Board Game Geek

    -

    BoardGameGeek News | BoardGameGeek

  • Join Alice for a Mad Tea Party, Pass Now to Play Later, and Explore a Crumbling Tower

    by W. Eric Martin

    ▪️ As it did in 2024, U.S. publisher 25th Century Games has picked up several titles released in other countries for a January "import collection" crowdfunding campaign. Four of the six titles have been revealed to date:

    Geonil's The Yellow House from Mandoo Games (my overview)
    Geoffrey Chia's Kabuki Tricks from Good Spirit Games
    Arthur Hodzhikov's Intent to Kill from Hobby World
    Stan Kordonskiy's The First Tsar: Ivan the Terrible, also from Hobby World

    ▪️ While walking the halls at SPIEL '19, I spotted a Japanese game that included a tiny set of cups and dishes:

    Image: Joseph Summa
    That game was Where am I? Alice in a Mad Tea Party, a 2-4 player game from Kazutaka Yanagawa and Gotta2 — and in 2025 Japanime Games will crowdfund a new edition of this game to make it available in more locations. In fact, Japanime is funding two editions of this game that can be combined for play with up to eight at the table. Here's what you'll be doing:
    In the game of Where am I?, you are a character who has strayed into Alice's Wonderland. After being invited, you attend a tea party...hiding your identity.


    You earn points if you make the party gorgeous by collecting cups and pots in front of your pawn — but if someone else correctly figures out your identity, your points are claimed by that player. Anyone may place cups and pots on the table, with their pawn going on any chair. When you make a move, you should be cautious not to give a hint of your identity to anyone else.

    At the end of the game, the highest scorer wins.

    ▪️ Publisher Grand Gamers Guild is distributing PASS, a 2023 ladder-climbing game from designer Yu Wang and publisher Board Game Rookie, in the United States. Here's an overview of this 2-5 player game:
    Each player has a hand of 13 cards, with each card having values on each end. Cards start with the white side up. If you lead a trick, you play a set of cards — single, pair, straight, full house, etc. — and other players can beat this only by playing a higher set. On a turn, they either play a higher set or pass to sit out the rest of the trick and take a PASS token. Play continues until all but one person has passed, then that player leads a new set.

    On a future turn, you can spend a PASS token to flip cards being played to their upgraded end or to augment a set so that you can match what someone else has played, e.g., a pair of As, and be considered higher.

    Whoever empties their hand first wins a crown, and the player who first claims three crowns wins.

    ▪️ Japanese publisher SUNNY BIRD is partnering with U.S. publisher Capstone Games for a February 2025 crowdfunding campaign for Kentaro Yazawa's FALLING.


    Here's an overview of this 1-4 player game:
    One day, a tower fell from the sky, and you are an explorer searching for valuable relics and other items in that crumbling tower. By placing special devices in the tower, you increase the income of certain resources in the game, but as the round progresses, the towers collapse and these devices are returned to the players, granting them an even larger bonus! Additional bonuses can be obtained by converting resources using cards to create combos or by scoring victory points.

    During set-up, players choose one of twelve sidekicks that each provide a unique ability.

    Read more »
  • Gain Followers with Your Supers, Keep Counting Cats, and Use Legions to Control an Abyss

    by W. Eric Martin

    ▪️ Square Moon is a new French publisher that will debut in 2025 with the release of Super, a card game for 2-4 players from Johannes Goupy and Jérémy Ducret:
    Over a decade ago, the legendary superhero agency "The Guardians" closed its doors, shaken by a political scandal of unparalleled magnitude. To this day, no other superhero group has managed to captivate the masses in the same way and come close to its sixty million followers. The disappearance of The Guardians left a vast void, an empty throne at the pinnacle of superhero glory waiting for the one who can rekindle the flame of universal admiration.

    You, the ambitious director of a major Super agency, are determined to change that and inscribe your name and that of your agency in history. The race to surpass the mythical threshold of sixty million followers is on, and you're at the forefront, ready to take on the challenge.

    Your arsenal? A collection of Supers with unmatched talents, each proudly displaying the colors of their alliance, demonstrating their power through the number of stars that glitter next to their name, and most importantly, possessing unique powers that, under certain conditions, can turn the tide of a mission. Every recruitment is a step closer to glory, every mission accomplished a chance to gain new followers.

    Completed missions allow you to acquire various bonuses and precious resources to strengthen your agency, but the ultimate reward is not measured in material wealth; it's measured in millions of followers. Collect sixty million first, and you win.

    ▪️ The French game publisher Topla is not new, but in 2024 it launched a "Positive Energy and Mental Agility" line, with one of those titles being the two-player game CATOrCAT from Elodie Dubois and Nicolas Walther:
    You're searching for cats in CATOrCAT, but you never know exactly how many cats you'll find, which is a problem since you're trying to collect a precise number of cats each turn.

    Both players have objective cards numbered 3-9, and to set up, shuffle the cat cards and lay out five piles of eight cards with the cat images on top.

    Sample objectives (at top) and cat cards
    On a turn, reveal an objective in your hand, then take a cat card from the top of a pile and reveal the number on its reverse side. That number will match either the number of whole cats on the front of the card or the number of whole and partial cats; each card appears four times, with its two values appearing twice. If the number doesn't exceed your objective, you can draw again. Ideally the sum of the revealed numbers will match your objective, allowing you to score it; otherwise, you discard it.

    Once both players have tried to meet all of their objectives, whoever has scored the most wins.

    ▪️ Another 2024 Topla release from Dubois and Walther is Summer 1960:
    In Summer 1960, you want to empty your hand to score as few points as possible.

    To set up, lay out the nine flower cards in a 3x3 grid, and deal each player a hand of seven cards. On a turn, play a card onto the matching flower space — but only so long as the number on your card doesn't already appear in that row and column. If you can't play a card, draw from the deck, playing it immediately if possible and otherwise adding it to your hand. If you notice three cards of the same number on the board, whether after you play or on someone else's turn, you can call "Trio" and claim those cards from the board.


    When a player's hand is empty, everyone sums the value of cards in their hand, then subtracts 1 for each trio they collected.

    For the second round, the only change to gameplay is that when someone collects a trio, you discard those cards, then give the cards in your hand to your left-hand opponent. After two rounds, the player with the lowest score wins.

    ▪️ Verso is a 2025 release for 1-6 players from Alexis Allard, Joan Dufour, and Gigamic:
    Flip your cards in Verso to uncover vibrant landscapes of land, sea, or sky while trying to create sequences and form squares.

    To set up, create a deck with 15 cards per player. Each card is double-sided, with a color (blue, green, or orange), a value (1–6 or a joker), and victory points (1 or 3) on one side; the reverse side will have a different color, the other VP value, and an adjacent number (4 or 6 if the front side is a 5) or a joker.

    On a turn, either draw a card or bank a sequence. If you draw, take the top card of the deck and either keep it without looking at the back or flip it; add it to your display, keeping each color in its own row. If you would place a card identical to what you already have, discard it instead.

    If you have 2-6 cards in sequence in a single color, you can bank them. Take VP tokens from the reserve equal to the sum of the VP on the sequenced cards, then discard the two highest cards in your sequence. Each neighboring player must flip their highest non-joker card in this same color, discarding it if it matches a card they already have and otherwise placing it in the correct row.

