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  • Designer Preview: Chu Han

    by Tom Lehmann

    Chu Han is a two-player trick-taking and shedding card game set in ancient China during the Chu-Han Contention (206-202 BCE).

    I've long been a fan of games that combine both trick-taking and shedding, such as Big Two, President, The Great Dalmuti, Gang of Four, Tichu, etc. In these games, the entire deck is dealt out, then players vie to be the first to go out by playing tricks to get rid of all their cards.

    Would it be possible to design a two-player game in this style?

    Sketching Out a Design

    Dealing out the entire deck to two players is obviously problematic as then players would know exactly which cards their rival holds. What if we dealt out two-thirds of the deck? Any card you don't have then has a 50-50 chance of being in either the deck or your opponent's hand.

    This leads to a problem: removing so many cards destroys deck structure. In these games, to play on a trick, you must play a higher rank version of the combination led. Being able to deduce, based on what has been played so far and what is in your hand, which combinations you can lead that your opponents likely won't be able to play on is an important skill element. Destroying the deck structure interferes with this.

    Hmm...what if there were some way to draw the undealt cards during play? Suppose before a play, you can optionally take one imperial writ to draw two cards? If you go out first, no problem — but if your opponent goes out first, they score an extra point for each writ you took. That's an interesting tension because drawing more cards gives you more information and enables you to play larger combinations, but it's risky.

    What if there's two fewer writs than the number needed to draw all the undealt cards? That way, if you take all the writs (and your opponent chose to take none), you can get close to perfect information, but there's still some chance that a vital card is in the bottom four cards of the deck.

    Some of these games are played with a standard (Western) card deck, allowing various poker combinations to be led, while others use a specialized deck. Given that at the start of a hand (before any writs are taken), there won't be a lot of deck knowledge and structure, I decided to go with a specialized deck and allow only N-of-a-kind combinations to be played, i.e., three 1s, one 7, four 5s, etc.

    N-of-a-kind combinations emphasize length and the value of having more cards, which further encourages players to take writs.

    The Chu Han deck consists of nine 1s, eight 2s, seven 3s...two 8s, one 9, plus a single 0 that can either be played by itself as the lowest card (a 0) or can extend any set to make it one larger.


    Having a "wild" adds uncertainty. For example, a pair of 8s is usually unbeatable, but they can be beaten by playing the 9 and 0 as two 9s.

    This structure is similar to the deck in The Great Dalmuti. Unlike it, I made higher numbers stronger (to both suggest "climbing" and a hierarchical society). The disadvantage is that the rank values no longer match the # of cards of that rank in the deck. To remind players how many cards of a given rank are in the deck, we added small squares to their banners.


    To further exploit that core 50-50 uncertainty about where a card is, I then added unique special powers to all the rank 3 and rank 6 cards. These cards can either be played normally (as 3s or 6s) or used for their special powers.


    For example, Ziying, the nominal emperor at the start of the Contention, is the 9 and should normally win any singleton trick. However, Liu Bang (the peasant who founded the Han dynasty) has the power to be played as a 10 only on the 9.

    Adding Special Powers

    Games built around special powers want a simple structure so that powers stand out. This turns a potential flaw — the reduced variety of lead combinations (no straights, full houses, etc.) due to not dealing a third of the deck — into a feature.

    Having the lead is important in climbing games. To further emphasize this, three cards have lead powers that can be played only at the start of a trick by the player on lead.


    Ji Bu allows the lead player to peek at and replace (in the same order) the top four cards of the deck. This can be quite useful before deciding whether or not to take a writ.


    Ying Bu and Yu Ji allows the lead player to adjust their hand, either to recover a 3 to reuse its power, make a rank 1-5 set longer, or get rid of any singleton.


    With special powers, it's useful to have some way to cancel a power before it takes effect and, of course, to possibly cancel the cancelling power.


    I wanted ways to score points within a hand, not just by going out, so the rank 2 cards have an ability (not a power, which means it cannot be cancelled) that if six or more of them are played, they score that number of points. This further encourages players to take writs.


    Zhongli Mo lets you play a set of all different cards whose rank is equal to the lowest ranked card in that set. If six different cards are played including a 2 (but not a 1 or 0), it becomes six 2s and scores six points.

    Some powers revolve around responding to plays. For example, Peng Yue lets you respond with a set of equal (not higher) rank.


    Han Xin skips your response to an opponent's play back to them. For example, it forces an opponent who played two 8s to either beat them or pass, giving the lead to you.


    Xiahou Ying lets you simply pass and take the lead. Both of these powers are quite strong and give 1 or 3 points to your rival.

    If you're truly confident that you can regain the lead and go out, you can pass using Xiang Yu's power to double all points for the rest of that hand (both the points gained during the hand by either player and the points scored by the player going out).


    The game is played as a series of hands, typically 4-7, until a player reaches 31 or more points.

    Summaries are provided listing all the card abilities and powers, in addition to the short explanations on the cards. Icons were added to the banners as graphic reminders once players know the game. We considered providing banners on both sides of the cards — as a left-hander, I appreciate this issue — but the result was too visually cramped.

    Finding a Setting

    When Arnaud Charpentier of Matagot decided to publish this game, we debated changing its setting to make it a companion game of Inis before settling on the Chu-Han Contention.

    During this time, the Han and Chu clans vied to defeat the weak puppet Qin rulers who had succeeded Ying Zheng, the man who defeated six other warring kingdoms to unify China and become its first emperor. Historically, the Chu began in a stronger position, but the Han managed to defeat them to forge China's first true dynasty.

    Portraying the founding figures of another country can be tricky. I'd like to thank Mingjie Chen and Zongxiu Yao, who served as cultural consultants.


    For example, Fan Kuai was a peasant butcher from the same village as Liu Bang who rose through the ranks from an ordinary soldier to eventually become a respected general. They pointed out that his artwork could be seen as disrespectful, so we added a note to his entry in the historical guide stating that it portrays him at the start of his military career.

    Another issue was how to present the Chinese names. To romanize them, should we use pinyin, which helps those familiar with it to pronounce them? Pinyin uses various accent marks to indicate Chinese vowel sounds (and tones), but this may confuse players unfamiliar with pinyin, especially those whose native language (such as English) does not use accent marks.

    A further complication is that several pinyin systems exist. After consultation and considering our wider target audience, we elected not to use pinyin and instead supply the actual Chinese characters in addition to the romanized names.

    Wait, There's More!

    The various powers and which cards are in each player's hands allows each hand to unfold differently, providing lots of replayability. Arnaud requested optional events for further variability. Both Arnaud and Christian Martinez helped generate a candidate set of events from which we selected the ones in the final game.


    If events are used, one is turned up at the start of each hand. Events modify play or scoring. The fifteen events include five Calm events, which have no effect. The first hand's event is always Calm.


    Wei-Hwa Huang double-checked the event name translations back and forth between English and Chinese to ensure that no literal translation occurred where an existing idiom or historical phrase should be used instead.

    Adding events allowed me to create two historical campaigns, one depicting the prelude to the Contention and the other the Contention itself.


    For example, in the historical prelude campaign, instead of randomly generating the two cards set next to the Swan Goose Gate event, I force them to be Liu Bang and Fan Zeng as historically this feast was a trap for Liu Bang set by Fan Zeng.


    The colored marks in these cards' lower-right corners serve as an aid for finding specific cards that each player has in hand for a historical campaign as each player begins with a mixture of preset and random cards.

    In them, depending on which side wins a hand, the next hand will use a different event or various figures will join or leave a coalition, representing hostage taking, assassinations, generals dispatched to other theaters, etc.

    The historical guide, in addition to these campaigns, provides a summary of the Contention and a "Who's Who" section with short descriptions of each of the nineteen historical figures in the game.

    Packaging Considerations

    As a card game that doesn't involve tableau building, Chu Han doesn't need much table space. Should we lean into that, emphasizing portability, or provide a nice scoring track and wooden markers to increase its table presence? Why not both?


    The die-cut dragon scoring track is 360 mm (14 inches) wide.


    The summary tiles are large and chunky.

