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The Board Game Book 2019

Your essential guide to the best new games The Board Game Book 2019

Kickstarter Preview

ELLO, and thanks for taking a look at this preview of The HBoard Game Book 2019. In recent years the tabletop gaming hobby has grown at an astounding rate, and it isn’t hard to see why. A global commu- nity of talented designers is creating new, innovative gameplay experiences. Brilliant artists are imbuing games with the kind of visual flair found in high-end graphic novels and animated films. And in an age when so much of our entertainment is solitary and screen-based, analogue games offer fans a sociable alternative to smartphones and consoles. As games authors and journalists, we’re thrilled with the way gaming has grown from a niche pastime into a genuine cultural force. We’ve marvelled at the quality and variety of games hitting store shelves every year. And we’ve been delighted by the intel- ligent, inclusive, welcoming community that’s grown around the hobby. This book is a celebration of an incredible year in tabletop gaming. At its heart is a guide to more than 100 of the year’s best games, with clear, concise and insightful criticism of releases from across the spectrum of the hobby. We cover everything from quick, simple family games to brain-burning strategy titles, digging into what makes them tick, the ideas and influences they explore, and the atmosphere and social interactions they foster around the table. We also have behind-the-scenes interviews with game designers, from industry titans to up-and-coming talents. Getting a creator’s perspective on their work can be absolutely fascinating; think of every great interview you’ve read with your favourite bands or authors. We want to recognise game designers’ work in the same way, and to give readers a new insight into the creative processes behind their favourite games. Finally, we have beautiful studio photography of all of the games featured in the book. A game’s visual appeal can be one of its strongest points, and we’ve aimed to capture the character and personality of the year’s most exciting releases. We think it’s a pretty compelling combination, and we hope The Board Game Book will appeal to gamers of all kinds. We’d love to publish a new edition every year, and to continue to delve into the fun, challenge and creativity at the heart of our incredible hobby. Writing, editing, designing, printing and distributing a book isn’t easy. It takes time, skill, hard work and money. In bringing this project to Kickstarter, we’re hoping that the gaming community will be as enthusiastic about it as we are. Your support is vital to making this idea a reality, and we’re beyond grateful for your help.

Owen, Matt, Teri and Richard

Please note: this preview contains work-in-progress material. Some pages include placeholder text. This will not appear in the Artwork: Sakura/Osprey Games/Kevin Hong finished product. Lorem ipsum dolor sit amet con- sectetur adipiscing elit mi nostra, lectus nullam sagittis odio neque feugiat consequat condimentum litora, fringillaNequam, testrum- que vollaborrum idebitentis mo dolupientia vendellecte nonse- quam, acculluptur, verumqu iani- menecus, ut et reic te commos dolupis volorepudi nim nusam, omnis rest, volecab oresequam reius mintus, officae eturi blant reptatisi doloribusda veligendem quatiuntem quis ventus dolorei Get into Gaming uscius as volori officiust quo ipsapitatus ipsandanda dolorpo ribusciliae sae nonsequid mi, con repratia seditae cus. With thousands of new releases hitting shop shelves every year, getting into board games Atibeat quidunt rempos cus 4 quidundandic tet alit verum, quia- can be a daunting prospect. Luckily, there are some tried-and-tested games which com- turEcuptio. Qui ipsunt, vollaccatis exere net et undae doluptatem bine simple rules and rewarding gameplay, making them perfect for anyone dipping their ditatis nectur sum aut quis se no- bit exeria nis susda qui resequia toe into the hobby for the first time. If you’re new to the tabletop world and don’t know is nis et labores sediciam where to start, these ‘gateway games’ could be just what you’re looking for.

Ticket to Ride 2004 2 - 5 players, 30 - 60 minutes, ages 8+ Designer: Alan R. Moon £38.99 / $49.99

ITH its charming artwork and cute map to mark your progress, earning points ingly desperate as the game goes on. What Wplastic trains, you’d be forgiven for for connecting pairs of cities shown on secret starts out as a wide open continent quickly thinking Ticket to Ride was a gentle game objective cards. becomes a cramped battlefield with players of steam-powered railway adventure. But What makes things interesting, though, is scrabbling to secure the links they need to beneath its amiable exterior, it’s a ruthlessly that once you’ve claimed a stretch of track, seize victory. competitive beast. You and your opponents it’s off-limits to your opponents. You’ll be If you enjoy the original game, you might play travellers criss-crossing North Ameri- able to mercilessly block their paths, and it also want to try the follow-up, Ticket to ca by rail. You’ll lay coloured trains on the means that the fight over routes gets increas- Ride: Europe, which comes with a new map

Machi Koro 2012 2 - 4 players, 25 - 30 minutes, ages 10+ Designer: Masao Suganuma £24.99 / $29.99

GAME of small-town mayors with big On your turn you’ll roll dice, with differ- industry and entertainment, or you could Aaspirations, Machi Koro challenges you ent buildings providing rewards depending specialise in one area, dominating the market and your friends to grow your tiny villag- on the result. You might focus on small, de- in retail or factories. es into thriving cities. Starting with only a pendable businesses like cafés and conveni- It’s a quick, slick and intuitive approach wheat field and a bakery, you’ll aim to put ence stores, or costlier but potentially more to city-building, and you won’t need to con- your town on the map, raking in cash, pur- lucrative ones, such as skyscrapers and stadi- cern yourself with tax rates, zoning codes or chasing new buildings and constructing a set ums. You could aim for variety, with a wide trifling annoyances like elections. Instead of prestigious landmarks. assortment of buildings covering commerce, you’ll be able to focus on customising your Artwork: Rising Sun/ CMON/Adrian Smith Dixit Splendor Pandemic 2008 2014 2008 3 - 6 players, 25 – 30 minutes, 2 – 4 players, 20 – 30 6 2 - 4 players, 45 – 60 7 ages 8+ minutes, ages 10+ minutes, ages 8+ Designer: Jean-Louis Roubira Designer: Marc André Designer: Matt Leacock £29.99 / $34.99 £26.99 / $39.99 £36.99 / $39.99