    If you ever have a 3x3 square of cards — that is, three cards in each of the three colors — you score 7 VP, regardless of whose turn it is. You must bank a sequence before you can score a square again.

    When the deck runs out, each player banks one sequence (without causing their neighbors to flip anything), then the player with the most points wins.

    You can also play Verso solo, alternating turns with a simulated opponent that may flip one of your highest cards to a different color. Try to top the designers' top score of 64.

    ▪️ To circle back to where we started, in the first half of 2025 Bombyx will release Legions, a two-player game set in the Abyss universe from Bruno Cathala, Charles Chevallier, and Johannes Goupy(!) in which players compete to reign over the districts of the city and by extension the Throne of the Kingdom.

    Sample card art Read more »
  • Designer Diary: A Message From The Stars

    by Clarence Simpson

    A reprint of A Message From The Stars should be hitting retail shelves just in time for Christmas 2024. How did such an unusual game come to be? Well, it all started because of Zendo.

    A Faint Signal

    In 2019, I attended my first major board game convention: PAX Unplugged. I had started doing board game design seriously earlier that year and was excited to connect with other designers who I had met online via Twitter.

    Twitter link
    One evening, one of those designers, Zach Hoekstra, introduced me to a little game called Zendo, which has been around since 2001. I had heard of it and was familiar with the little plastic Looney Labs pyramids that were the main component of the game, but I had never played.

    Zach taught us the basic concept in less than a minute. The game consists primarily of lots of square pyramids of various sizes and colors. To start the game, one player becomes the game master and creates a simple rule about the way a set of pyramids can be configured on the table.

    Rules could theoretically be anything, but were generally something like "Small pyramids cannot touch the table" or "There must be more red pyramids than blue pyramids" or "Yellow pyramids must be laying on their side". Only the game master knows the rule, but they start by providing two example pyramid configurations: one that satisfies the rule, and one that doesn't.

    A Zendo game in progress
    After that, it's the goal of the other players to discover the rule through experimentation. Players take turns creating any configuration of pyramids they want, then the game master marks each configuration as satisfying the rule or not.

    There's a few other details, but that's the core of the game, and it was absolutely fascinating to me. I had never played anything like it. The play pattern of performing experiments, then slowly learning from the results of those experiments felt like I was uncovering the laws of some minuscule fictional universe.

    I started researching Zendo on BoardGameGeek and found that it listed induction, which I had never heard of before, as its core mechanism. In games based on induction, players attempt to discover the rules governing a situation by repeatedly performing experiments and interpreting the often horribly incomplete knowledge gained from those experiments. You can think of it as the gamification of the scientific method.

    Induction vs. deduction
    It turns out that induction is a type of logic far less common in games than its more famous big brother, deduction. Back in 2019, only a handful of games had ever been published that used it, and I couldn't understand why. Discovering underexplored areas of game design always gets me excited, and I knew then I wanted to design a game that used induction as its core mechanism — but it would take a few years before I pushed forward with a workable idea.

    Deciphering the Code

    After PAX Unplugged 2019, I decided 2020 was going to be the year I started going to all the major conventions; instead, we all went into pandemic lockdown. I stopped meeting with my weekly design group and started learning Tabletop Simulator. I explored many new designs during this time, but the induction game was never more than a vague long-term goal and took a back seat to other designs.

    I also switched from hosting in-person game nights to virtual game nights. This was when I fell in love with The Shipwreck Arcana, a deduction game about guessing the number between 1 and 7 that other players have in their hands. That's an accurate but terrible description of a wonderful game. It became my most played game of 2020 and reminded me how much I enjoy logic games.

    The Shipwreck Arcana components
    Fast forward to May 2021: After another delightful session of The Shipwreck Arcana, I decide to take a real shot at designing an induction game, but first I need to decide what kind of secret rules and experiments there would be in the game.

    At some point in the brainstorming, my thoughts go to word games. They're very divisive, but I've always enjoyed them and wanted to design one someday. Word games are also notoriously difficult to pitch, and many publishers won't touch them at all, so I had long ago shelved my hope to design a word game unless I could come up with something unique and compelling. Maybe this was it? Could I combine word games with induction?

    Scrabble letter tiles
    It's hard to think of word games without thinking of Scrabble, and one of the core rules of Scrabble is that each letter has a value and the value of a word is the sum of its letter values. What if these values could be the secret rules? Maybe the experiments could be players creating a word, getting a value for that word, then trying to use logic to guess the values of each letter? And maybe the ultimate goal of the game is to create the highest-scoring word possible, given the secret letter values for that particular game session?

    Of course, guessing the values of every letter in the alphabet would be too much. It would be more reasonable to guess a handful of letter values, so what if most letters had no value, but a few random letters did?

    After more thought, I decided that assigning random numeric values to certain letters would be inelegant, fiddly, and uninteresting. I was sure there was more design space to explore. What if the game has three letter value categories? Maybe some letters are worth 1 point, some double the total score of the word, and some make the word score 0 no matter what else was present? That would create uncertainty about what a particular letter is doing to your word's score, would create strong incentives to find the doubler and zero letters because they affect your final word score the most, and would create tension around trying to carefully craft that final high-scoring word. It sounded like an interesting puzzle to me.

    I needed to start writing all of this down.


    Letters From the Otherside

    I keep a huge Google Doc full of rough game ideas that are each only a paragraph or a handful of bullet points at most. In that file, I typed out rules for a game I initially called "Letter Sleuth". Soon after, I decided to theme it around psychics communicating with a single spirit player and renamed it "Letters From the Otherside", which I really liked for the double meaning of "letters".

    A couple days of brainstorming resulted in a rough set of rules that I hadn't yet tested or even made a prototype for, but the overwhelming majority of those rules still remain in the final version of A Message From The Stars.

    First set of rules from my board game ideas Google Doc
    I created a first playable prototype in Tabletop Simulator, which was awkward for this type of game, but did work. I brought it to online meetings of the Game Designers of North Carolina and Nonepub, the online-only pandemic version of the Unpub playtesting convention. Its first playtests went surprisingly well. Players were engaged, and the puzzle was interesting. I was cautiously optimistic.

    First Tabletop Simulator prototype
    By July 2021, COVID cases were down and vaccinations were up, so my design group was starting to get together for occasional in-person meetings — which meant I had to figure out how to make "Letters From the Otherside" work as a physical game. It was going to require a lot of writing, and I was a little worried about it being affordable to manufacture.

    For my first rough proof-of-concept prototype, I scrounged together a bunch of random stuff to make it work. I printed out Ouija boards on slips of paper. Players could use those to note secret letters they suspected of being in a certain scoring category. I used a clear acrylic sign holder to serve as a large dry-erase board where all the public info would be recorded. I gave the spirit player a board where they could randomly deal out letter cards into different scoring categories. That board was placed out of view behind a game master's screen I had lying around from an old tabletop RPG. It wasn't a pretty set-up, but it actually worked!


    First physical prototype
    At that point, I was starting to feel confident about the core of the game, but I wanted to refine certain details based on player feedback. One important change that I made around this time was in how the letter cards were distributed to each scoring category. Originally, I imagined that each category would have a minimum threshold of letter frequency. I had hoped that would guarantee that certain categories, such as the 1-point "trust" letters, would naturally appear in words more frequently than the other categories.

