“We did briefly try to get our games
published,” he says. “We tried hard with Roads
& Boats, but we had a lot of people tell us
it was impossible to publish and that there
was no market for it. People in the industry
told us the game was too long, too boring,
too complicated, too expensive. They almost
talked us out of publishing the game at all. But
we really liked it and we had a lot of positive
reactions to our prototype in Essen, so we
decided to go ahead.”
The new company pressed on, but with
no budget to work with, its founders had to

40 December 2017

038_042_howWeMade_v4 MJ.indd 40 15/11/2017 11:19


out of space they started filling their parents’ As far as I know it introduced the ‘handbuilding’
houses. The company turned modest profits variant on deckbuilding games and removed the ABOVE The placement of restaurants becomes
– Wiersinga points out that he made more per need to continually shuffle your deck.” highly strategic as demand for different foods
hour delivering newspapers in high school – Food Chain Magnate incorporated complex surges around the city (Henk Rolleman)
but it set up its own web store and established cardplay in the form of employees that players
itself as a firm favourite with fans of heavy could recruit to their growing businesses. LEFT Joris Wiersinga and Jeroen Doumen
games and, after years of persistence, the team Each granted their employer a useful new
hit on its biggest success to date. ability. Waitresses generated small amounts
of cash by serving customers. Kitchen staff The training option gave an interesting trade-off
FOOD FIGHT produced food. Marketers attempted to lure between using a card and upgrading it. Overall,
Food Chain Magnate was born out of a diners with tantalising ad campaigns. Just like we wanted people to always feel that it would be
desire to do something different with the a real company, each employee slotted into easy to ‘do something, if I just can get...’; to give
deckbuilding concept popularised by the 2009 a corporate chain of command, and players the feeling that success was close but just out of
Spiel des Jahres winner Dominion. were constrained by the need to place the right reach – the way a real business feels.
Over the years numerous designers have people at each level on the ladder. After hiring “For a long time, we started the game with
taken the idea in different directions, from the staff, players could opt to use them for their a hand full of employee cards. One of our
card-crafting ingenuity of Mystic Vale to the abilities, or train them to become better at their playtesters, Gerard Mulder, came up with
snappy space combat of Star Realms. Doumen jobs, missing out on immediate benefits in an the idea to start with just the CEO. That was
says one game in particular helped to spark the effort to reap rewards later in the game. a masterstroke, because it
idea for Splotter’s take on the concept. Doumen says this HR element added a makes you feel like you are
“It’s hard to say which games were feeling of realism. starting a business from
influences,” he says. “Maybe in the back of my “Pretty quickly, we had figured out the scratch, even if the first
mind, one particular influence was Master hierarchy bit,” he says. “It looked great and it turns are a bit more
Merchant by [Love Letter designer] Seiji Kanai. felt like a real company structure, which I liked. scripted than before.”

It made no
sense to
make the type
of games other
people were
already making.

tabletopgaming.co.uk 41

038_042_howWeMade_v4 MJ.indd 41 16/11/2017 10:45


HOW WE MADE F O O D C H A I N M A G N A T E

Hiring staff was a challenge in itself, but “Interestingly, we had more playtesters than this case, he was inspired by the ‘50s and we
it was only one aspect of the game. Players ever before warning us about this game; they loved it. As always, this idea was then quite
could also interact with their city, represented felt it was too aggressive. We were genuinely rigorously applied to the whole game.”
by a board that filled up with restaurants and afraid people would hate the game because The final result is a game that’s found favour
houses over the course of play. They could of this. It was very surprising to us that in fact, with Splotter’s existing fans, but also with a
generate demand for different types of meals by people loved exactly this aspect!” much wider section of the gaming community.
running well-placed advertisements, or snatch “After being known for years as the
customers from one another by viciously JUST DESSERTS publisher that made Roads & Boats, Antiquity
undercutting rivals’ prices. The pair added other elements to the game, and Indonesia, now we meet people who have
“There’s a very nice interaction between most notably a set of milestone cards, which never heard of these games and only know us
the complexity on the board and the way your were awarded to the first players to achieve because of Food Chain,” says Wiersinga.
strategy can influence what happens,” says certain goals: placing a billboard in the city, It suggests a bright future for the designers,
Doumen. “The strategic layer and the tactical using certain types of employees or making and Doumen was recently signed up to create
layer have been almost forcefully separated different amounts of money. Each milestone Pandemic: Rising Tide, the latest in a series
because your strategic decisions will always tweaked the game in different ways for of historical spin-offs based on the virus-
take effect one turn later. At the same time, the players who achieved them, granting battling bestseller. Unlike the original, the
tactics are complicated enough that they aren’t them new abilities and strategic edges that game won’t see players eradicating diseases.
trivial. They depend on what others are doing, altered the way they played. It meant that Instead it uses Pandemic’s core mechanisms
but not too much, so it still makes sense to plan players’ businesses became more distinct as the basis for a game about protecting the
things out. It somehow works well. over time, allowing them to evolve their own low-lying Netherlands from the threat of
“Before we got the timing and complexity path toward victory. But it also meant that, destruction by flooding.
right, you’d end up with a game that was either rather than simply focusing on having the “[Pandemic creator] Matt Leacock had
about tactics – reacting to the current situation most money at the end of the game, players deliberately sought out a local designer
– or strategy – planning ahead. Now it’s neither were continually competing over a set of to collaborate with for Pandemic: Iberia,”
too random nor too rigid.” incremental goals. says Doumen. “He asked me if I wanted to
The result was a game that featured little in The game also adopted a distinctive collaborate on the next game as the 2017
the way of direct interaction between players, visual style, with artwork inspired by 1950s release was planned to be in the Netherlands.
but still managed to be ruthlessly competitive. American diners. It has nice twists, but it is much simpler than
One player could invest all of their efforts “We care a lot about how the game looks,” our usual Splotter designs. As a result, it was
in generating demand for pizzas, only for says Wiersinga. “With the exception of some much quicker to get the game right.”
another to take advantage of their hard work of the very early games, we have always While the chance to work on one of the
by producing them at a lower price, or taking deliberately chosen for a specific design. tabletop industry’s biggest properties has been
advantage of their restaurants’ locations in the “When we have the game 95% finished a career highlight, Doumen and Wiersinga are
city to hoover up hordes of hungry diners. we present it to our graphic designer, Ynze. still focused on Splotter’s future.
“A lot of this came about naturally,” says He goes incommunicado for a few weeks “We plan to make a nice new game
Wiersinga. “I started out with a very plain and comes back with what he calls a design every couple of years for the next 20 years,”
concept: people would go to the nearest language – basically a concept Wiersinga says simply.
restaurant. Lower prices will attract more that governs the graphical “Preferably things that have not
people. The rest kind of followed. design of the game. In been done before.”

42 December 2017

038_042_howWeMade_v4 MJ.indd 42 15/11/2017 11:19


p043.indd 1 08/11/2017 16:02
Notoriously long, infamously complex and adored by those who dare to
play it, Twilight Imperium has defined epic gaming for the last two decades.
As the sprawling space opera returns with a fourth edition, its creator and
the designers who inherited its legacy look back on a universe like no other
Words by Matt Jarvis

44
44 December 2017

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45
tabletopgaming.co.uk 45

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TWILIGHT IMPERIUM

T
wilight Imperium. oddities to the US. The company quickly was unlike anything else at the time and
Even the name floundered, losing all the money it had within heralded the arrival of a new age with a fresh
sounds imposing, the two years, prompting the need for a change in perspective on what board games could offer
lingual equivalent direction. Petersen had previous experience in terms of scale and complexity. Against
of the Star Destroyer importing games into Denmark and running all odds, its success saved Fantasy Flight,
drifting into sight at conventions, and had self-taught himself completing its transformation into a tabletop
the beginning of A game design and production on the side. force to be reckoned with.
New Hope. Next is He approached the board of directors and “Unlike the comics it actually sold,”
the box, a cardboard investors with an ambitious proposal to turn Petersen laughs. “Just because it sold does
block solid enough the company around. not mean it’s a rose garden path from there
to survive re-entry to the atmosphere. “I always wanted to do this big space game, on out; it’s certainly one with lots of thorns
Inside, more than 1,000 miniatures, cards, but there wasn’t a game like that,” he recalls because the games business is quite difficult
tokens and player boards, crammed with today. “So I said, ‘Let me make a game here, and at the time it came out a huge success
the details on 17 completely different I want to call it Twilight Imperium and I want was to sell 2,000 copies. It certainly has been
races, from the peaceful lion-like Hacan to to create this epic space game with conquest, a fact of where we really came out with a
the tech-infused L1z1x, all of which have technologies, politics, backstabbing and product at the right time, because just a few
individual backstories and play styles. Don’t grandiose hyperbole and alien races. That whole years after, during that period, the scope of
worry – you’ll have plenty of time to learn thing. Mixing all this wealth of influences across board games and the vision for how board
their ins and outs during a game that lasts the ages of science-fiction – whether Asimov, games could materialise in the hobby really
anywhere from four to 12 (or more) hours Dune, Star Wars, Star Trek, etc.’” started growing and we were one of the early
and involves the careful juggling of politics, With its multi-layered gameplay inspired companies to really embrace that format and
military conflict, exploration, resource by classics such as Junta, Axis & Allies and push that forward.”
production, economics and diplomacy. It’s Civilization – and pinching its pre-Catan
little wonder that Fantasy Flight’s strategy hexagonal tiles from Magic Realm – Twilight AN AMAZING THING
space opera has earned a reputation as one Imperium was through-and-through the Twilight Imperium: First Edition was
of – if not the – tabletop’s most daunting and product of Petersen’s imagination, at the unbounded by Petersen’s countless ideas for
grandest experiences. time the sole employee of Fantasy Flight, who the universe, but the realities of being a one-
Like any epic accomplishment, Twilight almost died after inhaling paper dust from person first-time publisher living off ramen
Imperium had modest beginnings. It cutting out the game’s components by hand. in a cheap apartment meant the finished
started as the dream project of Christian “I more or less had to do everything myself game could never quite match its creator’s
T. Petersen, a Danish gamer turned because we had no money,” he says. grand ambitions
entrepreneur who during college had In the summer of 1997, the first edition “We were proud of the first edition, but
started up Fantasy Flight Publishing as a of Twilight Imperium made its debut. A there was no doubt that I was looking at some
comic book distributor bringing European cinematic saga in a box, Petersen’s vision of the amazing productions that were coming

Players inhabit a galaxy filled


with planets surrounding the
political hub of Mecatol Rex

46 December 2017

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I don’t think it was until
the third edition that the
game really came out with an
edition that I’d always
wanted to put out.

out of the Milton Bradley Gamemaster line fresh inspiration drawn from Puerto Rico,
and so on,” Petersen admits. “That’s really Catan and Attack that drastically evolved
what I wanted, but that was just not within the way players managed their factions,
the scope of what could be achieved.” worked towards dynamic victory objectives
A second edition in 2000 advanced the and interacted with rival races, introducing
concept with new approaches to tech, the iconic use of strategy cards to dictate the
actions and politics, but it would take actions players could perform each round. As
another five years and Twilight Imperium: if symbolically, the box ballooned to around
Third Edition for Petersen to feel his idea had twice the size of the original game, becoming
been fully realised on the tabletop. the now unmistakeable two-square-foot A NEW AGE DAWNS
“I wanted to make the first edition Third colossus. Twilight Imperium’s reputation More than a decade after Petersen had
Edition, you know?” he reflects. “We similarly boomed in stature, becoming supposedly perfected his vision in Third
had a grand vision and we wanted it to one of the best-rated games of all time in Edition, Fantasy Flight suddenly announced
be beautiful and immense with lots of BoardGameGeek’s rankings and widely in mid-2017 that it would return to Twilight
fantastic bits, but that wasn’t a reality at the considered a modern classic. Imperium with a fourth edition. For the first
time. The amount of copies that could be “I don’t think it was until the third edition time in the series’ history, Petersen wouldn’t
feasibly sold in the hobby was very small, that the game really came out with an edition be helming the new iteration alone; taking
my knowledge did not extend to the kind that I’d always wanted to put out,” Petersen over the reins for much of the journey
of manufacturing, engineering, tooling, reiterates. “Third Edition was a very, very would be veteran designer Corey Konieczka,
sculpting, whatever that was required at important release for us because it not only who had helped with the creation of Third
the time to get into anything like plastics. synthesised the vision for Twilight, but it kind Edition’s expansions, and relative newcomer
Certainly from a game design school of of synthesised what Fantasy Flight Games is all Dane Beltrami.
thought, I also evolved quite a bit over the about; the production qualities and scope of “There’s certainly a degree of pressure,
following ten years.” publishing that we wanted to achieve: no fear yeah,” Beltrami confesses. “But, honestly,
Third Edition markedly improved on the of price, no fear of the box. Try to create an Chris was very reasonable throughout the
framework of the first two editions with amazing thing.” whole thing. He’d check in with us on certain
milestones and give his feedback and was
really not overbearing on the project at all.”
“The stressful part for me was just that
TOP There are 17 TI3 is a very highly regarded game,” adds
playable factions in Konieczka. “You’re working on a new edition
Fourth Edition, each of a game that people already like – and
with a distinct feel honestly, they don’t have many requests for
things that they want to change, they kind
RIGHT Players earn of like it the way it is. So how do you make a
VP from public and game that’s going to satisfy those fans and
secret objectives, invite new fans to the game? Doing some new
encouraging and interesting things without upsetting the
everything from status quo. We’re walking a fine line between
exploration to keeping the parts that were really good
aggressive conflict

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TWILIGHT IMPERIUM

and solid and also inventing some new stuff. “One of the goals was to make the game
It was a little nerve-wracking just knowing: more approachable, more accessible, without
what if people view this edition as worse than actually changing much of the game,”
the previous one? That would be a disaster.” Konieczka reveals. “I feel it’s almost a legend
Despite the pressure of handling his of how daunting this game is and people
two-decade passion project and contending just hearing about it and how long it takes,
with one of the greatest legacies in tabletop they assume it’s really complicated. But even
gaming, Petersen is quick to praise the Twilight Imperium: Third Edition,, if you boil
substantial changes the pair introduced in it down to just the core experience, there’s
Fourth Edition. a lot of simple systems – there’s a lot of
“They did a wonderful job taking a 10-year- different systems, but they’re actually pretty
old game and coming up with some very good simple. Just trying to make the simplicity
both physical and intellectual advances to drawn to the foreground as opposed to UNAPOLOGETICALLY EPIC
try to make the game more to the story and hiding it.” Not everything was as easy to spruce up. 20
emotion that it was intended,” he insists. “I’m “One of the core things that I wanted to years of built-up mechanics and optional
especially happy with the new trading system make sure came through in the design of variants from various expansions had sagged
that they came up with, I think it really is a the new edition is that I didn’t want people down parts of the game to the point where
significant improvement.” to ever have to refer to something else in it had become a running joke among fans
Although perhaps not as revolutionary as order to play the game,” Beltrami agrees. that Third Edition’s stated three- to four-
its predecessor, Fourth Edition feels like a “Everything for the game is displayed or hour playing time was more accurate when
distinctly different experience, with a focus easily intuitable from the components multiplied by the number of players.
put on sanding down the abrasive edges themselves. Which is kind of what drove the Among the more contentious design
rather than removing them completely. changes to tech and the ship upgrades.” decisions was the treatment of a mechanic
One of the most notable changes is the known as Distant Suns, which had debuted
renewed importance of the galactic hub of in the first edition’s second expansion and
Mecatol Rex, which plays a prominent role contributed heavily to the sense of galactic

We weren’t in the Twilight Imperium lore. The game’s


political phase was previously triggered by
exploration. It took the mechanic’s original
creator to wield the knife.

going to the use of the politics strategy card, but is


now sparked once a faction claims Rex and
“We had a pretty substantial [amount of]
work that they put into getting that done,”

sacrifice the subsequently takes place at the end of every


round, allowing players to vote on laws to
Petersen says. “I think my lasting contribution
was to say, ‘This is an enormous module for

game’s core identity impact the flow of the action. It’s a simple
tweak, yet one that intensifies the immersion of
this game, it’s very interesting and fascinating,
but that initial game experience becomes

for the sake of a the deeply thematic experience.


“People always like the idea of politics in
significantly heavier. This is something we
should park a little bit so people can get straight

new edition. Third Edition, but it wasn’t super impactful


and it was never as exciting as it was kind of
into the experience of rubbing up against each
other in terms of strife and political discussion
promised to be,” stresses Konieczka. and that roleplay that you get into by having to
“It was difficult to have the political phase be interact with the other players.’”
very meaningful early on in the game because The overall aim is that Twilight Imperium:
people didn’t have the ropes or they weren’t Fourth Edition still unmistakably feels like
really in contact with each other sufficiently to Twilight Imperium, albeit in a sleeker shell. This
create that dynamic where the politics matters isn’t a game to squeeze into a Friday lunchtime,
and who wins and who loses vis-à-vis whatever unless you plan on counting dinner and
vote is taken,” Petersen adds. Saturday breakfast as part of the same meal.
“We looked at what things can’t change, “From the outset it was, in Christian’s words:
what things are central to the identity of the ‘This game is going to be unapologetically
game and things that honestly work so well we epic,’” Beltrami recalls. “Because that is how
probably couldn’t invent something that would TI is and we weren’t going to sacrifice its core
work better,” Konieczka continues. “Once we identity for the sake of a new edition. We
established the things that are going to stay intended to keep that scale and that size; that
the way that they were – because they work was part of it from the beginning.”
and people like them – what are the things that “That said, Fourth Edition is a little bit
maybe feel dated now or could use freshening shorter than Third Edition,” Konieczka quickly
up or being reinvented?” interjects. “Just because some of the systems

48 December 2017

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FOR THE LOVE OF LAZAX
The universe of Twilight had turned into cyborgs
Imperium is filled with and created this other
weird and wonderful races empire themselves on the
Twilight Imperium is an event. It’s for players to take control
of. Its three co-designers
other side of the galaxy.
So, if you actually

not something that you want to reveal their favourite


interstellar factions
look at the story that’s
being told in Twilight

play two or three games of in a night.