GAME of subtlety and imagination, A Dixit revolves around beautifully NE of the most influential titles in develop vaccines before civilisation collaps- illustrated cards, all showing strange, HIS game of renaissance jewel mer- jewels, or using them to pay for upgrades to Omodern gaming, Pandemic revolves es. dreamlike scenes: a boy holding a candle Tchants sees players battling for wealth your growing business empire. You’ll grow around a group of medics fighting to save It’s not going to be easy. You’ll face unpre- inside a giant lightbulb; a towering cas- and prestige. You’ll invest in mines, secure steadily richer and more powerful, with the humanity from deadly diseases. And where dictable outbreaks that can suddenly turn a tle lifted into the air by a huge balloon; shipping routes, open glitzy showrooms and action becoming increasingly frantic as play- most games pit players against one another manageable situation into a terrifying crisis. a ship’s anchor lying abandoned in the attract Europe’s wealthiest nobles to marvel ers race for points to claim victory. as adversaries, this cooperative release puts But you’ll also have an assortment of special middle of a bone-dry desert. at your collection of diamonds, emeralds and To stand a chance of winning, you’ll need The everyone on the same side, working together abilities - a different one for each player - to On your turn, you’ll choose a card from rubies. to keep a close eye on your opponents, dis- to research cures and fight infections. help you react to the unfolding global dis- your hand, placing it face-down on the If that sounds like a tall order, don’t wor- rupting their plans while advancing your Each round of the game sees disease strains aster. table and vaguely describing it to the rest ry. Splendor is a brilliantly simple game that own. It takes some sharp analytical thinking, Resistance spread around the world, jumping from city With its expertly engineered atmosphere of of the group. Your opponents then look takes minutes to learn, but still manages to and Splendor squeezes every possible drop to city across a web of transport links. Your mounting tension, Pandemic has remained at the cards in their hands and choose the offer interesting decisions at every turn. As of tactical challenge out of its elegant, mini- 2009 intrepid team will fly to far-flung locations to one of the most popular games in the hobby one they think most closely matches your you play you’ll choose between acquiring malist set of rules. 5 – 10 players, 30 – 40 minutes, treat the sick, capture research samples and ever since its release. clue. You’ll shuffle the chosen cards to- gether, then reveal them to your fellow ages 10+ players, who’ll try to decide which was Designer: Don Eskridge the original card you played. £18.99 / $ 19.99 You’ll only score points if some, but King of Tokyo not all of your rivals successfully guess your card, and it means that you’ll need ET in a dystopian future, The Resist- 2011. 2 – 6 players, 30 – 40 minutes, ages 8+. Designer: Richard to think carefully about the clues you Sance is a gloriously sneaky game of Garfield. £33.99 / $39.99. give. Rather than minutely describing the deception, deduction, manipulation and scene you’ve chosen, you might hint at bluffing. Players find themselves on one its mood or colour, or say that it reminds of two teams: a group of rebels fighting you of a book or a song. to overthrow a totalitarian regime, or It’s a tricky balancing act. Be too am- a ring of undercover spies working to biguous, and there’s a chance that no keep it in power. one will guess correctly. Be too precise, The game plays out over a series of and there’s a risk everyone will. In either rounds, with rebel commanders choos- case, you won’t get any points for your ing players to dispatch on missions to efforts, and getting it right takes real nu- destroy imperial bases. But with the ance and creativity. spies’ identities kept secret, the revolu- Optas incid qui to te conseni scipsam tionaries have no idea who’s really on ipicit dem a de soluptat quam, apitasp their side, or who might stab them in the erumet que sed escipic idigend elendis Kingdom Builder back. The result is a storm of confusion, exerspedis ressit ex escium re is eaque. betrayal and accusation as the villains 2011. 2 – 4 players, 30 – 45 minutes, ages 8+. Designer: Dominic X attempt to pass themselves off as good Vaccarino. £39.99 / $59.99 guys, shifting suspicion onto innocent players and undermining the rebels’ faith in their teammates. HIS game of rival rulers casts players as cations. Hermits want to be left alone on iso- To win you’ll need a world-class poker Tmonarchs looking to expand their king- lated spots on the map. You’ll find yourself face, a razor-sharp ability to spot decep- ASED on classic kaiju monster movies, the game, it’s not the only thing you’ll have doms. Starting with a tiny cluster of hous- with a different set of citizens to placate each tion, and the cold, calm nerve to keep a BKing of Tokyo hands players control of to consider. es, you’ll draw cards on every round which time you play, and managing their often-con- straight face while lying to your friends. oversized creatures competing to bring chaos Monsters begin on the outskirts of Tokyo, let you colonise different types of terrain flicting desires takes some real thought. And if you’re looking for a similarly un- to the Japanese capital. You’ll play as a fif- and only one can occupy the city at any time. - fields, forests, deserts, canyons - steadily You’ll aim to work out which spots on the derhand game with a little more depth, ty-foot lizard, hideously tentacled sea mon- Smash your way into the centre and you’ll be building an empire that stretches across the board are most prized by your populace, try The Resistance: Avalon, which ster or three-eyed alien invader, striving to able to rack up bonus points for the destruc- board. seizing them before your opponents can. swaps the original game’s cyberpunk inflict as much damage as possible on both tion you cause. But you’ll also become the There’s more to wearing a crown than To help you on your quest, you’ll be able setting for the mists of Arthurian legend, the city and your rivals. target for everyone else’s attacks, meaning simple expansionism, though: you’ll also to use a variety of special abilities to claim introducing a collection of characters The game plays similarly to the classic you could find yourself beaten to a pulp and have to pay attention to the demands of your extra spaces or rearrange buildings you’ve like Merlin, Oberon and Morgana, all Yahtzee. On your turn you’ll roll a handful unceremoniously dumped out of the game. subjects. Miners want to be near mountains. already placed on the map. And with a mod- with their own special abilities that add of chunky dice, earning points or damaging There’s also a selection of power-up cards, Fishermen want to be next to water. Mer- ular board that offers a variety of setups, new layers of intrigue and confusion to your opponents depending on the results. But which give your monster new traits and abili- chants demand between connected lo- you’ll face a new challenge with every game. the mix. while dice-chucking action is at the heart of ties like armoured skin, wings or fiery breath. Carcassonne Star Realms Kingdomino 2000 2014 2008 2 - 5 players, 30 - 45 2 players, 15 - 20 minutes, ages 2 - 4 players, 45 – 60 8 9 minutes, ages 8+ 12+ minutes, ages 8+ Designer: Klaus-Jürgen Designers: Robert Dougherty & Designer: Matt Leacock Wrede Darwin Kastle £36.99 / $39.99