    In my original prototype, I looked up stats on the frequencies of each letter in the English language, then I assigned each letter a frequency value from 1-5, with 1 being most uncommon. I put those frequency values on each letter card, then I gave each scoring type a frequency threshold. The idea was that, during set-up, you would keep dealing new random cards into each category until that category's threshold was met.

    Letter cards with frequencies
    As a result, you might have a low number of common letters or a high number of uncommon letters. In my mind, that would give each category a consistent chance of turning up in a random word, while each scoring type would still be tied to random letters.

    In practice, this was a terrible idea. The "frequency" jargon was difficult to understand. Players now had to do arithmetic during set-up. The worst part, however, was that in spite of my hope that the frequency system would create consistency across random sessions, it actually did the opposite. Sometimes you had one trust letter, but sometimes you had five, and those games felt very different.

    I scrapped that system and came up with a new, simpler method to distribute the letter cards. I opted to divide the alphabet into ten common and sixteen uncommon letters. The game was typically too easy if most letters were common, and too hard if they were mostly uncommon, so I set strict requirements about how many of each letter type could go in each scoring category. These new requirements guaranteed both a diversity of letters in every game and a more consistent experience, and they are the system we use in the final product.

    Revamped letter categories
    For some of the most uncommon letters, I thought they would be extremely difficult to use in words, but I also wanted them to be a potential challenge players might have to deal with. I marked them as "tough", and you had to tell the players how many tough letters you drew. In the final product, you're capped at a max of one tough letter in the entire set.

    I designed those restrictions about which letters could go where specifically to create a more consistent experience — but it also had side effects on the logic puzzle that I wasn't expecting. For example, only one letter can be a common trust letter, which means that if you find one, you can now eliminate all other common letters as possible trust letters. This was an unintended side effect, but I loved this as a new vector for the logic to work in.

    Eventually, I found one final, terrible pain point in the game. As the person who knew the game best, I typically played the role of the spirit, especially with first-time players, and rarely made mistakes when giving values to words, but I needed to test other players doing it as well — and in one test, the spirit player made no fewer than four mistakes in calculating word values to give to the psychics. The test was a disaster.

    It's relatively common for logic games to fall apart when someone with secret information gives players incorrect information, but I had hoped there was a way to actively prevent that from happening here. This might be a chance to put my software engineering skills to work!

    I scraped together a crude web app in which the spirit player could enter the secret letters from their random set-up. Then, they could type in any word, and the app would calculate the value for them. It worked great and calmed all reservations I had about the spirit player making mistakes.

    The helper web app
    Transmissions Into the Boundless Dark

    At this point, I was thinking the game was pitch-ready. It didn’t feel broken anymore and was doing what I wanted it to do pretty consistently, so I spent the rest of 2021 sending out e-mail pitches to publishers where I thought it might be a fit. I racked up a dozen or so rejections in this time. It was mostly just confused reactions to what was admittedly an unusual concept.

    Twitter link
    The game convention circuit reopened in December 2021 with PAX Unplugged. I updated my physical prototype to use the screen from Mysterium as the new spirit screen. I pitched around in person at the con, but still got a lot of lukewarm responses with no real interest.

    But then, a few weeks later, by sheer coincidence, something incredible happened: Wordle.

    Twitter link
    In December 2021 and January 2022, Wordle had gone completely viral and was dominating social media. Everyone was sharing their scores. Even the most casual gamers were making time to play their five-minute Wordle every single day. Developers and designers were analyzing it and trying to figure out the magic sauce that made it so popular and how to replicate that success.

    Most importantly, I thought it suddenly made the idea of a word game combined with a logic puzzle a normal, accessible, everyday thing...and I thought there would certainly be publishers hoping to tap into that success. I had a new angle for pitching the game.

    In the following months, I pitched to another dozen or so publishers. They ultimately led nowhere, but I could tell that the pitch didn't seem as crazy anymore. Some publishers actually spent time playtesting the game before rejecting it.

    Twitter link
    Then, in May 2022, at the Unpub convention in Baltimore, I met Joe Wiggins, the new COO of BoardGameTables.com, which would soon after rebrand as Allplay. He quickly fell in love with two of my prototypes: "Letters From the Otherside" and "Dino Dinner Time", which would later become Chomp.

    Within a week of Unpub, I had an offer for both games. They were good offers and were with a company that I saw as having an upward trajectory and big dreams, with the resources to pull it off, so I signed the contract and became part of the Allplay family!

    Mutual Understanding

    Soon after signing with Allplay, Joe and I started discussing what needed to be done to make the game fit in the Allplay catalog. He was already largely happy with the core gameplay as is, but some tweaks and details still needed to be worked out, so Joe pulled in Brieger Creative to develop the game.

    One of the first orders of business was to settle on a theme and a title because the spooky spirit theme wasn't going to be a good fit for Allplay. We briefly toyed with doing a pulpy espionage theme, but quickly pivoted to the current theme of receiving and deciphering messages from space aliens. The game also received its final name: A Message From The Stars. I loved how evocative the name was and began to get excited about what the game could become.


    Alien screen and box back cover
    We also had a big decision to make in the overall structure of the game. We all knew the core mechanisms of logic and message passing were solid — but the game could still take on many different forms with those same mechanisms.

    Originally, the game had one alien player and everyone else was a scientist competing individually to get the highest score. That worked, but wasn't quite as friendly or accessible to players who aren't huge fans of logic puzzles and word games.

    Later, I tried a team vs. team mode in which teams of scientists competed against each other. That provided a nice new layer of collaboration to the puzzle. Finally, I tried a purely co-op mode, with one alien and a team of scientists. That worked, too, and had the advantage of supporting just two players.

    In the end, we settled on the co-op mode as the default, but also included an alternate team vs. team mode for people who wanted more competition and support for up to eight players, though I consider the player count to be unlimited in a way. I could imagine it being played by a classroom full of people with words and values being written up on the whiteboard. If anyone tries that, please take pictures and let me know!


    One other important structural update was made to the role of the alien player. In my original prototype, the alien player was more of a game master role, knowing all the information and assigning values to the scientists' words, similar to how Zendo works. It was a passive role with a lot of downtime, which I didn't love. Personally, I didn't mind playing the alien, and I knew others also enjoyed watching the scientists figure out the puzzle, but some players would bounce hard off that role if they had no agency in the game.

    Joe suggested we try letting the alien send half of the messages. That had never occurred to me and sounded crazy at first. After all, the alien already knows everything! Won't it be too easy? Well, it turns out that as long as you give the alien the same secondary goal of getting the scientists to guess their own set of secret words, that word association requirement keeps it from becoming trivial.

    This change did a few things: It made the whole game feel like a conversation, like messages were actually getting passed back and forth; it gave the alien player something to do and their own little puzzle to solve about how to get information to the scientists efficiently; and it meant the alien player now felt like part of the team rather than a game master.

    But it also made the game significantly easier.

    Prior to the change, when the alien was just a game master, the scientists rarely figured out all the secret letters and messages. Every piece of information discovered felt like an accomplishment. After the change, there was a high tendency toward many groups getting high scores, missing only a point or two.

    The alien was powerful and could help their group considerably. It felt great to be presented with a seemingly impossible task, then accomplish most, if not all of it, but some players complained that the game was now too easy, especially if they got a perfect score on their first try.