Imperium, the backstory
Dane Beltrami: My is thousands of years of
favourite part of the lore stuff that’s going on and
is the story surrounding you’re kind of jumping into
are a little bit faster than they used to be. So “It seems like everybody is chasing the the transition of the Lazax, it right at the end of a dark
the ancient race that’s age of technology at which
you still get the same amount of action and shorter games and, like, ‘We want an epic
gone, into the L1z1x point they’re discovering
epicness but you shave off an hour or two.” 4X game that you can play in an hour!’” cyborg race and then that the galaxy again.
For Petersen, that tremendous scope and Konieczka remarks. “But there are plenty of splitting off into the L1z1x
the ability for the game to inspire stories and fans who want that meatier experience and and the Nekro Virus, who Christan T. Petersen: I’m
discussion both inside and out of the box is as Twilight Imperium, every time I’ve played have purged all the flesh sort of fond of all of them!
central to Twilight Imperium as dreadnoughts, it, it’s an event. It’s not something that you from their body, and their If you look at those
lion people and space being blue. want to play two or three games of in a night, civil war. I love that there stories on the back of the
“Where I start off with is more the it’s like, ‘No, we’re going to, like, plan for this are three races that are race sheets, I wrote all of
experience, more the emotional experience weeks in advance and meet up.’ all the same race sort of them and really tried to
turned into something make everything unique.
and the fun experience and the experience of “It loses something if you try to shorten
completely different and Now, of course, to
immersion that I feel like I want to have and it; you don’t get the sense of drama and shaped the whole history make anything unique you
I hope that people will want to join me in,” you lose the epic scale of it. People still of the universe. have to be grounded with
he considers. “Then I kind of take that and crave those games, too. Honestly, there are some kind of what we
I start narrowing that down into mechanics probably fewer games like that then there Corey Konieczka: I was know. You want all these
and experiences. are of the shorter games. So, if anything, it going to say the same things to feel somewhat
“Really the hope is in the end that a story helps it stand out and be the unique beast exact thing, Dane! familiar but also
comes out of it, some sort of a sense that people expect it to be.” The whole story that somewhat new. So they’re
you live through a narrative of some kind, A decade ago, it seemed that Petersen’s the Lazax were the kind of grounded in sort
emperors of the universe of archetypes of plants
whether it’s a small funny one or an epic childhood dream had been fulfilled. The
and there’s this backstory or machines or lions or
long one.” third edition of Twilight Imperium could about them that you see in whatever, then you try to
have passed into the annals of history as a the game Rex: Final Days dress them in different
GOLDEN HOUR masterpiece, the perfected design of its auteur of an Empire where they clothes that make them
In the years since the last iteration of creator after a decade of work. The arrival were the emperors of the somewhat unique.
Twilight Imperium, Kickstarter has blown of Fourth Edition isn’t just a demonstration galaxy, things went bad, Every race has some
open the doors for epic, immaculately- that Twilight Imperium still has a place in the over time the bureaucracy interesting ideas. I had
produced experiences with dozens of hours heart of the modern gaming world, it’s the eroded everything and it fun writing the story
of unique storytelling, whether the legacy symbolic passing of a baton from the series’ just collapsed under its about Mordai, who’s a
whole weight. L1z1x character who
roleplaying campaign of Gloomhaven or author to a new wave of visionaries prepared
Their race was chased sort of worships the
the sprawling choose-your-own-adventure to push the space opera further than it’s ever throughout the galaxy and machine more than
of The 7th Continent. Yet, despite these been before, redefining the very definition of brought to the point of the flesh and ends up
and gameplay-focused sci-fi strategy an epic tabletop experience. extinction – or so people creating this virus and
spiritual successors such as Eclipse, there’s “I’m positive that as long as FFG exists, thought. But then it turns people who decided to
still nothing out there that quite tops the there will be Twilight Imperium,” Beltrami out that a small fraction augment themselves
singular enormity of Twilight Imperium. says. “That will be eternal.” of them that had escaped mostly with technology.

There are
fewer optional
rules in
Fourth Edition,
resulting
in a faster
and more
accessible
game without
sacrificing
depth and
atmosphere

tabletopgaming.co.uk 49

044_049_twilightImperium_v4 MJ.indd 49 15/11/2017 11:23


p050.indd 1 10/11/2017 12:13
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Play it smart
Ga
Am

Es
From Scruples to This War of Mine, some games don’t shy away from placing their
players in difficult ethical dilemmas where right and wrong aren’t always so clear-cut
the underlying ‘horns of a dilemma’ nonetheless they provoke reflection on the
premise is still going strong. Stronger nature of ethical behaviour, setting players the
than ever perhaps, if Michał Oracz and uncomfortable task of reconciling the conflict
Jakub Wisniewski’s This War of Mine: between abstract ethical standards and an
The Board Game is anything to go by. ethics that is situated in the world away from
Released earlier this year, This War of Mine the tabletop.
situates players as civilians during the Certainly the solo game affords a more
Siege of Sarajevo (1992-1996). Sheltering coherent narrative to emerge, and perhaps
in a ruined tenement house, they must also provides the solitude needed to reflect
scavenge and steal resources, refit and on ethical choices, but it does so at a certain
defend their shelter, and do their best cost. Played in company the game becomes
to prop up their fragile morale. The distinctly unsettling. While Scruples renders
main objective of the game is ‘simply’ to awkward decisions playful with its bluffing
survive until the surrounding war comes mechanism, This War of Mine affords no
Illingworth to an end. However, as the game amply
Doctors Paul Wake and Sam such evasion of responsibility. Decisions

A
demonstrates, there’s nothing simple must be weighed and owned. Laughing off a


about survival. confession that you’d pass off sparkling wine
fter your guests leave, you Alongside some fairly standard worker as Champagne (while pretending you don’t
discover a pound in change placement and resource management, the really mean it) is easy enough; explaining your
on a sofa where one was game presents players with some entirely motives for turning away a starving stranger is
sitting. Do you make a point of non-standard ethical decisions, each of rather challenging.
returning it?” which carries its own risks and rewards; This War of Mine is not a game that you win;
So asks Henry Makow’s classic game of should a drunken stranger singing on the it’s a game that you endure, and its success so
moral dilemmas A Question of Scruples. streets be encouraged inside to protect far indicates an appetite for games that move
Released in 1984, this was a different world, him from snipers? Should the group steal beyond managing workers and resources –
one in which sitting down at the dinner table medical supplies from the local hospital? Is however brilliant their mechanics may be – to
and quizzing your guests about the contents of it worth sacrificing precious food to support games that encourage players to reflect on
their soft furnishings apparently represented the city’s other starving inhabitants? These their own ethical choices on both the gaming
the height of gaming sophistication. Despite decisions are, of course, hypothetical but table and beyond.
its glib Ferrero Rocher vibe, the game has
been used to teach managed care ethics to Paul Wake and
medical students to encourage trainee doctors Sam Illingworth
to overcome knee-jerk responses and to are Manchester
ensure thorough discussion around ethical Metropolitan
dilemmas. This approach was found to force University
students to develop arguments to support academics and
their assigned positions regardless of personal co-directors
of the Games
viewpoints, enabling them to come to terms
Research Network
with their own prejudices when dealing with
ethical dilemmas in their future practice. To
date the game has sold over seven million
copies and been published in five languages,
so it must be doing something right.
This War of Mine recreates the challenge of
Fast-forward 30 years or so and, while
surviving in a warzone with unflinching accuracy
games may have changed dramatically,

December 2017 tabletopgaming.co.uk 51

051_playItSmart_v3 MJ.indd 51 16/11/2017 10:48


A NEW OLD WORLD
Warhammer is fighting its way back into roleplaying with a fresh fourth edition
of ‘80s classic Fantasy Roleplay and the first RPG set during the Age of Sigmar.
Cubicle 7’s Dominic McDowall reveals his personal quest to bring back a tabletop icon
Words by Matt Jarvis

52 December 2017

052_053_warhammerRPGs_v3 MJ.indd 52 15/11/2017 11:50


D
ominic McDowall drastic changes, completely rebuilding the Cubicle 7. Also in the works in a brand
discovered Warhammer as a RPG’s rules to gravitate around the use new title inspired by Age of Sigmar, the
ten-year-old after finding his of seven custom dice and leaning more 2015 successor to Fantasy Battle that
cousin, fellow game designer on the idea of party members sharing takes place after the complete destruction
Simon Lucas, painting abilities. The studio declared its 2009 of the original Warhammer world and is
plastic skeletons. It was an encounter version of the game ‘complete’ five years set in eight planes of existence known as
that would change his life. Soon, the later, leaving the future of the RPG in the Mortal Realms.
young fan was seeking out every Games doubt. Further uncertainty was cast on “If Warhammer Fantasy Roleplay is the
Workshop title he could get his hands on, the series at the end of 2016, following grim European fairytale told by a loveable
from Warhammer 40,000 to Talisman and the news that Games Workshop and rogue you wouldn’t trust with your least
Adeptus Titanicus. Then came the game Fantasy Flight had dissolved their favourite spoon, Age of Sigmar is like the
that would lead him to pursue a career in partnership after almost a decade. mother of all creation myths,” McDowall
roleplaying game design and ultimately Fresh hope arrived this spring, when suggests. “It is awesome in scope,
co-found RPG publisher Cubicle 7: Cubicle 7 revealed that it was working limitless in potential and definitely turned
1986’s Warhammer Fantasy Roleplay. on a fourth edition of Warhammer up to 11. We are going to have a lot of fun
“It’s enormously important to me Fantasy Roleplay. McDowall is leading making and playing it!”
personally, and the first roleplaying game the efforts to revive the game that had Built from the ground up with a fresh
I played,” McDowall recalls today. “I sparked his own passion for roleplaying, set of rules rather than being based on
didn’t know of anyone playing RPGs so I with a particular focus on bringing back the foundations of Fantasy Roleplay,
read it through and ran it for my friends, the RPG as he remembers it. McDowall is confident the Warhammer:
and that was that. The Rocky-style training “We are building on what has gone Age of Sigmar Roleplaying Game will reflect
montage of my adolescence would be before, taking first and second edition as the markedly separate tone of its world,
sponsored by Games Workshop.” the starting point for the game system, which, unlike the original Warhammer,
Set in Warhammer’s Old was created with a more

Age of Sigmar is
World, Fantasy Roleplay narrative-driven focus
translated the warring from the beginning.

awesome in scope,
armies of the miniature “There’s a huge
wargame’s sweeping difference in theme and

limitless in potential and


battles to an atmospheric focus between Fantasy
adventure. The first edition Roleplay and Age of

definitely turned up to 11.


adapted the combat system Sigmar, so they both have
from its Fantasy Battle their own stories to tell
inspiration, but expanded and legends to create,” he
the role of characters with enthuses. “The Old World
a deep career system that helped define with the Cubicle 7 treatment applied,” means such a lot to so many people,
players’ backstories and skills. Delving into he reveals. “My main goal is to make an me included, so it’s great to be a part of
the hidden corners and detailed history of elegant system that lets the setting shine showing that its story continues. And
the Old World, Fantasy Roleplay brought through and enhances the fun.” it’s hugely exciting to be working with
the background of Warhammer to the While Fantasy Roleplay’s next version Games Workshop on Age of Sigmar, a
front of the stage and cemented the fantasy will pay homage to its origins, McDowall thrilling setting of astounding scope.”
realm as a living, breathing universe. is quick to point out that the fourth With Fantasy Roleplay due out next
“They are such deep, rich settings that edition will still feel like a new game built spring and Age of Sigmar arriving at the
have been developed for over 30 years for players today, rather than simply a end of the summer, the games’ release
by a huge cast of fantastic creators,” says throwback to roleplaying games of old. don’t just mark a return to roleplaying
McDowall. “There’s a breadth that lets “I love how RPGs have developed for Warhammer – they also represent
everyone find the part that appeals to so much now that we have a cool retro a passing of the torch for a fan who fell
them the most, and all those different bits movement as well as the cool indie in love with the universe as a child and,
fit perfectly into the broader Warhammer movement!” he enthuses. “For me though, three decades on, is now taking the
experience. For many of us, they are it’s about doing my own thing, otherwise chance to share his passion with a new
places that we have exploring since what’s the point? I am definitely influenced wave of fantasy lovers.
childhood and we quite simply love them.” by my gaming roots, so I’m sure that love of “My RPGing branched off in many
It took close to two decades for a second ‘80s Warhammer Fantasy Roleplay will be different directions over the years, but I
edition of Warhammer Fantasy Roleplay evident, but it’s most important to make never left Warhammer behind, and it’s
to arrive, which reimagined and evolved an immersive, fun Warhammer game.” been a part of my life for almost 30 years,”
the role of magic wielded by characters, McDowall reflects. “Now I’m answering
but otherwise stuck close to the format ANOTHER AGE my son’s questions about the setting as he
of the first edition. A third edition Fantasy Roleplay isn’t the only learns to paint miniatures – it’s great to be
created by Fantasy Flight made far more Warhammer RPG being developed by passing it on to the next generation.”

tabletopgaming.co.uk 53

052_053_warhammerRPGs_v3 MJ.indd 53 15/11/2017 11:50


e enjoyed
u'v
Yo

Now go to the
next level with

Available at your local friendly boardgame store!

Retailer contact: Coiledspring Games, Unit C1, Twickenham Trading Estate, RugbyRoad,
Twickenham, TW1 1DQ T: + 44 (0)20 3301 11 60 — E: sales@coiledspring.co.uk

p54.indd 1 14/11/2017 12:08


The Fire Swamp
A N E X C L U S I V E N E W S C E N A R I O F O R F R O S T G R AV E : G H O S T A R C H I P E L A G O

Written by Joseph A. McCullough

O
ne of the best aspects of writing popping noises, and you can feel numerous that is called upon to make a random move
Frostgrave: Ghost Archipelago was eyes watching you from the shadows. You are will instead make one move directly toward the
drawing on some of my favourite works just about to propose turning around when central treasure (regardless of line of sight). If
of fiction for inspiration. Certainly the game your guide gives a startled cry and disappears there are no crewmembers in line of sight at this
owes a lot to the legends of Sinbad, the fantasy into the ground! point, the R.O.E.S. will finish its turn. Otherwise
tales of Robert E. Howard and the pirate stories it takes its second action as normal. If the central
of Robert Louis Stevenson and Rafael Sabatini. SETUP treasure is no longer on the table, R.O.E.S. will
For this scenario, written specifically for This scenario is played on a normal three-by- make a random move as normal.
Tabletop Gaming, I have taken my inspiration three-foot table. The table should be close- The areas of quicksand are treated as deep
from one of the greatest ‘fun’ fantasy novels packed with terrain: mostly trees, boggy pools, water for the purposes of this scenario, with
and movies of all time: The Princess Bride. rocks and small streams. There should also be two additional modifiers: no figure may move
several areas of quicksand, including one area, more than two inches in quicksand in any
INTRODUCTION approximately three inches in diameter, in the one move action, regardless of their move
The pack of saurian monsters chased your exact centre of the table. Two R.O.E.S (Rodents score, and all swimming rolls made while in
crew across the plain for nearly half-a- of Enormous Size) should be placed adjacent quicksand are at -4.
mile; only when the ground became to the quicksand in the centre.
boggy and the trees grew closer Treasure should be placed as normal for TREASURE AND EXPERIENCE
together did they finally abandon this scenario, with the central treasure sitting Roll for treasure as normal for this scenario.
the chase. Now, as you continue in the middle of the centre quicksand. Experience is gained as normal for this
onward, the dark, gnarled trees are If the scenario is being played by two scenario with the following additions; each
so thick that little sunlight reaches players, they should set up their figures within of these bonuses can be gained by both the
the ground. Somewhere in the two inches of opposing board edges. If it is Heritor and Warden:
distance you can hear strange being played by three or four players, each ◗ +10 experience if the Heritor or Warden
player should set up their figures within six ever makes a move roll to try and avoid a
inches of one board corner. fire spurt (regardless of whether the roll is
successful).
SPECIAL RULES ◗ +10 experience if the Heritor or Warden
At the start of every turn, each player may ever has to make a swimming roll because
nominate one figure to be the target of a ‘fire of quicksand (regardless of whether the
spurt’. This figure hears a strange popping noise, roll is successful).
and has just seconds to move out of the way ◗ +10 experience if the Heritor or Warden ever
before a jet of flames shoots up like a small has to make a fight roll in hand-to-hand
geyser. This figure should make a move roll with against a R.O.E.S.
a target number of 12. If successful, this figure
may move one inch in any direction, including R.O.E.S (RODENTS OF
out of combat. No figure may force combat ENORMOUS SIZE)
during this move. If the figure fails its move roll, These large, hairy rodents can grow to lengths
leave it where it is and immediately make a +5 of nearly four feet, not counting their tails.
fight attack against it. If the nominated figure They feature long snouts, mouths filled with
is currently in combat, every figure in combat jagged teeth and clawed hands. They are
with the nominated figure must also make a scavengers and opportunists and will attempt
move roll or be hit by the fire spurt. to eat just about anything they can catch. On
Roll for initiative as normal; however, if occasion they will climb into trees and drop
either player rolls a one for initiative, they may down on unsuspecting prey.
immediately place a R.O.E.S. anywhere on the In addition to the danger of their teeth
table, including in combat with a figure. and claws, R.O.E.S. are also known to carry
Do not roll for random encounters during a variety of nasty diseases. Any figure that
this scenario. Instead, one additional R.O.E.S. takes damage from a R.O.E.S. must make an
will enter the table at the end of every even- immediate health roll with a target bumber of
numbered turn (so the end of turns two, four, six 10. If they fail, they must miss the next game
and so on). R.O.E.S. follow all of the normal rules while they recover from the disease. Heritors
for creatures with one exception; any R.O.E.S. are immune to these diseases.
Artwork by Dmitry Burmak
and Kate Burmak from Move Fight Shoot Armour Will Health Notes
Frostgrave: Ghost Archipelago
© Osprey Publishing R.O.E.S. 5 +2 +0 8 +0 10 Animal, Diseases

December 2017 tabletopgaming.co.uk 55

055_ghostAScenario_v3 MJ.indd 55 16/11/2017 12:57


ABOVE Players issue and
reveal their unit orders at the
same time, simulating the fog
of war

OPPOSITE (TOP) War Room


MAN O’ WAR
Axis & Allies creator Larry Harris is returning to WWII with his
takes place on a table-filling latest wartime simulation: the imposing, impressive War Room
42-inch circular board
Words by Matt Jarvis
OPPOSITE (BOTTOM) Axis &

“I
Allies and War Room designer t’s my belief that a game should take you on an For the last four years, Harris has been working on a
Larry Harris adventure, tell you a story,” muses Larry Harris. different project – his first to venture outside of Axis & Allies
“It should place you in a situation that you may in decades. Still, War Room remains very much a spiritual
never experience in real life but would like to.” successor to Harris’ crowning creation, offering another
Harris knows better than the most the power that fresh perspective on the Second World War.
gaming has to immerse players. In 1981, he created “Axis & Allies was a groundbreaking game when it first
Axis & Allies, the sweeping World War II wargame that came out so many years ago,” Harris considers. “Being
depicts the conflict on a global scale akin to an advanced way ahead of its time, the original inception aged slowly
successor to Risk, with two teams controlling the like a fine wine. It took the gaming industry a while to
production and military strategy of the opposing sides catch up with this game style; a style that bridged the
over the course of several hours. It went on to sell more gap between the niche market of wargaming and the
than one million copies and spawn a series of sequels mass market of, for example, Monopoly. A game with
examining specific theatres of the war, as well as time hundreds of pieces and 30 pages of rules. War Room is
zones different from the original’s 1942 start point. a totally different experience. It deals with an endless

