Author Archives: nannyGOAT

UK Games Expo 2023

It is hard to believe that it is a whole week since the start of the sixteenth UK Games Expo.  With the Friday falling in half-term week for most schools, attendance reached an all-time high with reports of 32,000 unique visitors over the three days of the event—a remarkable bounce back from the 10,671 in 2021 (the first Expo after the cancellation in 2020).  As in previous years there was a viking encampment outside the NEC, and the queues to get in to the main halls were substantial.

UKGE 2023
– Image by Jade

Inside, though busy things were more manageable, gamers from boardGOATS managed to run into each other by accident, which was quite remarkable considering the massive crowds.  Queue conversations were quite a thing this year, especially in the queue for the Bring and Buy which was spacious and well laid out.  The Bring and Buy itself was especially good for Buyers this year as there were constantly new items being put out (though it was perhaps more frustrating for Bringers as their items weren’t put on display until there was space).

Hegemony: Lead Your Class to Victory
– Image by Teal

There were some great demonstrations of new games. One highlight was playing as the State in Hegemony: Lead Your Class to Victory, a great, new, heavy-weight, political board game.  There were also demonstrations of Undaunted: Stalingrad as well as for Vivarium and Vaalbara from the marvelous folks on the Hachette Boardgames UK stand (all of which came out last year).  There was a hilarious reading of Ian Livingstone’s City of Thieves and foiling a dastardly aristocrat’s demon-summoning plans in the new, one-shot RPG, Candela Obscura was memorable too.

UKGE 2023
– Image by Jade

As usual, there were also a lot of designers about, including Tony Boydell, Alan Paul, Andy Hopwood, Bez Shahriari, Rob Harper, Gav Thorpe, Florian Sirieix and Morten Billcliff all sharing their games, chatting with gamers and signing boxes.  Copies of Condottiere, Azul: Master Chocolatier, Next Station London, Earth, Tiwanaku and After Us were also acquired amongst other things, and will likely be played over the coming weeks.

UKGE 2023
– Images by Teal and Jade

Boardgames in the News: Twenty-Five Years on the Rio Grande

When Rio Grande Games published their first games twenty-five years ago this month, the gaming world in the USA was a very different place.  At the time, games in the USA were almost all either simple “kids” roll and write games or very long, heavy strategic games for “geeks” not the family games had been around for some time in Europe, especially Germany.  Even in the UK, European games were specially imported from Germany and unofficial translations made and circulated through magazines like SUMO.  As the envious eyes of Jay Tummelson looked across the pond, he he parted company with Mayfair Games and started translating and importing German games for the US family market.  The rest, as they say, is history.

Mississippi Queen
– Image by boardGOATS

The first games imported by the newly created Rio Grande Games (named after the view from Jay’s office window), were Löwenherz and the 1997 Spiel des Jahres winner, Mississippi Queen.  These were both co-published with Goldsieber Spiele, but later games involved other publishers and in due course, Rio Grande Games started producing their own new games.  The best known of these are probably Dominion and Race/Roll for the Galaxy, but their biggest legacy is probably the changes they brought to gaming in the English-speaking world, who now have widespread access to Euro-games.

Rio Grande Games Logo
– Image from riograndegames.com

 

Next Meeting, 30th May 2023

Our next meeting will be Tuesday 30th May 2023.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  For those who want to eat, the table is booked from 6.45pm, for the last time under the current chef/management.

This week, the “Feature Game” will be the Wild Ride expansion (rules; video review) to our go-to motor racing game, Downforce (rules; review; how to play video).  Like Draftosaurus last time, the group first played Downforce online (in this case for our online New Year Party 2020/2021), but since then we have played it several times in person.  The Wild Ride expansion adds two new tracks, one with jumps, the other with animal obstacles.

Downforce: Wild Ride
– Image by boardGOATS

Speaking of car racing…

Jeff and Joe were chatting about one of their favourite subjects, racing cars and their drivers.

Joe commented, “I think the best driver of all time is James Hunt, he just made the 1970s for me—he was just amazing.”

Jeff thought for a moment and then asked, “Who won the 1975 F1 World Championship?”

“Lauda,” replied Joe.

Jeff took a deep breath, then shouted back, “WHO WON THE 1975 WORLD CHAMPIONSHIP?!

16th May 2023

Unusually, Blue and Pink were joined early by Lime for pizza, and Pine who wasn’t eating.  So, while they were waiting for food to arrive the group squeezed in a very quick game of Coloretto. This is a popular game within the group, but somehow Lime had missed out on it.  It is quite simple to play, but one of those games that takes a couple of tries to get the hang of playing well, or as in Blue’s case, lots of tries and still not play it well.  The idea is simple enough though:  players take it in turns to either take a coloured chameleon card from the deck and add it to one of the “trucks”, or take one of the trucks and add the cards on it to their display.

Coloretto
– Image by boardGOATS

Players score points according to the triangular number series where every additional card is worth one more additional point than the previous card.  Thus, the fourth card someone gets is worth ten points, four more points than the third card (which itself is worth three more than the second and so on).  Collecting chameleons was briefly interrupted by the arrival of Hoi-sin duck pizzas, but that didn’t stop Pink winning with a total of thirty-seven points,  well ahead of a tie for second place between Blue and Pine.  By this time, Purple, Black and Teal had arrived and it was time to decide who was going to play what.

Coloretto
– Image by boardGOATS

Pink and Lime were very keen to give Zoo Break another go, having left the town of Bedlam over-run with escaped animals last time the group played.  With it being such a quiet night, there was some debate as to what the other group were going to play, but in the end they opted for the “Feature Game“, the Marina expansion to one of our most popular little games, Draftosaurus.  Pine was keen to play with the cute wooden zoo meeples and after the mayhem last time, Blue was also keen not to miss out, which left Purple, Black and Teal to play with dinosaurs.  The only problem was, none of them knew how to play it, so while Lime, Pink and Pine set up Bedlam Zoo, Blue quickly explained the rules to Draftosaurus.

Draftosaurus
– Image by boardGOATS

Draftosaurus is a very simple drafting game in the vein of Sushi Go! or 7 Wonders, but instead of drafting cards, players are drafting wooden dino-meeples.  The idea is that players start with a handful of dino-meeples and choose one to keep and pass the rest on to the next player.  The active player rolls a location die which adds restrictions on which pens players can place their chosen dinosaur in in their dino-park.  When everyone has placed their first dino, the die is passed to the next player and everyone chooses their next meeple from the pile passed to them by their neighbour.  The round is complete when each player has placed six meeples, and the game is played over two rounds (passing dino-meeples in opposite directions in each round).