    The rulebook has an official hard mode, but I proposed another variant on the BoardGameGeek forums to add difficulty to the game by weakening the alien: The alien can never use the suspicious letter. That felt thematic since it's the one letter the alien doesn't like, but it also gave the scientists a challenge in which they were completely on their own in completing it. I knew that it was still possible because in most of my playtests, the alien was a game master that couldn't help the scientists, so that variant feels like a slight return to the more challenging roots of the design.

    Endgame with final contact words "Ninjas" and "Abandonments"
    Next, we had to tackle the endgame. The core play patterns were fun, but what was the ultimate goal of the game and how would we score it? Prior to signing with Allplay, my design goal was always that the players would first learn the secret rules, then demonstrate their knowledge by using and applying them in practice.

    Mechanically, the way that used to work was that after all the normal message passing rounds, there would be a "final contact" phase of the game. In final contact, each team of scientists would work together to create a single final word with the highest word value. Whichever team got the highest word value in final contact won.

    Thus, you wanted lots of amplify letters to double your word score and absolutely wanted to avoid suspicious letters that made your word score negative. Sometimes players would write clever words with incredibly high values. Also, since the game was harder back then, players often didn't know everything and had to make educated guesses about letters. It made for a fun moment and reveal of how their word scored.

    I even thought that final contact could have a fun tie-in with the new theme. You would write your final word on a spaceship-shaped dry erase board, hand it to the alien, then they would add a number to it and hand it back. Doing that, you could conceivably end up with stuff like "Apollo 13". Thematically, you were naming your spaceship that would travel to meet the alien, and you didn't want to name it something that would offend the alien.

    Ultimately, though, after deeper playtesting, we realized final contact wasn't working well. It slowed down the game considerably, and we were targeting a shorter playtime. The big reveal was also a bit convoluted and sometimes hard to understand. What's more, the phase was heavily focused on testing your vocabulary rather than testing your logic like the rest of the game.

    We scrapped it and went with the much simpler "1 point per secret letter, 1 point per secret word" scoring that's in the final product. I was sad that we had to give up on letting players use what they learned, but it made for a much smoother and quicker endgame.

    Message cards and the deluxe dice stands
    Finally, my favorite change during development was the message cards. My prototype had lots of cards, each with six words on them, and you randomly dealt out three of them to each team. Full credit to Joe and the development team for turning those boring word cards into space Mad Libs.

    They decided each team would get a single card with three sets of six words on it, along with a sentence with three blank spaces. During set-up, the alien randomly picked a word from each list to fill in those blanks, and that's what the alien wants their teammates to guess at the end of the game.

    Mechanically, this is identical to my original word cards, but I love how the theme comes through in the message cards. Now there's lots of classic sci-fi cliches and ridiculous sentences that could arise, giving a bit of levity to what is otherwise a fairly serious theme.

    After that, in October 2023, Allplay launched a successful Kickstarter for the game, bundling it with a new version of Reiner Knizia's classic Through the Desert, which was an honor. The Kickstarter fulfilled in June 2024. After a successful 2024 con season, the first print run sold out, and a reprint is on the way.

    That brings us to now, almost five years after the first tiny spark of wondering whether I could make a game like A Message From The Stars. The design and development process was a pretty smooth one, all things considered, and I'm proud of the final product that our team created. Thanks for reading about its story, and I hope to see it on your table soon!

    Clarence Simpson Read more »
  • VideoGame Review: Australis, or You Never Really Know, But When They Know, You Know, Y'Know?

    by W. Eric Martin

    I wrote a bit about Australis — a 2-4 player game from Leo Colovini, Alessandro Zucchini, and KOSMOS — in mid-November 2024 after playing it once at BGG.CON 2024 on a review copy:
    I'm not sure what to think at this point.

    You're in the East Australia Current (EAC) trying to grow coral, feed a school of fish, and get your sea turtle some travel time, with players drafting dice to take actions, build an engine of sorts in which you get bonus actions based on what you draft, and compete in a roll-off at round's end for one of two bonuses. More plays needed...

    I've now played Australis five times — twice each with two and four players, and once with three — and I'm still not sure what to think. The game is part area control, a smidge of set collection, optionally an engine builder, a little bit country, and 0% rock and roll, all wrapped within a dice-drafting framework.


    In each of five rounds, players take turns drafting one die and carrying out its action, doing this four times:

    ▪️ White dice let you draft cards that give you one immediate bonus or a bonus each time you draft a specific-colored die in the future. Additionally, you can draft cards that give you an advantage in the end-round dice battle.

    ▪️ Yellow dice give you 2-5 fish, but to score fish you will need food, which leads to...

    ▪️ Blue dice advance your sea turtle in the EAC, which can get you fish food, give you a tie-breaking advantage, earn more points at the end of each round, and place coral in deeper beds.

    ▪️ Purple dice have you place coral in a bed of a matching number or lower, with each bed giving the player with the most coral in it an end-of-round bonus (and some beds giving a bonus to whoever has the secondmost coral).

    ▪️ The lone red die lets you draft first in the next round and (possibly) give you an edge in the dice battle.

    You use as many non-red dice as the number of players in the game, so you're unlikely to draft more than two dice of one color.

    At round's end, you score for coral bed presence, the number of fish you feed, and where your sea turtle is located, then players have a dice battle...which is bizarre in the context of this undersea setting given that the EAC would carry your dice far away, rotating slowly as they drift along toward New Zealand.

    At game's end, with orange's margin of victory being nearly fifty points!
    In any case, all players roll their blue, purple, and red dice simultaneously, then call out their lowest number. Whatever this number is, all players discard all dice with this number, then everyone rolls again, continuing this process until you have a winner and a runner-up. (Ties are broken based on turtle placement on the EAC.)

    Blue dice are valued 2-7, purple dice 3-8, and the red die 4-9, so in general the red die gives you the best odds of winning, but you know how dice work. Odds are no guarantee. The winner chooses one of two tiles available that round, with the runner-up getting the one not chosen; tiles give points and fish food, or points, so even if you're not moving your turtle along the EAC and scooping up new food, you can still collect it in battle.

    Putting all of this together, Australis seems like a highly tactical game in which you need to adjust constantly to what's available. You can't commit to a "coral" strategy and try to dominate the coral beds because high numbers might never be rolled on the purple dice, which means no one will place in high-value beds until (1) they move their sea turtle far along the EAC and (2) they acquire cards that let them place coral when they draft certain dice. The same goes for fish: In one game, we never rolled more than three fish on a die, so our schools were small and getting more food became less important. Players have won while taking only one card (and thereby ignoring engine-building) and players have won while taking eight cards (which means you get nothing the turn you take a white die, but pump up future die actions).

    I find the game puzzling and fascinating, despite still having no clue as to how to be good at playing it. For more thoughts on the game and demonstrations of play, watch this video. Oh, and an English-language edition of Australis will be released in the U.S. in mid-2025 and in the UK in 2025.

    Youtube Video Read more »
  • Deal Yourself New Challenges in Lepidoptery, 13 Leaves, Greasy Spoon, Beach Day, and More

    by W. Eric Martin

    How many card games do you like to play? One intensely over all others? A few? All of them?! If you fall in the latter category, then you'll want to learn about everything covered below. Otherwise, sample as you wish.

    ▪️ U.S. publisher New Mill Industries is testing one's ability to keep up on all things cardy. After debuting owner Daniel Newman's Agency and Gachapon Trick at PAXU 2024 during the Indie Games Night Market, in February 2025 it will open pre-orders for the following four titles:

    Lepidoptery, a two-player shedding and connection design by David Karesh and Srinivas Vasudevan in which you play card combinations and place tokens in matching spaces to either create four-in-a-row or shed your hand first.