    We've also provided a score tracker, summaries, and writs in card formats, plus a tuck box to hold all the cards (even when sleeved), so players have a portable version to take to a cafe.



    Finishing Touches

    Ryan Ferriera and Maxime Erceau provided the card illustrations, while Maxime did the graphics and production work.


    Since we began in the winter of 2017, this project has been a labor of love for both Arnaud and myself. I'm really happy with how Chu Han has turned out.

    I hope players will have fun exploring this twisty two-player game of trick-taking and special powers set in ancient China. Enjoy!

    Tom Lehmann

    Read more »
  • VideoSPIEL Essen 24 Preview: Inori, or Scoring Favors

    by W. Eric Martin

    As I noted in my overview of Castle Combo, I appreciate games in which you set your own scoring conditions.

    Another strong design that does this is the two-player game Mandala from Trevor Benjamin and Brett J. Gilbert. That game includes cards in six colors, and during the game, each player determines the value of each color for themselves, which means you value cards differently, leading to interesting playing decisions. (For more on Mandala, check out my enthusiastic overview from 2019.)

    The September 2024 release Inori from Mathieu Aubert, Théo Rivière, and Space Cowboys works similarly, with six colors of "favors" that players collect, spend, and score, but in this design each color scores the same for everyone — but you score points for the color only if you have the most (or secondmost) of it at game's end.

    What's more, while colors in Mandala are indistinguishable from one another — it doesn't matter whether red or green is most valuable; only how they differ from your opponent's valuations — in Inori each color is tied to a particular aspect of the world, so red being the most valuable favor will likely lead to a different experience than any other color being on top.

    To step back a bit, a game of Inori lasts four rounds, and in each round players take turns placing their "offering markers" (i.e., player tokens) on available (i.e., empty) spaces on the spirit cards, on the Great Tree at left in the image below, and in the Tree's roots. The root spaces each give you two favors, then remain barren for the remainder of play; the spirit cards initially give you 1-2 favors, a rune token, or a scoring opportunity, but more actions (and more player tokens) come into play as the game progresses. More on that later...


    The Great Tree features six actions untethered to a particular color, and the first player who takes one of these actions locks in a color for it by claiming one of the available altar tiles seen at left above. Taking the top action, for example, allows you to take two favor in whatever colors you want, but first you must establish a colored cost for this action, say, one blue favor — then you must spend a blue favor, and since you've now locked blue's value at 10 points for whoever has the most at game's end (and 5 points for secondmost), you've just discarded a favor of the most valuable color to get...what? Much of the game is about "giving to get" in this manner.

    In short, Inori is a game of resource management. You get stuff that you'll turn into other, ideally more valuable or plentiful stuff. The first round features starting cards that give more resources than what you'll see later — an accelerant to give everyone raw materials, while also letting you start to lock in how each color will score, if you wish.

    This last aspect — players collectively deciding what each color is worth — resonates through the entire game. At the end of a round, if all of a spirit card's action spaces have been occupied, it's replaced by another card of the same color, and if not, it's replaced by a card of the "opposite" color. In the former case, everyone who has a token on the card scores points equal to how much favor they have of that color; in the latter, no one scores anything (with one exception).

    At the start of round three in a two-player game
    Thus, players collectively determine where they travel in the world of Inori. If you fill a red card with tokens, for example, those players on the card score red favor, then you'll replace that card with another red card. If not, a blue card will take its place.

    This matters because each color has its own flavor: green cards let you score for how many different colors you have (shades of how green works in MTG), while gray cards have one or more rune token action spaces, letting you take a chance on the one hidden element of gameplay. Action spaces on red cards frequently require you to spend a red token first, which means you might want to invest in red if you think you're going there. Yellow cards score yellow favor as an action (in addition to if the card is filled) and costs are primarily green favor or whichever favor you have the most of.

    In games with three and four players, you often find yourself working with someone else to direct where you go next, and as in all games of this type, ideally you profit a bit more than they do from your collective work or they spend more actions than you to fill that card, giving you the opportunity to work on something else.

    The end of a three-player game
    Through all of this activity, however, you want to keep your eyes on the end goal: scoring majority bonuses. In the game above, for example, my two opponents were collectively pumping purple every chance they got and scored it multiple times during play, but I had buried purple on the Great Tree, so it scored nothing at game's end, while I picked up 18 points from having majorities in yellow and gray.

    On top of this, at the end of a round, the player with the fewest points picks one of two random "new start" cards to add to the board for the next round, and these start cards break the normal color pairings and also score points for the "recessive" color when the action spaces aren't filled — which meant that in this game I scored 5 points for yellow from this unfilled card, in addition to taking actions on it to score 5 and 3 points. I also scored 5 for the gray Tree action and 5 for the "points = most of one color" action on the red card.

    In total, 41 of my 65 points came in the final round...and this was my least favorite time playing Inori as the game devolved into little more than "choose whichever space nets you the most points". Why? Because purple spirit cards focus on scoring purple — we had two of them in play — and the only "new start" card that features nothing but scoring action spaces landed in the final round.

    I've played Inori four times total on a copy borrowed from the BGG library, and the other three games felt much different as our final actions were less obvious and blunt, but I guess sometimes the cards will fall this way thanks to the alchemy of both chance and player intent.

    For a full explanation of how to play Inori along with more examples of spirit cards and gameplay, watch this video:

    Youtube Video Read more »
  • Designer Diary: Kelp: Shark vs Octopus

    by Robinson Crusoe

    Kelp: Shark vs Octopus takes place just off the coast of South Africa in an area called False Bay (or Valsbaai in Afrikaans) in one of the world's most enchanting and mysterious habitats. The kelp forests of False Bay are home to a myriad of species, including a beautiful and ingenious creature — the charismatic common octopus (octopus vulgaris) — but also her mortal enemy: the cunning pyjama shark (Poroderma africanum).

    Her struggle for life is constant. She finds herself between the shark's jaws and it seems like game-over. However, she has an unexpected plan. By inserting her tentacles into the shark's gills, she's able to suffocate it until it releases her and she escapes!

    If that's not incredible enough, in a second encounter, she does something so clever, witty, and ludic that it begs to be included in a game design. Again, she is being hunted by the pyjama shark, but this time she's exposed in a part of the kelp forest with fewer places to hide. She has to improvise, so using her tentacles she grabs the shells that litter the sea bed and then by rolling herself up, she creates a makeshift ball of armor, giving her some protection and confounding the shark.

    It circles her, clearly able to smell her but unable to figure out that she's right under its nose. As the shark finally deduces where she's hiding, she drops the shells, darts off in the other direction, leaving the shark completely baffled and still very hungry, chomping at the debris as it floats slowly back to the bottom.


    The Birth of the Idea

    It was April 2021 when I saw the Netflix documentary My Octopus Teacher for the first time. I was immediately struck by the interactions between the two animals and wanted to capture this fascinating encounter from nature in a game. After a few attempts at creating my own board game in the years before, ideas were now starting to form in my mind of some mechanisms that could convey this. I was reminded of some of my favorite games that feature hunter/hunted dynamics: Mr. Jack, Escape from the Aliens in Outer Space, and Android: Netrunner.

    I particularly enjoy the thrill of playing as the Corporation in Netrunner, being under mounting pressure but with some control over the flow of information and with plenty of tricks up my sleeve. (In fact, if you know Netrunner at all, my favorite faction is Jinteki because of all the shenanigans they have available in their arsenal.)

    But Netrunner is a game that neither my partner nor most of my friends is interested in playing with me. It's very involved and often a steep challenge to learn, due in part to the asymmetrical aspect of the game. Nevertheless, it is this asymmetry that works so well for the hunter/hunted dynamic, so I wanted to see whether I could create a similar experience to Netrunner with the same emotional journey that I love, but in a more approachable game. With that in mind, I began the work on Kelp.

    Hide-and-Seek and Hand-Building?

    After a couple of months of incubation, my ideas began to develop into something that I could prototype and playtest. By June 2021, version 1 was ready.

    To simulate the tension of the octopus having to balance its need to eat yet stay hidden from the pyjama shark, I knew I wanted a system like the agenda cards in Netrunner.

