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  • VideoDesigner Diary: Hispania, or How It Became Roman

    by Migvel

    At the beginning of the second century BCE, the Republic of Rome has just defeated its greatest nightmare, Hannibal. After annexing the Carthaginian possessions on the Mediterranean coast of Hispania, Rome organizes them into the provinces Ulterior and Citerior, then orders the corresponding praetors to complete the conquest of the whole peninsula, which is inhabited by tribes without cohesion — but these Hispaniards turn out to be a formidable enemy...

    This is the introduction that sets you up for my new challenge: Hispania, a co-operative game in which 1-3 players take the role of all the praetors and consuls that Rome sent to Hispania for almost two hundred years, until the first emperor Caesar Augustus culminated the conquest and incorporated Hispania into his brand new empire.

    The Idea

    This game is special to me because it is my first design on request! The idea arose following the great success of my previous game Tetrarchia. Those who don't know it may check my two designer diaries on the original nestorgames version and the reimplementation by Draco Ideas, a Spanish publisher of light wargames, as well as the video covering both diaries. In brief, Tetrarchia was first published in 2015 and went out of print in early 2021...but only for a few days! I immediately signed a new contract with Draco Ideas, which has published two editions so far and is presently printing the third one.

    This partnership is working so well that Draco Ideas asked whether I could consider a new game using a similar engine, but set in the history of Spain. Tetrarchia is a simple co-operative wargame in which 1-4 players handle the four Emperors of Diocletian's Tetrarchy that saved the Roman Empire from the third century crisis. This historical event is very specific and leads naturally to a co-operative game against unpredictable threats, but I could not think of a similar event in Spanish history, and thus my first answer was "No"!

    But no one had ever requested a design from me, so I agreed to consider the case. While reading about the history of Spain, I stopped at the Roman conquest...and not just because Romans were involved! I realized that this was a relatively unknown episode, full of exciting events and characters, in which the Roman armies led by the different praetors and consuls suffered unpredictable threats in their advance inland. My answer became "Why not?" — it deserved a try.

    As you may guess, it did work, and in this diary I will go through the main parts of the process. During the final steps of the design, I covered the game's development in design notes on the game's BGG page:

    Design notes (1): This is not Tetrarchia
    Design notes (2): The map
    Design notes (3): What have the Romans ever done for us?
    Design notes (4): Famous characters

    I am going to summarize these posts below, but if you are curious for more details, you will find them at the links above.

    1. This Is Not Tetrarchia

    Tetrarchia's success was the reason for this new idea, but it was also a handicap. I didn't want to design "Tetrarchia on another map"; it had to feel unique. I needed to change many things anyway because a defensive engine had to become offensive. Would it work, and if so, would it be challenging and fun on its own?

    Tetrarchia has simple rules without values, tables, or cards — only a few wooden meeples and discs, plus two dice. You spend action points on a few basic actions, with all the information needed on the board. However, these actions combine in subtle ways to create a variable and deep challenge. Four parameters can take three values each, leading to 81 difficulty levels! Finally, the game is co-operative with open information, so it can also be played solitaire with exactly the same rules. (The four Emperors are always in play.)

    Starting from those roots, I identified the mechanisms that I could not use, the ones I should modify, and the new ones I would need — and I decided to take advantage of the latter two categories to improve the game system. I removed the (few) exceptions, I simplified the movement and the "bad" pieces (only revolt), and all the rules related to Emperors entering revolt are gone since Roman meeples cannot enter revolt. The result is a game that is (even) easier to learn, with a shorter rulebook.

    Then I replaced the action points with physical coins, which are easy to track and now usable in attacks. This adds tension because you can reinforce a given attack at the price of not being able to do other things. Finally, these coins have entered the difficulty table, so now the combinations are 3 to the power of 5: 243!


    I added Roman roads, which enhanced dynamism when moving through the huge block of land while portraying the progressive Romanization of the peninsula. With only revolts, I needed to find a new dimension of an increasing sense of threat, and I did it literally: height, with you being able to pile up three discs per space! Moreover, revolts are removed by attack, with you needing to roll more than their shield value, so an automatic action in the previous game is now a gamble. Important cities cost more, and you can invest your coins in these sieges, or not. The design has more tension from the decision of effort investment and from the rolls...


    I changed the movement of armies with a more subtle, random mechanism that is better thematically but also mechanically. Then I added mid- and endgame tension by removing a revolt every round, placed the removed revolt on a time scale that added to the historicity, and decided to end the game after the two hundred years that the conquest lasted. Extremely long games are impossible, adding even more tension! Finally, the game is for 1-3 players who always handle the two praetors and the consul. This changes a lot the way in which the Romans co-operate, which they must, even more than in Tetrarchia. You cannot move in couples, so the decisions to see who supports whom represent a real dilemma.


    2. The Map

    Map lovers should click on the corresponding design note above for the details!

    As in Tetrarchia, I wanted a simple map, without distractions, that's readable at a glance and evokes the historical period. First, I sketched the playing area (left picture). There were the two Roman coastal provinces, Ulterior (farther from Rome) and Citerior (closer), and due to the two-dice mechanism the rest should be cut in six areas holding six cities each, thus requiring them to be of similar size. I found the envelope of the whole Hispania in a map of the era (center picture), and I started to distort it towards a more rectangular shape, closer to the board proportions and with a more efficient occupation of space (right picture):


    Now that I had the frame, I "just" needed to find the 6x6 Hispanic cities! I used many sources, but this one-shot picture of a map that had evolved over two hundred years required many (subjective) compromises. Helpfully, once I had placed and named all the board cells, the nature of the links was, as in Tetrarchia, dictated by the geography, an advantage of historical maps — and this is an almost final version that I used for the VASSAL module:


    By the way, you will see that the board (and game) is language independent, with all of the names in Latin — even the game title! If you can read any of the available rulebooks (English, Spanish, and French), you can play the game. This is the back cover of the English rulebook, with a reminder of everything you need to know, variants included!


