The best of 2014, part 2: My top board and card gaming experiences

Empire Engine AEG main picThere’s no doubt 2014 was another big board-gaming year for me. What I’d thought about as an obsession has just become the norm, but I’m comfortable with that. I’m loving and contributing to the hobby, so who cares? It’s a brilliant community and I’m proud to be part of it.

My 6 best gaming experiences of 2014

In no particular order:

  • Paros 2012 041Paros: Our second trip to board gaming paradise to this beautiful Greek island was very different to our first, but I found it equally enjoyable. There wasn’t the same sense of adventure and exploration, while some bad news leading to an absentee made it a little sombre, but t the same time we totally relaxed and just swam, gamed and ate/drank. Our hosts were again amazing, we played 20+ games (many off of my ‘to play’ wishlist) and I really hope we can go back again – hopefully in 2016.
  • Essen: I’ve written plenty about my third trip to Essen in previous posts, so won’t say much here. I certainly hope to get some kind of pass (press/exhibitor) again in future as it was a major advantage in traversing crowds; and with the promise of the Empire Engine German edition in 2015 I’ve already got my hotel booked for next year! I won’t stay beyond the Sunday though – it proved a bit much, even for me.
  • Oxford: Empire Engine also gave me, Zoe and Matt an excuse to go to Oxford for a weekend to try and promote the game at the UK’s premier board game cafe, Thirsty Meeples. While we didn’t do much with the game, it was Zoe and my first proper touristy trip to Oxford, which was lovely, and the cafe was amazing. We’ll definitely be back to both, hopefully next year some time.
  • France 2014 the gangFrance: LoB buddy Tom invited a group of fellow gamers to stay at his family’s cottage in the south of France for a few days of country air and gaming – and lovely it was too. I ended up playing 36 games in four days, which included plenty of breaks for great food, booze and a lovely walk to find a TV and watch some World Cup footie. Would be great to do this again one day soon (if you’re reading Tom…).
  • Home and away: While I failed to get much game evangelising in this year, we did at least have some really nice weekends of gaming with like-minded gaming couples – namely Karl & Ann and Paul & Donna. This proved to be a lovely blend of walking, boozing, eating and gaming both in St Ives and London and are they very much on the agenda for 2015. I only wish I’d thought about things earlier and arranged something for New Year’s Eve – again, it’s firmly in my mind for the end of next year.
  • Eastbourne: Once again, my two trips to Eastbourne for gaming weekends-on-sea with the London on board regulars were great fun. Zoe only came to the Easter one this year, leaving me to fend for myself in November. Both were great in different ways and I think the plan is now set for following Eastbourne trips, as long as we keep getting invited.
  • St Ives Board Game Group: While Zoe and me have enjoyed our first full year in St Ives, we haven’t exactly integrated into the community. Generally it’s your typical town and people seem to have known each other for years, so while friendly enough it never feels very open. So it was great when this board game group started up and I got to meet some like-minded individuals – and they’re the ‘normal’ kind of folk too, not the weirdy nerdy ones (well, mostly). Long may it continue.

My top individual game plays of 2014

Deus boxI stopped doing my gaming year blog on BGG in October as it was taking too much time; but I’m still recording my plays there and including a little bit of extra info on each play. Here are my choices of month-by-month playing highlights:

  • January: It’s nice to be reminded how much you like  game, and doing this list has brought Manhattan Project back into my mind through all those shiny new Essen releases. Andy, Carl and me had a great close and tense game back in January that I won on 62 points – but both the other guys would’ve won on their next turns.
  • February: It was a year liberally sprinkled with great couply games weekends, but the gaming highlight was a game of Concordia with Ann, Karl and Zoe at ours. I won a wonderfully tight game that saw the four of us separated by just 12 points.
  • March: Sci-fi behemoth Twilight Imperium, bought for Andy’s 50th, took the March crown. I somehow talked people out of beating me to a pulp while sneakily lining a few points up. Just when I thought the game was up I survived another round unmolested and walked into the last territory I needed. It won’t happen again.
  • April: Finally getting my own copy of Brass, getting it to the table, then Zoe enjoying it, was brilliant – but a more typical game of ours stood out: A really close two-player game of Castles of Burgundy on a quiet evening in with a bottle of wine. The new games, the holidays, the get-togethers – all awesome. But that’s what it’s all about.
  • May: Our trip to Paros was lovely, and we played plenty of thinky games, but the stand out experiences were silly games of Cash ‘n’ Guns and Tumblin’ Dice. The former was purely daft fun, while the latter shows that it’s not impossible for me to be good at the occasional dexterity game. 
  • June: Another title was knocked off my ‘classics I need to play’ list in Manhattan – a beautifully nasty and stripped down area control abstract that was the first board game in ages I demanded back-to-back goes at after loving it the first time. Honourable mention to outdoor game Molki, which I bought after falling in love with.
  • July: I’d wanted to play Lords of Vegas for years – and when I finally did, it blew my mind. I played against two seasoned vets (Martin and Rocky) who showed me the depth the game can go to; I was purely along for the ride. Luckily both helped me along, I’m sure to their own ends, but Martin won out. And a mention for a great game of Letters to Whitechapel at the St Ives Board Game Group, where we failed miserably to capture a very sneaky Dan but had great fun trying.
  • August: Two great début experiences, with Formula D just beating off Dead of Winter for top spot. I was down and out going into the big final corner, second last of seven. But as it transpired I was the only player who could get into the outside lane and had luckily got the gears just right, letting me sling shot around the outside for an unlikely win. Shake and bake!
  • September: The beauty of Ra is its unpredictability – and September saw the perfect example. I had a strong looking tile set going into the last round, but not much could make it better. I grabbed things early but thought the time left would let Carl and Andy prosper – only to see a crazy string of Ra tiles scupper them both.
  • October: Essen and Eastbourne – what a month and so hard to pick a winner. My first games of both Deus and Caverna were amazing, but it was my plays of ebbes and First to Fight that stole the show. Both were played wit the designers, both were both fun and funny, while both were also fantastically entertaining games that I subsequently bought. Absolutely what Essen is all about.
  • November: Two variants of games I’d looked forward to a lot shared November’s prize. Basari: Das Kartenspiel was everything I’d wanted it to be (Basari in a little box while losing nothing), while the finished version of Snowdonia: The Necropolis Railway was everything Zoe and me had helped make it become in testing. Mage Wars with LoB friend Paul was also a very close contender and if I hadn’t been counting the minutes before I’d had to go home, rather than enjoying a relaxing beer, this may have taken it.
  • December: Matt Dunstan does, compared to me, have a big fizzing brain and I think he expects to beat me at any strategy game we play. At Thirsty Meeples in Oxford I taught him and manager John Deus – a game I’d played twice before. Matt started getting pretty smug half way through as the points rolled in, but I had a pretty good engine of my own going. In the final tally I’d beaten him into second by three points and oh boy, was his face a picture. I just wish he’d said, “does not compute” in a robot voice. He was genuinely surprised and yes, sadly enough it made my day.

