|Release Date: 2018
|Designer: Kate Beckett, David René Miller
||Length: 15-30 minutes
|Artist: David René Miller
||Complexity: 1.0 / 5
I absolutely love mint tin games, and Mint Tin Mini Skulduggery by subQuark fits this bill perfectly, as it comes in a properly small, rectangular mint tin, rather than the larger format that many other mint tin games come in. That means it fits neatly into your coat pocket, so you can have it with you at all times. After all, you never know when the opportunity arises to play a game when you’re out and about. Read more
|Release Date: 2018
|Designer: Fabian Zimmermann
||Length: 30-45 minutes
|Artist: Valerio Buonfantino and Stephen Gibson
|Publisher: Arcane Wonders
||Complexity: 1.5 / 5
GoodCritters by Arcane Wonders is an i-cut-you-choose sort of game with a twist. Players are members of a very successful gang of burglars and take turns to be the boss who divvies up the loot amongst everyone in whichever way they see fit. There is plenty of opportunity to be selfish or favour some players over others. Yet, it is up to the whole gang to vote on whether to accept the split or not. It’s a bit like being a pirate really – but that’s a different story. Read more
Yes, it is nearly the end of 2018, so it is time to list Tabletop Games Blog’s top 5 games of the year. It has been a great year for tabletop games in general, and I have been lucky enough to play nearly 25 different games over the year, including playtesting, PnPs, online games as well as games played during our weekly games night, with family and at MeetUp sessions. So I thought choosing 5 from those games would be a good number. Read more
|Release Date: due 2019
|Designer: Dan & Connie Kazmaier
||Length: 20-60 minutes
|Artist: Mary Haasdyk, Sahana VJ
|Publisher: Deep Aqua Games
||Complexity: 2.0 / 5
I had the pleasure of trying the prototype PnP version of Chai by Deep Aqua Games, which is due to launch on Kickstarter on 4 December, so keep an eye out for it. The aim of the game is to collect resources, in this case flavours and additives, to fulfil the outstanding tea orders for customers, which give you points. It’s the classic mechanism of completing contracts or quests, like in so many other games. However, the twist is how you collect your resources from the market, which creates a really interesting puzzle which forces you to think ahead and work out what you need versus what other players may need. Read more
Imperfect information games have been around for a long time. Games like Cluedo or Guess Who? are examples that most people will know and have probably played. In these games you all have the same goal, but everyone has a different set of information, and nobody has the full picture. These type of games create an interesting puzzle for players who try to win without revealing too much information to their opponents. It is often impossible to know which of the possible actions is the best one, and whether it will give others an advantage. A whole branch of game theory is dedicated to solving imperfect information games, but in this blog post I want to describe a couple of games that have built on the basic premise of these type of games and developed it further. Read more
Since the days of Yahtzee, roll-and-writes, as these games are now known, have made a huge comeback: Roll through the Ages by Matt Leacock, Kokoro: Avenue of the Kodama by Indie Boards and Cards, Harvest Dice by Grey Fox Games and the recent Railroad Ink by CMON are some of the many games in the genre. Read more
If you love tabletop games, you probably end up buying new games all the time. That’s great, but it also means you have to learn how to play it and then teach it to your games group or your partner. Mind you, if you play solo, the teaching part isn’t an issue of course – but in this article I want to focus on the teaching, rather than the learning. Read more
Recent tabletop games are aimed at younger as well as older players, widening the age range. Many traditional games usually only cater for young players, because they are too boring for older players. On the flipside, games aimed at older players are too complicated for younger players. Read more
The recent launch of Haunt the House and a visit to UK Games Expo where I picked up a copy of Spaghetti made me think about what family games are on the market and what distinguishes them from other tabletop games. Read more
When creating a new tabletop game, a large chunk of time is spent on testing. Even very simple games need to be thoroughly tested to ensure they work. Playtesting helps identify whether a game is fun, balanced or swingy, lasts the right amount of time, works with the intended number of players and if there any issues with the rules. Read more
It is great fun sitting around a table with friends or family playing a tabletop game. However, when you are out and about, you also want to play games. So you need something that is portable, quick to set up and quite rugged. If you want to play a game in a restaurant, while waiting for food, the game has to be either very quick, or easy to stop at any point. The game also can’t take up too much space during play.