Draftosaurus
– Image by boardGOATS

The Marina expansion adds brown Plesiosaurs to the yellow Triceratops, blue Stegosaurus, pink Brachiosaurus, orange Spinosaurus, green Parasaurolophus, and red Tyrannosaurus rex from the base game.  Where dinosaurs from the base game can always be placed in the river that runs through the middle of each player’s park (where they only earn a single point), Plesiosaurs all go into the river, which they travel along into an expansion board.  Each expansion board is slightly different, but when a player places the non-Plesiosaur dinosaur shown on the bridge, if they have a dinosaur immediately up-stream of the bridge, it can pass under it into the next section of the river where it will score more points.

Draftosaurus
– Image by boardGOATS

It was a close game with everyone following different tactics.  Teal concentrated on trying to fill his Meadow of Differences while Black focused on collecting pink Brachiosaurs and Purple stuffed her Forest of Sameness with blue Stegosaurs.  Black took one Plesiosaur, Purple collected two and Teal three, though only one of his made it under the first bridge and out of the main river.  Purple managed to minimise the number of non-scoring dino-meeples in her park, and that just gave her the edge, and she finished a couple of points ahead of Teal who took second place.

Draftosaurus: Marina
– Image by boardGOATS

Although Teal, Purple and Black tried to persuade her to stay (and there was even some suggestion of her playing both games simultaneously), once she had explained the rules, Blue joined the madness in Bedlam, playing Zoo Break.  In this game, players are keepers trying to prevent their charges escaping from the zoo, and to win the game, they have to return all escaped critters to their enclosures and lock the doors.  Losing is much easier—if five cuddly creatures or one dangerous one escape from the zoo, then it is all over.  Last time, only one animal escaped, but it was a cobra, so that was that.

Zoo Break
– Image by boardGOATS

On their turn, players first roll the action die to find out how many Action Points the player has to work with for that round.  Then, after they have carried out their actions, one card from the Escape deck and then one card from the Move deck are revealed.  The Escape card liberates one or more animals, while the Move card often moves animals towards the exit, but occasionally causes other things to happen, like waking up sleeping tigers, breaking barricades and generally cause more chaos.  After last time, the group decided to start by digging through the Supply deck and make sure everyone went really well equipped, then, prioritise capturing (or at least controlling) the Meerkats, as they had been so problematic last time.

Zoo Break
– Image by boardGOATS

On that occasion, the group had played with two “Phew” Cards in the Escape deck, and (following a rules malfunction) all the blank cards in in the Move deck.  In spite of all the blank cards, they still lost spectacularly.  So, this time, the group stuck with the two “Phew” Cards, but removed the blanks from the Move deck and did not add any other rules variants as they really wanted to win, though they stuck with the thematically logical variant where tigers remain tranquilised when returned to their pen. Lime had the Black Belt special power which meant he couldn’t be hurt by animals, so he got the job of dealing with snakes which hide so players have to reveal them, with the risk of being attacked if they are dangerous.

Zoo Break
– Image by boardGOATS

Pink, as usual wanted to work with the pandas, but the Capuchin monkeys were a more immediate threat, and the group made a point of dealing with the troublesome meerkats early this time, so then he went on to deal with them once the monkeys were locked up.  Blue, who had the panda enclosure key, took over trying to control them, but they kept escaping just as Blue was about to lock their cage. Blue was encouraged to capture one panda who was in the rhino’s path, but that meant she was left standing there—”You’ll be fine”, said Pink.  And Blue was immediately flattened by a charging rhino and had to spend a turn with the medic removing the hoof-prints from her forehead.  One meerkat escaped from the zoo, but was left to run free so Keepers could focus elsewhere and then lock their enclosure.

Zoo Break
– Image by boardGOATS

With two enclosures locked early, things became slightly more manageable.  The group wimped out of using the faulty lock variant however, because nobody wanted to risk failing a second time, and certainly, including it would have made things much more difficult.  As it was, one tiger got within sniffing distance of freedom, but was tranked before he could take that one final bound.  Pine made excellent use of his running skills (as Track Star he could move twice as fast as anyone else) and bravely helped Lime with snakes and wielded his dart gun—before long, the zoo was littered with big sleeping cats.  That was all very well, until they woke up at which point Pine had to do the job all over again.

Zoo Break
– Image by boardGOATS

After her run-in with the rhino, Blue tried to end her turn on hedge spaces, but that meant she was unable to swap supplies with other players as she couldn’t share her space.  Once the Pandas were vaguely under control, Blue was able to get a stretcher and another dart gun and help Pine with the tigers, making use of her Gardener ability, hiding in bushes and taking a pop at the big kitties from a place of safety.  While Pine and Blue were working on the tigers, the elephants started rampaging.  As the nearest and armed with a leash, Lime took a break from snakes and tried prevent them from causing too much damage.  This was all very well until (much to Pink’s disgust as he would have loved a black and white cuddle), Lime rolled the lowest number and got hugged by a panda leaving him unable to do anything until it was prised off him.

Zoo Break
– Image by boardGOATS

In the dying rounds, Pink’s, and indeed everyone else’s delight was evident, when another panda popped up for a cuddle and everyone cheered when Pink was the one to roll the lowest number and get a hug.  As the Lucky Duck, on his turn he was able to roll the Action Die multiple times to get more points, but he checked the rules to see if he was obliged to spend his first three points to escape from the furry cuddle or whether he could just stay there for the rest of the game.  In the end, he sent it back to its enclosure, but it probably wouldn’t have mattered.  With one last push, Pine and Lime rounded up the last of the snakes, then the group finally sorted out the charging elephants and mischievous pandas, and finally locked up the rhino, giving the group a much deserved victory.

Zoo Break
– Image by boardGOATS

Draftosaurus is a much quicker game than Zoo Break, so while they Keepers were dealing with the tigers, elephants and disobedient pandas, Teal, Black and Purple moved onto play Splendor.  This was one of Burgundy’s favourite games and he was almost unbeatable at it, so we never play it without thinking of him.  It is a very simple engine builder card game, but takes great skill to repeatedly win in the way Burgundy did.  The idea is that on their turn, players either collect gem tokens (three different colours, or two the same as long as there are at least four left), or spend tokens to buy cards from the market.  Cards act as permanent gem tokens (effectively reducing the cost of cards later in the game), but also provide Victory Points—when a player passes fifteen points, that triggers the end of the game.