HIS head-to-head card game chal- AILED by fans as a modern classic, they’re completed, but it also puts you in a Tlenges players to build fleets of NSPIRED by the traditional game of following round. It means you’ll constantly Htile-laying game Carcassonne casts vulnerable position, because you won’t be mighty starships before throwing them Idominoes, this family-friendly tile-laying ask yourself whether you’re better off taking players as medieval barons in an ever-ex- able to use them again until the structures into deadly deep-space combat. A game sees players become monarchs vying the biggest, shiniest prize on the table, or panding landscape of cities, roads and farm- you’ve assigned them to are built. stripped-down, streamlined example of to expand their domains. On each round hanging back and grabbing something even land. You and your opponents will take turns It means you’ll face dilemmas on every a class of games known as deckbuilders, you’ll choose from a selection of tiles, all better on a subsequent turn. It’s not always to play tiles from, forming a map that grows turn about how to use your limited pool of it sees you and your opponent playing showing different kinds of territory to add to an easy decision, and with new tiles drawn gradually bigger over the course of the game. wooden pawns. And if you’re particularly cards to attack one another, or to buy a your empire. You’ll lay down a new patch of from a randomly shuffled stack, you’ll need Building is only one half of your job, cunning you might also be able to swoop variety of new, more powerful space- land on every turn, growing your kingdom to constantly reevaluate your plans as you though. You’ll also be able to deploy work- in on structures already under construction, craft. As your fleet grows, you’ll open up and earning points by connecting areas of the play. ers to collect tolls, tithes and taxes from your letting your opponents do the hard work of new tactical options that can reduce your same type. With three or four players, Kingdomino is Sushi subjects. Placing them on roads or cities building them, then snatching the resulting enemy’s once-proud navy to a sad, float- Some tiles net you more points than others, a tight and elegant. There’s also a more chal- under construction gains you points once points from under their noses. ing cluster of space junk. but taking a less valuable one means you’ll lenging two-player variant that sees you and It’s an easy game to grasp, but it’ll take get to choose before your opponents on the your opponent building bigger kingdoms. Go practice to master the art of spotting syn- ergies between different cards, balancing 2013 defense and aggression, and culling ships 2 - 5 players, 10 - 15 minutes, you no longer need to ensure that your ages 8+ deck remains a hyper-efficient killing Junk Art machine. Designer: Phil Walker-Harding Fast-paced, tactically challenging and 2016. 2 - 6 players, 15 - 30 minutes, ages 8+ massively replayable, Star Realms packs Designers: Jay Cormier & Sen-Foong Lim £52.99 / $69.99 NSPIRED by high-tech restaurants a lot of fun into a tiny box. Iwhere diners select their favourite su- Lorem ipsum dolor sit amet consectetur shi from a constantly moving conveyor adipiscing elit mi nostra, lectus nullam belt, Sushi Go sees players passing cards sagittis odio neque feugiat consequat around a table, all representing different condimentum litora, fringilla cum ele- delicious dishes from Japanese cuisine. mentum pretium magna vestibulum libe- You’ll start the game with a hand of ro non. randomly drawn cards showing different Vivamus curabitur convallis lectus me- varieties of maki, wasabi and nigiri. On tus molestie risus diam fermentum facili- each turn you’ll choose a card to place in sis, pretium etiam iaculis. front of you before passing the rest to the person to your left or right. It means that sets of snacks make their way around the table, with each player picking their fa- Hey That’s My Fish! vourites until none are left. At the end of each round you’ll work 2003 out your score, with different types of 2 - 4 players, 15 - 20 minutes, ages 8+ cards earning you different numbers of points. You’ll aim to collect high-scor- Designers: Günter Cornett & Alvydas Jakeliunas £11.99 / $12.95 SNAZZIER and more creative spin on Pisa you’ll pay tribute to the Leaning Tow- ing sets, but you’ll also need to keep an Astacking games like Jenga, Junk Art er, collaborating with your fellow artists to eye on your opponents and try to avoid HIS family-friendly but bitterly compet- gets smaller as the game goes on, with com- casts players as internationally renowned art- build a single structure that becomes less sta- passing them the cards they need. It’s Titive game of squabbling penguins sees petition over the remaining food supply in- ists creating sculptures out of piles of scrap ble as it grows. With so many different ways light, quick, and it comes with impos- players stranded on a floating iceberg, fight- tensifying with every turn. metal. You’ll use colourful wooden blocks to to play, there’s plenty to keep you coming sibly charming artwork, with servings ing over tasty fish while the ground beneath You’ll aim to block your opponents’ pen- build precarious structures and prove your- back to the table. of sushi that look almost too cute to eat. them crumbles into the sea. guins, stopping them from reaching the spac- self the greatest visionary in modern art. Junk Art’s pieces come in a variety of odd Lorem ipsum dolor sit amet consecte- On each round you’ll move your gang of es they most want to get to. It’s even possible The game comes with a collection of differ- shapes - some easier to stack than others. tur adipiscing elit mi nostra, lectus nul- penguins around a board made of hexagonal to set rivals adrift, leaving them marooned ent modes, all representing cities where you There are rings, cuboids, half-spheres and lam sagittis odio neque feugiat conse- tokens. Each space you land on awards you on a tiny patch of ice floating away from the and your opponents can exhibit your work. cylinders, and getting them to balance on quat condimentum litora, fringilla cum a different number of fish, and you’ll aim rest of the board. In Indianapolis you’ll try to complete your top of one another takes some real skill. But elementum pretium magna vestibulum to finish the game with more than your ri- With genuine tactical decisions, rules that sculpture before anyone else, inspired by the the results are genuinely pleasing to look at - libero non. vals. But whenever a penguin leaves a patch take less than a minute to explain and toy- city’s famous Indy 500 motor race. In New one-off abstract creations with arrangements Vivamus curabitur convallis lectus of ice, it’s removed from the game, melting like plastic figures, this is an ideal game for York you’ll build until the police turn up, a of shape and colour that wouldn’t look out of metus molestie risus diam fermentum away into the ocean. It means that the board parents to play with kids. nod to the historic culture of graffiti art. In place in a swanky gallery. facilisis, pretium etiam iaculis. on Sakura