    3. What Have the Romans Ever Done for Us?

    At an early stage of the design, I went through some ethical doubts. Those who recognize the quote from Monty Python's Life of Brian may already see what I mean, the others should watch this hilarious excerpt!

    Whenever I start designing a wargame, I read books on that war, then try to find links between its global features and game mechanisms. This exploration phase is the part of the design I enjoy the most! In the case of the Roman conquest of Hispania, I had a global knowledge, although somehow indirect and partial due to the few dedicated books. Was this conquest really so uninteresting?

    I started to zoom in. I located the main events in space and time, then searched for details, and finally read Joao Aguiar's novels on Viriatus and Sertorius to infer the feelings that the leading characters might have experienced, something important in my designs. This progressive zoom started to build in me a very cruel picture of the conquest! Of course it was war as conducted two thousand years ago, but the war in Hispania was particularly cruel. Many praetors and consuls came to provoke the local tribes to war for the plunder and the associated triumph — and sometimes war didn't even "officially" start, with the treacherous breaking of treaties leading to the massacre of whole populations. (The corresponding design note above gives examples.) The Romans themselves were horrified and tried some of theirs back in Rome.

    Roman historians estimated the total Hispanic deaths in the millions, and Rome vanquished its greatest enemies, Viriatus and Sertorius, only by bribing officers to assassinate them. At that point, I wasn't willing to design a game in which players would handle those Romans, and being a Spaniard myself did not make things feel any better...

    I explored a radical change, make players handle the Hispaniards, but mechanically it would not work, leading me to consider abandoning the design! But I kept reading and tried to put things into context. In those two hundred years some Romans were capable of terrible things, but most of them were not. In fact, many of them defended the Hispanic tribes and carried their cause to Rome.

    I also learned that extreme cruelty was not only to be found on the Roman side; there were many episodes on the Hispanic side, too. Hispania did not exist as a whole before the Romans came, the peninsula was full of tribes that fought each other in the (cruel) ways of the era, tribes that could hardly unite even to face the Romans. In a sense, the Romans "founded" Hispania, establishing (at a high price) one single first entity on the whole peninsula. For centuries to come, the survivors would stop fighting each other and would live in peace, becoming an important part of the Empire that gave birth to famous Roman characters like Seneca, Trajan, Hadrian, and Theodosius. As Monty Python said:
    — All right, but apart from the sanitation, medicine, education, wine, public order, irrigation, roads, the fresh water system, and public health, what have the Romans ever done for us?
    — Brought peace?
    — Oh, peace, shut up!

    4. Famous Characters

    The Roman conquest of Hispania is not well-known, but if you enter the game, you will be surprised (as I was) by all the Roman (and Hispanic) strong characters who shaped this piece of history. Many famous Romans, some better known for the things they did elsewhere, spent part of their lives in Hispania. This made me want to include them in the game through variants and historical scenarios. Scipio Africanus himself fought the prelude to the conquest right before his last battle against Hannibal, as depicted in the GameFound bonus scenario. Other famous Roman generals, like Cato the Elder, Scipio Aemilianus or Decimus Junius Brutus, led their main campaigns in Hispania and have their scenario, too.

    On the Hispanic side, Viriatus was "the terror of the Romans", a true nightmare for Rome, and he deserved both a variant (Terror) and a scenario. The Hispano variant that makes the game competitive and opens it up to four players was also inspired by him. Sertorius was half Roman and half Hispano, so I have not included him yet because I want to find a more "sophisticated" (yet not complex) way to reflect this duality. I guess I will write a scenario for him in the future, in a magazine, for example.

    And the two most famous characters are Caesar and Augustus! The former came to Hispania when he was young and yet unknown as a praetor, then he fought some of his civil war battles in Hispania. His impact on the conquest process was thus small, which made me decide to leave him out of a game about the conquest. On the other hand, Augustus concluded the conquest and thus "concludes" the game! His scenario (The new Empire) lets players enjoy the endgame in a shorter way, although still eventful, with special powers and legions.

    The Final Game

    Draco Ideas launched Hispania on Gamefound in April 2024, and the campaign was a great success! The game has now reached most of the backers, is available at Draco Ideas' shop, and soon will be in other shops.

    I am doubly happy because this first edition of Hispania is accompanied by the third edition of Tetrarchia, still popular ten years later. (I was afraid it would become out of print again, possibly for more than a few days.) Draco Ideas has gone over the top, as usual, and for a moderate price they have succeeded in including metal denarii, an A3-sized board that folds twice so that the box is as small as Tetrarchia's (A5), large discs that pile up very well, beautiful meeples, many variants and scenarios...



    The game is being published in both English/Spanish and English/French versions by Draco Ideas, then in German and Italian by two other publishers. (Other versions are being discussed.) As shown above, we also have a VASSAL module that we will make available soon, once the game arrives, and that has been useful for all of the demonstration videos we have recorded. Of course, if you want to get a better idea of the game, go check the rulebooks and other material that we have uploaded to the game page.

    Thanks for reading, and I hope some of you will soon enjoy the game!

    Miguel Marqués

    P.S. Did you know that September, October, November and December are based on the Latin words for seventh, eighth, ninth and tenth, but arrive two months later in the year because of Hispania? The location, that is, not the game.

    The calendar year used to start in March with the campaign season, when praetors and consuls were nominated. (There were twelve months already, with the fifth and sixth still named "Quintilis" and "Sextilis", with February being the twelfth month.) But for the first time, war was conducted far from Italy, and armies arrived too late to Hispania. The consuls asked to shift the nominations and thus the start of the year two months earlier — to January — in order to be already operational in Hispania for the war season. Apparently they were not bothered by the resulting incoherence in the names of the newly last months! Read more »
  • Designer Diary: Dragons Down, or Emergent Story-Telling vs. Story-Hearing

    by Scott DeMers

    Inspiration

    When I first set out to design Dragons Down, I had one burning question: How do you create a game that feels alive?