    Greasy Spoon, a ladder-climbing, shedding game from Sean Ross in which you serve up menu items and menu combos to a diner filled with customers.

    Dickory, a shedding game from Ross and Hanibal Sonderegger in which cards have no suits and the order of ranks (singles, pairs, etc.) shifts during gameplay.


    Dino Trix: Tarot Adventures, featured three trick-taking games by Daniel Kenel that you play with a tarot deck, with this coming from New Mill's Little Dog Games imprint.

    ▪️ In Q1 2025, Italian publisher Cranio Creations will release 13 Leaves, a card game by Masato Uesugi for 3-6 players:
    In 13 Leaves, players can play one or more cards of the same value that align with the sequence on the table. The cards must be of a value equal to or lower than the lowest card in the sequence, or of a value equal to or higher than the highest card in the sequence.

    The game consists of several rounds. Each round is divided into turns that proceed clockwise. On their turn, the active player, if they can and if they want, plays one or more cards of the same value from their hand. Multiple cards of the same value are stacked on top of each other to show how many cards of that value are present on the table. Cards of different values are placed in numerical order forming a sequence on the table.


    The first player to play all the cards in their hand wins. At the end of the rules, you'll find the expert variant, which consists of playing multiple games in a row with a scoring at the end of each game.

    James Nathan passed along background info about this design, noting that it debuted at Game Market in early 2024 as a printout under the name ふつうのゴーアウト, which translates as "Normal Go Out", but which was labeled in the English rules "Just a Shedding Game". In August, ふつうのゴーアウト received an honorable mention in the 2024 Arclight Game Awards, which are meant to help commercialize these independent releases.

    ▪️ Beach Day will be the debut title from CakePie Games, started by designers Joshua Bowman and Brennan Smith. Here's an overview of this 1-4 player game:
    As you breathe in the cool salty air that gently brushes across your face, the sound of crashing waves fills your ears. The gentle heat of the sun warms your skin while the grit of the warm sand tingles your feet. On the ground, seashells and sandcastles are scattered about among puddles of ocean water making a beautiful tapestry in the sand. It's time for your beach day!

    In Beach Day, players draft cards to create a beach that is decorated with shells, sandcastles, water, and much more. After taking cards, you place them as tiles to arrange these objects in optimal formations based on modular scoring cards. The player with the best decorated beach wins!
    Read more »
  • Designer Diary: Don Quixote: The Ingenious Hidalgo, or Trying to Capture the Spirit of the Novel

    by Andrea La Rosa

    This is the diary of my first game: Don Quixote: The Ingenious Hidalgo, which I have designed, illustrated, and published.

    In January 2024, I found myself unemployed, which on the upside gave me some free time to focus on game design. Until then, I had been methodically focused on developing only one game: Behemoth: Rise of Shadow.

    Any idea for a new game I would force myself to write down in a "book of game ideas" without dwelling on it too much.

    Having spent a few years doing this, I thought it could be good to see what I could learn by changing my approach. Working on a small-box game could be a great way to see the whole design/development/publish process end to end, at lower risk and cost compared to a bigger game.

    Looking at the book of game ideas I had put together, one key element I noticed was that I was fascinated by the idea of bringing stories from books to life — so why not lean into that and start turning books into games!

    I settled on Don Quixote as my focus as it felt like a perfect metaphor of me chasing a dream of creating a game. (I also had scribbled down an idea for "a reverse roll and move", which I eventually ditched, but which at the time I thought was brilliant...)

    Design goals

    As part of my design, I wanted to capture the spirit of the novel, possibly even more so than telling the actual story of the book. Board games being the amazing medium they are, for me this meant trying to have players live certain experiences and feel certain emotions that could well represent the book.

    After some research on the book, I decided those would be:

    A dash of chaos: The book essentially features a series of many hectic adventures, some culminating in moments of absolute mayhem as when Don Quixote sees some puppet knights and — thinking they are real — attacks and destroys the stage of a puppet play while the show is under way.

    Bold decisions: This is another constant in the book. Don Quixote and Sancho make a series of bold sudden decisions to help anyone in need they encounter.

    Room for strategies that get in one another's way: Many characters in the novel have personal agendas that they pursue through a series of tricks they play on poor Don Quixote.

    On top of that, I wanted to try to create a game that can be enjoyed by both casual players and heavy gamers. (This is quite difficult to do well, and I don't think it's needed to create a good game.)

    Game design

    Back to the mechanisms: The starting point was the idea of a reverse roll-and-move game. This was a play on the fact that roll-and-move is usually associated with pure randomness, which at some point I realized to be a fallacy. I imagine this association relies on some shared priming bias, likely derived from how the roll-and-move mechanism is implemented in Monopoly.

    So I thought I could create a roll-and-move game which players eventually realize can be played strategically. This contrast of reality versus expectation would be a great representation of Don Quixote's delusional journey in which expectations are rarely met with reality.

    Also, the mechanism could fit well with the narrative itself. You would roll dice to determine what kind of troubles DQ would get into, and the game would be about how prepared you are to deal with that randomness and help DQ get out of trouble.

    First Design

    I created a prototype of the game and tested it with my fantastic local playtesting group in Croydon, UK — the South London Playtest Group.


    1. The active player would roll a die, then move the DQ token in a circle to a new adventure, which had a color (representing either glory or delusion) and a number.

    2. Players would play a card simultaneously to determine the outcome of the adventure. (All players had the same cards, and they were never discarded.)

    3. If the adventure succeeded, anyone who had voted this way increased their corresponding tracker (represented by a colored die) for that attribute by one. DQ's corresponding attribute would increase by as many numbers as indicated on the adventure card. If the adventure failed, anyone who had voted this way would increase their black die by one, and so would Don Quixote.

    4. At the end of the game, players score points by multiplying their dice values by DQ's dice. They would also score bonus points depending on their secret objective.

    If you have played the final version of the game, you can surely notice a lot of similarities with this first prototype.

    Iterating on the Initial Design

    From playtesting, it was clear that a few things worked well:

    • Simultaneous card play led to fast turns, which meant that a lot of people could play together. Early on, I was testing with up to eight players!

    • The dynamic set scoring felt interesting.

    • The secret objectives added a layer of deduction as you tried to anticipate how other players would vote.

    There were, of course, a few things that needed ironing out, and interestingly one mechanism that did not click with playtesters was the "reverse roll and move".

    I was particularly affectionate about that idea, which made it hard for me to assess the feedback properly. To get a better sense of things, I thought I would ask more people, and feedback from the "Board Game Revolution Community" Facebook group was very clear! "Roll and move" evoked certain concepts in people's minds, and I faced a big obstacle in convincing people to take a closer look at the game.


    From playtesting, I saw that the mechanism could work, but would need a good amount of development. It was also clear that the core fun element of the game was elsewhere, specifically in the dynamic set collection and the simultaneous voting. What convinced me to ditch it was noticing that on the upside, nobody seemed to care for the "cleverness" of my observation about randomness in a roll-and-move game. Doh.

    I am now very happy that I ditched that.

    Game Development

    From then on, it was a matter of polishing and balancing the game.