BGB: Sakura isn’t your first game set In some ways, is it harder to design a in ancient Japan. Is there something small, simple game than a bigger, more about that setting that strongly appeals complex one? to you? I think it’s difficult to compare. They’re just Reiner Knizia: I love history. It’s a very different designs. If you do a game for kids rich universe of experiences and fascinating aged four to six then you have to approach themes and events. It’s also very easy to it very differently. It’s a much simpler game, communicate, because when you see a game but it’s not easier to design it. And if you do a with a certain cover or a certain title, you get much bigger, more complex game that plays an instant idea of what it’s about. in 90 minutes, it’s not necessarily harder to If I set a game in a kingdom then I design, it’s just that there are different require- have to write pages of detail on this world and ments. the people who live in it. But if I say: “I’m For me there’s a nice mixture, because I You’ll aim to fight through the scrum to get 22 closer to the emperor than your opponents. 23 in feudal Japan,” then I know where I am. If work on some simpler games, some more I say that I’m in ancient Egypt, then I know complex games, and sometimes you don’t there’s a pharaoh, I know there are pyramids, even know where a game is going to go. You I don’t need to explain. start with a complex game, you take things For this game the starting point was the away and suddenly it’s much simpler, or central mechanism rather than the theme. I vice-versa. wanted this idea of getting close to something, but not too close. Then I asked myself where I was really impressed visually by the that could happen, and Japan had this concept game. What did you think of the illustra- where the Emperor was in front, you had to tions? be very polite and keep your distance, and it You want to stand out from all the other new just seemed to fit. releases that are out there. I think Sakura’s artwork really does that, it really differentiates There’s the potential to make what you the game, and a lot of people really seem to think is quite a safe move, but then to like it. find you’ve made a terrible mistake Artwork is very, very important because Sakura comes in a small box, but it packs a once you see your opponents’ cards. the first thing you see is the cover and the respectable dose of chaos and confusion. What kind of atmosphere were you graphics. It’s the same as if I open a book trying to create for players? and I just see letters, letters, letters. It’s not as Sakura That’s exactly the point. You never know exciting as seeing structure and pictures. If I what’s going to happen. If you’re too careful get a good first impression then I might buy then you’re not going to get close to the the book, and it’s just the same with games. Emperor and you’re not going to score any Category: Light Strategy Playing time: 20 - 30 minutes points, but if you get too adventurous and You’ve designed a huge number of Designer: Reiner Knizia push your luck too much then the other play- games. Is there a secret to producing Ages: 10+ ers can stitch you up. that kind of volume of work? Artists: Kevin Hong RRP (UK): £21.99 Because everyone’s playing at the same My personality is that I like to work. I like Players: 2 - 6 MSRP (US): $30.00 time, you’re always involved. It’s a quick to focus on one thing in my life and do it game, and there are always some big surprises really properly. It’s very rewarding to bring when the cards come down. enjoyment to people, and my whole life is AMED for the delicate cherry blossoms that burst into bloom It’s a fast-playing blend of chaos and control, but it loses some of organised around creating good games. Artist Kevin Hong’s illustrations are packed every year across Japan, Sakura is one of the prettiest releas- its anarchic quality with smaller groups of players. It’s at its best with You have this very simple, orderly set It doesn’t mean I spend all of my time in the with character, like stills from a gorgeous animated film. Nes of 2018. Its luscious artwork takes inspiration from films a thronging crowd of artists flailing and fighting their way across the of rules, but they generate such chaos. studio, but I’m an early bird, and I’m here like Spirited Away and Howl’s Moving Castle - and appropriately board. With fewer players jostling for position, there’s less potential How did you try to emphasise that ele- at four o’clock in the morning. I have lots of enough, it’s all about artists. for confusion and collisions, and the game feels a little flat as a result. ment of the game? people who playtest. We discuss games a lot, The game casts players as painters clamouring to capture portraits Then there’s the fact that underneath its gorgeous outer shell, this That is done via the cards, and that was the and ideas flow from the group. Today I’ll sit of the Emperor as he admires his palace garden. You’ll push past your is an undeniably abstract game. It values mechanical elegance over main focus of my playtesting. If the cards are here with one group and playtest, and then rivals as you try to get close to your ruler, but you’ll also have to immersion in its theme - something that’s long been a hallmark of too random, too luck-based, then people get tomorrow I’ll sit with another group and play If I set a game in avoid accidentally touching him as you fight your way through the Reiner Knizia’s designs - and while it’s not so much a flaw as a matter dissatisfied. And if the cards don’t affect the the same game. I see how different groups ‘ crowd, a massive faux-pas that will bring disgrace to your name. of personal taste, if you’re looking for any sense of story or character game in powerful ways then people get bored. react, and the game takes big steps forward a fantasy kingdom The action revolves around a simple card-based system. You’ll as you play, you’ll be better off looking elsewhere. So it’s a real balancing act. because so many people are involved. then I have to write choose one from your hand to play on each round, moving your artist It’s also unfortunate that many of the cards in the game recycle along a twisting garden path as it dictates. But each card comes with the same pieces of artwork. It’d be nice to see more of artist Kevin pages of detail on multiple effects: some let you jostle opponents out of your way, oth- Hong’s knockout visuals. ers let you move the Emperor himself. But what’s impressive about Sakura is the way it uses a streamlined, With more than 600 published designs to his credit, Reiner this world and the It quickly leads to a riotous shoving match where you can never be efficient, orderly set of rules to generate such chaos. At times it feels Knizia may be the most prolific creator in gaming. His work people who live in sure what’s likely to happen on any given round, and it’s all-too-easy less like feudal Japan than a paparazzi feeding frenzy around a ce- includes Through the Desert, Lord of the Rings, Lost Cities, to run headlong into the Emperor, losing precious points in the pro- lebrity leaving a modern-day nightclub. With any kind of long-term Modern Art, Ra, Tigris & Euphrates and High Society - all it. But if I say: “I’m cess. What seems like a safe, sensible move can turn out to be a disas- planning impossible, the fleeting moments of control where you can considered classics of the hobby. trous mistake, but only once it’s far too late to do anything about it. If claw your way in front of rivals or shove another player under the bus Known for his abstract, elegant approach to design, he has in feudal Japan,” you’re particularly mean, it’s even possible to nudge your opponents become all-important, and it deftly packs a succession of momentary established a reputation for mechanical minimalism, using then I know where I into the Emperor’s path, and Sakura comes with a ruthless streak that triumphs and stomach-churning setbacks into a hectic half-hour of simple rules to create engaging and challenging gameplay. rewards cold hearts and sharp elbows. gameplay. am.’ Marc André on Majesty: For the Realm