My most played games in 2014

Race for the GalaxyIt was another year of experiments, as out of more than 500 total game plays in 2014 more than 130 were games I only played once.

When you add more than 100 plays of unpublished prototypes, that’s almost half my plays.

Only a few games made double figures again this year, with two games holding their places in the top three – but being separated by one cheeky new entry…

  • 18 – Race for the Galaxy (22 in 2013 and ‘most played’ every year ever)
  • 16 – Empire Engine
  • 12 – Ticket to Ride (13 in 2013 and still my go-to gateway)
  • 10 – Can’t Stop 

While this looks a bit grim for my top titles, lots of my favourite euros games were on or around five plays including Deus, Snowdonia, Bora Bora, Copycat, Terra Mystica and Concordia. With such a big collection, it stands to reason I’m having to spread them thin! But no, it’s not something I’m totally happy with – especially when I look at some of the crap games I was subjected to in 2014!

I really don’t think this will look the same next year. I already feel as if I want to spend more time playing the games I really like, while I’ve got a lot of ‘must play’ titles off my wishlist in the last couple of years. I’ve also signed up to the ‘33×3 Challenge‘ on Board Game Geek, which aims to get you to play 33 games 3 times each during 2015. This will hopefully encourage me to get a bunch of my favourites to he table more often.

Looking back to 2013

Merchant of VenusAfter 10 plays of Kingdom Builder in 2013, I only played twice this year. Lost Valley again failed to hit the table in 2014, while Merchant of Venus and Tikal – two of my favourite new games last year – were played a lot less than I’d predicted. But these are all on the aforementioned ’33×3′ list, so should see some more love this year!

Cuba and Earth Reborn had also gone unplayed through 2013 and I’ve since traded Cuba, while Earth Reborn won’t be far behind. They’re both good games, but the former feels too much like work while the latter I simply can’t see myself playing – I’d need a regular partner and that’s simply not going to happen. At least I managed four games of For Sale – I still can’t quite believe I didn’t play it all in 2013.

Bring on 2015!

As I mentioned above, the German release of Empire Engine this year already has me excited about next year’s trip back to Essen. It may even arrive in another language or two, which would be amazing. Also, as we’re not off to Paros in 2015, I’m hoping to go to my first UK Games Expo in Birmingham in May – even if only for a day to check it out and maybe give Empire Engine a little push there too.

I also have a couple of 2014 prototypes still with publishers, so there’s also the chance  follow up may also be at Essen too – but that would probably be too much to ask for! I do intend to stick at  designing games though; but I’m not ramping that up at all, as much as I’d like to (although working on an expansion for someone else’s game is a distinct and exciting possibility). It just doesn’t seem financially viable right now.

I’m also hoping to leverage the ‘designer’ tag a little, especially in terms of getting myself onto some podcasts in 2015. I have spoken agreements to get on as a guest for two already and if they go well, who knows? Maybe I’ll look to start doing something a little more permanent. I’ve enjoyed radio when I’ve done it in the past, so why not?

As for new purchases I really am going to try and rein them in, but when I haven’t I said that? But I may actually keep the promise this year. If nothing else, this year has taught me that I have a lot of awesome games on my shelves that I don’t play enough and that i’d love not to be rubbish at!

Part 1 here!

* For previous entries, see my 2012 and 2013 posts.

The best of 2014, part 1: My best new (and ‘new to me’) games

Deus boxMy collection now stands at 150 games (up 20 or so), which I’m fine with. I’m not keen on it getting much bigger though; and the proof is having actually sold some this year, as well as trading some away.

December 7 saw my 500th game play of 2014 – 50+ more than 2013 and 100+ more than 2012. I mainly put that down to more chances to binge play (long weekends etc) rather than a general daily change in my activity (more on those trips below).

I don’t see 2014 as a vintage year for new releases, although there are of course a lot of titles I’ve not played (heavy euros like Panamax and Kanban spring to mind). But I’ve been happy with the ones I’ve bought and many others I’ve played that were new to me.

The best 12 not new but ‘new to me’ games of 2014

I always intend this list to be a top 10, but can never quite boil it down. Maybe next year – surely there can’t be that many old games I’m going to love I’m yet to discover? Bah, who am I kidding…


  • Navegador: As a fan of Mac Gerdts’ rondel games it was a crime I hadn’t played this title, considered by many to be his best. It took about about five minutes to fall for it, and it was in my collection a few weeks later.
  • Brass: I managed to pick this classic up in a trade and it was in perfect condition. I’ve only played it once since – which is the main reason I need to par down my buying. I have to get this game, and others, to the table more.
  • Bora Bora: This Feld passed me by in 2013 but has since become one of my favourites. While accusations of ‘point salad’ are true they’re also lazy; the underlying tensions here take it above many of his other complex titles.
  • That’s Life!: Roll and move! Who knew it could be fun for adults too? This is daft, light and fast while giving some shout/laugh out loud moments in every game. It hasn’t failed me yet with all kinds of groups.
  • Uptown (AKA Blockers): I grabbed this on a whim as it was cheap on Board Game Guru and it turned out to be a real winner. A light abstract that plays well with 2 or 4 players (I’ve not tried with 3 or 5), it packs a lot of decisions into 30 minutes.