56 December 2017

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fascination of what occurred in – and those who filled B. Calhamer’s hugely influential 1950s discussion-driven
the chairs of – the war rooms of World War II.” wargame Diplomacy.
War Room casts players as the supreme commanders of “Since the beginning of time, military commanders
nations during WWII, controlling land, sea and air forces have had to deal with limited military intelligence about
while also attending to the needs and morale of their the enemy’s operational plans and movements,” Harris
civilisation. The action plays out on an enormous 42-inch details. “I felt that any game with the title of War Room
circular map that Harris claims is so key to the experience absolutely required its players to experience this challenge
there are no plans to create a more compact edition. when commanding his or her nation’s military. This system
“The map is no larger or smaller than it has to be,” he was not an afterthought but rather one of the central design
insists. “This is truly a labour of love. The evolution and pillars of which the rest of the game was designed around.”
development of this jewel has taken years. We have lost Although War Room has the scope and tone of weighty
count of the many iterations it has gone through over the simulation titles – “It’s going to be heavy!” Harris gleefully
past four years.” confirms – its creator insists that his sleek translation of real-
Gone are the individual miniatures of Axis & Allies, life aspects to dice and card means it’s not a slog. In fact,
replaced by stackable counters that symbolise groups the constant pressure to juggle both military and civilian
of units commanded together and which can assume management means there’s more room to fail than in Axis
defensive or offensive stances to influence the outcome & Allies, meaning matches should wrap up quicker than its
of the dice-driven combat. Much of War Room’s tension predecessor’s notoriously lengthy showdowns
hinges on the simultaneous secret issuing and reveal of “A wargame of this epic scale and subject matter would
orders designed to simulate the fog of war, not unlike Allan seem to require much more complexity to play, but none of
that seems to be there,” Harris stresses. “At the same time,
the challenge and the depth remain! With so many elements
combined, and so many wheels turning, the game remains a
fast-moving, historically-based exercise in strategic problem
solving. I like to think that the game system does all the dirty
work so that you, the commander-in-chief, don’t have to.”
Central to the players’ overview of their nation is the
battle status board, which tracks and resolves the various
conflicts around the globe, whether on land, air or sea.
Meanwhile, interactive charts track resources, homeland
morale and military production. With War Room’s realism
the outcome of various intermeshing mechanical cogs, it
was a slow process to fine-tune the ambitious model.
“Imagine designing 12 games with each new iteration
going forward with only the best designs, graphics, rules
and mechanics that the previous games had to offer,”
Harris says. “When it became time, endless playtesting
was conducted, each resulting in both small and large
design direction changes – with the entire game being so
interlinked even the smallest changes beget other changes.
Change this and you must change that.”
War Room in many ways represents the culmination
of not only four years of work for Harris, but the last near-
four decades of his career as a designer. It is the ultimate
embodiment of the dream that Axis & Allies set in motion
for countless teenagers and enthusiasts: experiencing the
scale, tension and drama of the world’s greatest conflict
in a way that goes beyond words on a page or a flickering
black-and-white film.
“My vision, and this of course goes beyond the ‘game’
itself, is for owners to construct their own war room, space
permitting,” Harris says passionately. “You know: recreate
their own war room with all the trappings. Hang a few lights
above [the map]. Place the command tokens on it and
watch it come alive. I have visions of this game and this map
as the cornerstone to thousands of these special places.
Oh, and, yeah, be sure to hang that poster of Churchill and
Roosevelt on one of the walls.”

tabletopgaming.co.uk 57

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FROM T
V show The Expanse is a sci-fi darling
that comfortably fills the gap between
the utopian universes of Star Trek and

TABLETOP
the dread-filled tension of Battlestar
Galactica. Part of the series’ success
and critical acclaim is due to its diverse characters
and universe-changing mysteries, but the
other part is its world-building. It is complex

TO TV
and layered, yet – like all good sci-fi – it feels
distinctly truthful and relatable to us, the state
of our world and how we live today.
The story of how The Expanse came to be has
a surprising origin that began, in part, on the
tabletop. Before it came to the screen it was a
popular book series by James S.A. Corey – a pen
AND BACK AGAIN name for a collaboration between writers Ty
Franck and Daniel Abraham. Before then, it was
an RPG and, even before that, it was supposed
to be a video game. At the very beginning of
it all, though, it was simple a made-up world
living in the mind of a sci-fi devotee.
Now, with the development of a board
game based on the show and newly conceived
RPG based on the books, the franchise has
come full circle. However, every step of its
The Expanse’s success as a series of novels and development has left its mark on the universe,
TV show has led to a tabletop tie-in and RPG, its story and characters, making it richer, more
complex and alive.
but the sci-fi phenomenon actually began life as IN THE BEGINNING
a game. We tell the story of how it navigated the Ty Franck was the first to envision The
Expanse’s universe. Inspired by sci-fi he had
leap between worlds read since he was a child, he began thinking of a
near-future setting, where people have managed
Words by Alex Sonechkina to colonise the solar system but were yet to travel

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deeper into the stars. Franck was ultimately year’s upcoming Persepolis Rising and a further part of the mystery, viewed only through the
approached to help design an MMO (massively two novels planned for release in 2018 and 2019. lens of the main characters. In The Expanse
multiplayer online) video game which, amidst As the story crossed from one medium into Board Game, players are able to choose
the popularity of PC titles such as World of another certain changes had to be made. While ProtoGen as one of the main four factions,
Warcraft and EVE Online, was a genre rapidly roleplaying, it wasn’t fun to roll for the actions and through them experience the conflict
gaining traction during the early 2000s. of a character to sit and sulk in their room, but for the first time in the series. Due to the
Franck’s world would have been an almost in the books internal monologues would flesh game’s mechanics, this ultimately meant
perfect fit for the genre, and the backbone of the out the narrative and characters’ intentions. that Rocinante and its crew, the ‘goodies’,
MMO can be still clearly seen in The Expanse. When the series transitioned onto the screen could fall under control of ProtoGen, the
The universe is based on three power factions: in late 2015, the visuals could serve a similar ‘baddies’ – an unprecedented move.
the U.N., based on Earth and Luna; M.C.R.N., purpose. When the opportunity to come back Engelstein wanted to make sure that this
a military republic of Mars; and the O.P.A. to the tabletop arose, another set of exciting would not go against the spirit of the characters,
government of people living in the Asteroid opportunities presented themselves. and consulted Franck on the matter.
Belt. In the video game, they would have acted “My rationale was that the Rocinante
as players’ starting factions. All the factions THE RETURN crew does several things they think are
had a reason to be in conflict with one another, Six books and two seasons of the TV show later, morally right, but which end up playing into
trying to get control and power to achieve their the franchise has formed a loop by returning the hands of ProtoGen, so they were being
separate goals – the people of the Asteroid Belt back to the tabletop. Green Ronin is working on subtly manipulated behind the scenes. Ty
wanted independence from their oppressors, an entirely new The Expanse RPG based on the was 100% behind that, so I moved ahead
Mars and Earth, while the Martians dreamed of books and set to be published in August 2018. In with a clear conscience.”
terraforming their lifeless red planet into a green the meantime, designer Geoff Engelstein’s The Franck provided other details on
one, leaving Earth trying to regain control over its Expanse Board Game has come riding in on the characters, locations and faction
ex-colony and stations in the Solar System. popularity of the TV show. motivations, many of which were translated
Engelstein was reading
THE PEN IS MIGHTIER
Unfortunately, the computer game was
through the fourth book in the
series and was already a watcher The desire was for the
not meant to be, but the world of The
Expanse continued to exist and develop. Franck
of the show when publisher
WizKids approached him for the players to represent
brought it to a post-and-play gaming forum as
a tabletop roleplaying game, where an active
project. Having studied physics
at university, the science of The the big factions, not
community soon developed around it.
It was in these sessions that the first
Expanse really appealed to him.
However, it wasn’t so easy to individual characters.
characters of the story started to emerge, translate to the board game format.
including the crew of the spaceship Rocinante, “Instead I focused on my other favourite part: into events on the cards that serve as one of
who would afterward become central to the the realpolitik as the different factions move into the game’s core mechanics.
plot of the books. On this forum, the broad and out of alliances as the situation and their While the board game takes its primary
narrative structure began to take shape and goals change,” he says. “It’s very much about inspiration and look from the TV show,
locations, character developments and even political manoeuvring and posturing. While the Franck’s original RPG laid tracks in
deaths – if players had to leave the game early – threat of war is ever-present, war really doesn’t gamifying the universe, in turn helping
formed the base on which the first book in the break out – at least not in the part of the series create The Expanse Board Game.
series, Leviathan Wakes, was built. Eventually, that was going to be covered by the game.” “While I haven’t seen or played the RPG, its
after several runs of the game, the forums went What was at the centre of The Expanse’s story creation gives such depth and texture […] that
quiet. The setting and the characters were great, – the vying for influence within the Solar System made it easy to just set up the political situation
but the page-turning story was not yet there. – became the heart of the board game. in the Solar System and let the players evolve
Afterwards, Franck ran the game for his friends “The scope needed to be big, as the desire the situation from there in a natural way,”
in the local science-fiction writers group, including was for the players to represent the big factions Engelstein comments. “If the setting was less
A Song of Ice & Fire creator George R.R. Martin, The in the game, not individual characters having robust, it may have been required to include
Milkweed Triptych author Iain Tragillis and, later, adventures,” Engelstein says. “The key feeling specific gating events to push the players down
Daniel Abraham. Abraham roleplayed as detective I wanted to capture was one of spreading a certain path, rather than just be a sandbox.”
Miller, a character who would eventually become influence and pressure, which naturally It may seem as if the Expanse franchise has
essential to the story of The Expanse. Abraham was translated into an area control game.” ended up back where it began, but in every
so impressed with the depth and complexity of the Engelstein also decided to bring a fourth step of the way and in each fresh iteration, the
world that he proposed that he and Franck should power group more prominently into the light: universe has become richer from the diverse
write a book together, forming the partnership ProtoGen, a scientific corporation, which was mediums it has adopted, learning, developing
that would become James S.A. Corey. the first to discover the alien protomolecule and benefiting from the experience. The
Leviathan Wakes was published in mid-2011, that was going to change everything Expanse Board Game is just another example
eventually picking up a Hugo Award nomination humanity knew about the universe. In the of an exciting creation that can emerge from a
and being followed by five sequels, plus this books and the TV show, ProtoGen was always world that is so rich and vibrant.

tabletopgaming.co.uk 59

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PLAYED 69

71

68 78

62 PANDEMIC LEGACY: 72 OUTPOST: SIBERIA


SEASON TWO
73 INDULGENCE
64 TWILIGHT IMPERIUM:
FOURTH EDITION 74 NMBR 9

67 WARHAMMER UNDERWORLDS: 75 THE EXPANSE BOARD GAME


SHADESPIRE 77 ABANDON PLANET
68 D&D: TOMB OF ANNIHILATION 78 DOWNFORCE
69 FLICK 'EM UP: DEAD OF WINTER 79 GHOST COURT
71 WHISTLE STOP 80 HANAMIKOJI
72 TORTUGA 1667 80 STOP THIEF!

December 2017 tabletopgaming.co.uk 61

061_080_played_v6 MJ.indd 61 16/11/2017 11:12


P L AY E D

PANDEMIC LEGACY: SEASON TWO


Can the [REDACTED] sequel to the [REDACTED] masterpiece live up to the hype?
Open this spoiler-free package of our thoughts and find out…
Designer: Rob Daviau, Matt Leacock | Artist: Atha Kanaani, Chris Quilliams 60m 2-4 13+ £80

M WHAT’S IN
att Leacock and Rob Daviau Pandemic’s iconic four diseases – now That Season Two is set in a world
have done the impossible. THE BOX? threatening the scattered remnants already gone wrong is significant.
Not only does Pandemic ◗ Game board of humanity. In the background You see, while Season Two looks like
Legacy: Season Two match the ◗ 10 character cards lurk the mysterious Hollow Men, an Pandemic and bears its name, its
expectation set up by its astonishing ◗ Four pawns antagonistic force that tears down the action feels distinctly different from
2015 predecessor, it exceeds it, ◗ Nine supply centres players’ supply centres between games the well-worn globetrotting battle
◗ Five tokens
presenting a breathtaking experience (a thematic bit of logic that neatly against spreading sicknesses. Where
◗ 36 supply cubes
that proves the co-designing pair ◗ Eight plague cubes
explains the need to reset) and casts a Pandemic has long been a game about
continue to understand and apply the ◗ 53 player cards shadow over the unfolding narrative, minimising the number of cubes
groundbreaking interactive storytelling ◗ 27 infection cards which once again takes place over the on the board, Season Two turns the
format better than anyone else. ◗ 82 legacy cards course of 12 in-game months, each formula on its head, with the majority
A huge part of Pandemic Legacy’s ◗ Four haven consisting of up to two matches. Win or of plastic pieces now representing
singular atmosphere comes from worker cards lose (and you will lose – this is a much vital supplies distributed to each
uncovering its story and ever-changing ◗ Six dossiers less forgiving game than Season One), crumbling city and floating haven – if
gameplay, so we’ll be steering clear ◗ And more... the story keeps ticking on, avoiding supplies start getting low, there’s the
of spoilers here. The out-of-the- any frustration of feeling like you’re risk of the unstoppable plague taking
box situation is that seven decades missing out on important story beats hold and finishing off the few people
after the first season the world has or gameplay unlocks – eventually, left, reducing the population in any
fallen into complete disarray, with a you’ll see almost all the game has to cities affected. This becomes tougher
single incurable plague – rather than offer, albeit in a unique order. and tougher as the year wears on and

CE
ED

IT
O R'S C H OI

62 December 2017

061_080_played_v6 MJ.indd 62 16/11/2017 11:12


What a world it is, too. This isn’t just WE SAY
the best Pandemic game ever made
Season Two doesn’t
when it comes to gameplay – it's also just improve on
the best-looking Pandemic to ever the astounding
grace the tabletop, alongside last year’s experience of the
sumptuous Pandemic Iberia. There’s a first Pandemic
wonderfully lo-fi radio aesthetic to the Legacy; it takes
main board and cards, with fuzzy static, things in a direction
twiddly knobs and frequency dials that feels true to
tying beautifully into the rebuilding- the series’ universe
while exploring fresh
from-the-ground-up plot and old-
gameplay concepts
style reconnaissance of the story. and storytelling with
The art is most eye-watering resounding success.
when it comes to the characters, It’s an incredible
who now start as more than pre- achievement that
fab tropes. Each character sheet absolutely everyone
begins completely blank, with should play.
players picking a role and related
talent – such as a farmer able to
create supplies with greater ease, for
example – before deciding a name,
age and home for their avatar. (Rather
the available provisions drop with still Pandemic, after all – but they add ominously, there’s also a space for
each successive month – December’s up to an experience that’s much more place of death.) Completing the
stark ‘0’ is a reminder from the off that revolutionary than it first appears, character is a picture sticker – a small
you need to find a way to survive, fast. meaning even Pandemic pros should change from the set appearance of
Searching for this means of survival is make use of the practice prologue to past Pandemic characters, but one
a double-edged sword, as discovering get to grips with the changes in store. that intensifies the emotional link
new locations means stretching The sense of exploration is what truly between player and pawn. In another
supplies thinner and thinner but also sets Season Two apart from its forebear. sharp change from the fixed ‘three
offers the chance to bolster the pool of The main board begins almost entirely scars means death’ injury system of
abilities and upgrades available. hidden, with only a handful of cities in the original, each character sheet has
In that sense, then, Season Two four regions open for access. As players a series of small boxes scratched off
becomes a game even more focused on use the new recon skill, they uncover one at a time as they’re exposed to the
pre-emptive planning than reaction. chunks of land that join the game, plague – but the application of scars
In standard Pandemic, a disease connecting to extra locations that can be and death is different on each sheet,
cube or two on a city wasn’t much searched using a second action to scratch meaning your heart will be in your
of a problem. Here, even a single off panels on their cards and trigger mouth with every tense reveal.
plague cube becomes a huge issue, constantly surprising secrets, ranging The first Pandemic Legacy excelled
immediately pushing the players one from extra atmospheric dressing to major in its weaving of a story for its players
step towards failure and risking the twists and gameplay additions. Unlike to remember. It was more than a game
chance of character exposure – leading Pandemic’s fixed map, players here can – it was an experience shared between
to permanent negative ‘scar’ effects create their own structure of routes, friends, lovers, strangers. There are few
and death – as well as the depletion of resulting in a world that – even more so other titles that could inspire fans to
a city’s population. Because they can’t than in the first game – feels dynamically frame their individual end-game board
be removed, making sure as many cities shaped by the actions of each group. and hang it on their wall. Season Two
are protected as possible is crucial. Season Two can be jumped straight is an even more personal game; yes, it
Driving this drama is the free ability into and enjoyed if you’re new, but if you has the gasp-out-loud surprises and
to pick up supplies from another completed the original Pandemic Legacy twists you’d expect from its creators,
location, resulting in players needing you’ll find many of the story reveals and a much stronger narrative thread
to run around the map, redistributing especially rewarding, as they fill in the than the first season, but it’s in its
their paltry stocks in a futile effort gap between the games and show what storytelling outside of the box that
to hold off the plague while they happened to some of the locations and the game continues to stand alone.
simultaneously race to build supply characters after the conclusion of the first Pandemic Legacy may no longer be
centres. The heightened tension is season. One late-game beat had our group one of a kind, but the act of playing it
matched by the more claustrophobic literally gasping out loud as we realised remains unlike anything else.
setting, with a smaller number of its wider implications for the world. MATT JARVIS
cities being bombarded more often by
the relentless infection deck. TRY THIS IF YOU LIKED… GLOOMHAVEN
Each individual change to the core The pair that defined what a legacy game could be return to prove they’re
gameplay is relatively minor – this is still the most exciting designers working with the innovative format today.

tabletopgaming.co.uk 63

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P L AY E D

CE
ED
IT
O R'S C H OI

TWILIGHT IMPERIUM: FOURTH EDITION


The sci-fi epic returns in a sleeker form for its 20th anniversary, but has it come
back to our universe to find its galactic throne usurped?
Designer: Dane Beltrami, Corey Konieczka, Christian T. Petersen | Artist: Various 4-8h 3-6 14+ £135