    Growing up, I had vivid memories of playing Magic Realm, published in 1979. Its thematic immersion and expansive sandbox experience were unmatched, but the game's infamously steep learning curve kept many from truly enjoying it. I wanted to take the magic of that experience — the sense of stepping into a rich, breathing world that told a new story with each gaming session — and bring it to modern gamers in a way that felt both accessible and endlessly engaging.

    The Core Idea

    From the start, I knew Dragons Down needed to be a sandbox game, one in which players could tell their own stories, but unlike games driven by pre-written narratives or heavy flavor text, I wanted the gameplay itself to generate the narrative. The choices players make, the encounters they have, and the paths they forge would all come together to craft a unique story in every game session — like a living, interactive book that has not yet been written.

    Building Blocks of a Hero

    One of the most important elements of the design was hero creation. I wanted players to feel like they were shaping a character with a real identity and purpose. One aspect of this came in the form of lineage and class cards. By combining these two elements, players could create a hero with unique strengths, weaknesses, and playstyles. A human knight and an elf knight, for example, offer vastly different gameplay experiences. The lineage contributes traits tied to the hero's background, while the class delivers the skills and abilities that determine how they survive and thrive in the world. The combination of the two cards creates your hero.


    With 24 classes and six lineages, there are 144 possible hero combinations. This variety ensures that players can experiment with new strategies and approaches every time they play. It's not just about optimizing stats; it's about exploring how different combinations influence the stories that unfold.

    The numerous session reports shared on BoardGameGeek, often written as detailed narratives complete with character names, backstories, and epic tales of adventure, highlight how deeply players connect with their heroes. These stories demonstrate that Dragons Down is more than a game; it's a springboard for creativity in which a player's journey becomes a legend in its own right.

    A Living World

    The map design was another major focus. Inspired by classic sandbox games, I wanted the map to feel organic and dynamic. Players assemble the game board using modular terrain tiles, which allows for a different layout each session. Terrain packs — like the Malevolent Mountains or the Cruel Caves — bring their own unique challenges, treasures, and monsters, ensuring that the environment feels alive and unpredictable. Randomized tokens and treasure sites further add to the sense of discovery, while missions, merchants, and native title cards give players meaningful objectives to pursue. The images below were not created by me. Rather, they are actual maps created by players in their own game sessions — no two are the same.


    To balance this randomness with strategy, I designed the game's systems to reward shrewd gameplay and adaptability. Players need to think critically about how they allocate their actions, which missions they take on, and how they prepare for battles. Success often comes from clever improvisation as much as from meticulous strategy.

    Magic also plays a role in shaping the game world. Heroes can enchant tiles, flipping them to reveal new layouts, or use spells to influence the environment, combat, and the heroes themselves. These magical elements add another layer of dynamism, allowing players to reshape the realm and adapt it to their evolving strategies.


    Multiplayer and Solo Modes

    One of the challenges I faced was ensuring Dragons Down worked equally well for solo and multiplayer play. For multiplayer, I wanted a game that encouraged interaction but didn't force conflict. Players can compete, collaborate, or simply coexist, depending on their group dynamic, including scenario-based play similar to D&D. Solo play was designed to offer a focused, personal challenge while still delivering the thematic richness of a multiplayer session. In both modes, the emergent narrative remains at the heart of the experience.

    Near-Infinite Replayability

    Replayability has always been a key goal. By combining modular components, randomization, and player-driven storytelling, Dragons Down offers a game that tells a new story with every playthrough. In one game, the priests at the sanctuary may be peaceful druids protecting the forests and in the next partners with the evil denizens of the forest seeking to waylay unsuspecting travelers.


    Players can tweak the game's dynamics to suit their preferences (competitive, co-operative, difficulty, creativity, etc.) by leveraging the many included optional rules, and since expansions add new native interactions, native motivations, terrain packs, treasures, and classes, the possibilities only grow.

    To expand on this even further, we launched the Dragons Down: Natives & Legends expansion and reprint campaign on Kickstarter on January 7, 2025. This expansion introduces new natives, lineages, classes, missions, and other content that deepens the connection between heroes and the world they explore. With Natives, players have even more tools to craft unique stories and enrich their gaming experience.

    Lessons Learned

    Designing Dragons Down taught me a lot about the balance between complexity and accessibility. Early prototypes were dense, and I had to strip down systems to their core essence while retaining the thematic depth I wanted. Playtesting was invaluable in finding that balance. Seeing players' imaginations come alive during testing sessions confirmed that the game was achieving its purpose — not to tell a story to players, but to give them the tools to tell their own.

    One key lesson was the importance of allowing space for player creativity. While I initially worried about players needing more guidance, I discovered that too much direction could stifle the emergent storytelling that makes the game unique. By giving players the tools and freedom to craft their own narratives, rather than live mine, I saw how the game truly came alive in ways I couldn't have scripted.

    Another takeaway was learning to embrace unpredictability. Random elements, like treasure locations and monster appearances, were initially seen as potential challenges for balance. However, through testing, I realized these elements added an organic, ever-changing quality to the game's world, keeping players invested and engaged no matter how many times they played.

    Finally, I learned the value of modularity. By designing components that could mix and match seamlessly — from terrain packs to hero classes — Dragons Down is a system that feels fresh with every playthrough. This approach not only enhances replayability, but also allows players to tailor the game to their preferences and playstyles. The terrain packs, in particular, offer great flexibility, allowing players to set up a quick session using a single terrain or dive into an epic adventure by combining all the terrain packs included in the game.

    Looking Ahead

    As Dragons Down makes its way into the hands of more players, I'm excited to see the worlds that their choices create. This game was designed to be a canvas for imagination, a place where adventures come to life not because of the designer's vision, but because of the players' choices. Whether you're a solo adventurer or part of a larger group, I hope Dragons Down becomes a world you can't wait to revisit again and again.