    My idea for Kelp was for the octopus to be represented by a single card that would keep moving from place to place on the board, sometimes appearing, then disappearing again, always in the search for food. It would have tricks it could employ and ways to bluff, trying to deter and deceive the shark from killing and eating the octopus. The octopus would be playing a kind of three-card monte or "shell game".

    At this stage, my idea was that the octopus would play a kind of deck-builder that actually functioned more as a "hand-builder". In games like Dominion, players draw a hand of five cards each turn, but I thought it would be cool to have those hands already set at the start of the game, spread out on the board.


    I tried laying out four hands of five cards, with the octopus card hidden in one of the hands. Each turn, the octopus would manipulate and improve one of those hands of cards by moving cards around, upgrading them to better ones, and flipping hidden cards over to activate them. To use the card effects, the octopus would have to reveal them, slowly reducing the options of where the octopus could be hiding. Cards had abilities like "Swap one face-down card in this quadrant with this card", "Shuffle three adjacent cards, then place them face down on the board", and "Reduce an adjacent die by 2".

    I love games with dice because of the highs you can get when you are able to overcome the odds. I wanted the shark to be mitigating and managing their dice by improving their dice-pool and by using special abilities (inspired by my favorites, Dice Masters and the very underrated Shanghaien).

    I also took inspiration from the worker-placement system in Spyrium, which gave me the idea of placing dice (instead of workers) at the intersections between cards, with this functioning within a dice-pool-building system for the shark — a LEGO shark from my childhood collection! They would circle around the board, place their dice next to the octopus' cards and, if they met the required value for that area of the board, reveal cards and hopefully attack the octopus.

    Both players had ways to improve their options, but each had a different victory condition: The octopus won the game by surviving until the end, while the shark won by finding and killing the octopus.

    This early version had fun concepts, but they were overwhelmed by the problems created with my hand-builder idea. I had dramatically exceeded my complexity budget for the game. The octopus had twenty cards in play at the same time, and even though they could interact with only 5-7 of them per turn, they had to keep track of too much hidden information. In addition to tracking where they were hiding, they had to either remember all of their hidden cards or check them every turn — and if they didn't check a particular card frequently, it was often a clear sign that it was the octopus, leading to unnecessary loops of checking cards to bluff, which frustrated players further. I went through a couple of iterations of this version, but ultimately moved on in order to reduce the memory element and simplify the amount of information present on the board.

    Mahjong Blocks Change Everything

    In August 2021, I playtested Kelp with a friend who's also a game designer and it was a great playtest — which means the game sucked and my friend told me so.

    In the debrief after the game, he suggested reducing the amount of information on the hidden components by adding a 3x3 grid of tokens and using the cards to manipulate them instead. It was one of those lightbulb moments that seems so clear in hindsight, but I'd been unable to see it for myself.


    I knew that tokens still wouldn't work well as the octopus would need to remember what was on the face-down side of them just the same, but the suggestion launched me down a new path, eventually leading me to using blocks. Blocks with information on only one side could be placed upright so the octopus could always see them, but also laid on their back so they could be revealed to the shark as well.

    Suddenly, I had a Stratego-like concept, similar to Lord of the Rings: The Confrontation, but with only one of the players having hidden blocks. I just needed to find a suitable component.

    I had only Jenga blocks on hand and tried them, but they were too narrow. Dominoes wouldn't really stand, and there was nothing suitable in my LEGO collection either.


    For a while, I scratched my head and searched second-hand stores for a game from which I could salvage some suitable parts. Fortunately, I struck gold in the form of an unused Mahjong set for €1, an absolute bargain! With some blank stickers, it was perfect for my needs.



    Once I came up with the idea for the octopus to "pay" for their card effects by revealing blocks to the shark, this system of hidden/revealed blocks materialized into something captivating, challenging, and fun. There was a satisfying tension for the octopus in finding a balance between hidden and revealed information, and for the shark there were chances for "A-ha!" moments in tracking the octopus' movements by reading a bluff correctly or taking a chance on attacking a block. This was when playtesters started saying things like "Oh, that's cool!" as I explained the rule, and I knew I was onto something.

    Initially, however, the shell-game idea was overpowered as the octopus was able to shuffle their blocks too frequently, making it difficult for the shark to keep track. After I introduced another way for the octopus to move without randomness, the combination of the two forms of movement led to a hidden movement mechanism that created lots of interesting gameplay opportunities. There was plenty of bluffing and mind games for the octopus to play with and just the right amount of deduction for the shark.


    While I was working on the octopus, the mechanisms of the shark were also developing as I streamlined and refined what I started out with.

    Hunger, Energy, and Dice!

    One of my favorite games is Abyss, and what I love the most about it is the way it harnesses "opportunity costs" when players take actions in the game. (I first heard the microeconomic-theory term "opportunity costs" described by Tom Lehmann in the Think Like A Game Designer podcast — it's an enlightening listen!) In Abyss, you have to make compromises to get what you want and often the action that you take improves the options available for your opponents, or sometimes you push your luck too far and a great opportunity passes you by. I wanted Kelp to have those elements so that players had tough choices to make each turn.

    An early idea I had for the shark side was to allow dice to have multiple uses, and what I finally settled on was two interlocking systems through which dice cycled. The first was that dice could be placed on the main board for the shark to move more easily and to be able to reveal and attack the octopus' blocks. Then most of those dice would get added to "growth tiles" that gradually unlocked permanent abilities for the shark.

    The second was that dice could be stored for their value to eventually purchase more dice and one-time effects that did all sorts of different things. High-value dice were often useful in both systems, making the choice of where to place them each turn a satisfying decision point.


    That in itself was quite fun, but I wanted the shark's compromises to more closely mirror the octopus'. Therefore, I made it so that whenever the shark spent their stored dice or whenever they used a rare "strike" die and missed, they would have to place a die onto their "hunger track", which would count down to the end of the game. Now they had to be efficient and accurate in their hunt, and there was satisfaction in that, too. This ratcheting up of tension for the shark equaled the tension experienced by the octopus, and Kelp started to be really enjoyed by playtesters.


    A Last Chance to Escape

    The next year saw further balancing and streamlining changes take place, though the endgame still needed refining. In earlier versions, the octopus won the game by surviving until the end and the shark won by killing the octopus. This was a clear, simple victory condition for each side, but I was searching for a way for the octopus to have a chance of escape if they were caught. Without this, the game can be anticlimactic as the octopus can be discovered suddenly, attacked, and killed without a chance to react.

    Returning to that moment in My Octopus Teacher when the octopus suffocates the shark to escape, I implemented a mini-game that simulates the tricks both animals employ in this final confrontation. The octopus chooses an escape strategy of fight, flight, or flinch, and the shark tries to correctly counter it.

    The octopus now has a last-ditch attempt to escape if they get caught, but rather than the cards being equally beneficial, the effect of each card is circumstantial and may have pros and cons if it triggers. There is often a better or worse choice to make, which adds to the mind game of what your opponent will play, so now you have an interesting dilemma.

    Most importantly, the mechanism is in place to lead to an exciting and tense climax of the game. With the confrontation, both players know the end of the game could be imminent, and they have to make a decision that impacts which way it goes. This leads to a spike in tension: If the octopus does manage to escape, they must discard the card they used, with the shark discarding their matching counter card. Now if the octopus is caught again, that spike of tension will be higher and their chances of escape lower. There are more nuances to the endgame as well, but those are to be discovered in gameplay.

    Finally, I wanted one last wrinkle to encourage the octopus to take more risks and not to just turtle and wait out the game. That incentive came in the form of food blocks that give the octopus a one-time special power but at the cost of revealing themselves in order to eat the food. This move was a big risk and the payoff was good, but I knew I needed to increase the stakes even higher. Now, if the octopus manages to successfully eat all of the food in the game, they win immediately — a very enticing, but challenging prospect.


    With this alternate win condition for the octopus and the final confrontation giving a little bit of hope, tension peaks in the endgame. As the octopus comes closer and closer to winning outright with food — and also closer and closer to death — the shark is growing in power and looking for the perfect chance to attack...

    It is with all of this that Kelp simulates the relationship between common octopus and pyjama shark, and hopefully delivers a tense, thrilling experience at the same time.