Splendor
– Image by boardGOATS

In addition to the two basic actions, there is also the relatively rarely used action of reserving cards, where a player gets a wild, gold token and can reserve one card which they can pay for later.  This time, both Teal and Purple reserved cards, while Black prioritised taking high value cards.  Reserving cards can be a very effective tactic, but the game is all about the cards available in the market and surfing through them as quickly and efficiently as possible and amassing points.  As it was, Black romped away with victory, his fifteen points three times that of anyone else.  And with that, both Splendor and Zoo Break finished, leaving the group with a little time to play something else.  Teal and Lime headed off, so after some discussion, Pine, Black, Purple, Pink and Blue decided to give Draftosaurus with the Marina expansion another go as it was the “Feature Game“.

Draftosaurus
– Image by boardGOATS

It was then that the group realised the errors in the original explanation, in particular how the Solitary Isle enclosure worked.  Pine corrected Blue’s errors and the second game began.  Pine and Blue both tried to exploit the Plesiosaurs at every opportunity, and Pink tried to claim extra points for reverse parking his solitary Plesiosaur into the dock.  It turned out he didn’t need them though, as with forty-seven points he took his third win of the night.  Blue and Black tied for second place, while Purple unfortunately had to recount when she realised she had a pink Brachiosaur elsewhere in her park so couldn’t score seven points for her solitary Isle.  That left a bit of time for a chat, but everyone was tired and it wasn’t long before the last of the group headed home.

Draftosaurus: Marina
– Image by boardGOATS

Learning Outcome:  Who needs TV when you’ve got T.Rex?

Spiel des Jahres Nominations 2023

This year’s nominations for the three Spiel des Jahres categories were announced last Monday.  This is arguably the most prestigious award in board gaming and, as such, is the one everyone wants to win.  There are three categories, the Kinderspiel (children’s game) , the Kennerspiel (“expert’s” game) and the most desirable of all, the family award, the Spiel des Jahres.  The nominees for this year’s awards have been announced as:

  • Kennerspiel des Jahres
    Kennerspiel des Jahres 2023 - nomineesChallengers! by Johannes Krenner and Markus Slawitscheck
    Iki by Koota Yamada
    Planet Unknown by Ryan Lambert and Adam Rehberg

In recent years, there has been a marked change the complexity of the games—compared with previous winners like El Grande, Tikal and The Settlers of Catan (all of which won the “Red Pöppel” as they preceded the inception of the Kennerspiel award), for example, even this year’s nominations for Kennerspiel are extremely light games that have been called party games by some.  This is at least partly because the criteria or rules for the Spiel des Jahres Awards are very clearly and strictly laid out.

Heat: Pedal to the Metal
– Image used with permission of Henk Rolleman
(@namellor on Instagram)

For example, one of the most popular games of the year, Heat: Pedal to the Metal, was not eligible, allegedly due to lack of ready availability in the German market.  Similarly, the German release for another popular game, Earth, marginally failed to make the entry date, but may therefore be eligible for next year.  Another favourite amongst the GOATS is Die Wandelnden Türme (Wandering Towers), which also failed to get a mention either this year or last, presumably because it too fell foul of one of the rules. Iki, on the other hand was first released in 2015, but did not get a “full German release” at the time and therefore the recent re-release with new artwork is eligible, so there is still hope for all those that have missed the boat.

Die Wandelnden Türme
– Image by boardGOATS

It is also worth remembering that the “Red Pöppel” Spiel des Jahres Award is specifically aimed at German families, not necessarily families that play lots of games.  Even the “expert” Kennerspiel des Jahres Award, is aimed at families that are “just ready to move on to the next step”—neither award are aimed at people who regularly play games.  For this, the Deutscher Spielepreis is a much better fit, but the Spiel des Jahres Awards are still the industry’s headline award, and therefore are of great significance.

The Spiel des Jahres Awards
– Image from spiel-des-jahres.de

The winners will be announced on 16th July in Berlin.

Next Meeting, 16th May 2023

Our next meeting will be Tuesday 16th May 2023.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  For those who want to eat, the table is booked from 6.45pm.

This week, the “Feature Game” will be the Marina expansion (rules; review; how to play video) to one of our most popular little games, Draftosaurus (rules; review; how to play video).  The group first played this online in 2021, but since then have played it lots of times in person drafting real cute miniature wooden dinosaurs.  This expansion adds a bit more river and wooden Plesiosaurs.  We’ve picked this game because it we know it well and it plays quickly, allowing lots of options for the rest of the evening (including a possible rematch of Zoo Break for those that want to have another try).

Draftosaurus: Marina
– Image by boardGOATS

Speaking of plesiosaurs…

Jeff and Joe were out sea fishing when they got a bite. It was a bigun’, and they tugged and hauled on the line, but there was a sudden snap and it got away.  It was getting late and time to go home, so as they headed back, they compared other near misses.

“A while back, I had a shark on my line,” said Jeff.  “Sadly, it got away though.”

“Wow,” replied Joe, “Last year I had a whale jump right over my boat.”

Jeff was not to be outdone, “That’s nothing,” he said.  “Why, just yesterday morning, I had a plesiosaur jump right into my boat!”

Joe, looked surprised as he had been out on the waves too and hadn’t heard about it.  “What time was that then?” he asked.

Jeff responded, “Time to get a new boat…”

2nd May 2023

Blue and Pink were the first to arrive and were just finishing their supper when Magenta walked in—sadly not to join in the games as she was there for a Scout meeting.  After a quick chat, she left and as Blue recapped the rules for the “Feature Game“, Zoo Break, Teal arrived and then Purple and Black.  The group had just decided to play Alles im Eimer (aka The Bucket King), when Ivory rocked up to make the full compliment of six.  Purple explained the rules with help from Black.  The idea is very simple:  each player builds a pyramid of ten bucket tokens with two of each of five colours.

Alles im Eimer
– Image by boardGOATS

One player starts, playing a coloured, numbered, animal card and each player has to follow with the same colour and a higher number before picking up a card.  Players can play multiple cards to make the total, but they only ever receive a single replacement card.  If they can’t, or choose not to follow, they lose a bucket of that colour, and any buckets above it.  Worse, if they split their pile of buckets in two, they lose one part as players can only ever have one pile.  On the plus-side, if a player can’t play (or chooses not to), they then lead with a free choice of colour and number.  The last player with buckets still standing is the winner.  With Purple shuffling, Ivory was the first to play.