That rules out quite a large number of games. Many games are played on large boards or contain many, large components that make them too big and/or too heavy. If you are part of a regular tabletop games group, you will know how important a car suddenly becomes if you want to take those games to a friend’s house.
So what games are there that you can play pretty much anywhere? Card games are the obvious option. Fluxx and its variants are very popular – whether on holiday or for a quick game while waiting for food. Love Letter is another example. Mint Works is even better for taking out, because it comes in a tin box – and it is a worker placement game, making it a bit more interesting.
You might not believe it, but Carcassonne can also become very portable, if you put everything into a smaller box. The game won’t work in a restaurant, because the game uses up too much space during play, but it is still great for taking on holiday.
So what games do you take on holiday with you? Are there any you have played while waiting for food yet? Have you used a portable game to make new friends while away? Share your thoughts by commenting on this conversation. I would love to hear what other games are wonderfully portable games.
Every tabletop game comes with a rule book. Even the simplest game needs a basic set of rules. More complex games need longer rule books of course, but there comes a point at which a rule book becomes too long and turns people away from the game – and this point will be different for different people.
Long rule books aren’t necessarily bad. The use illustrations actually makes a game much easier to learn. Additional explanations, such as frequently asked questions and game variants, add to rule book length, without making the game harder to learn. FAQs are often vital for complex game where edge cases need further explanation.
Of course, ideally you just want to get the game out of the box, set it up and start playing – with minimal reading of rules. Some games have tried to incorporate the rules into the game itself by basically offering players a tutorial setup that is easy to learn and play, while at the same time explaining the finer points of the rules.
Legacy games actually start with a relatively small set of rules, but while you play you add new rules, meaning you learn the game as you play. The extra rules don’t necessarily have to be permanent, and Fluxx is probably the most famous example of a game where the rules constantly change and every game is different.
In general, good rule books have a clear setup guide, with a good photo for reference. They are also concise, with plenty of illustrations to visualize how the game works. A scoring guide will also be critical, whether that’s scoring during the game, or at the end of the game. If the rule book then has an FAQ section and a strategy guide as well, it should cater for everyone.
What do you like about rule books? Do you have examples of games with a good rule book? Can you think of any bad examples? Please post your thoughts in the comments below.
If you have bought a number of tabletop games, you will have noticed how some games fill out every inch of space in the box, while other games are basically a large box of air.
Most card games come in perfectly sized boxes, while board games often waste space to fit in the board, even when there are very few other components. Games with miniatures also often leave space to keep the figures safe. Many games ship with punch out boards that decide the box size, but the actual game parts end up filling less than half of the box they came in. Box sizes are a consideration for display purposes. Larger boxes stand out better among a display of tabletop games – while small boxes often get overlooked and therefore not the attention they deserve.
However, storing your games becomes harder if boxes are basically just air – and shipping costs increase as well. Many people resort to taking everything out of the box and storing it in bags or plastic storage containers, leaving the game board separate. That is far from ideal, because it makes it hard to find the game you want.
So what are your thoughts on boxes? How do you store your games? Is there a particularly good game that makes the best use of the box it comes in? Is there a worst offender? Please share your thoughts in the comments below.
With the advent of crowd funding sites like Kickstarter, it has become easier to fund a new project – and the tabletop games industry has been overrun by games designers launching their own games with the help of people willing to sponsor their ideas. These days literally anyone can design a new game and try and make it a reality.
However, one new game stands out from the rest. It’s a story of a daughter and dad team who were inspired by a Kickstarter game. The daughter wanted to bring tabletop games to an audience of all ages and with the help of her dad they made it a reality – and now it’s published by the company who launched the game that inspired it all.
My Little Scythe is a success story that will help inspire another generation of game designers to keep going and not give up.
To find out more about the game, go to Stonemaier Games’ website at https://stonemaiergames.com/games/my-little-scythe/ and watch the teaser trailer below:
All games are a mixture of chance and strategy – Yahtzee is virtually pure chance, while Chess is virtually pure strategy, and there is a whole range in between of course. Chance and strategy affect specific aspects of games.