    Card play
    • I put more focus on card play as that would allow interesting hand management decisions. The idea of having characters popping up was a perfect fit for the book. Using cards for scoring meant I was able to ditch dice.

    • I went down a rabbit hole of special set-scoring abilities in cards, similar to what you have in Sushi Go! This didn't work well, and I limited it to Don Diego's cards.

    • One bit that gave me headaches was the card drawing. I tried a number of variants, including a public display from which you could choose cards, some drafting, some ongoing card drawing, etc. I wanted the game to stay speedy, and most implementations of card drawing significantly slowed down gameplay. I wanted players to have some choice in which cards to play, and I had to balance how many cards I could put in the box. I eventually settled on a simple mechanism in which cards available to you can be a consideration in terms of strategy to follow, but can also be somewhat ignored if you are playing more casually.


    Item tokens
    After removing extra set-scoring abilities, I tried adding diamond tokens that could earn you a few extra points. Those worked well, and I expanded that idea to add extra tokens that can give you a bit more control in the game or just add extra spice.
      
    Mini board
    • I created a dedicated board for DQ's attributes. This meant players could strategize more, and this change better supported having four DQ attributes, which were needed to create interesting and varied secret objectives.

    • River shortcuts on the board reflect what happens in the book. Specifically, the second part of the book is more hectic, and it's the first time DQ and Sancho don't travel by horse or foot. This created a nice opportunity for a sudden change of pace, a concept I experienced and loved in Clank! and Sea Salt & Paper.

    Publishing considerations
    • I had to decide what player count to support. This involved considerations from both a gameplay and a component perspective. I had played the game fine even in eight players, although the more players you had, the more hectic the game became. On the other end, if I went down to four players, I could save a good amount of money on cards required and box size.

    I eventually settled on six as the maximum player count, using the player experience as a key driving factor. I found the ceiling of six to be the sweet spot in which you could still have some control over the game.

    • I tried an interesting team variant in which you don't know who your teammates are. This worked quite well, but I felt you needed to know the game to enjoy it, so it didn't make the final cut.

    • An interesting part of the work involved studying the novel to create good representations in the game as well as engaging summaries for the online story background database.

    • Finally, as you can imagine, there was a good bit of work around the illustrations, the graphics, working out good materials for the game, dealing with manufacturers, etc.


    All in all, I'm extremely happy with how the game turned out. Seeing others enjoying it fills me with such happiness, and I feel like I learned so much from the process.

    Thank you so much for reading this diary!

    Best,
    Andrea La Rosa
    Llamascape Games

    Read more »
  • Arrange Corgis, Build a Frog-Rich Pondscape, and Put a Cape on a Cat

    by W. Eric Martin

    ▪️ Designer Tomáš Holek debuted at SPIEL Essen 24 with three games — SETI, Tea Garden, and Galileo Galilei — that all went over well with players, and in Q3 2025 he and publisher Pink Troubadour will release a game unlike any of the previous three. Here's an overview of the 2-4 player card game Pondscape:
    Players create their own vibrant pond by carefully placing cards featuring various frog species and pond environments while collecting different insect types.

    The core mechanisms involve grid building and card management, with pond construction as a spatial puzzle. In each round, players choose cards from a shared display and add one card to their pond, aiming to fulfill specific conditions set by different frog species to earn points, with larger groups of the same frog type yielding even greater rewards.

    Sample cards
    A unique shared mechanism revolves around the "jumper frog", a central figure that hunts insects and other food. All players influence the jumper frog's actions and compete to gather insects that can provide bonus points during the final scoring. Careful planning and resourceful play will lead to the most balanced and flourishing pond!

    ▪️ At Tokyo Game Market in November 2024, SYNKA Games released Crazy Corgi, a 2-4 player card game from Noa Vassalli in which you get to look at many cute dogs while playing:
    Your goal is to score points by placing cards in your three "kennels", creating sets of five cards that are worth different points depending on the combinations.

    At the beginning of each turn, you draw 2-4 cards from the deck, hoping not to reveal two with the same number. If you succeed, you add those cards to your kennels; otherwise, the cards are given to another player, who will place them in their kennels.


    However, if you can't add a card to a kennel without creating an invalid combination, you must discard one of your kennels to start a new one. The player who scores 5 points first wins.

    ▪️ Guillaume Desportes' card game Super Miaou debuted in France in 2023 from publisher Space Cow, and in January 2025 it will be released in English as Super Meow.

    I've always loved learning animal sounds in languages other than English, partly because it's a shorthand for how vowel sounds are represented differently and partly because they're sometimes unexpected. In German, for example, this game is Super Miau — okay, understandable — while in Ukranian it's Суперняв, which would be pronounced "Supernyav", with "nyav" sounding more like the cat is licking its fur, not vocalizing in general. Maybe cats do things differently in Ukraine...

    In any case, here's an overview of this 2-4 player game:
    Super Meow is a deck-building game with a static market. Players start with a four-card deck of money cards from which they draw two cards to play every turn. You can use the money to gain more money, to get a rat that lets you steal cards from others, to acquire cat food that you can later use to get the cat (Miaou), or to acquire the cape that the cat can wear as their superhero costume. You can also trash cards, with the exception of one of the starting money cards that also can't be stolen.


    The game ends when a player manages to draw both the cat and the cape on the same turn.

    ▪️ Should you not be content handling animals one species at a time, you can try 13 Animals, a Daryl Chow design for 2-5 players from Origame that mimics mahjong/gin rummy gameplay with more appealing subject matter:
    To set up 13 Animals, deal each player a hand of ten cards, then turn three cards face up to start three discard piles; split the remaining deck into two piles. Cards in the deck show five types of mammals, three types of birds, and five types of legendary creatures, each with their color front and back: green, blue, and yellow.

    On a turn, draw a card from the top of a discard pile or either deck, then discard a card. Each card depicts one or more scoring sets; three peacocks, for example, is worth 5 stars, while one bird of each type is worth 3 stars. As soon as each of your cards is part of a scoring set, whether before or after you discard, you can reveal your hand and end the round. Each player scores 1 point for every 5 stars in their scoring sets.

    Image: Savannah Wigmans
    Alternatively, if a player has eleven different animals in hand, they can end the round, scoring 5 points; everyone else earns points based on the stars in their sets. In either case, the player who ends the round receives 1-3 points depending on the round number just completed. After three rounds, the player with the most points wins.
    Read more »
  • Artist Diary: Castle Combo

    by Stéphane Escapa

    When Sébastien from Catch Up Games showed me what was to become Castle Combo (and which was codenamed "Arcanes" at that time), the 78 characters of the game were already pictured with art that kind of fit my "style", or, more accurately, what I could do. The publisher wanted to go in that direction, and those factors made the visual language of the game rather easy to find. I just had to do my usual thing! However, racking my brain wouldn't hurt...would it?

    Finding a Style

    I started with a few different styles that I sent the publisher:

    • Cartoony: classical, easy to do, with a lot of detail.


    • Geometric characters, with simplified shapes, with characters that can fit in a given shape.


    • What I call "big nose comic book style", bordering on caricature, very dynamic, but with more curves.


    • Anthropomorphic characters, an approach I rooted for since I love drawing animals.


    • Anthropomorphic geometric characters.


    • Chibi, with small characters with a big and very cute head.


    All of that research led us to adopt a blend of those rather than a single approach, even if we left animals out as they didn't fit for this game. We'll see for another one!