Alles im Eimer
– Image by boardGOATS

It turns out that there are two things that are really critical in this game.  Firstly, how players stack their buckets—it is not as simple as playing to their hand strengths; the smart player also spreads the colours out a bit so they aren’t forced to take buckets from low down when the unexpected happens.  Secondly, as Ivory pointed out, like 6 Nimmt!, it is all about timing, which is something players may not have control of.  A few rounds in, Black spotted that Pink to his left still had a complete stack where bucket piles had been falling all over the place everywhere else.  So, Black made it his business to make Pink’s life difficult.  From there, it was gloves off and the buckets really started to tumble.  Purple was the first player to kick the last of her buckets over which left Blue to do what she could to damage Ivory’s largely unscathed pile.

Alles im Eimer
– Image by boardGOATS

Black, then Blue, then Teal, all fell, leaving just Pink and Ivory to fight it out.  With Pink’s dwindling pile, it always looked an uphill task, and so it proved, with Ivory taking victory with five buckets still standing.  By this time though, Lime and Green had arrived and with eight, the group split into two tables of four, the first for the “Feature Game“, Zoo Break.  Pink was nearly lured away at the suggestion that the alternate might be Takenoko, but despite being very torn by his love of pandas, he stuck with his original panda driven choice and was joined by Blue, Lime and Black as Keepers at Bedlam Zoo.

Zoo Break
– Image by boardGOATS

Zoo Break is an apparently light cooperative game where players are a team of zoo-keepers trying to prevent a mass break-out.  The mechanism is quite simple:  the active player rolls a die to decide how many Action Points they get, then they carry out actions, before drawing an Escape card and a Move card (to see what animals escape and move).  The game ends when either a dangerous animal (tiger, elephant, or dangerous snake) escapes, or when the fifth cute animal (panda, Capuchin monkey, meerkat or harmless snake) exits the zoo, or when there are no animals roaming about and all the cages are locked up.

Zoo Break
– Image by boardGOATS

Although the mechanism of Zoo Break is very straight-forward and the art-work implies it is a simple kiddies game, nothing could be further from the truth.  The rule book is twenty pages long, and there are a lot of details regarding escaping and recapturing animals.  For example, when an animal escapes, it doesn’t just move to the space immediately outside its Enclosure, it moves to the nearest “open” space.  Also, different animals are recaptured using different tools which have to be acquired from the supply by the Keepers.  For example, a Net can be used to capture meerkats or monkeys, while a Leash is required for pandas and elephants, and tigers need to be Tranquilised and Stretchered home (very carefully, obviously).

Zoo Break
– Image by boardGOATS

Each Keeper has a different skill.  This time, Blue had the ability to reveal snakes and capture animals from adjacent spaces (especially useful for dealing with snakes); Pink could run faster than anyone else, moving two spaces for each action point (instead of the usual one); Black, the Gardener, could move through and hide in bushes, and Lime could re-roll the die twice to try to get additional actions.  From experience with games like Forbidden Island and Forbidden Desert, the key is almost always to make good use of these special powers.  So Blue suggested she made it her business to concentrate on dealing with the snakes since she could do so without being bitten.

Zoo Break
– Image by boardGOATS

Pink with his Panda obsession, was always going to go after them, and everyone else was happy to let him get on with it.  Before any of that could happen though, the Keepers needed Supplies.  Pink started, and went straight to the Supply shed and started revealing tools.  These are drawn from a face down pile, but Keepers only have space to carry four tools in their backpack, so can choose only to take the ones they want.  This was probably the team’s first mistake:  instead of the few players just searching the whole Supply pile and making a discerning choice while taking as much as they could carry, players grabbed a couple of items and headed off.

Zoo Break
– Image by boardGOATS

This became a problem later in the game when the Keepers realised they didn’t have tools and were now on the other side of the board.  Black who had drawn the meerkat enclosure key headed off to the far corner to lock it quickly.  Lime captured the only roaming meerkat (which had been playing in the fountain) and Black was just about to lock the cage when another one escaped.  As he didn’t have a Net, despite being in the same space as it, he was left chasing about trying to grab it unsuccessfully.  And then more meerkats got out.  So Lime, Keeper without portfolio (but with both a Net and a Leash), waged war on the disobedient meerkats, while occasionally taking time out to catch an elephant or a monkey.

Zoo Break
– Image by boardGOATS

Pink, meanwhile, had his panda enclosure Key and a Leash and was trying to do something about them, but was inconvenienced by a pair of elephants, one of which knocked him flying necessitating a visit to the Medic.  Lime captured the last of the Capuchin monkeys and Blue who was close at hand with the enclosure Key managed to slam the door shut before any more got out—just as well, as the snakes were beginning to get out of hand, and as for the meerkats, well, these little blighters were causing mayhem.  Twice the Keepers had them under control before more escaped, and as they formed a long queue, the queue kept getting longer and longer as they marched inexorably towards the exit.

Zoo Break
– Image by boardGOATS

Pink used the Barricade to delay the escape of a couple of pandas and the pair marauding elephants, but it failed to hold when the Broken Barricade Move card appeared.  The rhino’s occasional charges weren’t much of an issue as they were very predictable, but once animals started to get close to the exit the rhino became more of a problem as players stayed out of its path wasting Action Points.  By this time, the tigers were becoming a problem, but Pink and Black put their Tranquiliser darts to good effect and soon the zoo was littered with sleeping tigers.  Lime had a Stretcher, but never actually used it, briefly loaning it to Blue for the only tiger returned to its enclosure (and left to peacefully sleep off the after-effects, as per one of the new variants).

Zoo Break
– Image by boardGOATS

There was a bit of a debate over whether it was more important to work on the rogue pandas or let them and meerkats escape and focus on the dangerous animals (in particular tigers and elephants).  Slowly but surely, however, the animals were taking over as there was a little procession of Keepers at the Medic’s tent, with only Lime avoiding injury.  Black was the only player to make use of the Train, because it didn’t really go where people wanted it to and players dealt with the issues nearest to them.  That was probably a good strategy; like it says in the advice, it is also important to lock stuff up early—the team didn’t.  They dealt with the monkeys, but the only other enclosure they managed to lock was the pandas, just before two meerkats and a cobra made a run for it in a single turn.

Zoo Break
– Image by boardGOATS

Although the mass escape had caused the zoo to be closed down and Pink hadn’t actually been cuddled by a panda, everyone had really enjoyed themselves.  On reflection, working in pairs might have worked better (as with Flash Point and Escape), because then the team can do things much quicker, get on top of things and lock cages making life easier all round.  Black was curious about the variants available.  The group had played on “Standard” difficulty with two “Phew!” Escape cards (where nothing gets out), but thanks to a rules malfunction, had also included the blank cards in the Move deck which provided quite a bit of respite, so everyone had a good laugh at the idea of making the game harder.