Not bought (yet…)

CavernaThis is in order, top to bottom, of likeliness that I’ll have them before next year’s list:

  • Caverna: Like Agricola, but with much of the decision space moved away from the start of the game and the reliance on a food engine almost totally removed. It’s niggling away at my wallet and I’m unlikely to be able to resist…
  • Manhattan: This put my nose out of joint at Essen. This old classic was on secondhand stalls at 12 euros on day one – then went up! I held out to get it at 10 or less and blew it. Next year, I’ll bite the bullet for sure.
  • Age of Empires III: This was one of the best games I played in 2013 but is currently out of print. The new version should be landing in 2015 though; and if it does, I’ll either grab a cheap old one or buy the new edition.
  • Tumblin’ Dice: I have a great outdoor game in Molky, but no indoor dexterity game. I’ve played this twice now and have loved it both times – but it’s £50. Like Caverna, this one keeps reminding me it’s not on my shelves.
  • Africana: If I can find a reasonably priced copy of this, or grab it in a trade, I’ll snap it up. As much as I enjoyed it though, I’m not sure it’s worth the £30 price tag. It’s a light family pick-up-and-deliver building game, which I’m well covered for.
  • Lords of Vegas: Much like Africana, I’d love to have a copy of this but I don’t think I can justify the price for the amount of play it would get. So again, it’s going to be a lucky cheap copy find, or a trade.
  • Ticket to Ride – Marklin Edition: Talking of justifications – how do I justify getting another Ticket to Ride map; especially when it’s a full-price standalone version? I loved the passenger element, but would it get much play?

There were some games I really enjoyed in 2014 that I have no intention of buying, but hope to play more – the best being Le Havre, Tammany Hall and Twilight Imperium 3.

Of last year’s ‘not bought… yet’ list I have since been given Twilight Struggle as a fantastically generous gift (thanks Peter!), while picking up a copy of the new mini version of Basari at Essen. Both are real favourites and I’m chuffed to now own them.

I’ve cooled a little on Lady Alice and Dungeon Lords; the former because I’ve had a few duff games (where players have got info wrong, so ruined it) and the latter because I haven’t played it since and oddly haven’t been compelled to (maybe another play will put it back on the radar). Arabian Nights is great, but it seems like the kind of game I only need to play occasionally – and several people I know and enjoy gaming with own it.

Not much to say on expansions, but I think The Necropolis Line for Snowdonia is the best new version of this great game I’ve played so far.

My 5 favourite new releases of 2014

el gaucho gameI’m not going to be talking ‘best of’ here as there are many important 2014 releases I haven’t played: Five Tribes, Marvel Dice Masters, Abyss, Panamax, Alchemists. But then again, none of these really look like they’ll do it for me.

I was underwhelmed by diamonds, Istanbul and Splendor, although I’d happily play them again. I need more plays of Dead of Winter to really make my mind up, while Castles of Mad King Ludwig had some great elements but some misfiring ones too.

Instead, these are games I’ve bought (except Red7 – but I will soon) because they sounded right up my street and have proved to be so:

  1. Deus: Tableau building card games are right up my street and this one packs a lot of both tactical and strategic decisions into an hour of play. Opinions vary on its looks (I think it’s fine if unexceptional) and some of the components/colours are a bit dodgy, but as a quick civ-style game I think it ticks all the right boxes.
  2. El Gaucho: A Yahtzee-style dice mechanism meets set collection with a fun theme and lovely components, and at a cheap-ish price – great stuff. Again it plays out in about an hour but this works well as a gateway game, while still having something to offer more experienced players.
  3. Johari: This set collection game again plays out in an hour, is also OK as a gateway and offers a little more depth if you look for it. Unfortunately it has that slightly dull ‘gems’ theme (see Splendor, Istanbul) and people I’ve played with like it rather than love it, but I really like the clever use of turn order as a key mechanism.
  4. Red7: This is a very simple and cheap filler card game that can play as quickly as 10 minutes, but has some interesting and original mechanisms – you have to be winning by the end of your turn, or you’re out. Will it lose its lustre when the novelty runs thin? Possibly, but I’ve found it really engaging so far.
  5. Ancient Terrible Things: Another Yahtzee-style dice roller, this one has a Cthulhu theme and some lovely artwork alongside enough original ideas and decisions to make it interesting. There are certainly question marks over the price point for a game that’s essentially pretty light, but beyond that it’s a winner.

Best forgotten…

Last year I listed Race for the Galaxy: Alien Artefacts as a disappointment again after two years as a know-show. Unfortunately it is making the list here for a third and final time, as the actual ‘Alien Artefacts’ part of the expansion was a real disappointment. The extra cards were pretty good, making a very quick game when added to the base set, but overall – for something I’d waited years for – it was OK, but largely forgettable.

Camel Up was disappointing, but nothing compared to the dreadful mess that was Imperial Settlers – a game with a high BGG rating that leads me to believe people have either played it once and not realised its massive flaws; or that players are, frankly, stupid. Madame Ching was equally dreadful, but is at least getting the poor ratings it deserves.

Part 2 here!

* For previous entries, see my 2012 and 2013 posts.

My board gaming life: 2013 highlights

This time last year I did my first blog post in this style, featuring my 2012 gaming highlights. Thankfully I think I’m still in minor (rather than major) obsession territory, as my collection grew about the same amount (up by around 40 games) and I played about the same amount of games (total plays went from 444 last year to around 400 this).

I again had three game related trips away, with my second trip to Essen and a couple of trips to Eastbourne. Unfortunately we failed to make it to Paros, but the flights for our May 2014 visit are already booked and paid for.

I’m sticking to last year’s ‘highlights’ format, with the addition of a bit of looking back to last year’s predictions – but the word count is lower, promise! If you’ve got any comments or suggestions please add them below.

My 4 best gaming experiences of 2013

In no particular order:

  • Empire Engine screengrabThe Empire Engine is a very small game, but it’s mine and I made it and it’s finished and I’m proud (along with Matthew Dunstan of course – but I’m sure he’d tell you that, deep down, it’s my baby). Seeing it go online was chuffing; playing it with friends and them enjoying it was brilliant; showing it to publishers was pant-wetting in more ways than one; and who knows where things will go in 2014…?
  • Essen was, again, brilliant. I spent a similar amount of money (£150) on a similar amount of games (13), while getting to show The Empire Engine to a few publishers – which was ridiculously exciting, especially when they didn’t hate it. It was nice to go with old friend Matt too, who had a great time – and also gave the opportunity to turn it into a bit of a road trip on the way home. We took in Cologne and Brussels, but mainly for more beer and board games. Good times.
  • Space! While moving from Cambridge to St Ives did more to hinder my chance of playing games than help it, moving away from the people I play with most often, it did give me the chance to turn the kitchen-diner into a games room-kitchen-diner! Zoe is very patient with my minor obsession, probably because it isn’t really bad for me and she doesn’t hate it. And no matter what you think of them as a hobby, they certainly fill a wall rather handsomely.
  • Eastbourne (with London on Board) was brilliant fun, again, twice. We’re already booked in for Easter too, which is lovely to have to look forward to. November’s was a bit different, as we played quite a lot in couples with some really lovely people. It meant I missed out on playing some big releases I really want to get a go at (Francis Drake, Amerigo, Pathfinder, Caverna, etc etc etc…) but what I missed in hype I made up for with a fantastically relaxed weekend.