    That wraps up my designer diary. Thanks for reading! I'd love to hear your thoughts in the comments below.

    Carl Robinson
    Wonderbow Games Read more »
  • VideoSPIEL Essen 24 Preview: Castle Combo, or Putting the Pieces Together

    by W. Eric Martin

    I write about games and create videos about them to help people find designs they might like and avoid designs they won't — but a side benefit of doing this is learning how game designs work, thinking about different elements in comparable games, and discovering more about my tastes, about me.

    For example, I've written about how the lack of player interaction in Cascadia makes me dislike this take-and-make game, further covering this topic in a video about Spots, Queensland, and Tribes of the Wind — yet I enjoy Johannes Goupy and Corentin Lebrat's Faraway despite it also being a take-and-make game in which you draft elements from a shared pool and build your own thing, so what gives?

    After playing Grégory Grard and Mathieu Roussel's Castle Combo, another take-and-make title from Faraway publisher Catch Up Games that hits me the right way, I think I better understand why these designs work for me, while other such titles don't.

    Conditional Scoring

    In both Faraway and Castle Combo, you're not working within a scoring system set up at the start of play, and you're not just piling up points; you set up your own scoring conditions, then try to satisfy them the best you can.

    Image: Nick T (@BoardGameReviewUK)
    The bottom quarter of each card has a scoring condition, and you acquire cards one by one, building a 3x3 grid as you go. Each new card you acquire must be placed adjacent to a previous one, but you're not locked in to exactly which card goes where until you place the third card in a column or row — at which point you've now determined the periphery of your castle.

    The left column in the image above features cards that score (from top to bottom) when placed in a corner, when placed in the left column, and when placed in the bottom row. Were these the best cards to choose for these locations? I have no idea, but the player made them work. What's more they work toward other scoring conditions, such as the doctor in the middle of the bottom row, which scores for pairs of green and yellow shields — and the doctor works with the apothecary at the top of that column that scores for green shields in that column.

    Winning Castle Combo is nice and all, but more importantly, you want to satisfy the conditions that you established for yourself. Did you follow through and create an aesthetically pleasing and coherent castle?

    Intertwined Drafting

    Castle Combo includes two decks of cards: castle (gray) and village (brown). On a turn, you draft a card from the row where the messenger is located by paying the cost in the upper left corner.


    That seems straightforward, but each card has multiple elements:

    • Color
    • Cost
    • One or two shields, with shields coming in six colors
    • An instant effect or ongoing ability
    • A scoring condition
    • Possibly an arrow, which indicates that the messenger changes rows after this card is acquired

    These elements are rich enough that — until the final couple of turns — you rarely have a straightforward choice as to which card is best for you. The locksmith might seem like a fine first choice as you establish a scoring condition that will guide all future purchases: 1 point per key in your possession at game's end. Keys are normally worth 1 point anyway, so now you're doubling their value — and you'll get a key when purchasing the locksmith since it has an orange shield and gives you a key per orange shield in your castle.

    But you're not forced to draft from where the messenger is located. You can discard a key to move it to the other row, and the devout looks like a great choice: 8 coins immediately since only one spot in your castle will be filled, and 10 points if you acquire no orange shields by game's end. Surely that won't be hard, right? The alchemist gives you a discount on every future purchase and is worth 4 points for itself since it has a discount. Maybe you can pick up a few other discount cards along the way?

    The general would give you five keys immediately and set up a long-term goal of collecting shields in groups of three — but acquiring it would take nearly half of your starting 15 coins...

    Instead of moving the messenger, you can discard a key to discard and replace the three cards in a row. Sometimes you don't like the current choices and are willing to gamble on the unknown; sometimes you want to bury a card an opponent wants; and sometimes both urges combine — which is true for the cards in general.

    Financial Restraints

    You can easily run out of money in Castle Combo, at which point you'd have to pick up a 0-cost card or else take a card from the row, place it face down in your castle, then take 6 coins and 2 keys from the back. This amount is enough to get you going again, but at the cost of a scoring condition.

    Beyond that, the cards are often highly conditional to where you are in the game. The baker, for example, costs nothing, but it gains you only 1 coin and 1 key, while being worth at most 3 points. That's nothing to jump out of your chair about, but if you were drafting that near game's end when you're low on funds in a yellow-rich castle, then you'd be much happier to see that card.

    The master-of-arms is worth 2 points per coin on the card at game's end, and those coins often come from money you haven't spent, so the value of that card is determined by your thriftiness, ability to gain cards, or purchase of cards that place coins from the bank on purse cards.


    Even when I played Castle Combo with five people at Gen Con 2024, I cared about what everyone else was doing, especially the players to my right. Are they looking for cheap cards, cards with certain shields? What are they going to take that would make it harder for me to achieve my goals?

    (Faraway lacks financial restraints since the game has no currency, but if you play a card higher than your most recent card, you receive a sanctuary card that provides resources or points, so in that sense you're rewarded for minding what you "spend" on a turn.)

    I've now played Castle Combo four times on a review copy from Catch Up Games, and its appeal is similar to that of Faraway: puzzling together your own tableau one card at a time, with each of your limited choices meaningfully affecting the outcome.

    For more examples of cards and gameplay, watch this video — but note two errors: (1) I took a face-down card from the top of the deck, not from a row, which matters since you can bury a card wanted by someone else, and (2) the carpenter scores you 8 points if you have a face-down card in your castle:

    Youtube Video Read more »
  • Designer Diary: Trekking

    by Ferran Renalias Zueras

    "Wake up, it's time to enjoy a day route on the mountains..."

    We are Guillem Coll and Ferran Renalias, the designers of Trekking. With this diary, we'd like to share the design process and experience that has made this game evolve since its inception, focusing also on the workflow of designing a game as a team.

    Planning the Route: An 18-Card Game

    Guillem: At the beginning of 2021, I discovered a new format of games that excited me: the famous wallet games popularized by Button Shy. I was fascinated by the wide range of possibilities that these types of games offered, using very few cards and components to deliver a deep gaming experience without envy towards their larger counterparts.

    In mid-February 2021, Salt & Pepper Games announced a design contest for a wallet game with the condition that the components consisted of 18-24 cards — and nothing else. I embraced the challenge with enthusiasm to explore new and original uses for the cards and implement unique mechanisms, as with such limited components, one must truly be original to stand out from the rest of the proposals.

    I liked how these games approached puzzle mechanisms with variable objectives in each game, often revolving around dividing cards into four plots of different terrains to build patterns. Therefore, I was eager for my game to follow the puzzle theme but with a different touch.

    After a few days considering various ideas, I ended up choosing to explore a proposal that divided the card into four plots, but not in two columns and two rows, as other games did; instead, a card was divided into a single column and four rows. Cards were placed next to one another, connecting one of the four colors with the same color on the other card so that they were placed at different heights since on one card, yellow could be in the first row and on another, in the third.

    First tests of connecting cards
    I liked the shapes that formed on the table and the mechanical originality of breaking away from the linear placement of cards. Quickly, a theme came to mind that fit perfectly with the presence of the table and the shapes formed by the cards: mountaineering. The silhouette formed by the cards fit perfectly with the profile of a mountain; it was very evocative.

    Beginning the Journey: The First Development

    Guillem: Initially, I wanted to give the mountaineers a more active role, with players starting from one side of the mountain and trying to advance as much as possible. Each of the four altitudes could have a ray symbolizing energy on the side of the card, and when you placed the cards, if you matched rays of the same color, your mountaineer could advance.

    The energy concept for advancing your alpinist
    After trying a few games and making iterations, I wasn't convinced by the mountaineers' active role of moving through the mountain they were building, so I decided to shift the essence of the game — forming the silhouette of a mountain — towards a puzzle game, as the original idea was.

    For the puzzle system, I added three elements: mountaineers, flags, and shelters, which could be red or black. These elements were found at one of the four card altitudes and had to be matched according to the objectives of that game. Sometimes you earned points for each mountaineer and flag of a different color at the same height, and at other times for each mountaineer found between two flags of the same color.