Zoo Break
– Image by boardGOATS

Despite the fact the group rarely plays cooperative games, everyone was keen to give Zoo Break another outing soon.  Zoos were popular elsewhere too—the next table had been playing New York Zoo.  This is a tile-laying game that got its first Tuesday outing only a few of weeks ago, but had been enjoyed by all.  In this game, players add pens to their zoo, populating them with animals, and building attractions.  Like Uwe Rosenberg‘s other similar games (including Cottage Garden, Spring Meadow, Indian Summer and Patchwork), it is Tetris-like but what makes this one unique and interesting is the Market.

New York Zoo
– Image by boardGOATS

Players move the Marker Elephant one to four spaces round the Market, landing either on an Enclosure tile space (taking the top one and adding it to their zoo) or on an animal space (taking one or both of the animals depicted). Enclosure tiles can be placed anywhere in the player’s Zoo, then one or two identical Animals from elsewhere in their Zoo must be moved to occupy the Enclosure.  Each Enclosure can only hold one type of Animal.  When there are two or more Animals in an Enclosure together they breed when the Elephant passes the Market’s breeding spaces.

New York Zoo
– Image by boardGOATS

When an Enclosure is full, all the animals are removed and the player takes an Attraction tile of their choice and adds it to their Zoo.  Attraction tiles are useful because they fill additional spaces, and at its heart, New York Zoo is a race game—the winner is the first to fill all the spaces in their Zoo.  Purple had played last time, and Green had played elsewhere, however, Ivory and Teal were new to the game and the rules needed explanation.  That didn’t take long though, and the Elephant was soon touring the market and everyone was building their zoo and adding animals.

New York Zoo
– Image by boardGOATS

Purple was quick to get going, as was Green.  New York Zoo is really a tactical game, but there are a couple of broad strategies—fill the zoo with large Enclosures that are harder to fill, but occupy more space, or fill it with smaller Enclosures which are easier to fill with animals giving bonus Attraction tiles.  Purple went for the latter approach, getting some of the large attractions early in the game.  Teal however, opted for the former strategy, which is harder to get to work, but can be extremely effective, as indeed it was this time, making him the first to finish his zoo, and with no Attractions at all.  Purple was the best of the rest with for spaces left to fill, with Green a little way behind.

New York Zoo
– Image by boardGOATS

The Keepers in Bedlam Zoo on the next table were still trying to get the marauding beasts back in their pens (largely unsuccessfully) so the others had to decide what to play.  Green decided to go home, and couldn’t be persuaded to stay by the opportunity to play Nidavellir despite having been very keen to play it previously.  That left Purple, Ivory and Teal, who decided to play it anyhow.  Nidavellir is a card set-collection and bidding game inspired by Norse myths. The game was created by French designer Serge Laget (who sadly passed away in January this year after a lifetime of producing some great games) and the striking black and white artwork by Jean-Marie Minguez which nicely contrasts with the coloured cardboard components.

Nidavellir
– Image by boardGOATS

The story behind the game is that the kingdom of Nidavellir is under threat from the stirrings of the Dragon Fafnir and players are tasked by the King to recruit the best army to defeat it. Appropriately for our venue, the action takes places in three Dwarvish pubs where the players must use their coins to bid for the most skillful Dwarves (in a concealed auction), recruit the most prestigious Heroes, and build the best Battalion they can to defeat the Dragon.  Players hire five different professions of Dwarves into their growing army – Warriors, Hunters, Miners, Blacksmiths and Explorers.  Each player starts with five coins with the values: zero, two, three, four and five. Players place one of their coins against each pub space on their player mat.  The coins are revealed and cards are taken from each pub starting with the highest bidder.

Nidavellir
– Image by boardGOATS

Ties are broken in favour of the player with the the highest jewel token (randomised at the start) and then these players swap jewels so the losing player has an advantage next time there is a draw. Once the three pubs have been resolved, players take back their coins, and place their cards in their tableaux.  At the game end, points are awarded in different ways for each group of Dwarves.  For example, Hunters provide points based on the number of cards squared, Blacksmiths score according to the triangular sequence (as used in Coloretto), while the Navigators are simply a total of the number of points printed on the card, and so on.  Each round of the game, random face-up dwarf cards are lined up by each pub (equal to the number of players) and players bid for their order of selection.

Nidavellir
– Image by boardGOATS

If a player plays their “zero” coin, the values of the two unused coins are added together, the highest of the pair is discarded and a new coin of the same total is added to their stash from the Royal Treasure. Thus, players can gradually increase the value of their coins, which is useful for out-bidding others, but also adds value as the total coin hoard is added to their final score.  Hero cards, which supply additional points bonuses in a variety of ways are awarded when a player manages to have five cards of different type and then each time a new set of five is achieved. Heroes are selected from, a separate deck which allows for further point scoring combinations.  The start was a little slow as Purple and Ivory were both new to the game and had to figure out what to do.

Nidavellir
– Image by boardGOATS

Teal and Ivory both started by upgrading their coins.  Ivory was the first to get a set of five cards and claimed one of the Dwerg Brothers as his Hero giving him the target of collecting the other brothers which greatly crank up the points the more that are collected.  Teal, who had played the game before, chose more complex Heroes.  Half way through the game, Purple took the King’s Hand and the King’s Great Armourer Heroes for having the most Warrior and Blacksmith cards, while Teal took the Hunting Master and Crown Jeweler (for the most Hunters and Miners respectively), leaving Ivory just the Pioneer of the Kingdom (for the most Explorers).

Nidavellir
– Image by boardGOATS

The second age (played with a new deck of cards), was similar to the first, with particular tight battles around getting cards to complete sets.  Ivory had a slight advantage in this, having upgraded his coins more aggressively early in the game, and used this to get more of the Dwerg Brothers.  In contrast, Purple and Teal focused on collecting Dwarves of one kind with Teal using his Heroes to add to their “count” in particular colours when completing a set.  In the end, Purple and Teal scored best for Blacksmiths and Hunters, while Teal also took lots of points for his Miners—something he had focused on from the start.