    Scott DeMers

    Read more »
  • Find the Time to Revise History, Thwart a Coyote, and Fight AI...Twice

    by W. Eric Martin

    Time travel is a topic that I never tire of. Well, that I haven't yet tired of, but who knows what will happen in the future? That's part of the appeal of time travel, yes? In any case, here's a handful of games on the topic of time:

    ▪️ TimemiT is a two-player game from Fabien Gridel that Spanish publisher Zacatrus will release in Q1 2025.

    One player takes the role of Nora; the other, Aron, an AI created by Nora that now wants to jump their shared spaceship from the starting point of 2100 to 2220 in order to work with its future self to eliminate humanity. Nora, as you might imagine, finds this idea distasteful and instead wants to travel back to 1980 to eliminate the possibility of humanity-hating AI from coming into existence.

    In game terms, each player has a hand of eleven kronos cards and a starting deck of nine power cards. In each of eight rounds, you first reveal three power cards from a separate deck, as well as one event card. Each player then reveals, one by one, as many power cards as they wish from their deck, carrying out the card effects as they do, e.g., moving the space ship in time, reclaiming spent kronos cards, etc. If someone reveals at least three power symbols of the same color, they trigger a paradox, move the ship one space away from them, take a paradox triangle, and cannot draw further in this phase.

    After combat with power cards, whoever has the ship closer to their goal bids secretly with their kronos cards on the event card and new power cards available, bidding on each card separately as desired. The other player then bids, after which all bid kronos cards are revealed. Whoever bids higher discards their kronos cards, carries out any immediate effect on that power or event card, then (if it's a power card) places it face up on their power deck for use next round. All kronos cards in a tie and on the losing side of a bid are returned to their owner's hand.

    You can retrieve all spent kronos cards only by taking a paradox triangle and moving the ship four spaces away from your goal.


    If you ever have six paradox triangles, you're sucked into another dimension and lose the game and your existence. Similarly, if the ship reaches your goal, you win and your opponent finds their existence lacking. Otherwise, the game ends after eight rounds, and whoever has the ship on their side of the timeline — after carrying out all endgame effects on purchased power cards — wins.

    ▪️ Malicious AI is also the driving force in 2024's Time Splicers, a 2-6 player game from James, Adam, and Katie Staley of Canadian publisher Tin Robot Games.

    Here's an overview of the setting and gameplay:
    In the near future, humanity faces its greatest challenge: The Singularity. This event sees Artificial Intelligence becoming self-aware, pushing humanity to the brink of obsolescence. Despite dire warnings from scientists, it's too late to turn back, but in this critical hour, a glimmer of hope emerges: time travel — our last chance to reclaim our destiny. However, in a bid to thwart human efforts, the AI begins to fracture time itself, steering us toward paths eerily familiar, yet dangerously unknown.

    Enter the Time Splicers. Entrusted with the monumental task of mending the splintered timeline, your mission is to prevent The Singularity from ever taking root. The key lies in rare time crystals scattered across the ages. These crystals hold the power to stabilize humanity's future.

    ▪️ Timelancers, due out in April 2025, is the second title from Florida-based publisher Waddling Panda, which is run by designers Juliana Chang, Kenny Heidt, Teresa Ho, and Lee Ho.

    Here's an overview of this 1-4 player game, which was crowdfunded in November 2023:
    Time travel exists in the 22nd century, and warring political factions hire freelance time travelers — a.k.a., timelancers — to change the past in order to reshape the future.


    In Timelancers, you become one of these freelancers and travel through time to capture events for your faction. Collect the resources you'll need for your mission from locations in the city of the future, Janusburg, then use your time machine to revise or repeat historical events from different eras. Of course you're not the only one working to reshape the future. Other timelancers will affect your progress based on their actions.

    The Timelancers: Enforcer expansion brings the player count up to five, with the enforcer trying to preserve the existing historical timeline, making this a 1 vs. many game experience.

    ▪️ For a different take on fighting time, we'll turn to Time and the Coyote, which will be the first release from designer Tyler J. Brown through his own publishing brand, Prufrock Studios LLC:
    Time and the Coyote is a head-to-head, asymmetric game that pits the trickster Coyote against the progress of Time. Time lays out its cards, attempting to discover and contaminate Places of Power as the Coyote uses its dreams and cunning to protect the Places of Power. At the end of the game, the entity that controls the most Places of Power wins.

    Anyone remember the Steve Englehart comic Coyote from 1983? That and Frank Miller's Ronin were a revelation to young Eric, although Coyote's impact was short lived as artist Steve Leialoha left after the second issue, which killed my interest in the book.

    ▪️ After all this messing around with time, we'll close with a fitting game — Chrono Fall: At the End of Space and Time, a 2024 release from designers Christian Peter Schäfer-Scheidtweiler and Stefan Scheidtweiler of German publisher Ornament Games.

    An overview of this 1-4 player game:
    By experimenting with time, humanity has caused the collapse of the space-time continuum — the Chrono Fall. Rifts are emerging all over space, devouring everything in existence.

    In Chrono Fall: At the End of Space and Time, you are a captain of the SPARCs, special spaceships in the fight against the Chrono Fall. Fly to remotest places of space, advance your technology with your scans, and neutralize dangerous rifts. With the Chrono-Matrix, you can foresee events and modify them, but this will only make the threat worse! Time is running out: Can you complete the Protector together and thus avert the near end?
    Read more »
  • Take to the Air — From the Water — in Finspan

    by W. Eric Martin

    U.S. publisher Stonemaier Games might not have intended to start a "-span" series of games when Elizabeth Hargrave's Wingspan debuted in 2019, but it's certainly leaning into that series these days.

    Following in the wake of Connie Vogelmann's 2024 Wyrmspan, in Q1 2025 Stonemaier Games will release Finspan, a 1-5 player design by David Gordon and Michael O'Connell, with Hargrave on board as developer, as was the case with Wyrmspan.