T
here are few games where the WHAT’S IN rulebook with a word count closer to understood in general terms – pick this
release of a new edition is an THE BOX? a novel and the need to set aside an one if you want to focus on combat,
event in itself. In 2005, the ◗ 17 faction sheets entire day – or weekend – to finish a this one to broker trades and so on –
release of Twilight Imperium’s third ◗ Six command sheets single match. The big secret is that and, crucially, grant a secondary ability
iteration was a momentous occasion, ◗ 51 system tiles
Twilight Imperium isn’t actually all to other players. This serves a strategic
radically overhauling Christian T. that complicated; as this brilliantly role, as the player with the card is
◗ 354 plastic units
Petersen’s already well-regarded streamlined edition proves, it’s all in forced to hand a potential advantage to
◗ Eight strategy cards
space opera and transforming it into the delivery. There’s no doubt that a rival, but also helps to keep everyone
◗ Eight ten-sided dice
a true modern classic, respected there are a lot of interlocking cogs engaged during what could otherwise
◗ Victory point track
and feared in equal measure for its turning within the engine, but given be long and boring gaps between their
scale and complexity. The release of ◗ 59 planet cards the right opportunity to understand own turns. Combined with the way
Twilight Imperium’s fourth edition ◗ 40 objective cards each one separately, it all falls into that players only take a single action
this year, then, was not something to ◗ 80 action cards place in a way that makes perfect sense on their turn, rotating until everyone
be taken lightly. ◗ 50 agenda cards rather than becoming overwhelming. passes, Twilight Imperium keeps a
Fourth Edition isn’t quite as drastic ◗ 41 promissory The two included rulebooks here surprising level of momentum up,
a transformation as its predecessor. note cards (a third tome details the lore of the despite its length – though there is
If Third Edition souped up the ◗ Speaker token universe) do a fantastic job of easing admittedly the risk of analysis paralysis
engine under the bonnet of Twilight ◗ 122 technology cards new players – as well as returning if one player begins to pick apart the
Imperium, Fourth Edition replaces the ◗ 62 unit upgrade cards fans needing to see what’s changed – grand tapestry thread by thread.
panels around the outside, cleaving ◗ Two Creuss alpha/ into the flow of Twilight Imperium’s It’s the interaction between players
off awkward angles and unnecessary beta wormhole tokens juggling of military and political that marks this space giant out against
weight to ensure every ounce of strength, helped along by informative equally fantastic, yet philosophically
◗ Naalu ‘0’ token
thrust produced by the heated core of player boards and component different, space-faring strategy
◗ Custodians token
strategic galactic conquest is used to iconography that means there’s a epics such as Eclipse. New to Fourth
◗ Two Nekro X/Y
full effect. shocking lack of rules-checking, even Edition are commodities, a resource
Twilight Imperium has long assimilator tokens on your first few times through. that exists only to spark trading,
been regarded as one of the most ◗ 272 command tokens The core gameplay remains largely bargaining and bribing between
foreboding games to bring to the ◗ 289 control tokens untouched, still being driven by the players, as they’re useless until given
tabletop, a sprawling simulation of a ◗ 48 trade good and selection and execution of eight to someone else, at which point they
deep sci-fi universe with more than a commodity tokens strategy cards that both determine become helpful trade goods. Add to
dozen unique races featuring different ◗ 49 infantry tokens turn order and the abilities of each these promissory notes, more specific
talents, hundreds of components, a ◗ 49 fighter tokens player for that round. The cards can be pacts between players that provide

64 December 2017

061_080_played_v6 MJ.indd 64 16/11/2017 11:12


a written contract for agreements space cannon through a wormhole, Cold War-style diplomacy of players’ WE SAY
such as ceasefires – not that they the next you’ll be negotiating with a space colonies, becoming a final
It may be 20 years
stop double-crossing and subterfuge, neighbour for goods or adding new resort rather than the be-all and end- old, yet Twilight
as they can be subsequently traded worlds to your empire by transporting all. The other glaring misstep is the Imperium remains
away again, or even broken with the and landing ground forces between box, which has been condensed from as powerful and out-
risk of negative repercussions. These planets. Each of the 17 factions is so Third Edition’s desk-sized monstrosity and-out enjoyable as
are small elements that seed the well-established within the wider lore but fails to do a decent job of keeping ever when it comes
potential for interesting discussion that the way different specificities the hundreds of tokens for each player to inspiring stories
and dynamic storytelling between collide would be fascinating to colour and race properly separated, between friends. This
friends, allowing every match of watch and explore alone, outside leading to overly long setup times latest edition makes
it easier than ever
Twilight Imperium to become a hub of the universal mechanics that and the risk of a mess on a tabletop
to experience a true
of interesting twists and tales without propel players towards completing already filled to the edges with the tabletop icon for the
needing to stretch beyond what the public and secret objectives main map, player boards, decks first time – if you do,
comes in the already ample box. necessary to amass the winning 10 of cards, trackers and all the other you won’t regret it.
Some of the very best moments victory points. These objectives do debris required to play. Despite the
come from the agenda phase, which a nice job of allowing the universe messy organisation, there’s enough
only activates once the galactic centre to feel like more than just a battle quantity and quality in the more than
of Mecatol Rex has been settled by a simulator, too, rewarding the 350 plastic models and various bits of
player. From then on, a regular vote acquisition of technology, resources card to make you feel the heavy cost of
occurs on two agendas, which have and planets as, if not more, often than entry is a solid investment.
the ability to shake up the standing simple conflict-orientated goals. Twilight Imperium is not a perfect
of the players by triggering instant This is especially good because one game, but without its quirks and
effects or introducing ongoing of Twilight Imperium’s weaker areas eccentricities it would lose the unique
laws that remain in effect for the is combat. The reliance on simple place it holds on the tabletop. It’s a
rest of the game. These could be as dice-chucking and a relatively basic sprawling strategy epic, an engrossing
straightforward as gaining or losing back-and-forth trading of blows helps sci-fi universe that begs to be dug
VP, or forcing players to sacrifice to stop multi-vessel clashes becoming into and explored, and, above all else,
their own units when researching hour-long slogs, but watching two a social talking point that provides
technology. What makes the vote players roll and slowly whittle down hours of amusing stories and in-jokes
especially entertaining is that their army of plastic miniatures is to be told between friends during the
players can swing the outcome by a noticeable dull spot compared months and years while finding the
employing the varying influence of to the gleaming polish of its more time for the next match. In that regard,
their colonised planets (especially entertaining and absorbing political it’s perhaps one of the finest examples
if tempted by the ever-present and exploration systems – fortunately, of what board games can achieve.
chance for a bribe), which can be conflict often takes a backstage to the MATT JARVIS
used for both resource production
and influence in a single round in
another small but significant change
from Third Edition that stops players
feeling too limited during either phase
(and makes more thematic sense).
Because there are two separate votes,
exhausting the influence of too many
planets during the first decision can
lead to disaster during the second,
leading to many of the game’s
many laugh-out-loud instances and
reversals of fortune.
With the right group of players,
Twilight Imperium never becomes
tiring to play, as its sprawling
universe continually throws the
opportunity for new stories and
moments at the players. One minute
you’ll be slingshotting a fleet of
dreadnoughts and destroyers
across the galaxy using a gravity
rift – with the risk of losing some
ships to the crushing forces based TRY THIS IF YOU LIKED… ECLIPSE
on a particularly tense die roll – or Eclipse downplays many of Twilight Imperium’s social aspects, focusing instead
springing an ambush by firing a on combat. For unforgettable memories, the original remains one-of-a-kind.

tabletopgaming.co.uk 65

061_080_played_v6 MJ.indd 65 16/11/2017 11:17


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SAY GOODBYE Shelves heavi


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TO ZOOMING!
the tabletop, er year for
we look back
titles (and more on the ten top
!) that kept us
all year round playing
and ask design
their favourite ers for
picks of 2017
Sam Illingworth Words by
, Richard
Dan Jolin, Alex Jansen-Parkes, Matt Jarvis,
Sonechkina,
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26 December 2017

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P L AY E D

Combat is based on rolling the right


symbols on the custom dice, though
ploy and upgrade cards play an
important part, as do options like
support. Every single decision is full
of interesting choices.
Games last half an hour,
and you’ll want to play again
almost immediately. It’s
enjoyable as a basic slugfest,
but developing tactics and
understanding your warband’s
strengths and deck will pay
dividends. The game builds this in:
there are optional rules, and you’re
instructed not to open the third card
deck until you’re comfortable with
the first two.
Games Workshop has learned
well. There are nods here to Fantasy

WARHAMMER
Flight’s design ideas, and the debt to
deckbuilders is obvious. But these
elements are integrated smoothly

UNDERWORLDS: SHADESPIRE
into a core game that plays to the
strengths the Warhammer outlet has
been honing since the 1980s. This is
This fast, furious and fun slugfest serves as a perfect intro a very polished, slick piece of work,
in both design and production. It’s
to the fantasy miniatures universe an exciting box to open, fun to play
and rewarding to replay.
Designer: David Sanders | Artist: Various 30m 2 12+ £40

I
It’s not perfect. Some of the
t’s strange to start a game the models and a stripped-down wording on the cards and the
review by talking about the quickstart set of rules on two pages. terms in the rulebook could be
publisher’s share price, but Games Newcomers to miniatures gaming clearer. I’d have liked a little more
Workshop’s shares are four times will have their hands comfortably in the way of narrative; I’m sure
higher than this time last year, the held while they get their heads some would prefer less. The box
highest they’ve ever been, and around the core rules and assemble art is a bit A-Level, unusual for a
there’s a reason for that. The new the minis, which even unpainted Games Workshop product, but I
broom that CEO Kevin Rountree are spectacular. suspect it was carefully chosen to
swept in on has given the colossus Each character has their own not scare parents in the run-up to
of the miniature wargaming field a card, with basic stats and sometimes the holiday market.
new, energetic direction. Shadespire, WHAT'S IN a special ability; if a character Still, Shadespire is a strong
its ‘tactical arena combat’ (read: THE BOX? becomes ‘inspired’ the card is introduction to this style of gaming
skirmish) game, is a powerful ◗ 32-page rulebook flipped to show better stats and and the Games Workshop hobby,
statement of its new intent. ◗ Two game boards powers. Each side also gets a hand with clever design and rewarding
Shadespire is the £40 core ◗ Eight clip-together of power and objective cards, from gameplay, and if it ends up under a
of a new game line set in the miniatures a pre-built customisable deck. You hundred thousand Christmas trees
◗ Three card decks
Warhammer Underworlds, with get glory points for completing then it’ll make a lot of gamers very
◗ Three counter sheets
Stormcast Eternals facing down the ◗ Eight custom dice objectives, as well as by killing happy – to say nothing of Games
Bloodbound of Khorne in grand ◗ Quickstart rules opponents, and racking up the most Workshop’s shareholders.
style in the ruins of the eponymous ◗ Ziplock storage bags points is how you win. JAMES WALLIS
city. The heart of the game is still The game zips along nicely. The
in battering each other’s team to hex grid keeps movement fast but WE SAY
a pulp, as you’d expect from the tactical. Each game is only three Shadespire is a terrific package,
publisher, but it’s been paying rounds, and each round consists of with enough detail and crunch to
attention to modern game design; four ‘activations’ per player, so you please an audience wider than just
this is a minis game for everyone. have to manage your troops carefully. miniatures gamers.
For your money you get a lot in
the box: minis, boards, counters, TRY THIS IF YOU LIKED… X-WING
cards and dice. There are also This is a game of elegant, thoughtful combat and an interplay of great
instruction sheets for making characters with unique abilities – not unlike the Star Wars dogfighter.

December 2017 tabletopgaming.co.uk 67

061_080_played_v6 MJ.indd 67 16/11/2017 11:17


P L AY E D

DUNGEONS & DRAGONS:


TOMB OF ANNIHILATION
Rumble in the jungle with dinosaurs and the undead
Designer: Will Doyle, Adam Lee, Christopher Perkins, Steve Winter | Artist: Various 3+ £40

all, the setup essentially ensures that region’s somewhat suspect history,
there are no second chances if you and how it ties into D&D’s wider
send your character bumbling into a culture. After all, D&D is a game
spike trap. mostly developed by and for white
As the campaign begins to develop, western audiences, and when the
however, it becomes clear that the region was first being designed it
main draw of Tomb of Annihilation relied heavily on stereotypes and
isn’t the quest but rather Chult itself. classic ‘dark continent’ adventure
Where the iconic Sword Coast – stories with results that could
home of most of the previous D&D charitably be described as insensitive.
5E adventures – has tangled forests There have been concerns raised
and ice-bound mountains, Chult over a return to Chult for this very
turns to thick jungles and wide, reason, but it certainly seems as
sluggish rivers. It’s a land inspired by though efforts have been made to
African mythology and Indiana Jones, correct the mistakes of the past.
where you’re more likely to run into While a few things here and there
dinosaurs than dragons and journeys could still raise a few questioning
can be thwarted by tropical storms as eyebrows, Tomb of Annihilation
well as hordes of undead. definitely reflects Wizards of the
The campaign itself could fairly be Coast’s considerable efforts to
divided up into two major parts, the overhaul the hobby’s record on
first of which involves exploring and race, gender and sexuality.
mapping the region in a bid to find Every aspect of the adventure is
the titular Tomb of Annihilation. enjoyable and well-designed, but
This is completely open-ended the exploration aspect of Tomb of
and can include everything from Annihilation stands out as some of
professional dinosaur racing to a the most fun to be found in official
battle against evil snake people in campaigns. The imagination on display
an ancient temple, but invariably is second to none, some of which can

T
involves a whole lot of travel and probably be attributed to Adventure
he latest campaign for D&D's unexpected encounters with the Time creator Pendleton Ward, who is
fifth edition takes your heroes denizens of the jungle. credited as a story consultant.
from the mountains and forests The second part sees the The sheer scale of options and
of high fantasy and throws them adventurers work their way through potential outcomes can be a little
into an exciting world of steaming the tomb itself. It’s a labyrinthine intimidating, especially to new
jungles, ancient ruins and madcap deathtrap that draws on classic D&D dungeon masters, but with some
pulp adventure. puzzles, traps and monsters to create careful preparation and a willingness
The major hook for Tomb of an incredibly nostalgic experience to go with the flow most should soon
Annihilation is a simple but effective for old hands, and something new for find their feet.
one. For some reason, all attempts at players who have cut their teeth on the RICHARD JANSEN-PARKES
magical resurrection are beginning to more wilderness-based adventures
fail and those who have already been that have been a staple of recent years. WE SAY
brought back are starting to lose their Regardless of the path any Perhaps the best long-form campaign
grip on life. Naturally, this represents adventurers take, Chult itself is the put out for D&D's fifth edition to
a major problem in a world where highlight of the campaign. As such, date, Tomb of Annihilation focuses on
many important people are on their it would feel unfair to write about it exploration and adventure rather than
second, third or fourth shot at living. without at least acknowledging the a more scripted story experience.
It’s not a wildly elegant way
of setting the party off on their TRY THIS IF YOU LIKED… PULP CTHULHU
adventure, but it does the job with a Tomb of Annihilation is the closest modern D&D has come to the action-
bare minimum of fuss and raises the packed adventure Pulp Cthulhu also aims for – albeit with less chance of
stakes of the entire campaign. After insanity and more of contracting an undead plague.

68 December 2017

061_080_played_v6 MJ.indd 68 16/11/2017 11:17


of Winter is a riot. Propelling plastic
bullets – the spread shot of the shotgun
makes a welcome return, alongside the
high-accuracy blast of the sniper rifle –
across a table is as fun as always. Adding
to the chaotic joy of watching figures
slide and tumble around and into objects
is the zombie tower, which replaces the
shambling movement of most walking
dead with a cascade of corpses that come
bouncing down when a survivor makes
noise and at the end of each round. It’s
tense and hilarious in all the right ways
as your survivors take cover from the
bouncing bodies – although it can be a
little irritating and shatter the often tense
atmosphere (every shot counts!) when a
heavy truck needs to be reset after being
sent flying by raining zombies.
Dead of Winter’s iconic Crossroads

FLICK ‘EM UP:


cards are cleverly implemented as fun
one-off events that are triggered in later

DEAD OF WINTER
stages of the campaign, while zombies
and survivors battling inside of buildings
is dealt with by using a random deck of
Fingers at the ready to take down the dead with dexterity cards that gradually marches them closer
before they bite, with the element of
in this gloriously messy mashup luck heightening the tension as the hero
takes a do-or-die shot each turn. Even
Designer: Beaujannot, Gilmour, Monpertuis, Vega 45m 2-10 14+ £50 Dead of Winter’s betrayer cards make

B
an appearance here in the competitive
ullet-flicking cowboy gunfight WHAT'S IN apply without ending up with unsightly missions, doing a surprisingly great job
Flick ‘em Up and dice-rolling THE BOX? edges. Even worse are the backpack of combining the two games’ contrasting
zombie survival game Dead of ◗ 18 zombies stickers for the survivors, which began styles without feeling like a case of
Winter may not seem the most natural (with stickers) to peel off during our very first match – in-with-the-kitchen-sinkitus.
◗ 11 survivors
of pairings, but this new crossover hardly a promising sign for a game you Despite the disappointing components
(with stickers)
proves that it’s an odd coupling that might want to keep around for years. and messy rules, Flick ‘em Up: Dead of
◗ 11 backpacks
somehow works. (with stickers) The components aren’t the only Winter is bursting with so much goofy
Whereas the original Flick ‘em Up was ◗ 11 survivor boards letdown: the rulebook simply doesn’t do a charm it’s impossible not to smile as you
solely a team-based shootout, Dead of ◗ Four vehicles good enough job, with widespread typos take down a zombie with a pinged knife, or
Winter’s semi-co-op survival is added ◗ Six buildings and more gaping holes in its rules than see your squad wiped out by an avalanche
to the mix here, resulting in ten story ◗ Time marker a rotting cadaver. Flick ‘em Up isn’t the of cartwheeling infected. The added depth
scenarios split equally into five co-op ◗ Acid template kind of game that needs to have detailed of Dead of Winter’s gameplay doesn’t
missions and five competitive duels. ◗ Two barricades appendices about every possible situation obscure the fast and loose dexterity
◗ Three street lamps
Instead of blasting rival gang – it’d kill the chaotic energy dead – but at challenge, and proves that Flick ‘em Up is
◗ Shotgun template
members in the Wild West, it’s the living least clarifying the basics would help stop more than just a clever name. Despite all
◗ Sniper rifle template
against the dead in a post-apocalyptic ◗ Four city limits things freezing up every now and then to the undead, few games feel so full of life.
world here, with the Dead of Winter ◗ 63 cards consult the manual, only to find no answer. MATT JARVIS
cast returning to take down zombies ◗ Zombie tower The box is equally poor, with the game’s
with a combination of guns, throwing ◗ Six invasion markers otherwise outstanding environmental WE SAY
knives and baseball bats – all of which ◗ 102 tokens props and buildings needing to be partially
◗ 37 other pieces Silly, funny and occasionally frustrating,
have their own unique and pleasing deconstructed each time it’s packed away,
◗ Rulebook this combination of two opposite ends
flickability as they’re pinged about. stretching out the prep time without need. of the gaming spectrum shouldn’t work,
In news that will disappoint those Luckily, once you’re set up and the but somehow it does – and then some.
enamoured with the original Flick ‘em rules have been cleared up (or, in some There are some clever ideas going on
Up’s warm wooden pieces, the box cases, house-ruled to make up for the behind the flickin’ fun gameplay ; just
comes stacked full of plastic bits. A lack of explanation), Flick ‘em Up: Dead don’t take it too seriously.
sheet of stickers adds more character
and personality to both the living and TRY THIS IF YOU LIKED… CATACOMBS
dead, but the overly-exact sizing of the If you’re looking to flick stuff with (or at) your pals, this zombie-themed
stickers can make them frustrating to crossover is a fitting follow-up to the dexterous dungeon-crawler.

tabletopgaming.co.uk 69

061_080_played_v6 MJ.indd 69 16/11/2017 13:00


P L AY E D

WHISTLE STOP
Here's why you should choo-choose another train game
Designer: Scott Caputo | Artist: Jason Boles, Stephanie Gustafsson 75m 2-5 13+ £60

play its part. Even for players who know


the rules well, it will take some time to
decide on and take all their available
actions. Having at least four actions per
round may feel liberating at first, as it
eliminates the need to be too precious
about moves, but it makes the downtime
between the rounds quite significant – at
least long enough to go away and prepare
a sandwich. This is elevated by the
inability to pre-plan your movements.
Each player has several trains to move
around, and the board may change
significantly from one turn to another.
This might not be as pronounced in a
two-player game, but the more players
you have the longer the wait.
Whistle Stop is unquestionably a
good-looking game, so don’t be fooled by
its box art with unattractive encroaching
white boarders. The game uses a
pastel colour palette that works very
well, unless you are in a dimly lit room,