    Final proposal of the 18-card game
    Wanting to make the most of the components, I put on the back of each card a different variable objective divided into three categories: brown (for mountaineers and flags), blue (for shelters), and yellow (for the shape of the mountain silhouette).

    I liked the altitudes having a symbol that had to be matched with the adjacent card, considering that the combinations were vast as the height varied and the cards could share more or fewer segments. To emphasize this aspect of the design, to the three scoring categories (brown, blue, and yellow) I added a fourth white symbol: the Yeti, which subtracted points if connected.

    Scoring was simple as you multiplied the points listed on the scoring card by the quantity of symbols of that color that you had connected.

    After playing many games, adjusting numbers, and rethinking certain aspects, I considered that it was mature enough to submit to the contest, which received many proposals from candidates. The game, titled "Himalaya", became a finalist, capturing the attention of the jury, who contacted me to express interest in the idea and propose improvements.

    Encounter in a Shelter: The Need for Growth and Teamwork

    Guillem: Although I was satisfied with the work done and what the wallet game proposed, I felt that the proposal demanded growth towards a larger game with the implementation of new mechanisms. I saw that the silhouette of the mountain mechanism had potential that could be much better exploited in a different type of product than what I had at that moment. This shift that the product needed was an abrupt change from the game I had, and I had so internalized the previous proposal that it was difficult for me to distance myself to give it a 180º turn.

    For a few years, I had been a regular follower of the podcast Laboratorio de Juegos, which covers topics related to board game design, often featuring interviews and collaborations with authors to share their experiences. In one of the episodes, they invited Ferran Renalias, a renowned author whom I personally admired a lot, an author who is characterized by all of his designs being co-authorships. In the program, he explained the benefits of this work methodology and how it allowed him to progress more quickly and have the vision and skills of two people with different approaches.

    At that moment, I was clear that a good option to grow the game and be able to have that external and renewed vision of what it might need was to approach it as a co-authorship — so I wrote to Ferran, with whom I had already met at some gatherings, to explain the game and propose my intentions. Fortunately, he liked the premise and agreed to work together to make it grow — which should be obvious as otherwise we wouldn't be writing this design diary!

    Ferran: When Guillem contacted me, I knew him because a prototype called "Txotx" had caught my attention in a contest, a design now released as Cazamanzanas. When he presented the proposal to collaborate, he sent me the rules and the game prototype so that I could study and understand it. I especially liked how it managed to create the profile of a mountain by placing cards sideways. This idea was genuinely central to the experience.

    The GPS board
    However, and as we discussed later after a first analysis, the game never conveyed any story or experience; you never felt transported to the mountain at any point. The game was more or less an abstract puzzle.

    Continuing the Journey: The Second Development

    Ferran: Seeing the potential of the game, we decided to embark on a development with a more critical and distant look that I thought could contribute. The main point to address was the narrative. The game had to make you feel at the end that you had enjoyed a great day in the mountains. With this goal, we decided to introduce a map of the area, where you could move, manage energy, and link with the elevation curve of your GPS.

    We started with a map of the real Pyrenees, creating different points marking the different elevations. From this, we connected different elevations with lines, coloring them according to their elevation: 100m – green, 200m – yellow, and 300m – red. We also added the color according to the elevation on the GPS cards, linking it with the route on the map and recording your experience during the day.

    One of the first map boards
    We also introduced energy management during the day, allowing you to choose more or fewer cards from a river of cards based on the fatigue level. With this, we introduced rest cards, allowing you to "skip a turn" to recover. We also added shelters in the middle of the map to recover directly when passing by. The more energy you have, the more flexibility you have when choosing which route card to use during the journey.

    The energy track on the game
    Midday: Última Ronda Contest

    Guillem: In October 2021, the respected podcast and channel "Última Ronda" announced that it was organizing a prototype contest. Our game was a family+ level, not as complex as many of the games evaluated in the contest, and we thought it was a good opportunity to put the game to the test and receive the opinion of an expert audience. Fortunately, Trekking was selected among the contest's six finalists.

    Showing the game in Última Ronda's contest
    In the final phase held in mid-2022, we played a game with one of the six collaborating publishers. The chosen publisher was TCG Factory as the organization thought that the design could fit better into their editorial line. We broadcasted a game with the jury and Gonzalo Pastor, editor of TCG Factory. That playing was very fun and interesting, and it reinforced that he liked the game a lot and would be delighted to try it again. After some conversations over the next two months, they confirmed that they wanted to publish the game.

    Midafternoon: The Third Development

    Ferran: At this point, we wanted to share our vision with the publisher, aiming to make the final development to adjust the game to the target editorial product.

    The final prototype
    The most noticeable change was breaking the map board into nine double-sided pieces, topologically forming a torus. I made this change using cereal boxes during a vacation in Ireland. (The glamour of board game design!) Combining four of the nine different pieces increased the game's variability, which was necessary to provide replayability without adding additional elements.

    Working on the nine map boards and their multiple connections
    The final map board
    In the same vein, we expanded the scoring objectives so that in each game the animals, the summits, and the topography scored differently. We also wanted to add an additional layer of planning in energy management, incorporating variations in shelters and changing weather conditions midway through the game.

    On all the cards, we added narrative elements, enriching the overall narrative of the games.

    Sketch of the backs of the objective cards
    On the individual boards, we added small vignettes in which we recalled different experiences during the day, adding an additional layer of interaction between the map and GPS. Additionally, taking advantage of the other side of the GPS board, we introduced four slightly more challenging asymmetrical boards to increase the diversity of the games.

    Sketches of experience vignettes
    The last point we developed was the solo mode. We wanted to recreate the experience of a game with more people by minimizing maintenance and replicating the interaction of the map when reaching summits and seeing animals. That's why we created the "pixapí", a deck of nine cards and four pawns that replicates people who go to the mountains, make a lot of noise, and scare the animals.

    The automa cards for the solo mode, along with one of the "pixapin" pawns
    Noon: Time to Enjoy It

    Once our part was finished, the final result of the game is mainly due to the magnificent editorial development of Jose D. Flores, the illustrations of Michel Verdú, and the graphic design of 221B Studio.

    Trekking on the table
    Trekking has been a collective expedition that took shape when Guillem started his journey. Along this journey, Ferran joined the adventure, bringing a new perspective, and over time, our paths crossed with the TCG Factory family, walking together at the same pace.

    A hiking meeple in the middle of a game
    Thank you for accompanying us on this journey that has been very exciting and stimulating. We look forward with great excitement to seeing how the game reaches the tables, allowing you to share a great day of Trekking yourselves.

    Ferran Renalias and Guillem Coll

    Ferran and Guillem — two happy designers in love with their game Read more »
  • VideoSPIEL Essen 24 Preview: Fairy Ring, or Run Through the Fungus Among Us

    by W. Eric Martin

    I've accepted that many of the games that I like best look terrible when photographed. Innovation, The Mind, The Game, and oh, so many other card games — none of them are appealing when you see images of cards scattered across a table. The cards look adrift, and the joy that comes from digging into these designs can't be captured in a still image.

    Fairy Ring, a 2-4 player game from designers Laurence Grenier and Fabien Tanguy and publisher Repos Production that Asmodee released in mid-September 2024, falls into this category. I mean, look at this pic of a four-player game, with the cards and a few other bits floating on a large dining room table:

    Hideous
    In Fairy Ring, each player builds a troop of mushrooms from thirteen cards, starting with a random card, then drafting and playing six cards in each of two rounds. Each new card you play goes to the left or right of what's already in your troop — or on top of a mushroom of the same type, increasing that mushroom's scoring potential.

    After you play a mushroom card, you move your fairy figure clockwise as many spaces as the movement number on that card. If you land on one of your mushrooms, you (usually) score mana; if you land on an opponent's mushroom, they (usually) score mana — but if you have a mushroom of the same type, you also score your mushroom for yourself. (Scoring mushrooms is better when you share, right?)

    The game includes six mushroom types, each of which scores mana a different way: based on how far your fairy travelled, how many mushrooms you have, how many cards are in that particular mushroom, how many lightning bugs are visible across your troop, or whatever the fixed value is on that card. (The sixth type earns points for its owner only when someone passes it; landing on it gives the owner no points, making it an attractive landing spot if you'd otherwise give points only to an opponent.)