    Here's an overview of gameplay:
    You are a marine researcher seeking to find and observe an array of aquatic life in the colorful Sunlight Zone, ghostly Twilight Zone, and pitch-black Midnight Zone of the world's seas and oceans. In Finspan, the fish you discover over four weeks will generate a series of benefits as you dive deeper into the ocean.

    Each dive site specializes in a key aspect of expanding your research:

    • Grow your collection of fish.
    • Discover freshly laid eggs.
    • Hatch eggs into young and consolidate young to form schools.

    The winner is the player with the most points gained from fish, eggs, young, schools, and achievements.

    In other "-span" news, Stonemaier LLC has pending U.S. trademarks for "Wingspan Go" and "Wingspan Pocket", both in the "card games" category.

    Of course, pending trademarks don't necessarily mean that a product is coming under that name — only that a product is being considered. Stonemaier LLC has an abandoned trademark for "Rolling Realms" in the category of "downloadable computer game programs", for example, so it may or may not be meaningful to point out other pending trademarks for "Cavernous", "Threaded Fables", "Hurl", "Braided Skies", "Duel of Moloch", "Skirm", and "Tangled Stones" — all in the category of board games or tabletop games. Read more »
  • Release the Birds, Feast on Garbage, and Form Memories of a Personal Vendetta...Against Yourself

    by W. Eric Martin

    ▪️ Canadian publisher Kids Table BG will release Toshiki Arao's card game Nanatoridori in both English and French in Q2 2025.

    Nanatoridori is a reimplementation of Arao's 2021 card game Hachi Train, and — as covered in this July 2024 article — it's not the only one. For those not familiar with the game, here's an overview:
    You are a guide at a castle where a bird party has just concluded, and now you are helping the birds return home, the "birds" being cards in your hand.

    From a deck of 63 cards, with nine copies each of 1-7, players get a hand of cards that they cannot rearrange. The starting player leads a card or set of cards with the same value — but they can play multiple cards only if the cards are adjacent to one another in their hand. If cards have been played on the table, to play you must play the same number of cards with a higher value or a larger set of cards, e.g., 2 < 5 < 3,3 < 6,6 < 2,2,2 < 1,1,1,1. When you overplay someone, you can pick up the cards you beat and add them to your hand where you wish, or you can discard them.

    If you cannot or choose not to play, you must pass, drawing a card from the remaining cards in the deck, then either adding it to your hand where you wish or discarding it.

    If all but one player pass, clear the table, with the player who last played leading to an empty table. When all but one person has emptied their hand, the last player loses one of their two lives. When a player loses their second life, the game ends, and everyone else wins.

    ▪️ Let's move down from birds to scampering animals of various sorts in Trash Cult, a card game for 2-4 players that publisher FoxHen Creatives crowdfunded in February 2024, and delivered at the end of that year, ahead of a retail distribution by Flat River Games in early 2025. The quick take:
    In Trash Cult, you're competing to become the best cult of trash animals by racing to collect the junk food your cult worships.

    To get ahead, you can "snackrifice" your cult members, hostages, or food to find cards you need or to sabotage an enemy. Careful though! Any time you perform a snackrifice, you bring chaos to the whole table in the form of lunar eclipses, hungry bears, animal control, and more.

    ▪️ Tony Tran of Chitra Games released his card game In Memory Of at the Indie Games Night Market that took place during PAXU 2024 in December, but few copies were available and not everyone can travel to Philadelphia as they like, so in mid-January 2025 Tran plans to crowdfund a small edition of the game through Kickstarter's "Make 100" program.

    Here's an overview of this 1-5 player experience:
    Imagine a box of keepsakes you collected in memory of a person close to you. Each of the keepsakes represents a memory and together they tell a story of your relationship with this person. In Memory Of is a storytelling card game about a fictional loved one who passed away. Create a story about a character using specific keepsakes at specific moments in their lives.

    It starts with a picture of an anonymous person and a name. Draw a moment card that represents periods in the character's life, turning points, or notable events. Pair them with a keepsake card that represents the loved one's possessions they've come to own. They were perhaps given, perhaps inherited, perhaps once lost and only now found.

    When it's your turn, create a story around you, the keepsake, the moment, and the character. Who was this person? What did they leave behind? And most importantly, what did they mean to you? What did they mean...to everyone?

    After everyone has shared their stories, the game ends with everyone giving a eulogy to the character they collectively created.


    This experience can be used as a tool for understanding grief and loss together as a group. As players gradually develop the person's life that never existed, they can draw parallels and reflect on their own experience with the loss of someone in their life. Every culture and person perceives death differently, and this game gives players the unique opportunity to learn, discover, and reflect safely on grief through play.

    ▪️ At perhaps the opposite end of the emotional spectrum we have Personal Vendetta, which designer Nick Meccia from Ad Atra had for sale at Gen Con 2024.


    Here's an overview of this 2-4 player game, which I believe is being sold only at conventions and on the Ad Atra website:
    In Personal Vendetta, each player is a clone fighting for revenge against their duplicates. Cards and game actions reflect the physical and psychological toll of confronting your own worst enemy: yourself. Attack your foes to inflict damage, react to their schemes to turn the tides of battle, and modify your state to improve your position over time.

    The game takes place in a world where biology and technology entwine: machines are organisms, and organisms are machines. At the center of all innovation lies cerebrium, the fundamental cells that compose all brains and computational devices alike. In a culture of quick fixes through elective brain surgery, will you improve yourself by sculpting your mind into a new, better form? Or will you carve away the cerebrium that holds you back?

    Personal Vendetta is a competitive, high-conflict, drafting and hand management card game for TCG admirers, comic book fans, and junkies for painful decisions. With too many options and too little time, you must strategically alternate between drafting, playing, and activating cards on your turns.