    I started revamping four characters: the Baron, His Majesty, Her Majesty The Queen, and the Princess.


    We kept refining this base, with the fun idea of having oversized heads, like Guignol puppets. I made new versions of the Baron and Her Majesty the Queen (whom I find extremely endearing, with their posh haughty pout), but also of the Executioner and Mother Superior (also because I like to draw old people). Then I designed a character for each "faction".



    With this step complete, the graphical style of characters was set in stone!

    Drawing the Cast

    For each of the 78 characters, I tried to find an identity, a stance, a posture, that I drew from existing or fictitious characters...or I just made it up to match their faction and ability.

    For famous characters (kings and queens, scientific or religious characters), finding reference and inspiration was fairly easy, but for the rest of the cast (bumpkins and other lowborns), that was way more difficult — especially for women, and I had, at times, to adapt male clothing for them since we wanted to promote and represent diversity. (Hello, Bridgerton...)

    For historical figures, I relied on lots of paintings and imaginary portraits. Here are a few examples:

    • His Majesty (both noble and clergy) is inspired by Robert the Pious, son of Hugues Capet (imaginary portrait of Robert II by Merry-Joseph Blondel, 1837). His signature scepter and crown can be found there, as well as the mantle and tunic, and I added his soft, dreamy gaze that reminds me of French actor Alain Chabat...


    • Her Majesty The Queen blends Elizabeth of Hungary (for her garb, seen in The Charity of St Elizabeth of Hungary by Edmund Leighton, 1837) and Cersei Lannister (for her haughty attitude).


    • The Queen Mother is inspired by Louise of Lorraine (Portrait of Louise of Lorraine-Vaudémont, by François Clouet, 16th century). She seems to be on her Sunday best with her attire and hairdo!


    • The Baron is a blend of Claude of Lorraine for his vest (Claude of Lorraine, Duke of Chevreuse by Frans Pourbus the Younger) and of Gilles de Laval, sire of Rais (imaginary portrait by Éloi Firmin Féron, 1835). I dig his hairdo, and I even used it for other characters!


    • The Patron is inspired by René d’Anjou and from a sketch for one of the first ever wheelchairs.


    • The Inventor is inspired by Leonardo da Vinci. Obviously.

    History is great, but I also drew some inspiration from pop culture!

    • The Highwayman oddly looks like Inigo Montoya from The Princess Bride. (Someone killed his father!)


    • The General is Brienne of Tarth.


    • The Shepherd is more or less inspired by Toy Story's Bo Peep.


    • More personal and much more niche, the Inkeeper is inspired by the character from Le Chaudron Magique (The Magic Cauldron), a magazine in which I had my first comics printed!

    • And, sometimes, inspiration is much more random, like for the Steward. He is inspired by Elie Semoun's character in the Kaamelott TV series.


    There are many other references — try to find them all!

    There was a lot of research: documents and articles I haphazardly read and, during this process, I discovered a lot of things, but to add cohesiveness and legibility to the cast, I had to find a color code for the characters in each faction, so that in one glance you could recognize who's who:

    • Blue, white, and gold for nobles
    • Purple, pink, and white for the clergy
    • Green, apple-green, and dark grey for the scholars
    • Red, black, and metal grey for the military
    • Orange, warm brown, and beige for artisans
    • Yellow, brown, and warm grey for peasants

    All this prep work and documentation helped because once everything got defined, each character was quick to draw — and almost nothing required touching up!

    Small Icons, Big Work

    To be frank, I didn't imagine work on iconography would be so complex and labor intensive, but that was the case — and in the end, that's what took me the longest on this project.

    We really thought everything through: the drapery, the flags and scrolls, and many other symbols! Sébastien from Catch Up Games was the grand master of card legibility and kept working to ensure abilities could be read by everyone until we had an almost perfect version of all of these icons — at least, a version that we thought worked for us, and that was already something...

    The discount pictogram is a good example of this lengthy process as we had to do it over and over until we found the best version. We needed it to be easily spotted in one's tableau since these are the only cards with an ongoing ability, and they should be easy to distinguish at a glance.

    At the same time, this icon should indicate the amount of the discount (at that stage of development, the game still had -2 discounts!), as well as whether it applied to characters in the top or bottom row, or both. The symbol was intended to refer to the card cost without alluding to other card elements, such as the scroll for the endgame scoring (which was also important during the game), the clean and rich castle aesthetic, the more rustic aesthetic from the village, or any of the six character factions!

    Here are a few iterations of it!







    A Back-Drape

    We actually started the iconography by working on the draperies behind the characters, that is, the background of the cards. That background was also a redundant way of identifying the faction of a character, while subtly implying where it comes from: village or castle. And all of that without being too visible, so that the character in the foreground could shine as the main subject of the card...

    I quickly thought about draperies and about the medieval standards with their four partitions.



    Just for that backdrop drapery, we had seven milestones until we arrived at the result you now see on the cards!

    • The base: the color of the faction(s) as a backdrop.
    • The color of the flag was now only behind the character as the real background was grey or brown (from the upper town or lower town, at that stage of development!), echoing the banner on which the character's name is written. We also added a motif, first a castle, then a symbol for the faction, and we settled for keys and coins.
    • Added a texture to reinforce the impression of the background being a drapery.
    • We tested contrast and colors: Did we need a pastel light background, or something darker? We went for a lighter card!
    • We refined the blazons, we gave them more detail and contour, tuned the colors.
    • Added a white outline to make the character stand out. We were almost there, but something was missing, wasn't it?
    • We perfected the formula, adding a wooden or stony texture so that the backdrop was less of a flat surface. Finally! We were good!







    All of this iconography has been thought and thought again, tested time and time again, drawn many times, and I think even I can't fathom how much work all of that is...

    All About Michel

    As I wrote above, making the characters was stunningly fast — and I must confess I'm even better when it comes to characters and animals — and designing the iconography was slower...and for the cover art, that's a whole other story!


    We can't discuss the cover without telling you about the messenger pawn (whom French people call Albert because of a kids TV show, Albert the Fifth Musketeer, whereas Seb named him Michel!), as both the cover and the pawn are tightly linked. What's also to note is that the final title was long overdue. We still called the design by its codename "Arcanes", and we couldn't find a title: The Guild of Nine, Château 9, Nine Folks, and many others. I couldn't imagine what story to tell without a final title!

    So...where to go? A wall with nine portraits was a good basis, and the final title could wait. What was to become the messenger pawn was, at the time, a minstrel, a character who had a good reason for being in both the upper and lower town, and he was not already in the game. I sent three versions of him and five ideas for a cover composition.




    For a moment, we put a shadow councilor instead of the minstrel, then one idea led to another, and I had an illustration like a puppet theater, with the councilor in the background, inspired – albeit loosely – by the Cardinal of Richelieu and by Machiavelli, and from Sir Henry Wyatt's ridiculous soft hat.



    As you imagine (especially since you know the final art!), the minstrel and the puppeteer were not kept, but as with the characters, everything was more or less useful to the end result. We retained the idea of a main character in the foreground, he became a messenger (sending a more positive message than a scheming courtier), smaller characters went into the background drawn in a "cardboard" fashion, depicting both the upper and lower town. Hey, but couldn't we use those on the card backs?!


    All that remained was the facial features and expression of our messenger, and we got awfully close to the end result. We're reaching the end, so I'm going to spare all the details: we got a final title, we removed the standards that bordered the cover art, we simplified the title logo, we adjusted the background and the size of characters, we changed the lighting...and there we were!