Nidavellir
– Image by boardGOATS

Ivory however, had more Warriors and having the majority of them meant he could add the value of his most valuable coin to his score.  Despite that and over a hundred points for his Dwergs, Ivory finished just shy of Teal’s winning total of two-hundred and seventy-seven.  The downside of his victory—the winner has to face the Dragon Fafnir!  All agreed it was a good game, not overly complex, but with lots of decisions to make; a game that didn’t out stay its welcome finishing within the forty-five minutes advertised (even with two first-time players).

Nidavellir
– Image by boardGOATS

Learning outcome: Always keep a close eye on your meerkats.

Next Meeting, 2nd May 2023

Our next meeting will be Tuesday 2nd May 2023.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  For those who want to eat, the table is booked from 6.45pm.

This week, the “Feature Game” will be Zoo Break, a light cooperative game where players are a team of zoo-keepers trying to prevent a mass break-out (rules, video review). The game has fabulous wooden ani-meeples and especially cute panda-meeples.

Zoo Break
– Image by boardGOATS

Speaking of pandas…

Jeff was at the cinema when he noticed what looked like a panda sitting next to him.

Jeff did a double take, then asked, “Excuse me, are you a panda?”

“Yes,” replied the panda.

“Umm…” began Jeff hesitantly, “So, what are you doing at the movies?”

The panda answered, “Well, I enjoyed the book.”

18th April 2023

Blue and Pink were joined for food by Jade, Plum, Byzantium and Sapphire.  As they finished, Pine, Green and Purple showed up (leaving Black under the patio, again), followed by Ivory and a team of Sherpas toting his massive Complete Collection of Everdell.  There were quite a few possible takers for the Pearlbrook expansion, the night’s “Feature Game“, but eventually, after a lot of discussion, Ivory was joined by Plum and Jade and they took themselves over to the other side of the pub and started setting up, which was no small task, though Everdell is functionally a fairly simple game.

Everdell: Pearlbrook
– Image by boardGOATS

Everdell is a dynamic tableau building and worker placement.  On their turn players can do one of three things: place a Worker and carry out any associated actions; pay any associated cost to play a card from their hand, or prepare for the next Season.  The game is played from Winter through to the onset of the following Winter, so each player has four Seasons, though because players can prepare for the next Season whenever they want to, players’ Seasons have different lengths and start their Seasons at different times.  This means one player who takes fewer turns could finish their game much sooner than another player.  At the end of the game, when everyone has finished, the player with the most points is the winner.

Everdell: Pearlbrook
– Image by boardGOATS

The Pearlbrook expansion adds an extension to the board, which displays River Destination cards and the new Pearl resource that give the brook (and thus the expansion) its name.  The basic event spaces are covered up as these are not used and are replaced by two new Wonder spaces.  Everyone also gets a couple of adornment cards at the start of the game and on their turn can pay a Pearl to play one of these as an action.  The don’t take up any space in the player’s city, but give an instant bonus action and points at the end of the game.  Players also start with a Frog Ambassador which they use to visit the Pearlbrook either to get Pearls or to activate the River Destinations.

Everdell: Pearlbrook
– Image by boardGOATS

The River Destination spaces have a requirement printed on the board (e.g. three production cards in the City) and a player’s Frog Ambassador can only visit, if the player has achieved it and it is unoccupied.  The River Destination cards start the game face down with a Pearl on top and the first player to visit each one takes the Pearl and turns over the card.  Another player can’t visit the Destination until it has been vacated which typically happens at the end of the occupying player’s Season.  The Shoal space allows players to exchange two resources and two cards for a Pearl, but this space is unlimited.

Everdell: Pearlbrook
– Image by boardGOATS

Ivory charged out of the starting blocks, leaving Plum and Jade for dust.  Jade struggled to get his engine going because his starting hand needed three different types of resources.  Plum and Jade commented that it was nearly impossible to get a Pearl in the first Season, Winter, so Ivory made it his business to prove them wrong.  Once he’d got his Pearl, he used it to play his first adornment card giving him more resources and, as a result he was still in winter when Plum and Jade had moved on and were well into Spring.  That meant Ivory didn’t take his Platypus workers back leaving them blocking spaces the others would have liked to use.

Everdell: Pearlbrook
– Image by boardGOATS

As a result Plum and Jade had progressed their Spring before Ivory played his Frog Ambassador, which they hadn’t been able to use at all during Winter.  It was a long time since Jade had played and he was out of practice optimising his seasons, consequently his Spring achieved less than he would have liked.  As the game progressed, the River Destinations were opened up and everyone started to use them, giving everyone more Pearls.  Plum (obviously playing with Kitty workers) had built up quite a pile, so both Ivory and Jade raided her stash by playing Pirate Ship cards which take up space and don’t score points.  That meant she could use one herself in an attempt to wreak her horrific revenge later, though it wasn’t as fruitful.

Everdell: Pearlbrook
– Image by boardGOATS

Both Jade and Plum then played Pirate cards, gambling with discarding cards and hoping to draw cards with a sum of value of seven cards to get another Pearl, but both failed.  Although Plum and Jade had built up a large pile of Pearls, Ivory took the first, and largest monument, the “Light House”, due to his huge pile of resources.  The others weren’t far behind though, taking the “Sunblaze Bridge” and the “Mistrise Fountain” respectively.  Ivory also put his enormous wood pile to good use claiming the first event (“An Evening of Fireworks”).  That triggered Plum to spot that she had already completed “X Marks the Spot”, so she grabbed that quickly followed by Jade who took “Ministering to Miscreants” shortly after.

Everdell: Pearlbrook
– Image by boardGOATS

There was quite a bit of congestion and Jade in particular found Plum and Ivory grabbed spaces just before he could get there.  Throughout the game, Ivory managed to eek every last ounce out of each Season, but in the end, although Ivory dragged out Winter and Spring, after he’d achieved the event and got his Monument, he ran out of things to do.  As a result, everyone finished very close in both time and scores and it was far from the landslide that might have been predicted earlier in the game.  Plum’s prosperity gave her an edge, but that was offset by Jade’s left over Pearls and higher scoring event.  It was Ivory who was the victor, however, with eighty-two points just six ahead of Plum in second.

Everdell: Pearlbrook
– Image by boardGOATS

With Ivory, Plum and Jade playing Everdell, that left seven people to decide what they were going to play and how they were going to split the group or even if they were going to divide into two.  And then Lime arrived, but while that made splitting into two group more sensible, there still wasn’t any consensus about what to play and nobody seemed to want to commit to a group until they knew what was going to be played.  So, in the end Blue made an executive decision and, much to Green’s delight, decreed that one of the games would be Dice Hospital.  Purple, Byzantium and Pine joined him and they started setting up.