    An example of attack, reaction, and stack cards
    Most tabletop games idealize a journey of increasing numbers, options, and power through a gradual drip-feed of increasing resources, but here the majority of your resources are present at the start of each game, making more options available from the outset, while forcing you to weigh each cost heavily. The result is a frenetic race to the bottom, where the goal is not so much about winning or even surviving, but about being the last to die.
    Read more »
  • KOSMOS Revamps CATAN for Its Thirtieth Anniversary

    by W. Eric Martin

    For the thirtieth anniversary of Klaus Teuber's CATAN, which debuted in March 1995, German publisher KOSMOS is refreshing the line with new art, new graphic design, a refreshed rulebook, and other "quality of life" improvements, with no changes to the gameplay.


    From the press release announcing these new editions:
    While the new edition of CATAN retains the core game mechanisms, some elements of the game have been revised to improve the player experience. For example, the rulebook now contains more images and graphic examples. In addition, optimized game components with a cleaner design contribute to immersion and game flow, including new environmentally friendly box inlays and card holders.

    The game has also been graphically redesigned — from the packaging to the game materials. The new premium box boasts modernized artwork that immerses players in the adventure. These lively illustrations by Quentin Regnes and Eric Hibbeler continue in the game's hex fields and development cards.

    "When designing the new edition of CATAN, our goal was to improve the gaming experience without redefining the game mechanisms — from the packaging and graphics to the functionality and the rulebook," says Benjamin Teuber, Managing Director and game designer at CATAN GmbH. "It was of utmost importance to us to preserve the ingenious and still contemporary game mechanisms that our father developed 30 years ago, while giving the game a fresh look and adapting it to today's standards. We hope to both delight our loyal community and welcome new players."

    The press release notes that more than 45 million copies of CATAN have been sold worldwide in more than one hundred countries.

    The new editions of the CATAN base game, CATAN: Seafarers, and CATAN: Cities & Knights will debut in Germany in March 2025, with new editions of CATAN: Traders & Barbarians and CATAN: Explorers & Pirates to follow in August 2025 and an expansion for 5-6 players for each item to be released as well.

    Read more »
  • Build a Koi Pond, Collect Japanese Fans, and Follow in the Footsteps of Jack Parrot

    by W. Eric Martin

    Italian publisher DV Games has revealed its 2025 line-up, which will start with the retail release of Michele Piccolini's Rumblebots, a deck-building card game inspired by auto-battler video games that debuted at SPIEL Essen 24. (For a history of that game, check out Piccolini's designer diary from September 2024.)

    ▪️ Another early 2025 release from DV Games is Enrico Procacci's Until Proven Guilty: The Starry Sky Necklace, which was sold at both Gen Con 2024 and SPIEL Essen 24 and which will finally reach U.S. outlets in mid-January 2025.


    What's more, Procacci has a similar standalone game coming later in 2025 — Until Proven Guilty: Thirst for Justice, which like the first game is for 1-6 players:
    Until Proven Guilty is a narrative co-operative game inspired by court-themed visual novels, television series, and video games.

    Thirst for Justice is a standalone case in which the theft of money from a well-known nightclub hides many uncertainties. Using the available evidence in your role as attorney Peter Howard, sway the jury to your side and convince them of your client's innocence.


    Non-final front cover
    ▪️ After a year off following 2023's Deckscape: Tokyo Blackout, designers Martino Chiacchiera and Silvano Sorrentino have a new entry in their co-operative, escape room-style card game series Deckscape:
    A warrior, a sorceress, and an archer are the last hope to restore peace to the Three Kingdoms.

    In Deckscape: Dungeon, you will move your heroes to explore the dungeon map and to solve puzzles, find the legendary Dragon Eyes, and defeat the shadows of Xemon!

    ▪️ DV Games launched another co-operative game series in 2024 with Marco Pranzo's Lost in Adventure: The Labyrinth, which is meant to feel like point-and-click adventures of the 1990s.

    The next entry in this series will be 2025's Lost in Adventure: The Curse of Jack Parrot:
    In the co-operative game Lost in Adventure, you and your fellow players will together explore an unknown world where your every action impacts how the story unfolds. You discover the game scenery as you go, placing cards side by side, talking to characters you meet, collecting clues, and using objects wisely. Your decisions will affect the adventure and lead you to one of the possible endings.


    In Lost in Adventure: The Curse of Jack Parrot, you play as the son of a legendary pirate who embarks on a thrilling adventure to follow in his father's footsteps.

    ▪️ The designers of 2023's BonsaiRosaria Battiato, Massimo Borzì, and Martino Chiacchiera — have a new title coming in 2025 that feels like it will vibe with a similar audience.

    Here's an overview of Koi — yes, another game titled only "Koi" seven years after the last one:
    In Koi, you build an authentic 3D koi pond, so the challenge is to bring your reservoir to life and make the most of the actions at your disposal to create something truly magnificent.


    Koi includes a wide variety of objectives, making each game unique and every creation a masterpiece worth capturing.

    ▪️ Each year, DV Games publishes a limited edition of the winner of the Miglior Gioco Inedito, a themed card game design contest run by DV Games and Lucca Games.

    The 2023 winner was Sensu, a 1-5 player design by Enrico Vicario that works as follows:
    Players collect Japanese folding fans, trying to collect fan cards worth exactly 20 in their hand. Once they do, they can play that combination of cards to redeem one or more of the cards in it, using the redeemed cards over time to build their personal fans.

    The first player to complete two fans of different types wins.

    In 2025, DV Games plans to release this design in an expanded and updated edition that currently has the working title Sensu 15.

    Promotional image Read more »
  • Designer Diary: Minos: Dawn of Bronze Age

    by Stanislav Kordonskiy

    Hey there, I'm Stan Kordonskiy, and I wanted to share my story of how I came to design Minos: Dawn of Bronze Age.

    My original prototype of this game was called "Bronze Dynasties", but to make it less confusing, I will refer to this game as Minos from here on out.

    The idea for this game came from my two previously published titles: Rurik: Dawn of Kiev and Endless Winter: Paleoamericans. After designing Endless Winter, I wanted to make another game in a historical setting but advance it forward from the Ice Age to the Bronze Age. At the same time, I wanted to re-implement my main mechanism from Rurik. If you are not familiar with Rurik, I'll give you a quick rundown.