    Players choose their card simultaneously, but they play them in sequence, so the round's first player knows exactly where their fairy will land, but each subsequent player might have their plans disturbed by those who play before them. Will those players add a mushroom to the left or right of their troop, changing your potential landing space? Can you choose a mushroom that will score you points no matter where you land? Is that type of mushroom meshing with what you want to build? (The sixth type of mushroom gives you options for how far your fairy moves, but it feels like the weakest scoring mushroom, especially with only two players.)

    Drab
    Fairy Ring slips a nice portion of uncertainty into a planning game, and while your first drafting choices might seem inconsequential, they impact the entire table and set up what's possible in the future: Are you choosing purely for fairy movement to score now? Are you also boosting the mushroom you hope to score? Or are you boosting where you think other fairies will land? Or widening your troop to keep others landing in your area longer?

    In general, you seem to be building wide or deep. Place four cards in a mushroom, and you can earn 15-25 mana in one move...but your success will also depend on what everyone else is doing. If no one else has this type of mushroom — possibly because you've hoarded all of the cards — then you'll score only when you or an opponent lands on this single spot, which might never happen, as was the case for me in one of the five games I've played on a copy borrowed from the BGG library, a copy which Asmodee gave us at Gen Con 2024.

    As in other good drafting games, you need to pay attention to what others play and what you're passing them, especially if you play with the optional objective cards. Fairy Ring includes four double-sided objective cards, and you use three at random. In the image above, for example, if you have three mushrooms that are three cards tall, all six types of mushrooms, or ten visible lightning bugs, you score 20 mana. Ideally you can score all three, and pushing toward those goals adds another element to consider when both drafting and playing.

    Why?
    The only negative element in Fairy Ring so far is the scoring system, which has you automatically convert 20 mana — which is tracked with plastic tokens — into 1 point, which is tracked on a dial that you're supposed to keep hidden, but which we never do.

    I suppose the intent is to lighten the playing experience as some players won't track who has what and take that into consideration with their moves, but in practice we track points, which makes the dials pointless and a source of possible mistakes as you (needlessly) convert between currencies. (Leftover mana is a tiebreaker, after all.) I wish the game included 20-mana tokens instead, but as the saying goes: "If wishes were mushrooms, fairies would fly."

    (Also, the box is twice as wide as needed, but this is a BGG library copy, so I won't cut it down to size.)

    For more on my experience with Fairy Ring, watch this video:

    Youtube Video Read more »
  • Publisher, Designer, and Illustrator Diary: Valkyries

    by Tang De Naranja

    Today I come to talk to you about love.

    Yes, about board games, too. And of swords, axes, monsters, and glorious deeds — but everything starts with love. Let me tell you that publishers also experience love at first sight, and although it happens rarely, when it dos happen, it can lead to such wonderful things as Valkyries.

    Of course, by the time we sat down for the first time in front of the game — then called "Barbarian Queens of Valhalla" — and noticed that "je ne sais quoi" that led us to tell authors Paz and César that (if they wished) they would no longer need to show the game to other publishers because it had found its home, the game had already lived many lives: robots on Mars, the wild west...

    We'll get to that, but first, since we have mentioned them, let's meet the two authors of Valkyries. Tell us, who are you and what is your background in the world of board games?

    Paz: I am Paz Navarro Moreno. I was a board game player, more traditional and occasionally modern. It was César who got me more fully into this world of modern games, and I was able to get in contact with board game creators. Although I didn't think about it initially, I ended up making game proposals, although what really awakens my interest is the analysis and critique of the mechanisms.

    From left: César Gómez and Paz Navarro
    César: Hello, I am César Gómez Bernardino. I came from playing role-playing games in high school. At university, we set up a role-playing and board game club, and there I met Paz. We met again many years later, and it was around that time that my interest in creating board games started. As a gamer, I like to play absolutely everything, and I like to gut the mechanisms behind the game and find the winning strategies. Possibly because of that, what I like the most are the hard Euros and what I like the least are games of negotiating and convincing the rest of the players.

    As a designer, I like to explore simple mechanisms and see how much they can do. That's why almost all of my games usually fall into the category of family games. For a long time, I've dedicated myself to self-publishing through the Spanish crowdfunding site Verkami, but for the past couple of years I've tried to focus on a game's creation and look for professional publishers who want to take care of the publication.

    Q: And tell us, we know you've worked together before, but how did the idea for Valkyries come about? Was it the theme or the mechanisms first?

    Paz: We always work on several ideas, both thematic and mechanical. Valkyries came out of different proposals and work we did with simple mechanisms that we had observed in traditional games of wide diffusion. The initial idea was to create a game with that mechanical simplicity on a common board where we could write. We also tried to create simple confrontations between players.

    César: Although we work indistinctly from the theme or the mechanisms, I think we both end up starting more often with the mechanisms. Sometimes you are working from a theme, you think of a mechanism, and suddenly that mechanism absorbs you and takes you down another path that has nothing to do with what you were doing at the beginning.


    Valkyries was born from the desire to reinterpret the classic Spanish card game "La Mona" [Editor's note: rules PDF in Spanish and English]. We started to revolve around the concept of discarding pairs, playing two cards, a board, direct points...and from there came a game of robots terraforming Mars, the cards being programming cards for the robots, and the players operating their robot to transform Mars according to the plan they had created on Earth.

    Over iterations, that game visually morphed into a game of the conquest of the American West as we wanted to participate in a historical game contest, but then, oh, surprise, we failed to win despite having the best name of the contest: "How the West Was Drawn". (If John Ford would raise his head...)

    From there, we made the almost final leap to "Barbarian Queens of Valhalla", which was going to be the title of the game until the publisher said it was too long and didn't fit on the box. In this last transformation, new mechanisms appeared to adapt aspects of the theme such as combat or mythology.


    Q: These publishers with their mania for changing things in games... How was the development process of the game from that original idea until the final version?

    Paz: or César: At the beginning a lot of ideas are jumping around the table, notes in notebooks, board sketches and experiments with UNO cards. In this phase of development, we jump from one mechanism to another, making drastic changes and redoing the game almost completely. It's like one of those metal jigsaw puzzles that you keep turning around until something clicks and you say, "Here's something."

    From that moment when you think you've found the right combination of mechanisms, you start to put things together. The first playable proto is from 2020, and although the main mechanisms have not changed, we've been polishing details to make it more agile, reduce paralysis by analysis, control chance by giving more control to players, increase replayability...

    The last change, and perhaps the most complex, was to restructure the game instructions to create a manual that would work as a tutorial. It took a lot of work by everyone, but we believe that a magnificent result has been achieved.

    In the case of Valkyries, the core mechanism around which the whole game revolves is one of the simplest we have developed: you pick a card that tells you how far you can move, you pick a card that tells you what kind of enemies you capture, and your turn is over. You do that eight times, then the game is over. In that simplicity, we believe, lies its success. The game has a super accessible learning curve, and anyone can get into the game and enjoy it from minute one. The manual also incorporates optional rules that add depth to the game and make it a duel suitable for all tastes.


    Q: Of course, it has been an arduous and long process, but the result — and it is true that we are not at all objective about this — has been worthwhile. What do you think of the final result? Are you happy with the editorial work and that of Isabel Vílchez, the illustrator?

    Paz: or César: We are very happy with the result. Although the graphic part is the publisher's task, we authors always have nerves when thinking "How will our game look? What if I don't like it when I see it?" But as you can see, both the illustration and design work has left a spectacular product that leaves no one indifferent.

    The work with the publisher in the development part has also been good. In any development, there is a part of discussion between the visions of the publisher and the authors, and David Vaquero has always managed to find the common ground between the two so that the project could go ahead and reach Valhalla.

    Q: Excuse me, I've got a dragon scale in my eye...


    •••
    Q: But look, speaking of love, Isabel Vílchez is the one who has put some good stuff in the illustration. What can you tell us about yourself?

    Isabel: I'm a professional illustrator, and I've always been passionate about animation, video games, illustrated books, and everything that has reference to the art world, so, without hesitation, I graduated in Fine Arts in Granada and later I graduated in Illustration and Design in Madrid.