My top individual game plays of 2013

Blueprints finishedI looked back through my gaming year blog on BGG and picked my most memorable individual plays.

  • January: I unexpectedly received the card game Uruk: Wiege der Zivilisation from my Secret Santa and instantly fell in love with it. I played the hell out if it that month and I’m now into double figures. Great game.
  • February: My first ever game of Basari was a real highlight. This was a début win, which is always good, and over Lloyd, which is even better – but I did genuinely fall for it on the spot. Having played since I still love it, but haven’t found a copy yet.
  • March: It was the month I thought of The Empire Engine as my game’s name, but a big win at Ra on 62 points (about 20 points clear) had to be the gaming highlight.
  • April: Being taught any game by London on Board’s Rocky is always a treat, but a game as thematic as Dungeon Lords – and while at LoB-sterCon in Eastbourne? No contest.
  • May: A new tweak of the rondels from Matt finally saw all of The Empire Engine parts fall into place – and what better location to come to this conclusion than on holiday in Prague with Zoe? Good times.
  • June: The wonderful Copycat was often one of the highlights of my gaming month, so this might be here purely on countback. A great four-player game saw us all separated by five going into the final round, with Andy sneaking the win on 97.
  • July: Its the final play of the game. I’m three points down, a distant 38 yards from the end zone. I go long – and roll three sixes! The crowd go wild (Zoe still has nightmares today)! Touchdown! 16-12! Only Pizza Box Football can do this.
  • August: A draw between finding an original version of Merchant of Venus on eBay for £20 and falling in love at first play; or losing Ingenious to Zoe for the first time – a game she thought she’d never get good at.
  • September: This had to be my first game of Rialto, which I thought I was doing well at right up until I came third. I’ve wanted it ever since, and got it for Christmas, so hopefully it’ll be seeing the table a bunch in 2014.
  • October: A hilariously protracted game of the rather wonderful Blueprints with old friends (Matt, Keith and Clare) and new friends (the design/booth team for Cornish Smugglers) alike at a random bar in Essen.
  • November: While lots of ‘couples’ games with both Karl & Ann and Donna & Paul came close, the one stand out game was my début at Twilight Struggle. Both Martin and me were new to the game, and it showed, but it was truly magnificent.
  • December: A Boxing Day game of Can’t Stop! with Zoe and her parents, who had bought it for me for Christmas. It was probably the only game I played all year with non-gamers, which is a real shame. Must try harder!

The best 12 not new but ‘new to me’ games of 2013

Merchant of VenusA slightly shorter list than last year, but it was just as good a year in terms of quality. I still don’t feel like a board gaming expert, or even a well seasoned player in comparison to my peers, but I’m happy with that – discovering all of these brilliant older games was once again a highlight.


  • Merchant of Venus: The grand daddy of space exploration is still the best, because the cleverness of the mechanisms still haven’t been bettered. Fact.
  • Rosenkonig: Probably my favourite abstract game, as well as my favourite two-player game, this is a one-on-one masterpiece.
  • Uruk: Wiege der Zivilisation: The best small box civ game I’ve played. Fantastic card combos and strategy in a small box.
  • Nefertiti: A quick and clever bidding/set collection game with a closed economy that really ramps up the tension.
  • Manila: Is it a racing game? A dice game? A push your luck game? All of the above? I’m still not sure – but I love it.
  • The Castles of Burgundy: A clever and puzzley use of dice in a game that’s all about efficiency. That doesn’t make it sound good… but it is.
  • Tikal: I’m not normally keen on area control, but the action selection and score timing randomness really made it shine for me.

Not bought (yet…)

  • Twilight Struggle: A truly remarkable card-driven two-player war game that perfectly captures the history of the Cold War.
  • Dungeon Lords: Thematic, funny, nasty and hard: a brilliant combination that perfectly hits the spot.
  • Arabian Nights: A storytelling/choose your own adventure experience more than a game, this is a fun and beautifully realised change of pace.
  • Basari: A great quick-and-dirty game of chance mixed with set collection, I’m looking forward to checking out the new version in 2014.
  • Lady Alice: Cluedo, made into a ‘proper’ game with something closer to real deduction, with bluffing thrown in.

Of last year’s ‘not bought… yet’ list I only actually picked up Kingdom Builder, which I’ve had a lot of fun with. Glen More, Galaxy Trucker and Die Macher are still on my wishlist but more to look for cheap than to reach the top of it. Cards Against Humanity I’ll pick up soon, now the UK version is out, while Fairy Tale has fallen out of favour as I’m sure there’s a better card drafting game out there – even if it’s still in someone’s head!

2013 really wasn’t a year of expansions for me. Kingdom Builder: Nomads is very high on my wishlist, while Ticket to Ride: Nederland looks like a lot of fun. And it looks like we’ll finally get Race for the Galaxy: Alien Artifacts

My most played games in 2013

Race for the GalaxyIt was another year of experiments. Out of around 400 total game plays in 2013 some 80 of those were games I only played once – many of which I wish I’d never played at all! When you add more than 60 plays of unpublished prototypes and 18 games played just twice, that’s almost half my plays in odds and sods. Only a few made double figures:

  • 22 – Race for the Galaxy
  • 13 – Ticket to Ride (various maps)
  • 13 – Uruk: Wiege der Zivilisation
  • 10 – Kingdom Builder
  • 10 – Snowdonia

Just below these were Ra, Copycat and Tzolk’in: The Mayan Calendar.

But what’s really sad is the games that sat unplayed in 2013. Cuba was the biggest surprise, while Earth Reborn, For Sale and Lost Valley also failed to hit the table – all games I’m really keen on and another reason why I need to curb my spending in 2014.