    But the question that remains in the head of all French-speaking people who have grown up in the 1990s is "Is the messenger inspired by Albert the Fifth Musketeer?" I would say no! The feathered hat is a legacy from the minstrel, while the goatee comes from the malevolent councilor, but maybe, unconsciously...maybe.

    Stéphane Escapa

    Read more »
  • Stoke the Embers, Build a Terrarium, and Find Hope in the Trenches in the First World War

    by W. Eric Martin

    ▪️ Wharf Rat Games is a new U.S. publisher run by designer Ryan Heilman that plans to debut in 2025 with A Forlorn Hope, a 1-3 player game from Hermann Luttmann:
    A Forlorn Hope is an abstract simulation wargame of a typical trench assault, modeling those attacks that were conducted during the First World War (1914-1918). The player represents an attacking regiment of troops consisting of three battalions, with each battalion made up of two or three assault companies (depending on the number of players).

    The game uses a "press-your-luck" design philosophy that will challenge you with tough decision-making and risk-taking throughout the game. The goal is for the player(s) to drive their forces across No Man's Land in the quickest and most efficient manner possible to achieve the best level of victory.


    A Forlorn Hope is designed both for solitaire and multiplayer co-operative play. Numerous scenarios are included, starting with a basic assault scenario (which is ideal for learning the intricacies of the game system), then adding multiple historically-based scenarios simulating actual battles from World War I that offer a slightly more complex and layered gaming experience. Each scenario features singular aspects of the historical battle it is simulating, and each will therefore be a unique gaming experience.

    ▪️ Button Shy has announced more than thirty titles for release in 2025, and amongst the many expansions are several solitaire designs, such as Hyperstar Run, the next title in Scott Almes' "Simply Solo" series:
    You grab the well-worn controller and load your latest save. This is it: the final level. With only four runs left to escape the Hyperstar spacebase and beat the game, you better get moving.

    To play, select your difficulty and deal an appropriate number of random cards to create a level row with your hero card showing "1" above the leftmost level card. Create your starting hand of three level cards and two equipment cards. Flip the leftmost card in the row to start play.

    Advance through each successive level card by using buttons in your hand to defeat enemies. Buttons can be used by discarding cards from hand or from "pressing" buttons on previously-passed level cards by moving them down from the row. Beat either of the card's enemies to move on to the next card.


    Each level card has an ability that can be used once while it's active. Many cards also have combo lines that can connect across multiple cards, allowing you to keep moving with only a single button usage per card.

    Should you fail a level card, tick off one of your hero's runs and start again. Reset your hand by taking back your discards and unpress any buttons in the level row, then draw the first card in the row into your hand. Complete all the level cards in the row without failing four runs to win the game!

    ▪️ Embers is a solitaire design from Steven Aramini and Button Shy with a straightforward pitch:
    Stoke the fire or suffer the consequences. As the campfire dies down, horrific threats appear out of the woods. The only way to keep your camp safe is with constant vigilance: a feat easier said than done.

    ▪️ Roshni Patel's Glass Garden presents you with threat on a far smaller scale:
    Caring for a terrarium takes time and energy, even without a pesky critter chewing on your hard work! Take care of your freshly-planted succulents by moving them around to develop the resources they need. As the critter advances, it wreaks havoc on your miniature garden. Limit its damage while still growing your plants as high as you can manage to earn the title of Master Gardener!

    In Glass Garden, your garden consists of eight plant cards (and one of four possible critter cards) bounded by glass cards to create a 3x9 grid of spaces. On each turn, you can move up to two plants vertically and/or horizontally to form bundles of resources in fertile zones, the areas where two rows meet. Each plant needs a different set of resources to grow out of the soil, but once those needs are met, they can be flipped to their grown side to provide additional resources, while also immediately triggering a useful ability. Plants grown along one of the edges also flip the neighboring glass card to its sunlight side, granting the player additional moves at game's end.


    Lastly, the critter moves one space to the right, then damages specific plants in your garden, lowering them by one row. Once the critter reaches the far wall, the game ends. Take any sunlight moves available, then score points for each grown plant's height to find out whether your terrarium is a dirty dud or a thriving masterpiece.

    ▪️ Aramini, Danny Devine, and Paul Kluka are behind Casinopolis, a standalone game for 1-4 players that features gameplay similar to their 2018 title Sprawlopolis:
    Casinopolis has 18 double-sided cards. One side shows the blocks that players use to expand their map, while the other shows unique scoring conditions. Three of these are randomly dealt at the start of the game to establish the 1-, 2-, and 3-chip bets; the higher the bet, the more points that goal is worth at game's end.

    Players take turns adding a single card to the map. Cards must be added in a horizontal alignment. They can be placed next to or overlapping a previously-placed card. Each card features four blocks split among the three casino colors. Adjacent blocks that share a color form larger casinos.

    Blocks can include up to two roads on them. Each road costs points at game's end, though their impact can be lessened by connecting segments across multiple blocks to form a single road. The longest road at the end of play is the Strip, where the most important casinos can be found. Roads may also include one or more of the six lucky symbols, which can pay off substantially at the end if lined up properly.


    Once all fifteen cards have been played, the game ends and points are scored. Players gain 1 point per block from the largest casino of each type that is adjacent to the Strip, then lose 1 point for each road. Each scoring goal is evaluated in order, with each instance of the condition adding 1, 2, or 3 points to the total based on the goal's placement at set-up. Next, jackpots are scored: For each run of three or more matching lucky symbols that are adjacent on a shared road, score 1 point per icon.

    Finally, compare the total to the target number, that is, the sum of the three numbers listed on each goal card. Score higher than the target number to win the game!
    Read more »
  • Ask Ms. Meeple: The More Things Change, The More I Want Them the Same

    by Greyfax

    Here is the discussion for this week:
    What are your best ideas for creating and maintaining a game night where we play heavier board games? There seems to be a tendency to slip into lighter games over time because some players prefer them. I prefer to play heavy games with the game night since I can play lighter games with other people more easily at other times.


    One of the biggest differences between heavy games and light games is the time they take to play. You mention a game "night". Many heavy games can go three-plus hours, especially with four or more players and a teach. Perhaps your players don't want to take that much time to play a single game in an evening when they have to get up and go to work in the morning. Given that, I'd suggest you find games that are challenging for you, but where you can keep the time played to what works for your group.

    What you can do is use BoardGameGeek's advanced search option and search for games with, let's say, 10,000 ratings (so that you get games your players may have heard of) and decide on a complexity rating. I'd suggest 3.25-3.75. See which ones you might like, then ask on their associated forum about how long the game might take the play. Return to your group, and suggest games that would fit in their comfort level for time. Hopefully you and the group can come to agree that perhaps every third or fourth meeting the group could play one of those games.

    One of the most important attributes of the host of a board game meet-up is to accommodate what the players want to play. If they actually do not want to play heavy games, then you risk losing them if you insist. Maybe you can find others to play with so that you can play the heavy games you want if my advice doesn't work or can't be followed.

    Personally, I love super heavy games, but I would not suggest them for a game night unless everyone was on board with the idea.

    Best,

    Ms. Meeple (Jennifer Schlickbernd) Read more »

Begin typing your search above and press return to search. Press Esc to cancel.