Dice Hospital
– Image by boardGOATS

Byzantium and Green had both played this before, so together, they explained the rules to Pine and Purple.  The idea is that each player is the owner of a hospital and starts with an administrator which gives them a special power, three nurses, and three patients—dice drawn at random from a bag.  The colour of the dice represents their illness and the number,  its severity:  six indicates the patient is healthy, but if the number falls below one, the patient dies.  At the start of each round, players take an ambulance with new patients—if there aren’t enough beds available, another patient must make space by moving to the morgue (where each body-bag is a negative point at the end of the game).

Dice Hospital
– Image by boardGOATS

Players can then improve their hospital by adding specialist medics and wards and finally, their medics can visit each patient and improve their health.  Different specialisms can only “heal” certain colours or numbers.  Any patients not treated are “neglected” and their health deteriorates with any that fall below one moving to the morgue while anyone who exceeded six is discharged.  The more that are discharged at the same time, the more points the player scores.  The game ends after eight rounds and the player with the most points is the winner.   The key to the game is knowing which specialists to get and which ambulance of patients to take.

Dice Hospital
– Image by boardGOATS

There was some confusion about what the symbols on the Specialists and Wards meant. The little help cards seemed to cause more confusion as they did not list all the symbols, so in the end, the rule-book was handed out which fixed the problem.  Green had played the game a few times on line, but less often in real life, so needed to keep checking the rules for the set-up and the order of who chose when and did what, but eventually the game got started.  The first round was a little slow with a few restarts as people took a little time while to work out how the game worked and what they could actually achieve.

Dice Hospital
– Image by boardGOATS

During the second round after everyone had finished their “Healings”, Pine was still working his out, but had ended up with one less discharged patient than he expected.  Unfortunately real life doesn’t have a “reset” button like the game on line and you can’t always remember what the hospital looked like before starting healing people.  So in the third round, everyone else kept an eye out for Pine to help him, before sorting out their own hospitals.  Unfortunately, the suggestions, though intended to be helpful were distracting, and as a result, Pine struggled to work out what he was trying to do. By this time everyone was really finding it difficult to discharge patients.

Dice Hospital
– Image by boardGOATS

Byzantium was struggling because he had gone heavy on green Doctors and Wards while Green had lots of red Dice and Doctors, but had ended up with Patients which didn’t quite match what they needed.  And so, there were the first fatalities—the Hospitals were in crises! Nothing new there, then…  By the end of the game, Pine and Purple were getting the hang of things. Despite his struggles, Pine did well and came second with thirty-eight points, only beaten by Byzantium who score forty-three.  Even though he did quite well for a first game, Pine did not warm to Dice Hospital and the overall conclusion was that it is a game that plays better on-line as it deals with all those complicated set-up and order issues, as well as having that extremely useful “turn reset” function.

Dice Hospital
– Image by boardGOATS

With everyone else finally sorted out, that just left Blue, Pink, Lime and Sapphire to decide what to play.  Pink suggested Azul: Queen’s Garden, but the only problem was that he’d never played it.  Sapphire had though, so the group nominated him to teach them because, how hard could it be since everyone was very familiar with the original Azul?  Well, as it turned out, quite hard, since in terms of difficulty Queen’s Garden is more on a par with the second and third editions (Stained Glass of Sintra and Summer Pavilion), which are both a very marked step up from the original.

Azul: Stained Glass of Sintra
– Image by boardGOATS

In the original Azul, take all the pieces of one colour from a market and add the rest to the central pool or take all the pieces of one colour from the central pool.  In Queen’s Garden, the Tiles come with different colours and different patterns and the Markets come out gradually through each of the four rounds.  So, instead of taking pieces of the same colour from one market, players can take as many different the pieces of the same colour or with the same pattern from anywhere as long as they are are all different (maximum of six).  Additionally, when a Market is empty, it is turned over and becomes a Garden Extension which players can also take on their turn.

Azul: Queen's Garden
– Image by boardGOATS

Garden Extensions are hold seven tiles—the player mat has space for six Tiles printed on it, but once that is full, players need Extensions to place more.  Each Extension has a single tile printed on it, so once a Market has been emptied and turned over, it can be taken by the active player along with any Tiles matching the colour or pattern.  Like Summer Pavilion, the Tiles and Extensions are then stored before they are added to their Garden display.  Unlike Summer Pavilion however, the amount of storage space is limited, so instead of taking Tiles/Extensions from the market, players can place a Tile or Extension in their player area, or Garden.

Azul: Queen's Garden
– Image by boardGOATS

When placing a Tile in their Garden players must pay.  The price is dictated by the pattern:  trees cost one, eagles cost two, butterflies three and so on.  Like Summer Pavilion, the cost is made up of the Tile placed and Tiles that match the colour or the pattern of the Tile placed, which are dropped into a Tower for recycling later in the game.  Also like in in Summer Pavilion, when a player surrounds marked spaces they get a bonus, in this case, “Wild Tiles” which can be used to match any colour or pattern when paying to place other tiles.  These are essential for some of the higher value patterns, which are very expensive to place and it can be hard to get enough tiles that match, however, Wild Tiles also take up space in storage.

Azul: Queen's Garden
– Image by boardGOATS

When tiles are placed, if they are adjacent to a tile, either the colour or the pattern must match.  Alternatively, Tiles can be placed so they aren’t next to another tile.  At the end of each round, players score all the pieces currently in their Garden, with different colours and patterns scoring points at the end of each round as per the rondel (trees, green and blue tiles scoring at the end of the first round for example).  At the end of the game, players score for each Group of three or more tiles where the colour or the pattern match.  Colour Groups score for each pattern present in it (trees score one point, eagles two and so on), but each pattern can only be included in each Group once giving a maximum Group size of six.

Azul: Queen's Garden
– Image by boardGOATS

Pattern Groups also score for the pattern (so a Group of trees will score one point per tiles), but in these groups each colour can only feature once, so again there is a maximum size of six.  If any Group has reached its maximum size of six, the player also gets an extra six bonus points.  However, any left-over tiles that have not been placed give negative scores which can be very, very costly indeed.  The group were just getting underway when Jade came round with some birthday cake—pieces cut from an absolutely amazing “Lego Cake” made by the amazingly talented Jason Smith.  Everyone, on all three tables, was very much distracted by the remarkable, solid chocolate Lego bricks and very fine chocolate cake, but eventually attention returned to the games.