    With a lot of perseverance and effort, I came to fulfill my dream of becoming a professional illustrator, and today I have more than ten years of experience in the sector. I have worked in editorial illustration projects, animation, video games and mobile applications, and board games, and I'm also a teacher of digital illustration and character design. Finally, I have been able to collaborate for big companies like Disney, a dream that I thought impossible to fulfill.

    Q: An impressive résumé indeed. You say you have worked in the board game industry before? And it's one thing to work, but are you a board game fan?

    Isabel: Yes, I had illustrated several covers for a board game and its expansions, but I hadn't done a whole board game from start to finish. Valkyries is the first board game I have illustrated in its entirety, and I loved the experience. The best moment of all is when finally what started as a project with a lot of effort and dedication ends up on a board game and can be enjoyed by everyone.

    It has been an honor to illustrate this game because for as long as I can remember, my house has never lacked board games and cards. I used to spend whole summer vacations at the beach playing with my family and friends, and it was the best time of the day, where we all laughed the most together. Board games bring us together and make us spend quality time with each other. It is also a way to get to know people on other levels. And when I'm not sure what to give someone, the truth is that a board game has never failed me! And, of course, I also like to be given one as a gift.


    Q: And the illustration process, how was it? Did they let you contribute your own ideas and style from the publisher?

    Isabel: From the beginning, Vaquero indicated to me, with examples of my own personal work, the particular style they were looking for to capture the mythological and epic essence of the game, so within some guidelines to follow (as is the case in all projects), they gave me a lot of creative freedom in terms of the design and finish of the illustrations.

    While the Valkyries came out basically the first time (making only small tweaks in each of them), it was not so easy with the enemies. There we had to study more carefully the designs of each of them, and it took me more time, but in the end I think they match well with one another and with the aesthetics of the game in general.


    Q: And tell us Isabel, apart from being in charge of the illustration of the game, you have been able to test it. What do you think of the game?

    Isabel: I tried it at the InterOcio convention, and I was delighted to see how the project, after so much work, had already become a palpable reality, holding it in my hands and everyone playing and having fun with it. I couldn't wait to play a game, and it's so original and I liked it so much that, in fact, I played several times with strangers from the event and we had a lot of fun.

    I loved its playability and also that it offers the option of being able to choose various levels of play. I imagined it would be something more complex, but each game is enjoyable and fun, and the body asks you to play more! Not only I felt this way — everyone who played Valkyries thought the same and repeated games.


    Q: Well guys, to finish, if the game is successful (and I'm sure it will be), could there be more Valkyrie adventures in the future? And I don't mean the campaigns that we will post monthly coinciding with each new moon, we are talking about real expansions!

    César: There are expansions because some of the material we designed during development was put aside due to space issues or excessive complexity. When Tranjis gets tired of selling copies of the original game, we hope to be able to develop some of those ideas to expand the Valkyrie universe.

    Isabel: I hope so. I've enjoyed working on Valkyries, and I'm open to future collaborations with the publisher. If it succeeds, I would love to continue to be part of this project and contribute my illustrations to future expansions or sequels to the game.
    •••
    Sounds promising. You see people, that's how games are born, from the master...

    Okay, okay, I'll cut the crap with the love. We hope you enjoy Valkyries a lot with its adaptive rules, its increasing difficulty, its challenges, the campaigns, killing monsters, stopping Rägnarok...

    In short, for Asgard!

    Daniel Benavides
    Tranjis Games

    Read more »
  • Push Opponents Down a Flight of Stairs, Dance Across Blossoms, and Rock to Victory

    by W. Eric Martin

    One of my favorite publishers to write about is Clemens Gerhards as they create beautiful wooden games that stand out from pretty much everything else on the market.

    The publisher has three new releases for 2024, and we'll start by looking at the most eye-catching title: Drachentreppe, a game from Werner Hodel for 3-6 players aged 6 and up who like to push their opponents down a staircase:
    In Drachentreppe, you want to bring your magicians to the top of the dragon stairs, or collect the dragon's eggs — or both, of course!

    Each player starts with three magicians at the bottom of the staircase. On a turn, you choose a magician you want to move, then roll the die:

    — If you roll 1, 2, or 3, move that magician up that many steps, then roll again or end your turn.
    — If you roll an up arrow, move that magician up to the same step as the next higher magician, no matter whose magician it is.
    — If you roll the dragon, place the dragon on your step, then take a dragon egg from the supply.
    — If you roll a down arrow, you can place a dragon egg on that magician's step to keep them from falling, or your magician falls down until they're caught by one of your other magicians, landing on the step above the catcher. If your lowest magician is falling, they fall to the starting step.

    Anytime you move, you place your magician on the outside of the staircase compared to other magicians — and anytime three magicians are on the same step, the magician closest to the staircase column falls to the starting step.

    Anytime you move up and pass a dragon egg on a step or land on the same step as one, you collect it. The same goes for move up to or passing the dragon.

    To reach the top step, you must return a dragon egg to the supply. When a player has all three of their magicians on the top step, the game ends after everyone has had the same number of turns. Players score 1-3-6 points for getting 1-2-3 magicians to the top step and 1 point for each egg they hold. Whoever has the most points wins.

    No chutes in this game. When you fall, you fall hard.

    Giansimone Migoni's Blütentanz is a traditional, two-player abstract strategy game, something firmly in the Clemens Gerhards wheelhouse. Here's how to play:
    In Blütentanz, you want to dance your figures across the blossoms to reach your opponent's side of the field.

    To set up the game, place the sixteen discs onto the game board at random; each disc features a blossom in the two player colors — orange and blue — as well as a neutral gray blossom.


    On a turn, rotate all the tiles in a row or column 90º, with any player figures on those tiles rotating as well. Next, you have up to three movement points that you can use on 1-3 of your figures. Your five figures start off the edge of the game board, and by spending a movement point, you can place a figure on a gray blossom or a blossom of your color on the edge of the board. You can spend points to keep moving a figure orthogonally to gray blossoms or blossoms of your color.

    Your goal is to move four of your five figures off the edge of the game board near your opponent. Whoever does this first wins.

    Wippe-lig!, a Martin Schlegel design, is another release labeled for players aged 6 and up, but I think this is because the rules are incredibly simple, not necessarily because this 3-5 player design is a children's game:
    Can you rock the game board in Wippe-lig! to line up your discs?

    To set up, place the wooden seesaw game board on the table, then place one white disc in each of the four grooves. Each player takes five discs in a color of their choice. On a turn, you either:

    — Place one of the discs in your supply into any groove on the raised side of the game board, or
    — Remove any disc already in a groove, then place it into a groove on the raised side of the game board.


    To end your turn, tilt the game board. If three or four of a player's discs are now in a line, whether in the same groove or across multiple grooves with no other discs between them, that player wins, regardless of whose turn it is.

    If 3-4 white discs are in a line after tilting the game board, remove these discs from play for the remainder of the game. Note that removing these discs might cause other discs to roll and set up a winning line.

    • Finally, Clemens Gerhards has released a travel edition of Andreas Kuhnekath's 2018 game Rukuni under the name Rukuni to Go. For those not familiar with this wonderful two-player game, here's how to play:
    Rukuni is played on a hexagonal grid, with a red tower starting in each of the six corners. On a turn, a player moves one of the towers any number of spaces in a straight line (not jumping anything else in its way), then places a tower of their own color in an empty space adjacent to this tower. Players alternate turns until none of the towers can move, at which point the game ends.


    Players then score each group of their connected towers. To do this, count the number of towers in a player's group, then multiply it by the number of red towers this group touches. Add up the scores for all of these individual groups, then see which player has the higher score!
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  • You Can Stan Under Dutrait's Umbrella

    by Vincent Dutrait

    In October 2023, artist Vincent Dutrait talked about his work on two French game releases — After Us from Catch Up Games and The A.R.T. Project from Lumberjacks Studio — and in February 2024 he answered questions about AQUA: Biodiversity in the Oceans.