I
and has a variety of components, both
f there is one thing board games have Trains travel from the east across cardboard cutouts and familiar wooden
taught us, it’s that trains are really fun. the board to the west, where they make cubes. The most satisfying element are
Every year sees wagons of new train their final stop and are taken out of the upgrades, shaped like wheels that can be
games – card, dice, co-op, deckbuilding, game. Getting the train to the destination slotted perfectly in the player game board.
party, Euro, you name it – pulling into our rewards players with bonus resources While there are definitely elements
shelves, and Whistle Stop is another one – however, the downside is that they of the game that can be nit-picked,
to add to the collection. now have one less train, limiting their this is undeniable: play Whistle Stop
Luckily, Whistle Stop ticks a lot of pool of available actions. This is just one once, and you will want to try it again.
boxes. It has mechanics that will look set of decisions players have to make: From travelling along the snaking
WHAT'S IN
familiar to seasoned board gamers. THE BOX? do they steam through the board to get railroads to picking up company
You lay down hexagonal tiles with ◗ Game board victory points and extra resources as soon shares, resources and upgrades, the
railroads snaking and coiling onto ◗ 25 wooden trains as possible or do they take their time, sense of familiar gameplay finds a
themselves, Tsuro-style. As the trains ◗ 96 coal tokens diligently visiting every possible stop? perfect mix with the new.
move on the tracks, they take pit stops at ◗ 20 gold nugget tokens There are a lot of decisions to be made ALEX SONECHKINA
stations, where resources are gained and ◗ Eight town tiles while playing Whistle Stop. Most of them
◗ Five player boards
exchanged, shares of train companies are
◗ Five wooden
will be informed by the resources a player WE SAY
bought, and coal is acquired to facilitate already has and the paths or upgrades
score markers Whether or not you believe that
more journeys. Basically, your standard that are available to them on that
◗ 12 upgrade cards the train theme is overused in
worker-placement setup. If you are feeling ◗ 30 railroad shares
particular turn. Others will depend on
board games, Whistle Stop is
particularly cheeky, you can even block ◗ 60 wooden the opponents’ movements around the
deserving of attention. It combines
opponent’s trains, as Whistle Stop takes resource cubes board. The upside to this is that there are familiar favourite mechanics with
notes from Ticket to Ride. Normally, ◗ 24 whistle tokens a lot of different ways to win the game. original ideas that make for challenging
mixing and matching time-tested game The downside is that turns can take a and layered gameplay. It might take a
mechanics would raise questions of long time. When starting the game for the long wait for your turn to arrive, but it
originality, yet in Whistle Stop they first time, inevitably analysis paralysis will will be worth it once it does.
work exceptionally well together,
making those concerns disappear two TRY THIS IF YOU LIKED… TICKET TO RIDE
turns in – especially as the game offers For a break from hunting down locomotives and figuring out routes upside
other mechanics that feel fresh and down, Whistle Stop offers more abstract gameplay than the train-laying
make gameplay more interesting. classic. While it is less accessible, it is just as competitive and challenging.

December 2017 tabletopgaming.co.uk 71

061_080_played_v6 MJ.indd 71 16/11/2017 11:17


P L AY E D

TORTUGA 1667 The limited pool of actions means


that Tortuga plays best with a bigger
crowd, as a single player’s agency
Designer: Travis Hancock | Artist: Sarah Keele 20-40m 2-9 13+ £25 can feel a little limited without some
hidden teammates helping to shift
two teams of pirates secretly working things around and keep things flowing
to loot more treasure than their rivals – at a good clip. Drama is stoked via
the problem being that nobody knows event cards, which provide often
who’s part of their crew. random effects with equally hilarious
The game is small but near- and frustrating outcomes.
perfectly formed, packing a rubber Though the game’s tension is
playmat, wooden pieces, fabric bag meant to hinge on the deduction
and the deftly-illustrated cards into a of other player’s allegiances, there
magnetically-sealed faux book case. is the risk of becoming a turn-fest
The flashy yet compact design is of event card reveals, losing some
echoed by the gameplay, as players can of the conviction of its more social
only choose to take a single move each aspects in the fun and chaos of
turn, whether it’s moving between two constantly shaking things up. These
ships and the titular island, triggering can be propped up a bit by the
events or voting to attack and steal option for a hidden lone wolf in
more gold from the central Spanish odd-numbered groups, who works
galleon before distributing it to either to balance the scales and intensify

“I
the British or French holds. A basic but the layers of suspicion.
t’s the honest ones you want amusing hierarchy system that denotes Tortuga swaps the pure tension of
to watch out for,” says Johnny certain players as captains, first the best in the social deduction genre
Depp’s Captain Jack Sparrow mates, cabin boys and the governor for a sense of just-about-managed
in the first Pirates of the Caribbean of Tortuga, each with unique powers, anarchy and unpredictability that,
movie. Tortuga 1667 takes this piratical helps to fuel antagonistic and ever- when it comes together, is ripe for
philosophy of distrust and applies it to changing play as crews mutiny and a royally entertaining time. It’s not
a entertaining, if occasionally overly maroon their shipmates in an effort to always perfect, but it’s rarely boring.
chaotic, social deduction gem that sees claim the bullion for their own. MATT JARVIS

OUTPOST: SIBERIA
Designer: Daryl Andrews, Jonathan Gilmour | Artist: Ron Joseph 30m 2-6 12+ £20

cards cycle back around. Even on


its ‘easy’ setting, Outpost: Siberia is
unbelievably difficult and overly reliant
on luck, crippling a strong concept
and otherwise solid system with a
disappointing feeling of futility as
creatures tear through your group with
little chance for strategy or recovery.
Things are especially frustrating with

P
smaller groups, as the game doesn’t
laying Outpost: Siberia is about combat power while the other triggers scale at all for fewer people (it’s
as much fun as freezing to death dangerous encounters that quickly presumably the reason there’s no solo
while a bear chews on your ankles. dwindle said supplies. In an example option – though even two people feels
Essentially a card game reimagining of cardboard economy, the same cards impossible), handing a huge advantage
of John Carpenter’s The Thing, a group make up both decks, with the opposite to those who can find the full five
of players attempts to survive the ends of a card serving as threat and boon companions to join them.
mutated creatures and unforgiving simultaneously. This can be visually It’s such a shame, because the
wastes of the frozen tundra, fighting off confusing, but the use of shared discard comic-book artwork nails the B-movie
attacking monsters with ice picks and pile results in a satisfying sense of reward feel and there are flashes of a gripping
flamethrowers as they scavenge for food as defeated dangers return later on as co-op challenge frozen deep beneath
and water. beneficial items. the icy surface. The issue is there’s
The action is driven by two decks of At least, it would be satisfying if nowhere near enough warmth in what
cards, one of which slowly builds up there was much of a chance you’d remains to thaw it out.
the group’s available equipment and hold out long enough to see the MATT JARVIS

72 December 2017

061_080_played_v6 MJ.indd 72 16/11/2017 11:18


INDULGENCE
Dare to sin, get shiny jewellery
Designer: Jerry D’Arcey, Rob Daviau, Justin D. Jacobson | Artist: Chelsea Harper 45-60m 3-4 14+ £20

stretch it out. Sometimes rounds are


quick and easy, and sometimes they
are slower, full of tension – it's good to
have this variety.
Indulgence looks absolutely
stunning, from the gorgeous tarot-sized
cards – featuring Renaissance figures
from the Medici, Borgia, Sforza and
Orsini families – to the coins, colourful
gems and the shiny ring itself. One has
to wonder if some of the components
are slightly excessive, unnecessarily
inflating the price of the game; did we
need gems of five different colours
(confusingly the colour itself serves no
gameplay purpose) which only signify
a value of five coins? Did we need a
toy ring that could have been easily
replaced with a simple token? The
answer may be in the very name of the
game. Sometimes, we need to indulge
ourselves with sparkly, pretty things.
If you want austerity, get a deck of
playing cards; if you want a bit of flashy

R
excess, Indulgence has you covered.
estoration Games is doing WHAT'S IN If anyone breaks the rule, they pay Yet, in prettying the game up, some
a good deed, bringing THE BOX? coins to the ruler – important as the elements have taken a backseat. The
older, forgotten games ◗ 36 family cards player with the most money wins biggest graphical oversight are the
back into the light. Among (nine cards in each the game. However, all players have cards themselves, which, based on
them, 1981’s Dragonmaster and of the four families) an opportunity to turn the game on the location of the signs, are not left-
◗ 20 double-sided
1966’s Coup d’Etat have got a new life its head. One player may choose to handed player friendly. The problem
edict cards
as Indulgence, a trick-taking game ◗ Four papal bull cards commit a 'sin' by playing the opposite is exacerbated by the red-blue-violet
with an Italian Renaissance theme. ◗ Four strongbox cards of the edict and, if successful, then colour scheme, making it harder
Trick-taking serves as the base ◗ Edict deck cover card everyone else will pay coins to that to distinguish between the suits,
for many successful traditional ◗ 20 five-florin gems player. The latter is much harder to especially in dimmer light.
card games for a reason. It is an ◗ 26 one-florin coins do, so a sinner gets the 'Indulgence', Graphical nit-piking
ingenious fun base mechanic that fits ◗ Indulgence ring a ring that allows a player to turn one aside, Indulgence is hard to fault
well within games with a variety of of their cards into a ’10’, the highest for much else. It brings back all the
complexities, as simple and accessible number in the game. The ring is also best childhood memories of playing
as hearts to as layered and complex really fun to wear! trick-taking card games, and adds a
as préférence. Adopting this system There is a good variety of edicts, as well-needed bit of freshness with the
as its base, Indulgence is already off well as an optional advanced set, and edict mechanic.
to a good start. However, excitingly, they keep the gameplay competitive ALEX SONECHKINA
it did not stop there and added a and fresh as every round plays
breath of modernity to the gameplay differently. Edicts help to move the WE SAY
with its ‘edict’ mechanic. With one game along, as sometimes you do
Indulgence is a great card game that,
simple deck of cards, the game gets a not need to play a complete round. If while not doing anything particularly
extra splash of variation and strategy a player claimed they would collect revolutionary, brings more than enough
with a push-your-luck mechanic, all Medici cards, and failed to do so new and interesting ideas to the table.
making Indulgence immediately stand within two hands, that’s the game over The quality of the art and components
out against similar card games. for that round and there is no need to also add to the appeal.
The ruler for the round chooses
an edict that all other players have TRY THIS IF YOU LIKE… HEARTS
to obey. This could be as simple as If you are new to trick-taking, hearts is a great starting point. All you need is a
‘Don’t take the first or the last tricks.’ simple deck of playing cards and at least one more person to play with.

tabletopgaming.co.uk 73

061_080_played_v6 MJ.indd 73 16/11/2017 11:18


P L AY E D

CE
ED
IT
O R'S C H OI

NMBR 9
Simple ideas and tricky solutions add up to a perfect puzzler
Designer: Peter Wichmann | Artist: Fiore Gmb 20m 1-4 8+ £25

T
ake John Lennon’s favourite heap. Getting a modest 3, 4 and 5 on as effective as planning ahead, stopping
number, subtract the vowels and the first level is all very well, but is easily each turn from sticking for too long.
what does it equal? The brilliantly outclassed by engineering a platform for The climax can be a tinsy bit mathsy (if
easy-to-grasp, hard-to-master tile- a doubled – or even tripled – 7, 8 or 9 on you play well enough, at least) as each
placing puzzle NMBR 9. the next floor up. player tots up their score, but if you can
The name is a bit of a fib: there are It’s a genius concept that summons remember your nine times table to four
actually ten numbers here, from 0 to a mind-boggling number of variations or so you’ll be fine. Speaking of which,
the titular doctor’s orders. Each tiled and options from just a handful of tiles it’s a perfect game for kids looking to
numeral is crafted from an eye-catching and cards. There’s a real joy in finding sharpen their mental maths.
grid of colourful squares, bringing to yourself with the space for a 9 high All 20 cards are drawn in a single
mind the interlocking jigsaw of Tetris up, just as there’s a crushing sense of game, but matches can still be over in
as a card is drawn and each player WHAT'S IN regret when you fill a space with one as little as 10 minutes depending on
connects the same digit into their THE BOX? number only for the next card to offer who’s playing (the simultaneous play
individual display. ◗ 80 number tiles up an even better alternative. The light means it doesn’t increase with bigger
This is where the magic starts ◗ 20 number cards randomisation of the cards keeps things groups), and very rarely oversteps the
to happen. You see, you’re not just ◗ Rulebook endlessly fresh, and it’s all kept fair 20-minute mark. Setup and pack-
building your arrangement of abstract within the context of a single match by up is another minute tops, with 30
shapes outwards. Oh, no, that would the whole group laying each number seconds or so to explain the rules with
be far too easy. You’re also building down at once. (This does mean there’s newcomers. In other words, this is an
upwards, with each layered tile needing the chance of someone cheating by ideal filler game for spare moments
to be completely supported by the digits copying a more experienced player, but – and you’ll want to be filling every
underneath to be placed. only if you play with spoilsports.) moment you get with it.
What’s important about this is that The almost limitless number of MATT JARVIS
each number is worth an amount of combinations – horizontally and
points equal to its shape multiplied vertically – can be overwhelming WE SAY
by the level on which it sits – with the for new players or those prone to Proving that simple doesn’t mean
bottom floor earning a big fat zero for overthinking. Yet, with so few rules or brainless, NMBR 9 can be learnt
every tile laid there. restrictions on how each tile can be in 30 seconds and played in 20
This is where the deceptively simple placed – plus the spice of luck – going minutes but provides hours of head-
game becomes a head-scratching with your gut can sometimes be nearly scratching puzzling.
puzzler for the ages, as players try
to build up their foundations from TRY THIS IF YOU LIKED… KINGDOMINO
low-scoring digits to pave the way for After another pacey tile-layer that’s a joy to play? NMBR 9 offers an abstract
bountiful 8s and 9s on the top of their alternative with more verticality – and brain-busting – than its family-friendly peer.

74 December 2017

061_080_played_v6 MJ.indd 74 16/11/2017 11:18


THE EXPANSE BOARD GAME The cards help to bring the human
element into play, too. Each represents
a character or a situation, where the
Conquer the expanse and control the Solar System in this event of the card relates to their story.
clever adaptation of the hit TV show Sometimes it is a loose connection, but
in general the correlation between the
Designer: Geoff Engelstein 60m 2-4 14+ £50 character and event is spot on.

2
During their turn, players choose to
00 years in the future, humanity WHAT'S IN Belt or ProtoGen – with their own set of use either an event or action points on
has colonised the solar system. THE BOX? unique abilities and space fleets. While the card. If the event has not been picked
Two major super powers – the ◗ Game board there are concepts of destroying enemy by the active player, their opponents,
Earth-based U.N. and Martian M.C.R.N. ◗ 52 action cards ships or using the spaceship Rocinante in initiative order, may decide to use it
– are battling for control of the system ◗ Six bonus and its crew (central characters in the instead. This is the main gamble within
sector tokens
and its people. The people living in the Expanse story) to achieve various goals, the game; action points are great – they
◗ Four initiative tokens
Asteroid Belt are forming their own ◗ Six score cards
these aspects of gameplay are stripped can be spent on spreading influence or
government, the O.P.A., to fight against ◗ Four faction mats to their bare bones. Fans of The Expanse building fleets – but events are powerful
their oppressive inner-planet overlords. ◗ 12 faction tech cards may be disappointed by how much the enough not to be given away lightly,
In the shadows, a power scientific ◗ Rocinante mat game simplifies its universe, but a lot especially since they can be used against
organisation ProtoGen has discovered ◗ 18 fleet tokens more care and thought has been put into you. This mechanic makes the three- or
a new form of life and are looking to ◗ 73 influence tokens it than it may seem at a cursory glance. four-player game deliciously tense, but is
weaponise it. ◗ Rocinante token Although the same mechanics could severely lacking in the two-player variant.
The Expanse Board Game is based ◗ Two battleship tokens be applied to basically any theme, the The cards are a prominent feature
◗ Two scrap ship tokens
on two seasons of the TV show – itself game has enough touches to make of the game, and it will take some time
◗ Two protomolecule
adapted from a series of six chunky tokens gameplay and the theme click. For those to read through and understand the
books (with more to come) – but that ◗ Three diplomat tokens unfamiliar with the story, these details significance of their abilities. Therefore,
brief introduction is just about all you might not mean much in themselves, The Expanse will be better on your
need to understand about the universe but they are good little nods for fans. second or third time playing. Learning
to get going in the game. For example, M.C.R.N. have the won't take long – because almost all
Universes and franchises tend to be strongest, most advanced navy in the actions affect every player, there is little
vast and complex, making it hard to system – therefore in the game, they downtime between turns and everyone
translate them into board games with have two powerful battleships in their discovers everything at the same time.
thematically relevant gameplay that fleet. Similarly, the other three factions The Expanse is certainly not the
also happen to be welcoming to new have their own asymmetric abilities that prettiest board game, although
audiences, all of which The Expanse reflect the in-universe lore. its components are entirely
Board Game is trying to do. The game’s The game gets one key aspect of functional. Its slightly generic look
primary focus is on gaining influence the universe absolutely right: the is overpowered by the clever and
over planets, space stations and atmosphere of factions struggling for strategic gameplay, as well as the
satellites. Each player takes control of control, with each having their own great symbiosis with its theme.
one of the power groups – Earth, Mars, certain advantages and constraints. ALEX SONECHKINA

WE SAY
The Expanse manages to balance
appealing to new audiences with
providing enough nods to fans of the
franchise. Its asymmetric struggle
for area control is deep enough
mechanically to keep players engaged
throughout, while the rules are simple
enough for anyone to pick up.