BGB: Lorem ipsum dolor sit amet con- odio neque feugiat consequat condimentum li- sectetur adipiscing elit mi nostra, lectus tora, fringilla cum elementum pretium magna nullam sagittis odio neque feugiat vestibulum libero non. Marc André: Lorem ipsum dolor sit amet Vivamus curabitur convallis lectus metus consectetur adipiscing elit mi nostra, lectus molestie risus diam fermentum facilisis, nullam sagittis odio neque feugiat consequat pretium etiam iaculis accumsan auctor vitae condimentum litora, fringilla cum elementum potenti morbi ullamcorper magnis, congue pretium magna vestibulum libero non. arcu nascetur sociosqu rutrum tristique quis Vivamus curabitur convallis lectus metus montes. molestie risus diam fermentum facilisis, pretium etiam iaculis accumsan auctor vitae Lorem ipsum dolor sit amet consectetur potenti morbi ullamcorper magnis, congue adipiscing elit mi nostra, lectus nullam arcu nascetur sociosqu rutrum tristique quis sagittis odio neque feugiat You’ll populate your growing city with guards, 28 millers, nobles and other citizens. 29 montes. Lorem ipsum dolor sit amet consectetur adipiscing elit mi nostra, lectus nullam sagittis Lorem ipsum dolor sit amet consectetur odio neque feugiat consequat condimentum li- adipiscing elit mi nostra, lectus nullam tora, fringilla cum elementum pretium magna sagittis odio neque feugiat vestibulum libero non. Lorem ipsum dolor sit amet consectetur Vivamus curabitur convallis lectus metus adipiscing elit mi nostra, lectus nullam sagittis molestie risus diam fermentum facilisis, odio neque feugiat consequat condimentum li- pretium etiam iaculis accumsan auctor vitae tora, fringilla cum elementum pretium magna potenti morbi ullamcorper magnis, congue vestibulum libero non. arcu nascetur sociosqu rutrum tristique quis Vivamus curabitur convallis lectus metus montes. molestie risus diam fermentum facilisis, pretium etiam iaculis accumsan auctor vitae Lorem ipsum dolor sit amet consectetur potenti morbi ullamcorper magnis, congue adipiscing elit mi nostra, lectus nullam arcu nascetur sociosqu rutrum tristique quis sagittis odio neque feugiat montes. Lorem ipsum dolor sit amet consectetur Adding cards to your city can earn you gold, Vivamus curabitur convallis lectus metus adipiscing elit mi nostra, lectus nullam sagittis but it can also offer advantages to your rivals. molestie risus diam fermentum facilisis, odio neque feugiat consequat condimentum pretium etiam iaculis accumsan auctor vitae litora, fringilla cum elementum pretium mag- Majesty: For the Realm potentis. na vestibulum libero non. Vivamus curabitur convallis lectus metus molestie risus diam Lorem ipsum dolor sit amet consectetur fermentum facilisis, pretium etiam iaculis adipiscing elit mi nostra, lectus nullam accumsan auctor vitae potentis. Category: Light Strategy Time: 20 - 40 minutes sagittis odio neque feugiat Designer: Marc André Lorem ipsum dolor sit amet consectetur Lorem ipsum dolor sit amet consectetur Ages: 8+ adipiscing elit mi nostra, lectus nullam sagittis adipiscing elit mi nostra, lectus nullam Artists: Anne Heidsieck RRP (UK): £36.99 odio neque feugiat consequat condimentum li- sagittis odio neque feugiat Players: 2 - 4 MSRP (US): $39.99 tora, fringilla cum elementum pretium magna Lorem ipsum dolor sit amet consectetur vestibulum libero non. adipiscing elit mi nostra, lectus nullam sagittis Vivamus curabitur convallis lectus metus odio neque feugiat consequat condimentum li- You’ll need to recruit a diverse mix of AUNCHED in 2014, Splendor is a hit game of renaissance Things get more complicated towards the end of the game. You’ll molestie risus diam fermentum facilisis, tora, fringilla cum elementum pretium magna characters in order to maximise your score. jewel merchants, and its elegant, brainy gameplay has won it gain bonuses for the citizens you’ve accumulated, scoring points for pretium etiam iaculis accumsan auctor vitae vestibulum libero non. Lcountless fans. Now its creator has returned with another re- having a diverse mix in your city, but also for collecting sets of the potenti morbi ullamcorper magnis, congue Vivamus curabitur convallis lectus metus lease that combines simple rules with a head-scratching challenge - same types of workers. They’re two contradictory goals, and focus- arcu nascetur sociosqu rutrum tristique quis molestie risus diam fermentum facilisis, but can it hope for the same kind of glittering reception? sing too closely on one means you’re likely to neglect the other. montes. pretium etiam iaculis accumsan auctor vitae Majesty: For The Realm casts players as medieval mayors vying to It adds a touch of long-term planning to the game, but it also nudges potenti morbi ullamcorper magnis, congue attract citizens to their growing towns. You’ll aim to recruit workers, up its level of complexity, and while Majesty is far from convoluted, Lorem ipsum dolor sit amet consectetur arcu nascetur sociosqu rutrum tristique quis nobles and soldiers, swelling your population and turning your unas- it isn’t anything like as intuitive as Splendor. There are card synergies adipiscing elit mi nostra, lectus nullam montes. Lorem ipsum dolor suming backwater into a bustling, prosperous city. to get your head around. There’s more interaction between players. sagittis odio neque feugiat Vivamus curabitur convallis lectus metus ‘ You’ll compete to snap up characters represented by a shifting row There’s an element of aggression, with opponents raiding each oth- Lorem ipsum dolor sit amet consectetur molestie risus diam fermentum facilisis. Vi- it amet consectetur of cards in the centre of the table. Each comes with its own special er’s towns and sending one another’s citizens to the infirmary. And its adipiscing elit mi nostra, lectus nullam sagittis vamus curabitur convallis lectus metus adipiscing elit mi effect: gaining you gold, defending your town or attacking opponents. scoring system requires just a little bit of maths to determine who’s You’ll aim to build your workforce and generate more money than actually won. nostra, lectus nullam your rivals. But you’ll have to think carefully, because the cards you None of this is to say that it’s bloated or sluggish. With games play- choose can have knock-on effects on other players. ing out in just 12 rounds, it has a snappy pace and each of your actions Lorem ipsum dolor sit amet consectetur adipiscing elit mi nos- sagittis odio neque Hire a brewer, for instance, and you’ll increase the demand for feels genuinely important. One disappointment, though, is the lack of tra, lectus nullam sagittis odio neque feugiat consequat condi- feugiat consequat grain, granting a bonus to anyone with a miller in their city. Recruit diversity in the game’s art. There isn’t a single non- character, mentum litora, fringilla cum elementum pretium magna vestibu- an innkeeper, and you’ll cause a spike in the market for beer, earning and it’s a jarring oversight. lum libero non. condimentum lito- a few coins for anyone with a brewer. It’s a simple system, but it gives But Majesty is fast, thoughtful fun. It may not have the kind of Vivamus curabitur convallis lectus metus molestie risus diam the sense of an interconnected economy, with different trades relying pick-up-and-play simplicity that’s made Splendor such an enduring fermentum facilisis, pretium etiam iaculis accumsan auctor vitae ra, fringilla culpep on one another for business. It also means you’ll constantly weigh the favourite, but it’s an engaging game in its own right, and with an potenti morbi ullamcorper magnis, congue arcu nascetur soci- donasti ipsum dolor point-scoring potential of cards against the advantages they hand to advanced mode that lets you explore new strategies once you’ve got osqu rutrum tristique quis montes. Viverra torquent nam your opponents. to grips with the basics, it promises to stay fresh after repeat plays. elem.’ Crystal Clans

Category: Medium Strategy Playing time: 30 - 60 minutes Designers: Andrea Mezzotero, Colby Dauch, Ages: 14+ J. Arthur Ellis RRP (UK): £36.99 Artist: Martin Abel MSRP (US): $39.95 Players: 2