    In September 2024, Lumberjacks Studio is bringing Flavien Dauphin and Benoit Turpin's game Umbrella to market, with Pandasaurus Games releasing the title in the U.S., and Dutrait has returned to talk about the artistic challenges presented by a minimalist game.

    Q: How did you approach illustrating an abstract game?

    A: In the past, I have illustrated abstract games such as Queenz or Holi, abstract in the sense that they are generally games with pure and simple rules — which doesn't exclude considerable strategic depth! — where the theme and illustrations should not overshadow the gameplay and its accessibility.

    It is primarily a delicate positioning exercise, finding the right balance between descriptive, functional, decorative, and narrative elements. This challenge is often underestimated as it is usually much more complex and meticulous than illustrating a game meant to make us live a story or simply "illustrate" card effects, for example.

    With Umbrella, which has very few game elements, the bar was set even higher! Because one must propose illustrations that, of course, beautify the game's object and material, but above all must support the mechanics, make them more fluid, and render them even clearer and more efficient.

    In short, one must ensure that players can fully focus on their choices and actions, on their strategy, rather than being distracted and led astray. One must find the essence of the elements to describe, share, and put into images, must extract from the theme what will be most representative and symbolic, must draw impactful patterns, shapes, and designs that will be immediately recognizable and identifiable by all players. A form of synthesis and reduction work...in the culinary sense!

    Here, we have a paved ground with some building parts, a few umbrellas with basic shapes and designs, a unity of time, place, and action with few colors but bright and marked colors for strong contrast.


    Q: There was another cover proposal at the beginning. How did you come to this second proposal, and what was your guiding principle?

    A: Initially, we discussed the idea of a box cover like a Broadway musical poster, a very graphic, very stylized rendering in the spirit of the 1950s-1960s. It's an approach I particularly like and have successfully used in games like Detective: City of Angels and Heat, recapturing the spirit of those period illustrators and poster designers by working on textures and vintage "old school" effects, with a catchphrase like "Slidin' in the Rain!" thus referencing the classic film of the genre.


    But it was ultimately not "abstract" enough, even too concrete, tangible. For instance, visually one does not perceive the "slide" effect of the umbrellas, which is the most important part of the game mechanics, and it was better to emphasize the umbrellas and have more umbrellas.

    One must know how to question one's work, be a source of proposals, and I finally opted for a scene much closer to the game and its elements contained in the box. A direct link between the cover illustration and what the players will have in front of them on the table, even if it means being "down to earth" with an imaginative, fantasized representation of the game in action. With also a much larger and massive title in the image, ultra-readable, approaching the work of a logo for a strong identity. While retaining the feeling and codes of posters from that period.

    And nothing is lost. We can find here the silhouette of the dancer on the ground and that of the dancer in the title in a second reading of the image, as a complement and thematic enrichment.

    Players will also have the surprise of discovering the initial poster on the game insert, as if laid on the ground, in the street, on the paved texture.


    Q: On the theme of Broadway, how did you approach illustrating a game on such a theme without bringing characters to life?

    A: It was preferable to avoid any direct representation of characters in full light to avoid diverting attention and maintain this form of detachment, being immersive but without projecting through dancers — the famous delicate balance! — especially since we were not going to play "a" dancer, but a "group of dancers" to be shared and moved between players, a significant nuance. Hence the idea of barely sketched character silhouettes on the poster or the final cover, and no character on the game elements.


    However, I always strive to bring life to illustrations. This can sometimes be missing in some abstract games that are too cold or distant with players, sometimes even hermetic. One can manage to infuse this life in a somewhat indirect manner, in details, on the sidelines, in decorative elements that dress up the whole, while ensuring not to clutter or pollute the game spaces.

    It's also an opportunity to slip in some poetry and imagination, small tricks that will mainly suggest activity and a certain dynamic, ornaments that will not immediately catch the eye and will be discovered little by little, but that the brain will pick up on the periphery and contribute to the overall atmosphere — in this case, a hopscotch where one can imagine children jumping on one leg or chalk drawings that the rain will wash away, a cat and dog seemingly chasing each other, an abandoned cone of fries next to a pulp magazine, a manhole cover with a curious pattern...or the storefront of a donut shop and, for the sharpest, the street of the famous scene where Gene Kelly sings in the rain climbing a lamppost!

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  • Move Monks to Achieve Ananda, Hawk Goods in the Highlands, and Swim to the Beasty Bar Anew

    by W. Eric Martin

    German publisher Zoch Verlag has three new titles due out in October 2024 in time for SPIEL Essen 24, and the first on I want to talk about is Ananda, a 2-4 player game from Dirk Barsuhn, who debuted in 2023 with the Piatnik title Tea Time Crime.


    Here's an overview of how to play:
    Balance is the most important thing at Ananda, balance between body and soul, meditation and work, but above all between building and getting new building blocks.

    In Ananda, players build a temple with domino-style tiles and let their monks meditate there. The larger the colored area built, the more karma points the player can collect. More specifically, at the start of their turn, a player must move their monk to a new colored area on the game board. They then play as many tiles from their hand as they wish, as long as at least one of the tiles is adjacent to their monk, all of the placed tiles expand the color area, and each tile covers precisely two tiles that are on the same level. (Tiles do not need to be on the same level to be part of the same color area.)


    After you finish placing tiles, count the number of squares that comprise the color area to determine your area value. You may then discard meditation cards of this color from your hand that sum to this number or less. Next, you draw face-down tiles from the reserve equal to the difference between your area value and your meditation value, with your rack holding at most eight tiles. Finally, if you have more tiles on your rack than cards in hand, draw cards from your personal deck to make those numbers match.

    Once all the tiles have been built, the player who has scored the most karma points with their played meditation cards wins.

    Mmm, sounds good, with the Pickomino-style tiles creating a six-color playing surface as the game progresses. This is now my second "must have" title on the SPIEL Essen 24 Preview, with the odd-looking Sail or Die being the first.

    • The second Zoch title is a family-weight game from Carlo A. Rossi in which you hustle around the countryside trying sell whatever you can get your hands on.


    Here's an overview of the 2-4 player game Die Trödler aus den Highlands:
    As dawdlers second-hand dealers from the Highlands, players travel from village to village to collect and sell goods because what is useless old junk for one person is very useful old junk for another — and therefore worth its weight in gold.

    In Die Trödler aus den Highlands, the players use their carts to transport their junk over mountains and among villages. To set up, each player starts their cart in a different village with a route card, a goods request card, and a special feed card in hand. Goods are placed at random in other villages. A deck of route, goods request, extra good, and special feed cards is shuffled, and at the start of a round the dealer creates piles of four face-up cards, one more than the number of players, then players draft piles in order.

    On a turn, you play as many cards from hand as desired. Play a route card to move your cart over the matching path (mountain, bridge, etc.), then optionally pick up a good from that village. If you play an extra good card, you can take a second good. If a village has no goods, you can play a goods request card and the matching goods from your supply — placing those goods in the village — then placing the card face down in a personal "value" pile. You can even do this in a village that you just emptied — that's a testament to your powers of persuasion!


    Each time you play a special feed card, you can travel on the route of your choice, pick up an extra good, or fulfill a goods request card with a mismatched good. All of these played special feed cards go into your value pile.

    When a player has completed a certain number of goods request cards, the game ends — then players compare how many special feed cards they used and how many goods they have left over. Whoever has the most has exhausted their horses and busted their cart and cannot win. Of the remaining players, whoever has the most points from completed goods cards and remaining goods wins!

    • Finally, Zoch has a fourth entry in the Beasty Bar series from designers Stefan Kloß and Anna Oppolzer, with Beasty Bar: Down Under being playable on its own or in combination with other titles in the series. (To do so, each player will have a deck of cards numbered 1-12, taking each number from whichever set they like.)


    In the game, you start with a hand of four cards, and on a turn you play a card at the back of the line to enter Heaven's Gate, the bar that everyone wants to enter. Next, you carry out the ability of the card you just played, then you carry out any recurring abilities from the front of the line to the end, after which you draw another card from your deck.

    If five animals are in line after you've played, the first two animals are admitted to the bar, while the animal last in line in bounced.

    After everyone has played all of their cards, each player counts the value of their animals who made it into the bar to see who came out on top.

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