    This interesting mechanism that I called "auction programming" combines action programming (selecting your actions for the round) and auction (bidding for something). In Rurik, it was implemented by using numbered meeples, which players took turns placing on a strategy board, selecting and simultaneously bidding on their future actions.

    In Minos, I decided to create a different version of this mechanism that would use dice drafting instead of pre-set meeples. Finding new ways to use dice in board games is a bit of a passion for me. My first design was Dice Hospital, where I used dice to represent hospital patients, with the dice pips corresponding to how healthy or ill they were. Later, I designed Shadow Kingdoms of Valeria, where dice represented player's armies, and Guild Academies of Valeria, where the dice are students studying in a fantasy academy.


    This brings us to how I use the dice in Minos. At the beginning of each round, the dice are rolled, then are drafted and assigned to a variety of actions that players will take later in the round. Different colors of the dice correspond to different tracks (military, economic, cultural) on which players can focus, and the dice value signifies the order of actions that a player will be able to take. The lower-value dice will outbid the higher-value dice for better versions of any given action, but the higher-value dice are superior for advancing on the tracks, which can gain significant advantages during the game.

    This is one of my favorite things to design: the way of balancing player choices so that they are presented with several equally enticing propositions. All of the dice colors are useful in their own right, and both the high and the low values have their own advantages. Furthermore, the different actions available to the players are all useful, but it is not possible to do all of them equally well, so player must prioritize based on their own strategy, as well as the opponent's choices.

    Let's talk about these actions. Because the drafting of the dice can be a tricky choice, I wanted to counterbalance that complexity with an easy and clear list of actions to which these dice would be applied. Otherwise, the game was at risk of becoming very complicated and overly long. Early on, I decided to have only a few core actions that were easily understood and distinct from one another: drafting cards, playing cards, building structures, and deploying and moving population tokens.

    The cards in this game are another highlight for me. Earlier I mentioned Endless Winter. In that game — a deck-builder — I used cards that had different uses depending on whether players played them during the round or saved them for the "end of the round" phase. I quite like multi-use cards, and for Minos I wanted to find another way to use that mechanism.

    Image: Wouter Debisschop
    In Minos, players do not use deck building. Instead, the cards can be drafted, then played to gain a wide variety of immediate benefits that can reinforce a player's strategy or allow them to pivot during the game. After these cards are played, some of them can be transferred to the player's palace area, where they will provide ongoing bonuses that can again contribute to the player's overall strategy. Since all cards have a different combination of instant and ongoing abilities, as well as different costs, choosing the right cards to play is a big part of this game. Players who can do this well will be rewarded with an engine that makes their future turns much more powerful.

    Now that I've talked about the highlights of the game design, I want to mention how the game came to be published by Board&Dice. For those who are interested in being a game designer, I have to say that designing a game and finding a publisher for your game are equally important tasks.

    After I designed and playtested Minos for about six months, both in person and on Tabletop Simulator, I felt that it was in good shape to start looking for a publisher. I showed this game to both the publisher of Rurik and the publisher of Endless Winter since it had some ties to both and since I already had a working relationship with them. However, both publishers passed on this project for different reasons.

    Don't be surprised — this happens in the boardgame business all the time. Making games is a time-consuming and expensive endeavor, and any past success is no guarantee of easy future access to publishers. I showed this design to several other companies, and as a part of the evaluation process by the publisher of CloudAge, I even got to play it online with the much more accomplished game designer Alexander Pfister, which honestly was a bit of a high point for me. Although the publisher passed on this game, the fact that Alexander seemed to like my design encouraged me tremendously.


    In 2022, I traveled to the SPIEL convention in Essen. It was a big year for me because Endless Winter was released to a positive reception, and it was going to be featured at SPIEL as well — but aside from enjoying my newest release, I planned to meet with several publishers to pitch my new designs, including Minos.

    I approached Board&Dice via email because I felt that the game's weight, mechanisms, and theme would fit the type of games they were publishing. I quite enjoy their titles and felt that they would be a great company to take on Minos. My pitch meeting with B&D was actually rather brief. They didn't have a meeting room available, so I ended up showing them my prototype on a small counter space in their booth. As a result, I could not set up and show the entire game; instead I think I got about twenty minutes or so to talk about the main mechanisms and show separate components of the game to try to explain how the dice drafting and placement would work and how the multi-use cards were used in the game. I did not think such an impromptu pitch was going to make much of an impression, but B&D seemed interested in my game and requested that I leave the prototype with them so that they could play it and evaluate it in detail.

    To my surprise, several weeks later B&D came back with an offer to publish Minos. This was already great news for me, but I was also told that it would be made for a SPIEL Essen release in 2024 — which is rather fast by modern industry standards.

    Naturally, between the time this game was signed to Board&Dice and the time it was released the publisher did a mountain of work, including development, playtesting, and art and graphics production, just to name a few items. Covering every aspect of the design and development process would make this a much longer read, so I will just end it here.

    I'm proud of Minos and thankful to Board&Dice for their excellent job as a publisher.

    Best wishes,
    Stanislav Kordonskiy

    Image: Wouter Debisschop Read more »
  • BGG's Q1 2025 Preview Is Now Live

    by W. Eric Martin

    BoardGameGeek's awkwardly named Q1 2025 Convention Preview is now live, although the preview itself bears the name "Spielwarenmesse/FIJ/GAMA Q1 2025 Preview", which isn't much better.

    Typically, BGG's convention previews focus on a single convention — SPIEL Essen, Gen Con, PAXU, etc. — but three shows — Spielwarenmesse in Nürnberg, Germany; Festival International des Jeux in Cannes, France; and GAMA Expo in Louisville, Kentucky, U.S. — take place at the start of each year and feature many overlapping titles from globe-spanning publishers, so separate previews for each would be tiny and repetitive.