TRY THIS IF YOU LIKED…


TWILIGHT STRUGGLE
The Expanse Board Game takes the
tense back-and-forth struggle for
domination from
Twilight Struggle,
but subtracts two
hours of gameplay
and adds two
extra players and a
theme that is less
close to home.

tabletopgaming.co.uk 75

061_080_played_v6 MJ.indd 75 16/11/2017 11:18


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www.krmulticase.com putting
figures first

p076.indd 1 08/11/2017 16:05


P L AY E D

each other on the ever-shrinking map


and encouraging more of the frantic
persuasion, bribery and thievery
that really brings the game to life.
What makes this even funnier is that
one player each round knows where
the meteor will land, presenting the
chance to lead unwitting foes into
a trap and force them to lose their
collected items.
The amusing – if absurd – theme is
mirrored by the bright, hard-hitting
visuals, which bring to mind the
vivid colours of pop art and evocative
design of sci-fi comic books during
the space age. The multi-armed layout
and unique spaceship pawns make for
a great setup on the tabletop, although
the diddly resource tokens and quirky
shape of the aftermath cards can also

ABANDON PLANET
make it a little more fiddly than it
needs to be at times.
Running in at up to just over an
hour, Abandon Planet lacks the
The latest from the creator of The Resistance and Avalon is immediate punch of shorter social
deduction games, allowing players
a game worth getting stranded with to somewhat slowly build up their
Designer: Don Eskridge | Artist: Bobby Reichle 40-80m 4-8 14+ £39 stocks over the first few rounds before

E
things really start to boil over. That
veryone’s your enemy but Eskridge’s signature social deduction doesn’t mean there’s no chance for
someone has to eventually gives Abandon Planet a unique intense debate and accusation, but it’s
become your friend in Abandon level of strategy that goes beyond an overall mellower pace – although
Planet, the latest devious design similar games that only focus on the those used to the instant suspicion of
from The Resistance and Avalon deceit and betrayal. Sometimes it The Resistance may find things drag
mastermind Don Eskridge. ends up being not quite as brutal or just a tiny bit too much.
The premise is simple, but conversation-stirring as you’d perhaps What Abandon Planet lacks a little
ingenious: stuck on a planet, each like, but the constant search for an in terms of intensity, it makes up for
player needs to build a rocket and escape companion means the social with a personality that sets it apart
escape before the world is turned into WHAT'S IN elements are never lost in the mix; from the crowd. It’s a subtly smart
little more than space rubble by an
THE BOX? somehow, it all ends up working just collision of traditional gameplay with
◗ 88 wooden tokens
unrelenting meteor storm. The issue is ◗ 25 meteorite tokens
about enough. social aspects that results in a game
that, unsurprisingly, one person alone ◗ 48 path cards At the end of every round, a meteor that’s a great deal of fun with the
isn’t enough to construct and pilot ◗ Eight rockets comes hurtling down and completely right people. Sometimes, that’s all
a complex spacefaring machine, so ◗ Die destroys one of the tiles at random, you need.
players are forced to escape in pairs. ◗ Base hex replacing it with a special ability – MATT JARVIS
The couples aren’t fixed, mind, so ◗ 12 resource tiles that is, until a prong takes too many
◗ 20 aftermath chevrons
your allegiances will shift depending
(plus two blanks)
hits and is completely decimated, WE SAY
on whoever has the bits you need – as reducing the number of options
◗ Eight inventory sheets Not quite worker placement and
well as who has double-crossed you available on subsequent turns. As
◗ Four quick not quite social deduction, Abandon
in the past. reference sheets well as being a delightfully tense
Finding the parts for your spaceship countdown timer and tying into the Planet is a mashup of disparate parts
◗ Two double-sided that somehow pulls it all together. It
on a strange world is remarkably easy. goal sheets drive to flee the planet (it can be that
can lack tension at moments and go
Every turn, players secretly select then nobody escapes if the entire board
on a little too long, but the top-notch
simultaneously reveal one of six paths is blown up), it acts as an elegant presentation and slippery loyalties
to travel down and collect resources, way of gradually clicking up the heat mean things stay
from food to fuel, with short clashes throughout the game, forcing players entertaining and
and the potential for resource stealing into more and more collisions with engaging throughout.
when two players end up on the
same tile. The intriguing combination TRY THIS IF YOU LIKED… SECRETS
of light worker-placement and Abandon Planet lacks the proper hidden deception and tension of Secrets, but takes the
resource-gathering mechanics with concept of shifting alliances in a completely new direction with a good deal of success.

December 2017 tabletopgaming.co.uk 77

061_080_played_v6 MJ.indd 77 16/11/2017 11:19


P L AY E D

a unique random power from a separate


deck of cards and is bid for using a hand of
speed cards. The setup means each player
has at least one car on the track, giving
them a personal stake in the action once
the lights turn green. This matters, because
the whole group must place secret bids
CE
ED

IT
O R'S C H OI three times during the race on who they
think will finish first in order to recoup
some of their investment. This means
Downforce becomes more than a simple
case of wanting to see your own cars finish
on the podium, as an obvious frontrunner
can benefit your rivals, while hedging
your bets or firing an underdog from the
back of the pack for a surprise photo finish
can rake in the money needed to claim
overall victory. The bidding framework
and hidden secondary motives not only
absorbs every player in the moment-
to-moment drama of the race, but also
gives the game a far deeper scope than
you might expect, keeping the excitement
running high until the last score is totaled.
With the gameplay so strong, the

DOWNFORCE
presentation of Downforce completes the
package, with the lavishly-illustrated board
popping with colour on both its unique
Ready your engines for this exhilarating tracks. It would’ve been nice to have the
cars to feature a little more detail, but that
tune-up of an ‘80s racing classic doesn’t hamper the childlike joy of weaving
them between rivals and screeching their
Designer: Daviau, Jacobson, Kramer | Artist: Coburn, Crampton 30-45m 2-6 8+ £40
plastic tyres around bends. The speed and

I
driver cards similarly burst with colour,
n 1974, Wolfgang Kramer – board because the game remains an utter keeping things easy to read while capturing
gaming’s first celebrity – released a delight to play. the spectacle. Not to mention that the
game called Tempo. It was an abstract Downforce’s card-powered driving is the drivers themselves boast a commendable
racing game that involved players showy squealing tyres and flaming exhaust level of racial and gender diversity – which
revealing cards to propel six pawns down of the game. Most of the cards don’t just is clear even with their racing helmets on.
a straight track, while betting on which boost a single car along the track – they Like watching an F1 car throttle down
pawn would place first. It wasn’t until often force players to move a group of cars the home straight, Downforce is fast,
Tempo was reborn in 1980 as Niki Lauda’s in order, with each vehicle going a different exhilarating and – above all – a lot of fun.
Formel 1 that it would cement its place in WHAT'S IN distance. The subtle but significant The gameplay may be a few decades old,
gaming history, capturing the speed and THE BOX? difference this makes is the crux to the but there’s no need to fix something that
spirit of breathless motor-racing around a ◗ Double-sided board otherwise simple concept, as cars nose already runs like a dream.
◗ Six race cars
circuit with its straightforward but utterly ahead of each other on the straights and MATT JARVIS
◗ 42 regular speed cards
captivating gameplay. After a Daytona sprint to cut off their opponents around
◗ Six speed-8 cards
500-themed re-release over in the US in ◗ Six power cards the single-lane corners. It’s a hilarious, WE SAY
1990, the game dropped its licences and ◗ Six driver plaques joyous translation of the high-octane
returned as Top Race in 1996, picking up ◗ Score sheet pad rivalry of motor-racing that manages to With the original engine of Top Race
a Spiel des Jahres nomination – before keep its foot on the pedal throughout every purring beautifully under its bonnet,
Downforce is a majestic return for
disappearing completely from the public race thanks to no car being left behind.
the captivating racing series. The
consciousness. Until now. While the driving is the flashy shell of fantastic presentation brings to life the
Downforce is a reboot of Top Race from Downforce, the real fuel in its tank comes breathtaking speed and glee of watching
Restoration Games, a studio devoted to from its second system: the bidding. Every high-end cars battle for position on
digging up forgotten tabletop treasures game begins with an auction for the six the track, with the background bidding
and dusting them off for a modern cars on the grid, each of which comes with meaning things never hit the brakes.
audience. As such, Downforce focuses
more on applying a fresh coat of paint TRY THIS IF YOU LIKED… WINNER’S CIRCLE
to Top Race than completely stripping Downforce’s high-octane theme, outstanding visuals and card-fuelled driving
out its engine – and with good reason, will grip you to the track and leave the horseracing favourite in the dust.

78 December 2017

061_080_played_v6 MJ.indd 78 16/11/2017 11:19


GHOST COURT This can cause a conflict with the
‘party’ aspect of Ghost Court, and
all the evidence you need for that
All rise… from the grave claim can be found in the six-plus
Designer: Jason Morningstar | Artist: Richard Sala player count listed on the box.
6+ £25

G
The rules call for a full court staff,
host Court bills itself as a WHAT'S IN presides over cases concerning ranging from a judge to a reporter
ridiculous improvisational THE BOX? undead spirits. Sometimes this means who chronicles the case and even
party game about a spectral ◗ A simple rulebook a dispute between a recently evicted interviews the participants once
small claims court and, while it ◗ One-minute and poltergeist and the human who everything is finished.
certainly fulfils the first few parts three-minute timers bought her house, or it could be an Finding the numbers to fully stock
◗ Four tarot-sized
of the description, there’s room for argument between two ghosts over every role can be tough, but the game
role cards
debate over whether it really counts ◗ 30 cases (including
haunting rights. shines when you have a lot of people
as a game. tarot-sized Each case takes about five minutes willing to commit to the experience,
In true legal fashion, however, it defendant, plaintiff to run, with the two players taking the as well as props and a decent amount
seems that the fair thing to do is to and summary cards) roles of the plaintiff and defendant of time to play. It’s entirely possible
examine the evidence to see how getting a chance to present their to cut a few participants – honestly
well each one of the game’s claims arguments before a judge asks everything but the judge and the
are supported. questions and presents a decision. defendants is optional – but the
First, we have ‘ridiculous’, and In practice, it feels like a daytime TV lack of an audience eats away at the
luckily all the evidence we need for court series like Judge Judy, only sped entertainment value.
that can be found in the setup – a up and tinged with the occult. This brings us – finally – to the
courtroom where a ghostly judge The cases generally have a good most contentious claim of all. Is Ghost
twist of madcap weirdness, but Court really a game?
also get you thinking about real- To be honest, the answer is ‘not
life parallels. Sometimes this can really’. It’s fun and it’s got some
be thought-provoking, but it can neat ideas, but it feels as though it’s
also verge a little too close to reality caught it a weird place between an
considering the wacky premise. It improv workshop and incredibly
turns out that bickering over who loose roleplaying game.
cares for a dog in the wake of a divorce Perhaps this is understandable,
isn’t particularly livened up by the fact considering that it comes to us from
that it can walk through walls. the creator of heist-gone-wrong
This brings us on to the second RPG Fiasco, but if there was more
claim – ‘improvisational’. Again, this information on the cards so that
is hard to argue against as, while players could expose lies and marshal
each case comes with a smattering of arguments against the clock it would
information, most of the game consists feel more completive. As it is, the
of spinning tales and bouncing off your information only really represents
fellow players. For example, the bare a framework and a few prompts for
facts may explain that the defendant is players to run with.
very attached to a haunted necklace, If you have some friends over and
but winning the case will probably they’re willing to commit to some silly
require you to weave a story of lost love fun, you’ll probably have a good time
and precious memories. with Ghost Court. However, the same
While this may sound simple argument could be made for Plan 9
enough, anyone who has tried improv from Outer Space, and at least that
comedy, theatre or whatever else doesn’t involve fiddling around with
will know that producing something egg timers.
entertaining can be incredibly tough. RICHARD JANSENPARKES
Even if you put together a heart-
wrenching tale that’s guaranteed to WE SAY
secure your victory in the case, it may Some great ideas
be for naught if leave your opponent and an intriguing
with nowhere to go and nothing to premise fall short
work off. in execution.

TRY THIS IF YOU LIKED… FIASCO


Ghost Court is filled with imagination, and getting together
with a big group of roleplayers familiar with Fiasco-esque
storytelling is probably the best way to enjoy it.

tabletopgaming.co.uk 79

061_080_played_v6 MJ.indd 79 16/11/2017 11:19


P L AY E D

HANAMIKOJI what to offer your rival – and when –


involves an absorbing combination
of bluffing, strategy and luck. The
Designer: Kota Nakayama | Artist: Maisherly 15m 2 10+ £17 tension is heightened by the hidden
card on either side and one item
players try to ply seven of the female that remains in the box each round,
entertainers with gifts of flowers, tea, keeping the outcome just a little
music and more. unpredictable to the last reveal.
This is more than a simple race to Hanamikoji plays quick, teaches
impress, though. Key to the game’s quicker and can end in a single round,
enrapturing allure are its four action although there’s the chance to come
tokens, all of which can – and must back at any point if the action spills
– be used once and only once by over to a second or third thanks to two
each player during a round. Two are different ways to win. Although the
straightforward: discard two item consequence of each action can lead to
cards and hide one to reveal during pauses to consider your next move, the
the end-of-round scoring. The other limited pool of choices keeps things
two are where Hanamikoji’s magic moving and never overwhelms, while
really lies, as they force each player to still being significant and strategic
politely present a choice of cards to enough to encourage play after play.
their opponent, who picks either one All of this comes in a set that is
of three individual items or decides achingly beautiful to look at, with

N
between two sets of two to add to their sumptuous cards and exquisite
amed after the famous geisha own offering. illustrations. Enchantingly designed
street in the Japanese city Attracting the favour of a geisha and immaculately presented,
of Kyoto, Hanamikoji is a is as straightforward as having the Hanamikoji is a must-have.
swift battle of the charms as its two most items on your side, so knowing MATT JARVIS

STOP THIEF!
Designer: Rob Daviau, Robert Doyle, Justin D. Jacobson | Artist: Roland MacDonald 30-45m 2-4 8+ £30

1
979’s Stop Thief was a forerunner making the game more of a fast-paced We’d also love for alternate audio packs,
to the app-powered board games foot chase than a slow and methodical as the small range of effects can become
of today, with the blocky mobile manhunt – reflected by the forgiving a little monotonous.
phone-like Electronic Crime Scanner difficulty and explicit audio cues. Stop Thief! is a lavish return for a
barking out bleeps and bloops as clues With little time to build tension, the groundbreaking game. It may not
to an invisible criminal’s nefarious action is less intimidating but can be boast the same level of complexity or
doings as they snuck around the map a little one-note. Fortunately, things tension as modern successors, yet its
stealing valuables. It’s fitting, then, that are kept interesting by each detective’s lighthearted cat-and-mouse pursuits
this reboot not only adds an exciting unique deck of movement cards and remain an easier-going alternative
new exclamation mark to the title but abilities. The audio clues are played to for those who still want to experience
also shifts the tech side of things to a free the group, introducing a fun level of the excitement of hidden movement
companion app – complete with actual collective memorisation and deduction without the more daunting elements.
sound effects of breaking glass, footsteps, to the hunt, but players can also choose MATT JARVIS
bustling crowds and creaking doors. to get a private hint to give them an
The action stands as a fully edge over their adversaries and avoid
competitive alternate to semi-co-op the frustration of running in circles.
hidden movement games such as Letters The sumptuous main map and cards
from Whitechapel and Fury of Dracula. are packed with amusing details and
With the baddie now a computer- Easter eggs, while the production values
controlled goon, players each race to across the rest of the components sparkle
apprehend the crook to claim the reward – even the meeples feature a surprising
first, dictated by a randomly-drawn thief amount of detail. The app itself is snappy
card and increased if the robber manages and pleasantly fully-featured, with
to steal even more while fleeing or support for custom setups (including the
triggers their ability. This also means that retro original sound effects). The options
the game doesn’t end if a single target menu currently teases future support for
is caught, but when a certain amount one-versus-all, co-op and solo modes,
of money is earned by an investigator, a testament to the updatability of apps.

80 December 2017 tabletopgaming.co.uk

061_080_played_v6 MJ.indd 80 16/11/2017 11:19


The event you’ve
all been waiting for...

29–30th September 2018


Alexandra Palace
THE LONDON SHOW FOR BOARD GAMES, RPGS & MINIATURES

Sign up to our free newsletter for the latest show news at


tabletopgaming.co.uk
From the team that brings you Tabletop Gaming & Miniature Wargames

tabletopGamingLiveFP.indd 8 16/11/2017 11:22


BLOOD RAGE
Follow our tips to give Eric Lang’s brutal Viking board game a suitably epic makeover
Words and pictures by Andy Leighton

T
his month I’ll be showing you how to sea serpent – tower over the rest of the The models that come with the game add
paint a selection of the models that models and look amazing painted up for to that unifying feel. Each one feels like it is
come with Cool Mini or Not’s Blood your games night. pulled straight from the artwork which, if
Rage, a game set during Ragnarok, with The sculpts perfectly capture the you want to keep to the theme, provides a
various Viking clans fighting for glory to essence of the artwork that created them fantastic painting guide in and of itself.
earn their place in Valhalla. and, much like our last guide for Scythe, While the whole selection of models
Alongside the Vikings comes a healthy this game has had its universe created found within the Blood Rage box look
dose of Norse mythology in the form of gods through the work of a renowned artist. exceptional, it is these giant creatures that
and monsters, and it is these creatures that Adrian Smith has managed to create a really catch your eye. Painting them up will
I’ll be focusing on in this month’s guide. beautiful vision of the Vikings’ end of the add a special element to the game, with
The four largest models in the box world and the use of a single artist really every player vying for an allegiance with
– the frost giant, fire giant, troll and ties that world together. these beasts.

tabletopgaming.co.uk 83

083_087_paintingGuide_v4 MJ.indd 83 16/11/2017 11:25


BLOOD RAGE

PAINTS & TECHNIQUES


PAINTS USED ZENITHAL HIGHLIGHTING STAGES
Abaddon Black Lothern Blue Zenithal highlighting at its core is a much more complicated process Each creature is split up into four stages, each with a list of
Agrax Earthshade Mechanicus Standard Grey than what I am going to show you in this guide. I will show a basic version colours and the corresponding paint that was used for it. Each
Averland Sunset Mephiston Red that helps apply a simplified version of highlighting. This begins at the stage uses a different technique to achieve a similar effect on
Baneblade Brown Nuln Oil basecoating stage, while preparing the model for the later stages. each element but with different colours.
Beil-Tan Green Pallid Wych Flesh Stage 1 is base colours. Base colours are applied using a mix
Blue Horror Pink Horror Begin by basecoating the miniature black. of glazes and flat colours.
Cadian Fleshtone Rakarth Flesh This is easiest with a black spray paint. Stage 2 is applying shading. In this stage we use various
Castellan Green Rhinox Hide washes and glazes to add an element of shading to the models.
Ceramite White Russ Grey Stage 3 is highlighting. This stage involves applying a line of
Dawnstone Screamer Pink your colour along the hard edges and ridges of the area. I would
Doombull Brown Steel Legion Drab recommend using a fine brush and adding a tiny dash of water
Dorn Yellow Sybarite Green to your paints.
Drakenhof Nightshade Thousand Sons Blue Once the black is dry, apply a light spray of Stage 4 is a final highlight. This involves adding a small dot or
Fenrisian Grey Thunderhawk Blue white from the top around the model. dash of a colour, generally in the same area as the previous
Flash Gitz Yellow Troll Slayer Orange This will create a light element of highlighting highlight, but focusing on corners or where folds in cloth meet.
Flayed One Flesh Ulthuan Grey and shading straight off the bat, that will For hair or fur it involves adding a dot to the tip of each strand.
Gauss Blaster Green Valhallan Blizzard either provide shading and highlighting in If you find yourself unsure of where to apply the highlights or
Kislev Flesh Yriel Yellow later stages or a guide as to where they spot highlights, look over the images alongside the guide and
Krieg Khaki XV-88 should be applied. compare that stage to the last.