he first thing that strikes you about Crystal Clans is its vibrant clans set to join the lineup in a series of expansions. If you want to cartoon artwork. A fantasy-themed card game, it casts players build your own decks, you’ll have to wait for a rules update from the Tas generals commanding armies of fearless soldiers and dan- publisher. gerous creatures, and it paints its world in shades of flame , neon Until then, though, there are enough clever ideas in this box to keep pink and electric . any commander occupied. It looks like a modern-day answer to He-Man or Thundercats, with forces of brave knights, shape-shifting merfolk and villainous necromancers. Once you’ve finished drooling over its illustrations, 44 though, you’ll notice another distinguishing feature. 45 Where most card-battlers like Magic: The Gathering revolve purely around players’ carefully crafted decks, Crystal Clans comes with a board - a physical battlefield for you and your opponent to fight over. As you play you’ll carefully maneuver your troops between re- gions, seizing territory, defending your base and launching merciless attacks against your rival. You’ll need to constantly read the battlefield, reacting to your op- ponent’s threats and exploiting their weaknesses. It’s a real tactical challenge, but you’ll be able to use your units’ array of special pow- ers to help you in the fight. Some boost allies’ strength in combat, or reduce enemies’ defences. Others fly high above the field, speeding Lorem ipsum dolor sit amet consectetur adipiscing elit mi nostra, lectus nullam sagittis odio neque feugiat consequat condimentum litora, to the places where they’re most needed, or pin down your oppo- nent’s forces, keeping them out of the fray. Each of the game’s factions comes with its own set of abilities. The Blood Clan swamps its enemies with huge hordes of warriors. The Skull Clan uses dark magic to raise fallen fighters from the dead. The Flower Clan controls and incapacitates its foes rather than facing them head-on in combat. Mastering these distinct play styles takes practice, and it makes for some varied and exciting clashes between different combinations of clans. There’s more to the game’s strategy, though, and one of its most intriguing elements is the way it lets players combine their units into squads by stacking their cards one on top of another. It means they’ll move and fight as a group, amplifying the danger they pose to anyone who strays into their path. Lorem ipsum dolor sit amet consectetur adipiscing elit mi nostra, lectus Whenever units collide, combat ensues, and it’s one of Crystal nullam sagittis odio neque feugiat consequat condimentum litora, fringilla Clans’ high points. Before determining the result, you and your oppo- nent will secretly choose cards from your hands that can tilt the tide of battle in your favour. It adds a poker-like element to proceedings, and you’ll lock eyes like cowboys in an Old-West saloon as you simul- taneously flip your cards to reveal who’s come out on top. It means you’ll be able to squeeze some narrow and unexpected victories out of what look to be horribly one-sided fights, and you’ll never be able to mount an attack without at least a little bit of trepidation about the outcome. It all combines to make for some slick and brain-teasing contests. But what’s most impressive about Crystal Clans is its initiative sys- tem. Where card games like Magic or Hearthstone use resources like mana or gold to determine what players can do at any given time, Clans comes with a numbered track along the edge of its board. Each action you take pushes a blue gemstone marker towards your oppo- nent’s side, giving them the opportunity to respond to your moves with equally powerful plays of their own. It makes for a frantic see- saw contest with a constantly ramping sense of action and drama. Lorem ipsum dolor sit amet consectetur Lorem ipsum dolor sit amet consectetur At this early stage, the game’s biggest flaw is its lack of support for adipiscing elit mi nostra, lectus nullam adipiscing elit mi nostra, lectus nullam customisation. It comes with six pre-constructed decks, with other sagittis odio neque feugiat consequat sagittis odio neque feugiat consequat Jerry Hawthorne on Stuffed Fables

Stuffed Fables sees players become a heroic band of toys, sworn to protect a The game’s plastic miniatures look like something from a hit Pixar sleeping girl from a villain who stalks her nightmares. movie - although some are a little scary for younger children.

BGB: Stuffed Fables’ plot is a long experience. Games are just the excuse to way from common gaming themes like I think Harry Potter make that happen. sci-fi and fantasy. How did you come ‘ up with it? does a good job of Are there any other games that you Jerry Hawthorne: I wanted to design a think do storytelling well? cooperative family adventure game which getting the balance My favourite games are story-driven. The was easy to learn. My original idea came right. I also remem- ones that come to my mind are games like about after watching the Pixar movie Inside Mansions of Madness, Above and Below, Out. I thought the way it dealt with different ber reading Charlie Near and Far, or Legacy of Dragonholt. emotions would be interesting to represent Having the players control the heroes’ in a game, but I wanted to create an original and the Chocolate actions and decisions is pretty profound if 52 story. Factory when I was you think about it. You have to allow for 53 I decided on stuffed animals as the players’ choices to affect the story either protagonists because they’re easy for a kid, and I found it profoundly or in small ways. You can anyone to relate to. Each animal in the game deliver a message more thoroughly through reflects a different facet of a little girl’s really exhilarating. direct engagement, or illustrate a point by personality, and each of them is good at ’ allowing the players to see the outcomes of dealing with different kinds of situations. their choices, both positive and negative. gamers with children who are just begging There are some quite dark elements for games designed to bring everybody to Stuffed Fables in the game. Was it hard to create a the table. Lorem ipsum dolor sit amet sense of threat without making it too Games can teach things like numbers and consectetur adipiscing elit mi nostra, scary for younger kids? reading, but story games are unique in that lectus nullam sagittis odio neque Yes, it was very difficult. When making a they can teach kids morals as well. The feugiat Category: Kids & Family Time: 20 - 30 minutes product intended to be shared with kids, you story’s subject and the events that transpire Lorem ipsum dolor sit amet consectetur Designer: Jerry Hawthorne have a certain responsibility. I take that very in the game can spark some interesting adipiscing elit mi nostra, lectus nullam Ages: 8+ seriously. But kids also enjoy the thrill and discussions, and you can learn a lot about sagittis odio neque feugiat consequat Artists: Kristen Pauline and Regis Demy RRP (UK): £64.99 tension that spooky things create. I call the people through gaming. condimentum litora, fringilla cum Players: 2 – 4 MSRP (US): $69.95 tone of Stuffed Fables ‘creepy cute’. I think any age-appropriate game has the elementum pretium magna vestibulum I think Harry Potter does a good job of ability to forge family bonds. I remember libero non. getting the balance right. I also remember learning to play chess against my dad. My Vivamus curabitur convallis lectus metus NCE upon a time, there was a board game called Mice & Mys- storybook, where each pair of pages represents one scenario in its reading Charlie and the Chocolate Factory brothers and I played Star Fleet Battles. molestie risus diam fermentum facilisis, Otics. A family-friendly fantasy title, it cast players as a group of ongoing campaign. Each features a map - the actual board - on one when I was a kid, and I found it really Later, we got sucked into Dungeons & pretium etiam iaculis accumsan auctor vitae adventurers magically transformed into mice. Over a series of peril- page and a bunch of text on the other, some to be read aloud to set exhilarating. . potenti morbi ullamcorper magnis, congue ous missions, they faced dangers including venomous spiders, ruth- the scene, the rest describing events that unfold when players trigger Our family played a lot of canasta, and arcu nascetur sociosqu rutrum tristique quis less rats and a ravenous, sharp-clawed cat. them by taking certain in-game actions. Do you think there’s an untapped I still remember the falsely competitive montes. The game garnered a loyal fan base. Now its designer is back with It provides colossal variety. So much so that, like a choose your own audience for more family-oriented culture we created around that game with spiritual sequel Stuffed Fables. Where Mice & Mystics revolved adventure book, there are seve paths through each story. You can play games? And what are some of the trash talk and secret team strategies. We around courageous rodents, this latest release sees you and your twice and have a totally different experience each time. benefits of parents playing games with cheated openly and pretended to hide it, and friends play as animated cuddly toys. It might sound like kids’ stuff, The game runs on a dice-drafting mechanism, where dice of differ- their kids? the laughter would have our bellies aching but even cynical grown-ups will find it hard not to fall in love with ent colours allow you to attempt different actions. It’s accessible for Grown-up gamers are the engine that fuels by the end of the night. It’s the gathering Lumpy: a nervous plushie elephant armed with a meat tenderiser. younger players and offers just enough purchase to retain the interest our industry, but I feel there are a lot of of loved ones and friends that make the You and your fellow playthings will fight to protect a little girl from of more experienced hobbyists. Crepitus, the Nightmare King - a terrifying villain who haunts the Sometimes, though, the pages throw the players a curveball. The dreams of sleeping children. It brings a dark overtone to the game, rules change and the dice are used in different ways. It’s impressively and on first inspection it seems as if it might be a little too mature for creative and injects extra variety, but it also means you’ll have to in- Jerry Hawthorne is a professional game designer for its target audience. Then there are the rules: not hugely complicated, gest and explain these rules on the fly. There’s a risk of either getting Plaid Hat Games. His career in the gaming industry began but too complex for the suggested age of eight plus. them wrong, or deflating the atmosphere like a sad balloon as you try after he contributed to a fan site for the fantasy battle But the penny drops when you get to the end of the first adventure to work out exactly what you’re supposed to be doing. game Heroscape, eventually leading him to work for the and find a moral discussion point for the players. This isn’t a kids’ Stuffed Fables is a charming game, though, and it should go down game’s publisher, . He is the designer of the family game, it’s a family game in the literal sense of the phrase: a game best a storm among gamers with families. For everyone else, it feels a bit adventure game Mice and Mystics as well as Tail Feathers, enjoyed between grown-ups and their children. like a semi-successful design experiment crammed with half-brilliant a miniature battle game set in a world of anthropomorphic animals. As you play you’ll encounter a If that limits its appeal, it’s a shame, because Stuffed Fables has ideas. It’s probably a safe bet that we’ll be seeing a lot of them resur- succession of new scenarios, dangers some very clever innovations to show off. Its centrepiece is a printed facing, refined, in future releases. and enemies to overcome. Fog of Love sees players create characters, using cards to assemble collections of personality traits and attributes.