    Better to put them all in one place...and while doing that, I also surveyed publishers on titles they plan to bring to retail in the first half of 2025. The end result is a mish-mash of upcoming games that will hit the retail market in the first half of 2025 or will be demoed at the three conventions above regardless of when they'll be released. (In other words, expect to see some of these titles appear once again on the aforementioned Gen Con and SPIEL Essen previews.)

    In addition to compiling these upcoming games in one location for you, I use these surveys to spur publishers to submit game listings, images, release dates, etc. I'm the bug in their ear saying, "Bzzz bzzz bzzz", which translates to "You should probably tell people what you're working on."

    I'll update this preview through the end of February 2025, at which point I'll start working on previews for shows later in the year.

    A sampling of what's listed Read more »
  • Challenge Hearts of Iron to Become a Survivor, Construct Bridges, and Befriend a Strawberry

    by W. Eric Martin

    ▪️ Jeff Probst, who has hosted the television reality show Survivor since 2000, is co-designer of a card game based on that show — Survivor: The Tribe Has Spoken, which is due out January 12, 2025 from publisher Exploding Kittens.

    In a press release announcing the game, Exploding Kittens CEO Elan Lee said, "I've watched every episode of Survivor since the first season – 24 years ago. It has had a massive influence on my own game designs and ability to craft amazing experiences for our players. I have always wanted to bring the Survivor experience to at-home audiences, but condensing a multi-week game to less than 30 minutes has been challenging. After two years of working closely with Jeff Probst, we've finally done it...with all the fun, strategy, alliances, and betrayal packed into a beautiful box." Lee and Ian Clayman are both co-designers of this game, which is for 3-6 players and plays as follows:
    Survivor: The Tribe Has Spoken is meant to replicate the fun, drama, and excitement of the long-lived television reality show without you needing to sleep in the jungle or eat bugs.

    To survive, players must collect advantages, find hidden immunity idols, form secret alliances, and face devastating blindsides, while surviving Tribal Council eliminations, in which players decide who should be voted out by using the game box as a "voting urn" in which players secretly cast votes. Cards let you look at opponents' hands, steal cards, manipulate votes, declare yourself tribal council leader, protect you from elimination, and more.

    The last two players standing must make a case to all eliminated players as to why they deserve the title of "Sole Survivor".


    The game includes player cards featuring memorable contestants from the 47 seasons of Survivor that have aired as of 2024.

    ▪️ Designer Shem Phillips is behind Strawberry Shortcake: Berry Besties Bakeoff Card Game, a 2025 release from Maestro Media for 2-6 players. The short take:
    Players bid for cards featuring familiar Strawberry Shortcake characters and items, trying to place them well to create a valuable collection. The cards bid in one round become the pool of what's available in the next one.

    ▪️ The Bridge Constructor video game series debuted in 2011, and publisher Headup Games has partnered with Maestro Media for a card game based on that license. Here's an overview of Bridge Constructor: Breaking Point, a 2-4 player game from Jeb Havens:
    You want to engineer the best bridge possible with limited supplies so that vehicles can cross successfully.


    Gameplay is half puzzle and half press-your-luck. Each round, you pick a bridge tile and either continue to strengthen or rebuild your bridge or use the tile to cross your vehicles. Choose from super light, light, medium, or heavy vehicles that each have unique points and challenges. Watch out for your fellow engineers, though, as they might play an event card on you, unleashing devastating damage to your perfectly planned bridge. Who's got the smarts to cross more vehicles and gather the most points before time runs out?

    ▪️ In the category of "Could this finally be happening?" we have the announcement from Steamforged Games of a tabletop adaptation of Paradox Interactive's Hearts of Iron video game — an adaptation of which was first announced in 2018 from Eagle-Gryphon Games.


    That publisher — and the previously announced designers: Glenn Drover and Alex Soued — have long since exited the picture, with Steamforged working directly with Paradox on this design, which will be crowdfunded in early 2025. Here's an overview of this 2-5 player game:
    Hearts of Iron: The Board Game is a game of grand strategy warfare, tactical battles, and shrewd diplomatic choices.

    In the game, you lead one of five nations — United Kingdom, France, Italy, the Soviet Union, or the German Reich — during World War II, but will you re-enact history as it happened...or play out an alternative timeline, leading your nation down a new path? During set-up, you pair your nation with one of a suite of ideologies. You might choose, for example, to enact real history by playing the German Reich under fascism — or you could return the Kaiser to power and play the German Reich under monarchism. Each ideology has access to different focus decks, which will affect your resources and your routes to victory; these cards are played turn to turn and can influence everything from scoring victory points, to making lucrative trade agreements or declarations of war.

    Mock-up of the game board
    Each board game nation has its own player boards, ideologies, cards, tokens, and minis. Each player's tracker board shows their current supply levels of vital resources, such as political power, stability, production, and manpower.

    At the start of each round, you receive resources based on how many territories you control with resource icons and factories. (You also gain resources during the game for trade agreements and engine cards that grant bonus resources.) You must pay to upkeep your stability, or pay even more to improve it. High stability grants bonuses to your nation, but with a high cost — although possibly not higher than letting your stability plummet.

    You have a political board that shows all playable and non-playable nations, and you use it to manage who you're allied with, who you're at war with, and everything in between. During the political phase, you can spend political power to adjust your alliances and conflicts; for each point you spend, you move one of your flag tokens, changing your political stance with one other nation. Changing your stance aggressively will eventually lead to a state of war, whereas changing your stance peacefully will lead to forming an alliance — and the more your ideologies match, the less political power you need.

    Mock-up of the political board
    While at war with another nation, when your units move into their territory, you'll start combat. If you win, you'll conquer and take control of that territory, which is the fastest way to gain more resources. While in an alliance with another nation, you can move your units through their territory without starting a fight. You can also deploy units in your allies' territory! By forming an alliance, you can send units across the board to invade a distant nation.

    The game lasts six rounds, covering 1939-1944, and you need the most points to win.
    Read more »

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