My 7 favourite new releases of 2013

CV Essen promosI don’t feel qualified to talk about the ‘best’ games of 2013, as I’ve been trying to catch up on classics more than chasing new releases. Of the current hot 10 releases according to BGG, I’ve only played one!

But here’s a few of my favourite 2013 releases; they may not be the highest rated, but I’ve really enjoyed them (and bought all except Bruges and Sail to India):

  1. Bruges: Tons of individual cards means masses of variation in this really thinky euro, while there’s also room for chaotic and nasty player interaction.
  2. Rialto: A really clever card mechanism made this area control/card drafting/bidding board game an instant favourite.
  3. Concordia: A fantastic resource and hand management euro game, with fast gameplay but a multitude of tricky decisions.
  4. Blueprints: A clever use of dice makes this super filler endlessly replayable, with a nice dollop of push-your-luck and deduction thrown in.
  5. CV: My family game of the year. Its a cute take on the Yahtzee mechanic, with wonderfully evocative artwork that really helps each game tell a story.
  6. Sail to India: The first of the Japanese microgames to really pack a lot of game into a small package. A complex exploration game in a tiny box.
  7. The Little Prince: Make me a Planet: Another great filler, this time with cute artwork and a clever take on the tile laying genre.

Alongside these, honourable mentions go to: A Study in Emerald (bonkers Cthulu themed randomness), Coal Baron (a by-the-numbers yet compelling euro), Relic Runners (a great route building family game), Händler der Karibik (a lovely push-your-luck card game) and Enclave (a sci-fi euro I wish I’d had time to play a full demo of at Essen).

Best forgotten…

Last year I had a good whine about Kickstarter – sadly a recurring theme this year, as nightmares I’d backed dragged on. I don’t intend to mention them again after today though; true to my word I haven’t backed a game on Kickstarter since and neither do I intend to – if a game is good enough to be released, it will find its way to market.

Race for the Galaxy: Alien Artefacts didn’t make it out in 2013 but I’m reliably informed it is in stores now – just not in the UK. How on earth does this happen? It’s going to have to go some now to live up to two years’ worth of high expectations!

I did play some real turkeys this year, but I don’t want to dwell on them: all I’ll say is, I suggest you avoid Packet Row and Mauna Kea like the plague…

Bring on 2014!

Paros 2012 041With flights to Paros paid for in May; the hotel for the next London on Board trip to Eastbourne booked, and a visit from gaming buddies Karl and Ann in the calendar for February, its already shaping up to be a good year. And of course I’m already looking forward to Essen in October…

I’ve also promised myself I’ll play more games with casual gamers this year, as well as gaming friends further afield. An extremely protracted house move (aren’t they all?) made it a bit of a chore to make arrangements, but now we’re settled I hope to make amends and get back on the evangelical trail!

I’ve started work on several more gaming prototypes, including a new one in collaboration with Matthew Dunstan, so I’m hoping the game design and playtesting also continues apace. And it was a real privilege to be involved in testing one of the recent expansions for Snowdonia; hopefully I can keep myself in that loop too.

As for new purchases I really am going to try and rein them in, but when I haven’t I said that? But I may actually keep the promise this year. I’m only really in the market for Bruges, Dungeon Lords and Basari at the moment – but there are so many of those lovely 2013 releases I haven’t tried yet – Francis Drake, for one, looks amazing. And there will be so many bargains in the sales…

See you in 2014!

A board game designing diary: The Empire Engine

Empire Engine screengrabWhen I started getting back into the board game hobby in 2009 I had no idea how much I would fall back in love with it.

I’ve gone from owning just Blokus and Ingenius back then to having a collection of over 100 games less than five years later; from never having heard of Twilight Struggle to it now being the only game in the Top 20 (on BoardGameGeek) I haven’t played in one form or another. Quite a journey.

But just playing wasn’t enough. Oh no. I stumbled on the Playtest UK group on Meetup and from there the more local Cambridge Playtesters* – and started on my game design journey. And while I don’t think Reiner, Uwi, Friedermann and the rest have too much to worry about for now, I have now at least got my first design into a playable – even downloadable – form. The Empire Engine has left the building.

The concept

My first printed rules sheet

My first printed rules sheet and (below) playtest cards

The mainstay of the Cambridge Playtest group is Brett Gilbert*, a published game designer whose fantastic Divinare was on the recommended list for the Spiel de Jahres this year (the undisputed worldwide king of board game design award).

One evening he told us about an idea he was hatching for a website that would be full of ‘microgames’ from a whole host of designers and that we were all welcome to submit things if they fit the criteria. The games needed have no more than 18 cards, plus a few extra bits (dice, tokens etc) that players could provide easily themselves. While he didn’t intend it as one, the challenge (for me at least) had been set.

I went away and thought about the types of mechanisms I liked best in games, and how they might fit into such a limited number of cards. My first thought was worker placement (an idea I still haven’t completely given up on), but I ended up settling on the rondel mechanism so beautifully realised by Mac Gerdts.

First steps

The first playtest cards
If you’re unfamiliar with it, Gerdts’ rondel is a static wheel (drawn on the game board) that is divided into eight sections, each of which represents an action.

Each player has a single piece they place onto this wheel in the first game round, then take the appropriate action. In future turns they move their piece around the wheel  to take different actions – the catch being they can only advance up to to three spaces clockwise around the wheel without paying a penalty. As you can imagine, this makes decisions decidedly tricky as you weigh efficiency in time versus efficiency in expenditure.

This actually translated quite easily in my mind into card form; cards have four sides, so that’s two clockwise-turning ‘rondel’ cards each per player (rather than placing pieces on the cards) – which also meant two actions each per round per player; not much of a diversion, and hopefully an interesting one – especially as there wasn’t going to be a board to add a spacial element to the game.

If I worked on it being up to a four player game, this was about half (eight) of my 18 cards gone: what of the rest? I needed a way for them to be turned which emulated the difficult decisions you had to make in a Gerdt’s rondel game; and so the movement cards were born. Alongside their two rondel cards, each player would also have two movement cards – a ‘1’ and a ‘2’. Each turn they would have to place one next to each rondel, so turning one a single 90-degree turn clockwise and the other 180 degrees. This might just work…

The actions

I do love a good theme in a game and up until this point every game I’d tried to design had been theme first (and they have since too). The Empire Engine was totally mechanics first, with theme pasted on afterwards, and is the only one I’ve finished. Note to self: learn this lesson? Discuss.