Fog of Love

By taking actions that fit with your character’s As you play, you’ll track the effects of your personality, you’ll be able to boost their happiness. experiences on your character, giving a feeling Category: Storytelling Players: 2 But it can lead to clashes with your partner. of emotional development. Designer: Jacob Jaskov Playing time: 60 - 120 minutes Artists: Mike Højgaard & Lotte M. Klixbüll Ages: 17+ Jaskov RRP (UK): £47.99 MSRP (US): $49.97

96 AKE a look at any game store shelf and you’ll find an array you’re a nurturing type, you’ll favour cooperation and understanding. character, then your judgemental might spark arguments. If That lack of a clear goal might be frustrating for some, but if you’re 97 of dungeon-crawlers, sci-fi shooters and bloody battle games. If you’re adventurous, you’ll seek out excitement and new experi- you’re painfully shy then your social awkwardness might see you drawn to games with a narrative-first approach, there’s a huge amount TIf you’re looking to hack, slash, blast and bludgeon your way ences. If you’re ambitious, you’ll value hard work and organisation sidelined from your partner’s circle of friends. to like about Fog of Love. through waves of hapless foes, the tabletop hobby has you spoiled - perhaps even to the detriment of your love life. It means you’ll constantly face choices about whether to act in your There’s its slick tutorial mode, which teaches you the game with- for choice. But all of this aggression raises an interesting question: It makes for personality clashes that can be heated, hilarious or both. own best interest, or to do what’s right for your relationship. Just like out forcing you to work through its rulebook. There’s its inclusive why are there so many games about killing people, and so few about But what makes things really interesting is that these fundamental in real life, it’s not always a clear-cut decision, and the game creates approach to same-sex relationships, with players free to choose the kissing them? building blocks of your character remain a secret to your partner. Nei- a running treadmill of thorny dilemmas. gender of their characters. There’s its mature attitude to sex, which Enter Fog of Love. Billed as ‘romantic comedy as a board game,’ it ther of you will have any idea about the other’s true motivations, and Perhaps the most impressive thing about Fog of Love, though, is avoids falling into either prudishness or cheap titillation. And there’s steers clear of familiar tropes like , and dragons. Instead you’ll try to discern each other’s intentions as you play. Ultimately, the way it encourages you to view these difficult choices from your the fact that even when the same scenes come up repeatedly across it takes its inspiration from films like Notting Hill and Sleepless in you’ll both have to decide whether you’re lifelong soulmates, or bet- character’s perspective. To get the most out of the game, you’ll have multiple game sessions, you’ll view them through the lens of a com- Seattle, with players attempting to navigate the ups and downs of a ter off going your separate ways. to adopt an approach that’s almost akin to method acting, immersing pletely new personality every time, leading to stories with wildly dif- turbulent love affair. Throughout the game you’ll play scene cards, short snippets of text yourself completely in your in-game persona. It turns the whole ex- ferent moods, events and endings. Before you begin you’ll each create a character, choosing from a describing a situation and prompting you to react. Some are unre- perience into what’s effectively a two-player roleplaying game, and It’s a game that understands individual psychology, depicting char- random selection of cards to build the protagonists in your unfolding markable: conversations about who’ll do the dishes or where you’d while in theory the process of reading and reacting to scenes could acters’ personalities with nuance and subtlety. It brilliantly models love story. You’ll give yourself a job and a collection of personality like to go on holiday. Others are much more dramatic: you come take seconds, you’ll pad things out with improvised dialogue, turning the dynamics of a relationship: a delicate balance of vulnerability and traits, and it makes for some unlikely pairings: a fun-loving park- across suspicious texts on your partner’s phone, or discover a sex the game into an intimate, personal kind of performance. trust. And it builds storytelling right into the heart of its design, with ing attendant falling for a macho florist; a perfectionist police officer tape they made with an ex. For some players, that’s likely to be off-putting. If the idea of this the level of drama and emotional investment ramping up steadily as captivated by a permanently stoned musician; a flirtatious celebrity How you respond to each scene - both individually and as a couple kind of improv drama doesn’t appeal to you, you’re unlikely to have you play. hooking up with a hairy, tattooed farmer. - will have a profound effect on the game. Acting in ways that reflect a good time. The game is far more about emotional involvement than It claims to be a romantic comedy, but the laughs are entirely op- It means you’ll instantly start seeing the potential for interesting your personality will leave you feeling happier and more secure, but tactical choices, and even its idea of what constitutes ‘winning’ or tional. Your stories can be poignant, playful, happy or heartbreaking interactions and points of conflict. But these characteristics are more often your decisions can have a knock-on effect on your relationship. ‘losing’ is hazily defined. You might stay happily together, but walk- depending on how you choose to play them, and it’s likely they’ll be than just thematic set-dressing: they determine exactly what you want If you’ve picked the intense trait, then you might cause an awkward ing away from a relationship that’s turned sour is an equally valid a mix of all. It’s a powerful achievement: a bold, original, imaginative out of the relationship, and they’re integral to the way you play. If scene with an emotional outburst. If you’re playing a narrow-minded outcome for your story. game that’s wonderfully easy to fall in love with. Jacob Jaskov on Fog of Love

Jacob Jaskov is a Danish game designer in the Danish RPG community. He whose first self-published release, Fog worked for a number of years as an of Love, explores the ups and downs of innovation consultant for businesses romantic relationships. and government institutions before A lifelong gamer, he played tabletop successfully crowdfunding Fog of Love roleplaying games from an early and embarking on a full-time career in age and has been deeply involved games design and development.