Jade's 2023 Birthday Cake
– Image by Jade

With the group feeling their way somewhat, people started without long term plans.  A few rules got missed, the group forgot to score a point for each Pavilion and nobody paid much attention to the option of drawing face-down Garden Extensions because of the six point penalty.  The biggest rules malfunction, however, was that nobody realised that Lime had a duplicate tile in his large dark purple group of tiles in the centre of his garden, giving him a slightly illegal set of seven.  The group let that slide and everyone concentrated trying to find a way of getting points from their gardens.

Azul: Queen's Garden
– Image by boardGOATS

Everyone seemed to have slightly different strategies, collecting different colours or different patterns and covering different areas of their gardens.  While nobody had thought anyone was going to need their “I’ve been round the track already” token, and obviously, nobody was going to have to touch their two-hundred and forty point token, everyone did make it round once and claimed their sixty point tokens.  It was all very, very tight and there were even slight recounts, but in the end, it Blue claimed victory, by just two points (or maybe even one) from Lime who was just two (or maybe three) points ahead of Pink.

Azul: Queen's Garden
– Image by boardGOATS

There was a lot of chatter as everyone packed away.  Pink commented that he liked Queen’s Garden—not as much as the original Azul, but at least as much as Summer Pavilion (nobody talks about Stained Glass of Sintra, which Sapphire politely described as a bit of a “mis-step”).  And then everyone wandered over to spectate the great count up and pack-away of Everdell.  It was all a bit rushed and Ivory was definitely going to have some homework to do in terms of sorting it all out, but there was still just enough time to share a few pictures of cake, parties and kitties—it seems they are quite fond of Bitoku

Bitoku
– Image by Plum

Learning outcome:  Goats, like cats, love to play games, and eat cake.

Boardgames in the News: Boardgames in Magazines

The “Hobby Magazine” has a long history, so perhaps it is no surprise that, over the years, there have been quite a few gaming magazines.  War-gaming magazines perhaps go back further, but one of the first general gaming magazines was the monthly Games & Puzzles, which started a little over fifty years ago, in May 1972.  Games & Puzzles was initially published by Edu-Games Ltd. before Willow House Press took over in 1978 moving to a quarterly distribution model.  Four years later AHC Publications took over moving to a bimonthly model and rebranding as The Gamer.

Games & Puzzles Magazine
– Image of unknown origin

This wasn’t the last of Games & Puzzles however, as it came back in 1994 for a brief last hurrah lasting sixteen issues before it was finally shelved completely in 1996.  By the time Games & Puzzles was no more, several other gaming magazines had been and gone in the UK.  These include Games Review which lasted about ten years and Games International which ultimately morphed into a computer games magazine called Strategy Plus. There were also a number less fancy, “fanzines”, mostly produced using a photocopier.  SUMO was one of the best of these and ran for almost ten years, from the pilot in October 1989 to the final one in February 1998.

SUMO Magazine
– Image by boardGOATS

SUMO was a subscription pamphlet including adverts, postal games, and reviews, produced by Mike Siggins.  As a mark of the times it served, it also included a rules translation request list for German import games, something which is no longer necessary as most manufacturers now release their own translations online.  The name and subscription list for Sumo was bought by the now defunct commercial Games, Games, Games! magazine, but its spiritual successor was the quarterly Counter which lasted nearly twenty years and seventy-eight issues—the final issue was released in January 2018.

Counter Magazine
– Image by boardGOATS

Although Counter was started by people in the UK, it included contributions from gaming enthusiasts from all over the world.  Counter was succeeded by The Spirit of Games and Gamers magazine, which was started in 2018 and released with the specific mission to “continue the tradition of Sumo and Counter magazines … writing about and reviewing boardgames”.  Now known as Tabletop SPIRIT, this is an online only magazine, which highlights the reason so many of the physical magazines have been and gone.  With the ready availability of blogging and vlogging, pretty much anyone can publish their own online magazine now.

Tabletop SPIRIT Magazine
– Image by boardGOATS

Mobile electronic devices also mean these can be read anywhere and are easily transportable as well as being relatively cheap to produce and therefore cheap (often free) to the subscriber.  Although most of these are amateur, many are very professionally produced.  One such recent online production, designed to raise the profile of older games and counter the so-called “Cult of the New”, is called The Cult of the Old.  The first edition of this e-magazine was published in February 2023 and included articles on Princes of Florence, Medici, Puerto Rico, Scotland Yard and Modern Art.

Modern Art
– Image by boardGOATS

And yet, despite the advantages of the internet, there are still gaming magazines that publish physical copies and there are even new physical magazines coming out.  One of the longest running games magazine is Spielbox—although German in origin, since 2010 it has also had an English release.   Spielbox’s origins were in the earlier 1980s in Die Pöppel-Revue and its success (and also that of Spielerei) probably reflects the origin, history and cultural popularity of “Euro-style” games in Germany.  More remarkable than the success of Spielbox then, is that of the UK’s two commercially produced publications, Tabletop Gaming and the more recent release, Senet, the first edition of which came out in the troublesome spring of 2020.

SpielBox Magazine
– Image by boardGOATS

The pilot release for Tabletop Gaming came out in summer 2015 with, regular, quarterly releases starting a year later.  Its remit is, “every type of analogue gaming, from board games and RPGs to miniatures and wargames, with everything in-between.”  This makes it quite different in flavour from Spielbox and Senet, which focus almost exclusively on modern “Euro-style” games.  What makes Senet a little different to the likes of Tabletop Gaming and Spielbox is its focus on the craft, creativity and artistry of board games as well as on the games and gaming themselves.  While Spielbox and Tabletop Gaming are fairly typical, A4-sized, hobby-magazines, Senet is something of a throwback being A5-sized, with a matt finish and a quality, almost book-like feel; as such, it seems to have carved a bit of a niche for itself.

Senet Magazine
– Image by boardGOATS

While publishing a professional games magazine in the UK has been historically difficult due to the size of the market, it seems times may be changing.  Through crowdfunding, small enterprises now have an efficient way of both advancing funds and gauging interest levels prior to production.  During the relatively uncertain times of the last few years, Spielbox have used Kickstarter to finance their English Edition and in the coming months, there are plans to produce physical editions of Tabletop SPIRIT using the same means.  Together with the success of Senet and Tabletop Gaming, this suggests that our enjoyment of board games as a physical experience is mirrored in reading physical magazines about analogue games and gaming.  Whether there is enough ongoing demand to sustain all these publications remains to be seen.

Senet Magazine
– Image by boardGOATS