I centred on a simple and proven action structure, taking three sides from the classic ‘4X’ gaming standard: expand, exploit and exterminate (I left explore out, thanks to the lack of board!). This led me to arm/attack/defend; harvest/export; and invent/salvage. I’d decided each rondel would point at a different opponent, so seven actions meant ‘attack’ could be on both rondel cards.

The actions offered themselves to a simple system; you’d either be drawing tokens/chips to represent resources you’d collected (arm, harvest, invent/salvage) or turning them into victory points (successfully attacking or exporting). This also lent itself well to three scoring types – military, export and technology – which could be totted up to decide a winner. I drew some actions on some bits of paper and headed to the pub for playtest night.

You might have something there…

Matt's version of the cards using clip art, used through most of testing

Matt’s version of the cards using clip art, used through most of testing

Putting something you’ve created in front of your peers is an extraordinarily nerve-racking experience. I’ve been doing it for years with writing, so that’s water off a duck’s back now; I’m much newer to game design.

But the Cambridge playtest guys are a supportive yet critical and thoughtful bunch; the perfect combination, really. It’s usual to find the post-game conversation going on miles longer than the playtest itself.

The other Cambridge Playtest organiser* is Matthew Dunstan. Back then he was a prolific yet unpublished designer; now he’s the man behind Days of Wonder’s 2013 release, Relic Runners. Luckily I talked him into co-designing this game before the fame, loose women, and custom meeples went to his head. He could see the design had promise and I was eager to enlist the help of someone who had been down the design path many times.

It’s hard to quantify what Matt brought to the process without it sounding a bit trivial, which it was anything but. What I had was an idea that worked on paper, just; what Matt had was an analytical/numerical brain, experience, patience and an eye for gaming detail that were beyond me. Between us, following his lead, we started to refine my ideas into a better game.

The nitty gritty

A few early attempts at playtest cards featuring Seb's background image

A few early attempts at playtest cards featuring Seb’s background image

Over the following six months we tinkered and tinkered and tinkered some more. Luckily much of the initial game fell straight into place: the very first game document simply read: “Arm: Gain 2 soldiers, Produce gain 2 goods, Invent increase tech level by 1, Export ship all goods to score pile, Attack (use 1 soldier), destroy a good).”

But the devil was most definitely in the detail and for a while this was amazingly frustrating for me; I’d had no idea you could be so close to being happy with something, but have so much trouble putting the damned thing in the can! One action in particular (that ended up as ‘Salvage’) changed pretty much every time we played. Or what seemed like a great idea on the way to test night actually broke the whole of the rest of the game, rather than fixing a small issue.

Moving actions between the rondels until we had the right combination was critical and took a lot of tries to get right (something Matt nailed), balancing the risk/reward of some of the harder actions and trying to stop an obviously more powerful combination emerging.

Timing was also a big concern, as I wanted as much of the play as possible to be simultaneous once cards were revealed. This for me was very important as I think it adds that element of ‘poker face’ to the game, which I enjoy watching most when others play. And a key part of this was hidden information – in what order would action choices be revealed, and how much could players either side of you deduce from this? Luckily Catan-style timing (used in setup for initial placement of settlements) fitted perfectly, but took a long while to get into the thought process.

Fairness was also crucial, as we needed players to feel all mistakes were equally cruelly punished! For example initially you failed an attack action if you had no soldier, but if you tried to do an export action and had no goods you gained a good – which left an attacker feeling pretty hard done by in comparison.

The other big challenge was the scoring system; something I don’t think I’ll ever be totally happy with (I expect for every game design there is something, but sooner or later you have to let go!). I think in the end we at least reasonably balanced the likelihood of gaining each type of scoring cube – and the hidden scoring really helps the game zip along.

The finished product

Sleeved versions of the final cards available (free to download) from Good Little Games

Sleeved versions of the final cards available (free to download) from Good Little Games

Once I was sure we would be definitely be finishing the game (at some point), I asked a talented artist friend (Seb Antoniou) if he might be interested in helping out with a few images – although I couldn’t pay him. Just what a struggling artist with a young family wants to hear…

In terms of theme, stream punk had been obvious. Conflict, cards working as gears/cogs – it simply made sense (I came up with the name as a riff on Gibson & Sterling’s ‘The Difference Engine’ – which I really need to get round to reading). Luckily it was a genre comic fan Seb loved, which made his decision easier – plus the fact he only had to design one image (although he also did a brilliant job on the icons)!

There is of course scope for more art (I’d love an image per player, for example), but one background image was the only real necessity. After a little to and fro, it was done (Brett did the final layout, which made a massive difference).

I’d written a blog post previously entitled ‘Am I a board game designer?‘ in which I concluded that the answer was ‘no’ – something I’m still convinced is true today. But when the game went live on Brett’s Good Little Games website – and then on BoardGameGeek, the whole debate did start up in my mind again. I still feel a proper published game or two is the criteria, but I do get a (sad and pathetic I know) warm glow when I see the ‘Game Designer’ logo under my BGG avatar.

The final score

I’m immensely chuffed to have gotten this far with a game design; even one as small as this. It has been a totally absorbing experience and although it’s on a very small scale it does give me a pretty strong sense of achievement. I’ll certainly continue to tinker with game ideas and hopefully one day something bigger, brighter will hit the table and again go beyond the initial idea and rules write up.

I’m not sure if this is the end of the road for The Empire Engine, or the mechanism of the cards as rondels. I certainly think we’ll tout the game to some publishers and after a break I’m going to think about extending the idea to a bigger format, including a board for that spatial element. But if it never gets beyond Good Little Games I’ll still be more than happy with what we’ve achieved.

*Note: The Cambridge Playtest MeetUp Group

I’ve only mentioned Brett and Matt by name here because it was Brett’s idea/website and Matt is the game’s co-designer. But the playtesting and insightful input, as well as banter and general camaraderie, of the rest of the group can’t be overemphasised. We’re lucky to also have the Terror Bull Games (War on Terror, Crunch) guys along regularly too.

My board gaming life: 2012 highlights

I think that, if I’m honest, I should describe 2012 as the year board games went from being a hobby to a minor obsession.