BGB: What made you want to make trust in a dramatic story and not just about a game based on romantic comedy I read a lot about coordinating predictably with your partner. films? ‘ Jacob Jaskov: I wanted to make a game that how the genre The game is very LGBT-inclusive. You’ll track your characters’ attachment to the relationship: sharing meaningful Players can choose their characters’ gender, and the game’s event cards could appeal to my wife, as I wanted to play works: the conven- Was it important to you to represent a events can bring you closer, but disagreements can push you apart. include scenes with particular resonance in same-sex relationships. games with her more. She’s turned off by diverse range of relationships? most games, so I searched for an alternative tions and tropes, the This was essential for me. The game is theme that might interest her. She loves about love and love comes in many forms. romantic comedies, so I proposed making a types of visible and It was important but also a bit difficult game about them - about wooing a partner invisible conflicts as this genre is quite conservative. Very and making a relationship work. Luckily, few rom-coms represent LGBT couples. she loved the idea and I went with it. and how the stories Sadly the genre conventions still impacted how we made the cover. It’s beautiful, but What kind of research did you do to typically evolve. it’s also stereotypical. This is something understand the feel of rom-coms? ’ I’m thinking a lot about and want to do How did you try to incorporate something about in the future. The box elements of those films into the game? should be more inclusive as well. To make a game about something you need It’s possible to create some very In general, gaming has been very shy of to understand its underlying structures and interesting characters with different entering this territory. Most games ignore dynamics, otherwise the theme will only combinations of traits and features. love and especially ignore varieties of love. be pasted-on. So I read a lot about how the Have you come across any that you It’s a real shame, as this obviously means genre works: the conventions and tropes, the found particularly memorable? a lot to us as human beings. Several recent types of visible and invisible conflicts and I mostly remember the stories that evolve games are changing this, but it’s still a how the stories typically evolve. and the characters’ role in them. I still laugh minority. As the game structure grew, my wife and inside when I think about my playtesters I listed all the key romantic and dramatic playing a sweet princess who ended up Even though the focus is squarely scenes from movies and other media that exploiting her psychologist partner. The on the story, there’s also a tactical we could find. We searched for fun and psychologist did everything right, but element. Players can try to sway the You’ll face a series of decisions as you play, and agreeing The game’s minimalist graphic design leaves plenty of room for with your partner often leads to more harmonious outcomes. players’ imaginations to fill in the details of their unfolding romance. interesting material that could become couldn’t impress her royal parents or plot in directions that further their scenes in the game. My wife had a lot to make her commit to him for real. It was a goals and benefit their character. What 98 say about what kind of content would be surprising story that was fun to watch. kinds of decisions were you trying to 99 enjoyable. I couldn’t have done this without I also love the story I played of the throw in their path? is the willingness to loosen up and engage There’s a big element of expression meaning and create strong experiences. her. successful and manipulative female There are two levels of decisions. On the in a roller coaster story. Some find this and inhabiting your character. What Since games are about experience, it’s . manager who dated a dominant micro-level I wanted to mimic the economy easier to do with friends, some feel more advice would you give to someone obvious that story-rich games will have an Why do you think the themes of love televangelist. After almost ruining their of a relationship, where there is give and at ease with their partners, and for most it who finds that kind of performance important role to play and romance have so rarely been relationship, the televangelist converted take. You always need to consider whether didn’t make much difference. aspect intimidating? explored in gaming? her to become spiritual and then he became you help yourself or your partner – or Just take it in small steps. The game works You have some expansions planned Games have systems of interaction that sincere rather than dominant. They were whether you can do something that helps Sex is obviously an element of the even if you just tell the story through the with new scenarios for the game. don’t lend themselves well to dramas of the so close to failure but in the end they both. On the deeper level I wanted to game. It’s not graphic or explicit, but cards you play. The game is gentle in how What can players expect to see in the heart. succeeded in living happily ever after. emulate more existential choices: Where you don’t shy away from discussing it nudges players to come up with small future? Romance is not about competition, These are stories that are three years old, do I want this relationship to go? Do I trust it. Was that a difficult balance to get creative comments and contributions here The first expansion is about a blind direct conflict or optimization. So even if but still live with me. my partner? Do I change to accommodate right? Did you worry that it might be and there. So there’s no need to worry if you date gone wrong. It changes a lot of the you want to make a game about love, it’s . them? The two levels of decision making, off-putting for some players? feel uncomfortable with roleplaying. You dynamics that players expect. It’s great for difficult using the traditional toolbox of Players can ‘win’ the game in lots of and the subtle economy help make the Ha! No other genre of storytelling is so don’t need to do much. Slowly most players players who want to make the game more game interactions. different ways, some of which include story feel real. The choices you make have asexual as board games. So yes, I worried learn to engage in the roleplaying and find it difficult and dramatic. Besides this deeper structural challenge, breaking their partner’s heart. Why consequences in the game. a lot about this initially. Then I found that adds to the fun. The next expansion is about your in- it’s clear that most designers don’t even did you want to include that as a nobody reacted negatively, not a single laws, where you need to decide whether consider this genre, as it’s not part of possibility? Do you think people play the game playtester! I even had adults play the game There have been quite a few games you accommodate your awful parents, or traditional ‘geekdom.’ I wanted the drama to be real. If there’s no differently with their spouses or with people in their teens. I had imagined recently which put storytelling at the whether you stick together as a couple. It’s That’s slowly changing, and board games risk, then the payoff for doing things right partners than when they play it with this would be awkward, but they took it core of their design. Do you think this challenging and adds even more depth to the are reaching out to new audiences. It has isn’t strong enough. The risk of heartbreak their friends? If so, why do you think lightly. Most people are much more mature could be the start of a trend in the stories played. It’s also hilarious. been happening in computer games for quite makes the stories much more fun and that is? than we give them credit for. Other media hobby? Luckily there is room for a ton of great some time through titles like The Sims, and interesting. In my numerous playtests there wasn’t handle sex much more naturally - just think Yes! Stories are important for how we orient romance and love stories. I want to include it’s bound to happen in our domain as well. It means that the game is about creating much difference. The most important thing about some young adult novels. ourselves in the world. They help us make as many good ones as I can.