The more chance there is in a game, the more variable it is – but at the same time it levels the playing field, giving players with varying skill and ability a more equal game experience. Yahtzee is the classic example of a chance game – each turn is completely reliant on the outcome of a dice throw, so every player has an equal chance of winning. There is only a very small amount of decision making involved.
A game with pure strategy means that players’ experience becomes vital. The more you play Chess, the better you get at it – and the more you play with people who are better than you, the more you learn. Strategy games require players of roughly equal experience, or the game becomes very frustrating and boring.
Modern tabletop games usually have a good mixture of chance and strategy. Even strategy heavy games, such as Rising Sun, have an element of chance – the shuffling of Political Mandates for example. Artifacts, Inc. is an example where chance plays a huge role, because you roll dice on each turn, but then there is a lot of strategy when you decide where to place your dice.
What do you prefer in a game? Chance or strategy? Do you have a favourite game which has a nice balance of both? Please reply to this conversation with your thoughts.
Most of us will have played traditional tabletop games, such as Monopoly, Game of Life, Yahtzee or Risk. However, what if you want to move towards more modern tabletop games? What games are there that introduce you to new game mechanics? What games are you gateway to this new world? There are definitely a number of “classics” that you will return time and again, even when you are a more experienced tabletop game player.
Carcassonne is one of them. It is an amazing, very easy to learn, yet varied tile laying game. Each time you draw and lay a tile, you extend a map with roads, towns, fields and other features. You can claim these features to gain points. There is plenty of randomness in the game to give people of all ages and experience a level playing field – but there is still enough room for some strategic thinking. The game has a number of expansions that will give you many hours of fun.
If you like games of bluffing and deduction, then Love Letter is probably a good fit. It is a card game where you try and finish with the highest card, while not revealing what card you have. Players take turns drawing and playing a card, slowly trading up, while at the same time trying to outmanoeuvre their opponents. It is suitable for players 8 years and up and very easy to transport, so ideal for holidays or even for a quick game in the restaurant while you wait for your food.
If you want to try a co-operative game, have a look at the Forbidden range of games, like Forbidden Island or Forbidden Desert. They are games where all players work together against time to find treasures and escape. The games require everyone to help each other, or everyone will lose. It is great for players 8 years and up and very easy to learn.
There are many more gateway games, but the above are a good starting point. Have you got a good gateway game you want to recommend? Have you tried one of the above games? Let me know your thoughts and get the conversation going.
In my view, themes very often make or break a game. Even a game with the most amazing gameplay will be broken by a badly chosen theme. Of course, different people will like different themes. However, irrespective of what people like, blending theme and gameplay is vital to a game’s success – and here is why.
First of all, a good theme makes a game much more accessible. Abstract games like Chess and Go have very little theme at all, and for many people that makes them very hard to learn. Clans of Caledonia’s theme on the other hand makes decision taking feel very natural, because it is very clear what consequences each decision has. Terra Mystica’s theme on the other hand goes against the gameplay, and the game would be better as an abstract strategy game with only a minimal theme.
Secondly, a theme changes how entertaining and enjoyable a game is. Fluxx for example applies the same basic gameplay to different themes. The original Fluxx is great fun, but when you play Oz Fluxx or Pirate Fluxx, it feels like you are playing a completely different game that is more fun to play.
To further strengthen the power of a theme, it needs to be applied to the artwork and design of the game. Scythe’s miniatures for example really add to the theme and take you deeper into the game’s world. Realistic resources are another example, but whatever you do, it is important it doesn’t feel gimmicky.
So how important is theme for your game enjoyment? Do you have a favourite theme? What games do you think benefit from a good theme? Let me know your thoughts in the comments below and get the conversation going.
Let’s kick off this group with a conversation about games nights. I am part of a four player group that has a private weekly session where we play various modern tabletop games, including Rising Sun, Clans of Caledonia, Near and Far, Star Realms, Hardback and even Fluxx. We’re looking forward to trying out the new 7th Continent soon. So do you have a games nights group yourself? What games do you play?