Despite saying a year ago I was happy with my collection of just over 50 games, I still managed to practically double my collection. Add to that the fact I had three game related holidays in the year, joined two new game groups and wrote more on board and card games than ever before, the evidence is overwhelming.

For this reason I thought it best to separate my gaming year from everything else, as there was a big list of highlights. But as I started to put the list together it became clear the traditional ‘top 10’ wasn’t going to cut it. So (in 3,000 words or less…) here’s my raggle taggle list of 2012 gaming goodness.

My 8 best gaming experiences of 2012

These really stood out but are hard to categorise. In no particular order:

  • Ra for the Galaxy: While I spent a lot of time playing new and often brilliant games in 2012, Ra and Race for the Galaxy remain firmly in my ever fluctuating top five – usually in the top two spots. It’s been a pleasure to continue playing them, especially with my midweek group (Andy and Carl), and I never see them getting old. Simply brilliant games I enjoy every time.
  • Spreading the love through plastic trains: Another game rarely out of that top five is Ticket to Ride. Once again it has been our go-to gateway game of 2012, with Zoe and me successfully introducing it to four new couples. We just need to make sure we repeat some of those experiences in 2013, as we got a bit lazy late in the year. As for TtR, it should also be said it’s not just its gateway value that makes it shine – it’s a game I’m always happy to play.
  • Games as souvenirs: I guess it’s another mark of my burgeoning obsession, but I love to look on my shelves and see my Greek version of Citadels (from our awesome trip to Paros) and Spanish version of Lost Cities (from my regular trips to Barcelona). They’re great reminders of good times and are far more useful than fridge magnets! Well, ‘Exploradores’ is anyway – sadly my Greek doesn’t extend to playing Citadels (or, in fact, to doing more than asking for a beer).
  • Thrashed by mine own wench: During 2012, Zoe won every game of Ticket to Ride: Switzerland we played – seven wins in seven. This is important to me because it’s brilliant to have a girlfriend who is happy to play games – but also one who is good at them. She talks herself down sometimes, while some games simply don’t click with her, but on her day she’ll wipe the floor with me and that’s healthy! Happy to say I’ve already broken this duck though, with our first play of this year, but this record will forever stand.
  • Score draws: Following on from celebrating my defeats, I’ll move on up to drawing. While some people obsess over winning, I absolutely love a close game – whatever the outcome – and it doesn’t come closer than a great draw. 2012 saw some epic draws, including a fantastic game of Alhambra and back to back draws in Carcassonne – with two different groups in two days. I definitely fall on the side of ‘celebrate your shared victory’ rather than pointless deciding factors (most gold, or similar); you can’t really be expected to play for those in games where draws are rare, so why add these conditions in? I blame American sports.
  • Board in the sun: I’ve rattled on enough about Paros elsewhere, but the memories of sitting in the shade with a beer, enjoying the heat (it was just right for me when we went in early June) and learning a new game deserves a final mention. We learnt both Calus and Power Grid on this trip and my gaming life is much rich for the experience. I’ve managed to balls up going in 2013, but the minute the flights go on sale for 2014 I’m booking us in!
  • Playtesting prototypes: Another mark of my obsession has been further reaching into the hobby through playtesting and designing. I’ve had a lot of fun helping with the upcoming City of Guilds: The Card Game, while joining the Cambridge Playtest Group via has been a real revelation. I’m nowhere near a finished game myself, but to play both mine and other people’s prototypes with published game designers has been truly inspirational. I really hope the likes of Inspector Moss: House Arrest, Space Dogsbody and Divinare Dice get the published versions they deserve.
  • It’s a trip: Again, I’ve rattled on about these elsewhere, but trips to Essen, Eastbourne and Paros were full of great memories that will stay with me forever. Add to that the camaraderie I’ve found through my irregular trips down to London on Board (LoB) – and the related games days that have followed – and it has been a year of travelling far and wide for some fantastic gaming experiences.

My top individual game plays of 2012

I looked back through my gaming year blog on Board Game Geek and picked my most memorable individual plays that don’t get a mention elsewhere.

  • January: A great start to the year thanks to Matt’s hilarious 0 in Peloponnes during a fun gaming night at morph and Davina’s; Zoe trashing me at Hamburgum after seeing a better strategy; and me winning an epic game of Ra (versus Carl and Andy) 39-35-32.
  • February: A rare Endeavor win for me on 46, where I finally remembered there is something to do other than shipping; scoring 200 points in a completely dominant display in Revolution! Sometimes it’s just great to win big.
  • March: Most notable was a brilliant game of Decathlon with Zoe which was tense throughout. I won it 220-219 on the final throw of the dice – we really need to get this Knizia P&P game back to the table soon.
  • April: My first game of the excellent Manhattan Project at London on Board, with Ed pulling out a win that no one (except him, I suspect) saw coming. It couldn’t have been a better advert for the game.
  • May: A pretty depressing month of illness and miserablism was made more palatable by some great solo games; most notably Pizza Box Football, Adventures of D and Mage Knight. There was also a fantastic game of Ticket to Ride with Zoe, Morph and Davina that saw the four of us separated by just 11-points at the end.
  • June: Again with morph and Davina, but this time a different TtR: this time it was Team Asia, which Zoe and me lost 174-168 on quite literally the last card as they just completed a tunnel. Carl and me also had an epic two-player slug fest in Race for the Galaxy, which I lost 62-60 in a prestige drawing vs big military high-scorer.
  • July: I really didn’t expect Zoe to like Pizza Box Football – not did I expect one of the closest games of the year, with me finally losing 16-13 in overtime. We also had a fantastic game of Through the Ages where Zoe took a huge lead that I almost managed to claw back, finally going down 225-211.
  • August: A brilliant day at the Olympic tennis ended with Zoe’s first trip to LoB and us finding Jambo in the big random box of games; one that has since been bought and become a favourite. I also thoroughly enjoyed coming in dead last at Stone Age to Carl and Andy – a game I’d previously dominated; while Carl scored 87 in RftG – the highest total in any of our 200+ plays to date.
  • September: We had a fun game of Pompeii with morph and Davina, where Morph got crap draws and barely got a person on the board – but got them all out and came second – while Davina got bucket-loads out and then got terrible tile draws, ending up last. I also had a memorable introduction to Vanuatu at LoB.
  • October: The real Essen playing highlights were Snowdonia (with the Woking crew) and Tzolk’in with our new Australian friends. I also have a great image in my mind of playing Love Letter on the train when visiting Zoe’s sister.
  • November: Most noteable from our Eastbourne trip were the plays of Die Macher (thanks to Soren, who also introduced me to Vanuatu) and Goblins Inc (with the rather silly Tom and Lloyd). Also noteable was a great introduction to Terra Mystica on another regular LoB night.
  • December: Two Morph related incidents stand out: him crying with laughter while playing Cards Against Humanity, plus his Stone Age epiphany; he hadn’t liked it when we played a long time ago when he’d only just started gaming, but playing now he just ‘got’ it – and nearly beat me too.