SEA SERPENT
1 BASE COLOURS
Sybarite Green: Mix with four parts water and apply over all of the flesh,
except the tentacles. With only a very light amount on your brush, pull
the brush along the tentacles towards the head to create a gradient.
Thousand Sons Blue: Mix with two parts water and apply over the waves.
Pink Horror: Paint the entire mouth.
Rakarth Flesh: Apply to the teeth.

2 SHADING
Castellan Green: Mix with five parts water. With only a very light
amount on the brush, apply to the recesses and undersides of the flesh.
Temple Guard Blue: Mix with four parts water and apply over the
tentacles, using only a very small amount where it joins with the green.
Agrax Earthshade: Apply across the mouth and teeth.
Biel-Tan Green: Apply to the bottom half of the
waves, adding small touches to the top half.

3 HIGHLIGHTING
Pallid Wych Flesh: Mix with five parts water and apply a small
amount up the centre of the serpent’s belly. Also use this mix
to apply lines across the tentacles and random intervals.
Use pure Pallid Wych Flesh to apply a highlight to the teeth.
Lothern Blue: Apply a drybrush to the top half of the waves.
Screamer Pink: Add a line highlight to the tongue
and the gums where they meet the teeth.

4 FINAL HIGHLIGHT
Gauss Blaster Green: Apply a highlight to
the top edges of the flesh, as well as adding
a few small dots on the body.
Ceramite White: Make a mix with two
parts water and apply a light coat down the
centre of the belly, the centre of the tentacle
stripes and as small dots over the body.
Pink Horror: Apply a spot highlight
to the tongue and gums.
Abaddon Black: Paint the rim of the
base up to where it meets the waves.

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083_087_paintingGuide_v4 MJ.indd 84 16/11/2017 11:25


1 BASE COLOURS
Rhinox Hide: Mix with around four parts water with
and apply liberally over the flesh and dreadlocks.
Averland Sunset: Apply one to two thin coats
until you have a nice flat colour on the jewellery.
Mephiston Red: Mix with one part of water and
apply over the blade, flames, mouth and eyes.
Mechanicus Standard Grey: Paint the metal
clasps between the dreads and skulls.
Rakarth Flesh: Paint the tusks.

2 SHADING
Nuln Oil: Apply into the deep crevasses and
underside of the muscles of the flesh areas.
Rhinox Hide: Mix with four parts water and, with
only a tiny amount on the brush, paint onto the lower
half of the jewellery, pulling your brush towards
the bottom. This allows more to pool in the lower
areas, heightening the effect of the shading.
Troll Slayer: Mix with four parts water and apply across
the blade, eyes and towards the back of the mouth.
Wait for the first coat to dry and apply a second.

3 HIGHLIGHTING
Steel Legion Drab: Add stripes to the
raised muscles and creases in the flesh.
Flash Gitz Yellow: Add a highlight to
the top edges of all the jewellery.
Yriel Yellow: Mix with three parts
water and apply across the centre of
the blade, the back of the mouth and
the pupils of the eyes. Wait for the
first coat to dry and apply a second.
Russ Grey: Add a line to the top
and bottom of the metal clasps.

4 FINAL HIGHLIGHT
Krieg Khaki: Add another line towards the centre of
those previously applied with Steel Legion Drab.
Dorn Yellow: Add a mix of spot and line highlights to
the top edges of the jewellery, as well as some spot
highlights on any corners found near the bottom.
Ulthuan Grey: Apply a spot highlight

FIRE GIANT
to the top of the metal clasps.
Pallid Wych Flesh: Apply a layer to the tusks,
as well as adding a dash to each tooth.

FIRE GIANT BASE

Rhinox Hide and Troll Slayer Yriel Yellow: Apply a line Abaddon Black: Drybrush Steel Legion Drab: Apply Krieg Khaki and Abaddon Flocking: Use a small amount
Orange: Paint the whole base around the foot, leaving some over the orange and a heavy drybrush over the Black: Apply a light drybrush of PVA to apply small tufts of
Rhinox Hide, but add a 1cm of the previous coat showing yellow areas. areas previously painted of Krieg Khaki and then paint static grass.
ring of Troll Slayer Orange around the outer edges. with Rhinox Hide. the rim with Abaddon Black.
around the giant’s foot.

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083_087_paintingGuide_v4 MJ.indd 85 16/11/2017 11:25


BLOOD RAGE

FROST GIANT

1 BASE COLOURS
Lothern Blue: Make a mix with three
parts water and apply over the skin.
Rakarth Flesh: Apply a light
coat over the hair.
Mechanicus Standard Grey: Apply a coat
over the rock and metal arm bands.

2 SHADING
Thousand Sons Blue: Mix with three parts
water and apply to the underside of the
muscles and deep recesses of the skin.
Nuln Oil: Apply a coat to the metal arm bands.
Drakenhof Nightshade: Apply a coat to the rock.

3 HIGHLIGHTING
Pallid Wych Flesh: Mix with three
parts water and apply a light layer to
the top of the muscles and hard edges
of the skin. Apply another layer after
the first, but focus only on the very
top of the muscles and hard edges.
Also add a coat of pure Pallid Wych
Flesh onto each strand of the hair.
Russ Grey: Apply a light drybrush to the
rock and the edges of the metal armbands.

FROST GIANT BASE


4 FINAL
HIGHLIGHT
Ceramite White:
Add a line highlight to
the top edges of the
muscles and a spot
highlight to the hard
edges of the skin.
Ulthuan Grey: Add a
spot highlight to the
metal arm bands.
Thunderhawk Blue: Paint a Dawnstone: Apply a drybrush. Ulthuan Grey and Abaddon Valhallan Blizzard: Add Fenrisian Grey: Add
coat over the entire base. Black: Apply a light drybrush patches across the base, a line highlight to
of Ulthuan Grey and then leaving some of the sand the topmost hard
paint the rim of the base showing through. Also apply edges of the rock.
with Abaddon Black. small blobs to the rock.

86 December 2017

083_087_paintingGuide_v4 MJ.indd 86 16/11/2017 11:26


TROLL BASE

Doombull Brown: Basecoat XV-88: Apply a drybrush. Kreig Khaki and Abaddon Foliage: Use a small amount
the base. Black: Apply a light drybrush of of PVA to add some static
Krieg Khaki and paint the rim of grass of various shades.
the base with Abaddon Black.
1 BASE COLOURS
Cadian Fleshtone: Mix with four parts
water and apply a light coat over the flesh.
Rhinox Hide: Mix with three parts water
and apply over the hair and belt.
Averland Sunset: Apply one to two thin coats
over the jewellery until you have a flat colour.
Mechanicus Standard Grey: Paint
a coat onto the head of the hammer
and the links in the hair.
Steel Legion Drab: Apply a coat to the
necklace and the handle of the hammer.

2 SHADING
Kislev Flesh: Apply a layer over the flesh,
focusing towards the topmost areas of
the muscles and ridges in the flesh.
Rhinox Hide: Mix with three parts water and apply
to the bottom half of the head of the hammer.
Rakarth Flesh: Apply a coat to the
teeth and necklace elements.
Baneblade Brown: Apply a line
highlight to the hair.
Agrax Earthshade: Apply a coat
over the hammer handle.

3 HIGHLIGHTING
Beil Tan Green: Mix with two parts water and apply carefully
under the muscles, and in any of the deep recesses in the skin.
Russ Grey: Apply a line highlight to the hammer
head and the links in the hair.
Yriel Yellow: Apply a line highlight to the top edges of the jewelllery.
XV-88: Apply a line highlight across the top
edges of the wood grain in the handle.

4 FINAL HIGHLIGHT
Flayed One Flesh: Apply a fine highlight across the flesh, focusing
around the areas previously highlighted with Kislev Flesh.
Ulthuan Grey: Apply a spot highlight to the hammer head and links in the hair.
Dorn Yellow: Apply a spot highlight to the topmost edges of the jewellery.

TROLL
Fenrisian Grey: Apply a spot highlight to the topmost
edges of the hammer head and links in the hair.
Krieg Khaki: Add a fine highlight to the ridges in the grain of the hammer handle.

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083_087_paintingGuide_v4 MJ.indd 87 16/11/2017 11:26


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

USING TECHNOLOGY
We venture out of the dungeon and swap our pens and paper for touchscreens
and the internet as we discover how modern tech can enhance your next session
Words by David Jagneaux

B
eing a good DM requires patience, now 2018 and you don’t have to be limited bigger pockets), a tablet and/or laptop. Just
creativity and preparation, but like that anymore. There are tons of options! having one of these devices handy will go a
it’s also good to be versatile and We’re going to cover five specific ways long way towards opening up your possibilities
flexible. That’s why we always try that DMs can enhance and improve their as a DM, even if you own every rulebook and
to enter every session with a small dungeon mastering efforts through the use campaign guide under the sun.
collection of ideas that we can pull from when of technology. You’ll learn how to use both The fact of the matter is, no matter how
we’re in a pinch. Sometimes, though, it’s just official applications from RPG publishers many times you’ve read over rulebooks and
as useful to turn the page towards the modern and third-party digital tools, why keeping a character guides you don’t have everything
era and look at all of the ways real-world tablet nearby is essential, how to amplify the memorised. In a lot of cases, it’s faster to
technology can enhance and improve your ambiance of a room, and why living far away Google or Ctrl+F something in a PDF than
gaming sessions. doesn’t mean you can’t continue to play. it is to manually flip through pages. Going
It’s easy to feel trapped by the confines of a step further though, Wizards of the Coast
pen and paper when running a roleplaying MAGIC IN THE PALM has an official D&D app and website known
game campaign. The traditional way of doing OF YOUR HAND as D&D Beyond that can really amplify your
things asks DMs to write stats down by hand, The quickest and easiest way to enhance any game nights.
keep track of dice rolls by counting, only play tabletop roleplaying game campaign is to On D&D Beyond you can do everything
with people in the same room or simply use use one of those magical little devices that from check rules and look at items to search
your imagination for things like ambient everyone carries around in their pocket: a for monster stats or even use a step-by-step
noise, music and sound. Luckily the year is smartphone or, if you’d prefer (and have even builder to create brand new characters. If

88 December 2017

088_089_dMGuideToRPGs_v3 MJ.indd 88 16/11/2017 13:00


Add to the atmosphere of a setting with music
and audio effects (Wizards of the Coast)

you’re playing with a group of first-timers howling, trees rustling or perhaps the caw of not be in the same city (or country!) as you.
then this toolset is extremely useful. a crow in the far-off distance. Or how about Just because your group isn’t together doesn’t
the hustle and bustle of people in a busy castle mean you can’t play. The least advanced way
WORLD WIDE WEB town? Using free websites and apps with sound of doing things would be to have your remote
OF MYSTERIES effects and ambient noises you can accomplish player(s) call in via Skype, Google Hangouts
Going beyond just that single portal is a whole the exact mood you’d need for any situation. or something similar and set up a webcam so
host of other ways mobile apps and websites can The last touch I like to use the internet for that the DM can see their dice rolls, as well as
be used to boost your roleplaying experience. right before or during a campaign is for name having another webcam show the table at the
Let’s say, for example, that someone in your generation. Just look up any number of free main location so the player can direct what’s
game group didn’t bring dice – there’s an app for fantasy name generators online and give all of going on. It’s not ideal, but it gets the job done.
that! Or what if you don’t have enough scratch your NPCs a name in the world. This has the If you want to go a bit further with it you can
paper for taking notes, marking initiative order added effect of making your world feel more try out online applications like Roll20, which
or keeping track of hit points? There are plenty alive and helping your players remember and feature officially licensed D&D materials and
of apps you could use for that, too! connect with NPCs individually. can let you simulate everything you’d ever
However, my favourite way to use need all within your web browser. As long as
smartphones and tablets to enhance my THROUGH THE the DM owns the materials anyone can play
DMing is a bit more flavourful. If your players LOOKING GLASS with them for free and it’s constantly getting
are slowly creeping through a dark forest at Taking things a step further, let’s talk about how updated. This is a great option if everyone in
night time they’d probably expect to hear wind to use the internet to play with people that may the group is a remote player.

tabletopgaming.co.uk 89

088_089_dMGuideToRPGs_v3 MJ.indd 89 16/11/2017 13:00


䄀圀䄀刀䐀            圀䤀一一䤀一䜀 䜀䄀䴀䔀 䴀䄀吀匀

嘀䄀刀䤀伀唀匀 䐀䤀䘀䘀䔀刀䔀一吀 䰀伀吀匀 伀䘀 䘀䰀䄀吀 刀䄀吀䔀


匀䤀娀䔀匀 䴀䄀吀䔀刀䤀䄀䰀匀 䐀䔀匀䤀䜀一匀 䔀唀 匀䠀䤀倀倀䤀一䜀

p090.indd 1 08/11/2017 16:08


UPCOMING EVENTS
DRAGONMEET
Saturday December 2nd
Novotel London West, London
The UK’s friendliest games convention,
going strong for several decades and
offering something for every type of gamer.
This year there is twice the space that
there was last year. One floor is dedicated
solely to trade and another to games,
RPGs, the best of Essen releases, Playtest
UK and several tournaments, as well as a
full seminar schedule.
dragonmeet.co.uk

EVENT REPORT WINTER STABCON

DRAGONDAZE
Friday January 5th to Sunday 8th
Britannia Hotel Stockport, Stockport
A three-day convention that sells out fast
every year, Stabcon has all types of gaming in
its halls, but is more geared towards board
Event co-ordinator Simon Powell discusses the games in general. It’s a welcoming convention
with a well-established venue and is certainly
Welsh gaming convention’s three-decade history worth checking out, even if you don’t stay all
three days.
and charitable belief in supporting young players facebook.com/events/1314903291941444
Interview by Matt Jarvis CONTINGENCY
Wednesday January 17th to Sunday 21st
How has Dragondaze changed since it started You donate proceeds towards charity every year. Sandy Balls Holiday Village, Fordingbridge
back in 1984?  Why is it important to give back like this? 
Dragondaze was begun as part of a week of Donating to local charities helps to bring in ConTingency took over from the now sadly
ceased Conception and is now in its second
youth activities organised by the People and your local community and help take the ‘geek’
year, having made several improvements from
Work Unit. YouthSpeak brought together out of gaming. the first. It’s primarily a roleplaying convention,
young people from all over the county of Dragondaze’s focus has always been on with a lively evening social scene. The
Gwent and threw them into many different helping the youth of south Wales and showing convention centres around Sandy Balls holiday
activities and challenges. The event went so them something other than computer games park in the New Forest and has a range of
well it was decided by the original organisers or hanging around on the street. This is why games, as well as a dedicated children’s
to run it every year on and off until 1991. The we chose Barnardos Young Carers as the games centre to cater for all interests.
first ‘new’ Dragondaze, which ran in 2014, was charity to benefit from our event and, in the con-tingency.uk
30 years on from the original event. third year, we added Sparkle, a local charity
The first Dragondaze was in a small church that raised funds for a local children’s hospice.
BASTION
Thursday January 18th to Sunday 21st
hall, probably about 75 square metres. We We like to help the children of Wales at our YHA Conwy, Conwy
have 2,500 square metres at the new venue of event. These are our future gamers; without
Newport Centre. them, gaming will die out. Starting as a small convention last year
and so popular that they’ve come back for
   
a second, Bastion is four days of all types of
How is the ‘new’ Dragondaze different from the Other than gaming, what is there to do? gaming held in north Wales, including board
original convention? We have a cosplay competition and re- games, miniatures, CCGs and RPGs. Taking
The original show didn’t have trade stands and enactment groups from the local area that place in a youth hostel, you can book a bunk in
artists, just games. The new Dragondaze has people can meet; this year we had Roman a room shared with fellow attendees for some
over 40 trade stands each year and five rooms soldiers, Vikings, knights, Napoleonic soldiers, late-night gaming – or just turn up each day.
for gaming in beside the main hall. WWII soldiers and the local 104 regiment of bastionwales.com
  the TA, plus future soldiers, too.
What makes the event unique?   HANDYCON
Friday January 19th to Sunday 21st
Dragondaze is a great place to bring your kids What’s the tabletop community like in the
Holiday Inn High Wycombe, High Wycombe
and introduce them to gaming, a great family local area?
day out. We have a good mixture of gaming We have around six or seven games clubs Another multi-discipline convention that has
and cosplay; we offer a £50 prize for the best within a 20-mile radius of Newport, so I been running for a few years. Taking place
in High Wycombe, and with many people
costume. We also host the Welsh national would say that we have a healthy gaming
having attended for the duration that it’s
BattleTech tourney. community here. been running, it’s an excellent convention for
Many companies in the process of setting   beginners and has a full range of activities
up come to Dragondaze to test their new What can you tell us about your plans for next including a Playtest zone, bring and buy,
games on the public – this means that you can year’s show – and beyond? trade hall, tournaments, and a games library
often get to meet the designers and sometime As for what the future holds for Dragondaze, for those wanting to try before they buy.
contribute to the play of the game being tested. well, we hope to get bigger and better! handycon.co.uk

December 2017 tabletopgaming.co.uk 91

091_eventReport_v2 MJ.indd 91 16/11/2017 13:01


CLUB DIRECTORY
ABERDEENSHIRE CARMARTHENSHIRE CULLOMPTON BOARD ESSEX DARK WORLDS WATFORD
ABERDEEN CARMARTHEN GAMES GROUP BASILDON WARBOYZ GAMING SOCIETY WARGAMES CLUB
WARGAMES CLUB OLD GUARD Cullompton, EX15 1JX Basildon, SS16 4JW Fareham, PO15 6TL Watford, WD17 4PN 
Aberdeen, AB15 4YQ Carmarthen, SA31 3AD
DARK STAR GAMING COLCHESTER FIRESTORM CARDS HIGHLANDS
OLDMELDRUM TOWY VALLEY PLYMOUTH WARGAMES OPEN GAMING NIGHT DINGWALL
WARGAMES GROUP TYRANTS (TVT) Plymouth, PL4 0AL ASSOCIATION Basingstoke, RG24 8FB WARGAMES CLUB
Oldmeldrum, AB51 0AA Abergwilli, SA31 2JE Colchester, CO3 5RH Dingwall, IV15 9JZ
EAST DEVON TABLETOP FORDINGBRIDGE
AVON CHESHIRE & RPG GROUP ESSEX WARRIORS GAMING CLUB KENT
WESTON WARGAMERS ALTRINCHAM Honiton, EX14 1HR Chelmsford, CM1 3DU Fordingbridge, SP6 1AS ASHFORD (KENT)
CLUB WARGAMING CLUB BOARDGAMES CLUB
Weston-super- Altrincham, WA14 4PG EXMOUTH IMPERIAL SOUTHEND-ON-SEA GARY DONALDSON Ashford, TN24 9AJ
Mare, BS23 1NF WARGAMES CLUB ROLEPLAYING SOCIETY Waterlooville, PO8 8RG
CHESHIRE GAMERS Exmouth, EX8 4SW Southend-on-Sea, SS1 2AL BEXLEY REAPERS
AYRSHIRE Crewe, CW1 2DF PORTSMOUTH ON WARGAMING CLUB
NORTH AYRSHIRE GAME NIGHT @ CARPE FIFE BOARD Bexley, DA5 1AA
WARGAMES CLUB CONGLETON AND Plymouth, PL4 8EU DUNFERMLINE Portsmouth, PO1 1PT
Irvine, KA12 0BA DISTRICT LIGHT BOARD WARGAMING AND CANTERBURY
GAMES GROUP PLYMOUTH ROLEPLAYING RINGWOOD CRUSADERS
BEDFORDSHIRE Congleton, CW12 1AH ASSOCIATION OF FELLOWSHIP ASSOCIATION OF Canterbury, CT1 1RT
BASEMENT WARGAMERS Dunfermline, KY12 7DS WARGAMERS
GAMING CLUB WARRINGTON BOARD Plymouth, PL3 5TB Ringwood, BH24 1DW GREENWICH &
Luton, LU3 3AN GAMES CLUB EAST NEUK BLACKHEATH BOARD
Warrington, WA1 2SX DORSET TABLETOP GAMES SOLENT GAMES AND BEER CLUB
BOARD GAMES SOUTHBOURNE Anstruther, KY10 3DJ WARGAMERS CLUB London, SE3 7JQ
IN BEDFORD WINSFORD TABLETOP & Portsmouth, PO1 1PT
Bedford, MK41 0TU WARHAWKS BOARDGAMERS FLINTSHIRE MAIDSTONE
WARGAMING CLUB Bournemouth, BH6 3AA DEESIDE DEFENDERS SOUTHAMPTON WARGAMES SOCIETY
BEDFORD BOARD Winsford, CW7 4AT Chester, CH4 0DR SLUGGAZ Maidstone, ME17 4AW
GAMING WESSEX WYVERNS Southampton, SO17 2JZ
Bedford, MK40 2SX CLEVELAND WARGAMES CLUB FGC FLINTSHIRE MEDWAY AREA
REDCAR IRONBEARDS Ferndown, BH22 9AN GAMING CLUB WATERLOO TABLE BOARDGAMERS
LEIGHTON BUZZARD Redcar, TS10 1RH Bryn-y-Baal, CH7 6SZ TOP GAMERS Maidstone, ME14 1ED
GAMING CLUB WORLDS AWAY Waterlooville, PO8 8RG
Leighton Buzzard, CO ANTRIM Bournemouth, BH2 5RQ GLASGOW MERRYCHEST CAFE
LU7 1ES DRAGONSLAYERS ANTONINE BOARD WESSEX WARGAMERS GAMING CLUB
Belfast, BT7 1NN DUMFRIESSHIRE GAMERS WINCHESTER Dartford, DA2 8AH
BERKSHIRE ANNAN GAMING CLUB Glasgow, G64 4EN Winchester, SO22 4QB
NEWBURY & CO DURHAM Annan, DG12 6EF MILTON HUNDRED
READING WARGAMES DARLINGTON’S GLASGOW HEREFORDSHIRE WARGAMES CLUB
ASSOCIATION DOGS OF WAR THE FIVE ARCHES GAMES ROOM DICE AND DECKS Sittingbourne, ME10 4BX
Newbury, RG14 Darlington, DL3 7LX GAMING CLUB Glasgow, G20 7Q Ross-on-Wye, HR9 5HR
2RA/RG1 4PS Dumfries, DG1 3JR TONBRIDGE
DURHAM RAIDERS UNPLUGGED HERTFORDSHIRE WARGAMES CLUB
WARGAMES Croxdale, DH6 5HJ DUNBARTONSHIRE GAMES CLUB HEMEL HEMPSTEAD Tonbridge, TN9 1ER
ASSOCIATION DUMBARTON Glasgow, G41 3AB GAMES CLUB
OF READING DURHAM WARGAMES WARGAMES CLUB Hemel Hempstead, WHITSTABLETOP
Wokingham, RG41 5DU Durham, DH1 1QG Dumbarton, G82 1QQ GLOUCESTERSHIRE HP2 6BJ Whitstable, CT5 1DA
GLOUCESTERSHIRE
BRISTOL GAMERS@HART EAST SUSSEX GAMES BUNKER HERTFORD BEER & LANARKSHIRE
HALL OF HEROES Hartlepool, TS26 9DE 1066 WARGAMING Gloucester, GL51 4XA BOARDGAMES LANARKSHIRE
GAMING CLUB CLUB Hertford, SG14 1HH GAMERS
Bristol, BS16 1NU CO LONDONDERRY St Leonards-on- LINCOMBE BARN Motherwell, ML1 1BS
THE SIEGE BUNKER Sea, TN38 8BL WARGAMES SOCIETY HITCHIN HERETICS
BUCKINGHAMSHIRE Londonderry, T48 7JL Bristol, BS16 2RW Hitchin, SG5 1XL LANCASHIRE
MILTON KEYNES EASTBOURNE BLACK TOWER
WARGAMES SOCIETY CO TYRONE ELEMENTAL PORK CHOP GAMING NORTH WARGAMING
Milton Keynes, OMAGH WARGAMES Eastbourne, BN21 3XQ Cheltenham, GL50 3HA HERTFORDSHIRE Blackpool, FY4 4ND
MK11 1JQ CLUB WARGAMES CLUB
Omagh, BT78 1HL FAMOUS GWENT Hitchin, SG5 1XL BURNEY WARGAMES
WYCOMBE COLLECTABLES GWENT REAVERS Burnley, BB10 3EU
WARBAND CORNWALL Bexhill-on-Sea, TN40 1DU TABLETOP NORTH LONDON
Beaconsfield, HP9 1LG THE DICE GAMING CLUB WARGAMES CLUB DICED TEA
AND DAGGER EAST YORKSHIRE Abertillery, NP13 3DJ Cheshunt, EN8 9AJ Oldham, OL1 2DB
CAMBRIDGESHIRE GAMING CLUB WOLDS WARGAMERS
2D6 LODGE Bude, EX23 9BL Driffield, YO25 6NX HAMPSHIRE POTTERS BAR HARLEQUINS
Cambridge, CB1 8NN ARBBL GAMES CLUB BLACKPOOL
DERBYSHIRE EDINBURGH Andover, SP10 1DQ Potters Bar, EN6 5BT Blackpool, FY1 3QA
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KNIGHTS BOARD GAMES OF GAMERS BLACK HOLE THOR’S HAMMER HOUSE LANCASTER
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Peterborough, PE1 1NA Barnstaple, EX32 8LS Edinburgh, EH7 4EW Basingstoke, RG24 8LT Tring, HP23 6BA Preston, PR1 7DP

92 December 2017

92_93_clubDirectory_v3 MJ.indd 92 16/11/2017 11:33


PRESTON’S THE ROLE PLAY HAVEN WAR & PEACE SHEFFIELD TOLWORTH 1ST OTLEY BOARD
GAMERS GUILD Lewisham, SE13 6LH GAMES CLUB WARGAMES SOCIETY FOUNDING GAMERS
Preston, PR1 7DP Nottingham, NG10 5BD Sheffield, S8 0PS Chessington, KT9 1PF Otley, LS21 2AU
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DE MONTFORT Bridgend, CF35 6AU Tamworth, B79 7DJ WEST MIDLANDS
Loughborough, LE12 8TX SOMERSET BIRMINGHAM REDDITCH
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DICE CLUB Wells, BA5 2PU WARGAMES CLUB PLAY MORE GAMES! York, YO24 1AQ
LINCOLNSHIRE Uxbridge, UB10 0RY Grangemouth, FK3 8QR Solihull, B90 3GG
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WARGAMES SOCIETY NORFOLK CLUB SUFFOLK STOURBRIDGE & GAMES CLUB
Grimsby, DN32 9HT AFTERMATH GAMING Bath, BA1 6AB BURY ST EDMUNDS DISTRICT WARGAMERS Leeds, LS6 3HN
CLUB BOARD GAMING Stourbridge, DY8 4DL
LINCOLN BOARD Norwich, NR3 4HX THE FROME BOARD GROUP HOLMFIRTH
GAME GROUP GAMES CLUB Rougham, IP30 9LH WEST SUSSEX GAMING CENTRE
Lincoln, LN1 3BJ KINGS LYNN RPG & Frome, BA11 1AF BOGNOR REGIS Holmfirth, HD9 7HP
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LOUTH STRATEGY King’s Lynn, PE30 4DN TRINITY WARGAMING GAMERS Bognor Regis, PO21 5EU LEEDS GAMING
GAMES CLUB CLUB Ipswich, IP3 0FS Leeds, LS1 3DL
Louth, LN11 8DB NORWICH BOARD Taunton, TA1 3JG CRAWLEY
GAMERS MID SUFFOLK GAMING WARGAMES CLUB LEEDS NIGHT OWLS
LLANDUDNO Norwich, NR2 4AL WARGAMING@ GROUP Crawley, RH11 9BQ Leeds, LS6 1LJ
CONWY WARGAMES RADSTOCK Stowmarket, IP14 4SH
CLUB NORTH YORKSHIRE Radstock, BA3 4BD DUNGEON CRAWL- OVERSEAS
Penrhyn Bay, LL30 3LB YORK GARRISON MID SUFFOLK EY GAMES CLUB BIELEFELD
WARGAMING CLUB WESTON WARGAMES Crawley, RH11 7QG WARGAMES & MODEL
LONDON York, YO32 4AQ WARGAMERS CLUB ASSOCIATION MAKING CLUB
CROSS GAMING CLUB Weston-super-Mare, Milden, CO10 9SG SOUTH DOWNS Bielefeld, Germany
Southwark, SE1 1DX NORTHAMPTONSHIRE BS23 1NF SIEGEBREAKERS
BATTLEFIELD SURREY Pulborough, RH20 4DR THE CENTURIONS
HESTON AND HOBBBIES CLUB WSM BOARD HAMPTON COURT WARGAMING
EALING WARGAMERS Daventry, NN11 8BR GAMING CLUB GAMERS WEST YORKSHIRE Roseville, USA
Ealing, W13 9SS Weston-super-Mare, East Molesey, KT8 OBT AIREBOROUGH
THE BRACKLEY & BS22 8PD COMMUNITY WARGAME CLUB
SELWG DISTRICT GAMERS GUILDFORD GAMERS GIUSEPPE GARIBALDI
Catford, SE6 2TS (AKA THE BAD SOUTH YORKSHIRE GAMES CLUB Leeds, LS19 6AS Genoa, Italy
GAMERS) BROTHERHOOD OF Guildford, GU2 8DU
TANELORN WAR Brackley, NN13 6LF THE DICE GAMING CLUB
GAMING CLUB Barnsley, S75 1JR STAINES WARGAMES BRADFORD
London, E11 3DB THE PIT GAMING
CLUB ROTHERHAM
ASSOCIATION
Egham, TW20 0QT
Bradford, BD1 2DX
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CLUB NN9 5TU Rotherham, S60 1JE STAY ON TARGET BOARD GAMERS AND SEE FULL
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CLUB DETAILS
THE ROLE PLAY NOTTINGHAM BOARD BOARD GAMES THE WOKING KEIGHLEY ONLINE AT
HAVEN AND TABLETOP CLUB Sheffield, WEIRD BOYZ TABLETOP COMBAT tabletopga ming.co.uk/clubs
Gibbins Road, E15 2HU Nottingham, NG1 6DA S3 7HG/S1 4DD Woking, GU22 7TA Keighley, BD20 6EB

tabletopgaming.co.uk 93

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p094.indd 1 10/11/2017 12:16
local schools, colleges and libraries which, along
with our Saturday events, earned us an award
for services to the community from the mayor of
Stockton. Our Pokémon community is also rather
special in that most players are kids. We make
special efforts to make our store family-friendly
and that philosophy appears to be working very
well. We even have an area for the parents to sit
and chat while the kids are playing.
SHOP SPOTLIGHT

BEANIE GAMES
What other events do you run for local gamers?
We also have regular sessions for Dungeons &
Dragons, X-Wing, Armada, Cardfight!! Vanguard,
Final Fantasy, Destiny, HeroClix, Warhammer
40,000, Age of Sigmar, Star Trek: Attack Wing, all
Not many gaming stores can boast of a special award the living card games, board games including
from the town mayor, but this Stockon-upon-Tees tournaments for Ticket to Ride, Catan, Pandemic
and many more. Plus, we have a large board game
outlet has exactly that. Manager Stephen Carter library of over 300 games which is available to
anyone playing in the shop.
reveals how Yu-Gi-Oh! and Pokémon led to greatness
What games have proved most popular for you
Interview by Matt Jarvis this year?
Our surprise hit this year has been Warhammer
When did Beanie Games first open? Could you tell gaming seven days a week with eight staff and over 40,000, mainly as we’ve not considered ourselves
us about its first few months? 30 organised play programmes. to be a ‘miniatures’ store. Destiny has been great,
It wasn’t planned! We moved to our current location and of course the unstoppable Pokémon, whose
in November 2013. My eldest daughter Laura had a You’re especially popular among the Pokémon, growth continues unabated. Board game-wise,
small unit in the local shopping centre selling board Yu-Gi-Oh! and Magic: The Gathering communities. Dark Souls has proved popular, as have the new
games and she needed somewhere to run her very Could you tell us more about that? junior Ticket to Ride: First Journey games and the
first organised play event, a Yu-Gi-Oh! sneak peek. Yu-Gi-Oh! was our first venture into organised play amazing ‘don’t tell the kids this is a maths game’
We only intended to hire a room for a day, but after but at the request of our customers we soon ran City of Zombies. We have a wall dedicated to our
a lot of searching we found our current premises, Friday night Magic and a Pokémon league. With family games, and it’s always great to see new,
an old nightclub, and, after very little hesitation, Yu-Gi-Oh! we have worked closely on developing high-quality additions in that genre.
decided to take it on a permanent basis. We soon and improving the organised play experience and
had several organised play programmes up and we were the first official tournament store in the What are your future plans for the shop?
running and, when an adjacent unit became UK when the programme launched this year. We’ve still got a lot of room for growth in Stockton.
available, we moved the retail business there too We have the largest Magic community in the In the short term, we’re looking at expanding
and it became the Beanie Games we have today North-East and our Friday nights regularly feature our facilities for miniatures gaming with a
with over 8,000 square feet of gaming heaven. three or four concurrent events, including a regular sizeable investment in new scenery and tables.
Legacy tournament. Further ahead, we’ve had some extra special plans
You have a seriously sizeable store! How do you Pokémon? Well that’s been phenomenal for us. on the back-burner for a while now, including
make the most of the room for players? It’s taken three years, but we now have the largest spreading the Beanie Games experience
We’re fortunate in that the space we have Pokémon league in Europe, with over 200 regular further afield. We’re on the lookout
comprises of four rooms of different sizes. We can players and possibly the world’s largest pre-release for a second location, we just haven’t
open/close areas depending on numbers and events. We run Pokémon after-school sessions for quite found the right spot – yet.
reconfigure the spaces quickly for tabletop, card or
miniature gaming. With a capacity of around 400,
we never have to turn anyone away through lack
of space, which is a pretty awesome facility and a
We have the
great resource for North-East gamers.
largest Pokémon
How has the shop changed since you first opened
its doors?
league in Europe,
It’s grown. A lot. The first time we opened on a
Saturday for gaming there was myself and one
with over 200
other customer – hi Toby! Now we have hundreds
playing in-store on Saturdays and we’re open for
regular players.

December 2017 tabletopgaming.co.uk 95

095_shopSpotlight_v3 MJ.indd 95 16/11/2017 11:31


SHOP DIRECTORY

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mag-ad-56.5x40.indd 1 02/06/2017 12:22

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p096_097.indd 97 15/11/2017 15:37


12
1 11
2

10
9
3

8
4

5 7
6

AMOEBA

T
his is one of those games that is way more fun to of points the player will win if they match the pattern.
play than you would ever have thought just by The higher the number of points, the more complicated
looking at it. There are 49 plastic tiles placed into the pattern will be and the greater the difficulty. On each
a seven-by-seven grid and each tile is embossed player’s turn they get to rotate any piece on the board by
with the same pattern of two quarter-circles 90 degrees except for the one that was last rotated – this
in opposing corners. These tiles allow for a great variety means that you can’t undo the previous player’s turn. If
of patterns to be made by simply rotating pieces by 90 a player manages to create the shape illustrated on their
degrees. As the pieces are symmetrical the direction of card then they get the number of points shown. They
rotation makes no difference to the outcome and the also draw a new card and get another turn. If a pattern
pattern will always connect up with the pieces next to it. is made by another player or just happens to be on the
This simple but interesting design was created by board you still get the points so long as you’re the first to
William Barrington Pink, who filed for a patent in shout “Amoeba!” The winner is the first player to reach a
1974 for the game Amoeba. It was picked up quickly set number of points or to burn through a set number of
and published in the UK in 1975 by Louis Marx and cards that should be agreed upfront.
Company Ltd, an American toy manufacturer formed What makes this game stand out is the amount of
in New York in 1919. Marx originally produced toy competition that it generates – especially when more
cars, but by the 1950s was at the peak of its success and then two players are involved. A small rotation can have
aiming for a global market. Marx opened a factory in a large effect and, when players are trying to create Words Phil Robinson
Phil Robinson is a game
the UK to produce for the British market and set up in different patterns in the same area of the board, it can historian and the founder
Swansea, Wales. While William pitched his game design get quite heated. The number of patterns on the cards of the Museum of Gaming,
to Marx he simultaneously published it in Germany with are limited so you do get to know them quite quickly and an organisation that
Ravensburger under the name Tantalus. often realise the pattern your opponent is attempting to explores and documents
The play is simple; the board is set out so that the tiles all make before they get the chance. This leads to attempts the history of gaming
through its collections,
make circles. Each player draws three cards that contain a to deliberately sabotage your opponent’s patterns and
exhibitions and research.
pattern and a number. The number represents the amount brings in a strong element of competitive play.

98 December 2017 tabletopgaming.co.uk

098_tabletopTimeMachine_v3 MJ.indd 98 15/11/2017 12:14


IN JANUARY’S ISSUE ON S AL E DEC EMBER 29 T H

It’s the end of the world


and we love it! We take
a Rad-X and explore the
miniatures game based on
the post-apocalyptic
WASTELAND WARFARE roleplaying series

STUFFED
FABLES FREE
We battle the stuff of nightmares
in the next game from the visionary
creator of Mice & Mystics
GIFT
Shh! We’ve got two

COUNTERFEITS exclusive promo


cards for sneaky
FOR CHRISTMAS
Find out if you’re at risk from dangerous fakes
game Secrets –
only for Tabletop
Gaming readers!
as we reveal the world of phoney board games

GOING LIVE WITH TABLETOP STREAMERS | VENGEANCE |


HNEFATAFL: THE ANCIENT VIKING BOARD GAME tabletopgaming.co.uk 99

099_nextMonth_v4 MJ.indd 99 16/11/2017 11:36


Chris Darsaklis

Briefs

Dinosaur
C.B.

With When I Dream, take the time to dream.


When I Dream is a dreamlike board game to play with all the family.
© Sombreros Production 2017 • Illustrations : Gaël Lannurien • Cyrille Bertin • Loic Billiau • Cyril Nouvel • Anne Heidsieck REPOS
PRODUCTION

When I Dream - Tabletop Gaming.indd 1 07/11/2017 09:32:42


p100.indd 1 08/11/2017 16:09

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