The best 16 not new but ‘new to me’ games of 2012

I was going to painstakingly distil this down to 10, but then I realised I already on my third page of A4 and thought – why bother? So, in no real order:


  • Notre Dame: Engaging, tactical and strategic, while being well produced and playing in under an hour.
  • Puerto Rico: A classic for a reason – tough decisions, barely any luck and where watching your competitors is crucial.
  • Caylus: The granddaddy of worker placement rewards forward planning, but also ruthlessness.
  • Power Grid: A genius blend of route building and auction mechanisms which, despite the odd theme, looks great too.
  • Dixit: I’m not a party game fan, but the creativity this encourages through its beautiful artwork is impossible not to fall for.
  • Jambo: A brilliant two-player card game that has a great (and hard to find) blend of strategy, luck and interaction.
  • Acquire: A clever mix of tile placement/area control with a stocks and shares engine that actually makes investing seem like fun.
  • The Boss: There can’t be a game that packs more painstaking decisions into such a tiny box. Clever, quick and a lot of fun.
  • The Scepter of Zavandor: An economic/auction game with a fantasy theme? Who cares, it works!
  • Jaipur: Two-player set collection with just enough push-your-luck bells and tactical whistles to make it stand out from the crowd.

Not bought (yet…)

  • Fairy Tale: Card drafting done right in a tiny box of cards. It shall be mine! Should have the popularity 7 Wonders has.
  • Kingdom Builder: A lovely twist on area control, which initially looks restrictive but is quite the opposite.
  • Glen More: Another big game in a small box, this tile-layer has a great rondel mechanism and builds beautifully to a climax.
  • Galaxy Trucker: Space! Build your ship on a time limit then fly your box of bolts to its ultimate destruction! Fun!
  • Die Macher: My head still hurts. Hours and hours of German political wrangling, deal making and influence building. Brilliant.
  • Cards Against Humanity: A party game where being the most inappropriate and simply wrong in the head will get you the win.

I’ll add two expansions here too – Rattus: The Pied Piper and the Rattus 2010 Bonus Cards. As any good expansion should, these breathe new life into a game that I’d initially enjoyed but that had started to gather dust. You could of course argue that these should’ve been in the original box, but that’s another debate…

My 7 favourite new releases of 2012

I certainly didn’t play them all, but these are the 2012 releases that had the strongest impression of me. There were plenty more; in fact three great games I really enjoyed – Seasons, Goblins Inc and Coup – were on the list until the last minute. However, I felt there was a significant drop to those, so I left them off. So, in order of love:

  1. Snowdonia: My game of the year – worker placement goodness with the theme perfectly integrated alongside some properly clever mechanisms to keep the game ticking along and to be different every time.
  2. Tzolk’in: Another brilliant worker placement game, where the gears work perfectly to negate annoying upkeep duties. There are lots of routes to victories and forward planning is a must.
  3. Terra Mystica: The Eclipse killer for me, intelligently integrating area control with civ building and worker placement to make a non-confrontational yet tense and interactive experience.
  4. Plato 3000: What a surprise this was; a cyberpunk themed rummy variant that does just enough to the solid original mechanisms to make it a real gamer’s game.
  5. Love Letter: There are just 16 cards, it has very simple rules and it packs a ridiculous level of luck – but who cares? Fast, furious and fun.
  6. Copycat: I’m totally sold on this simple blend of Dominion’s deck building, Through the Ages’ card drafting and Agricola’s turn structure. I’m not sure of its staying power, but for the moment I’m having a blast.
  7. Manhattan Project: Another worker placement game that stood out from the crowd. Blocking key spaces is fantastic, especially on other players’ personal boards, while the hidden endgame conditions make for some tense finales.

I’d also like to add Ticket to Ride: Asia here as my best expansion release of 2012. It brings two genuinely new maps to the game – one introduces a brilliant team variant, while the other plays faster than any other version of the game. Both are great fun.

Incidentally, I didn’t play Descent 2, Waterdeep, X-Wing, Mage Wars, 1989, Space Cadets or Mice and Mystics (most now in the BGG top 250), while I don’t consider Android ‘new’ (although I enjoyed playing it back in the day).

And not forgetting…

It’s traditional around this time to put the boot into a few things; to let off some steam on some crap because it’s therapeutic, fun to read and possibly controversial. That’s pretty cheap, in honesty – but I’m going to do it anyway. Why the hell not? These things wasted my precious free time and/or money and I have precious little of either (although this blog post may call that into question).

  • Kickstarter games: What a bunch of crap – and I fell for it. Three times. I won’t go into the Glory to Rome debacle again here (I save that for my therapist), but since then I’ve been burnt twice more: Ace of Spies and Lost City of Karez, both of which I was meant to collect at Essen in October, still haven’t arrived. Bastards. So help me god, I will not back another game on Kickstarter – although the site itself isn’t to blame and I’ll continue to use it to back other things (such as the fantastic The Spiel podcast).
  • Crappy games: I’ve played a few real stinkers this year – the worst offenders being Swordfish and Courtier (both get the strategy/luck/length mix completely wrong), Spectaculum (a pointless rearranging of the Knizia toolbox), Among the Stars (combining the worst elements of drafting and tile laying) and Barista (lovely bits, lovely box, no game).
  • Overhyped games: Only a few for me this year: Suburbia (an exercise in mathematical efficiency totally devoid of charm), Agricola: All Creatures Big and Small (Agricola with the game skilfully removed) and Spartacus (either too long, or too short).
  • Race for the Galaxy: Where the hell is the Alien Artefacts expansion! Bastards! And Dice for the Galaxy too. Don’t make me come over there…

Glory to Rome: The final insult – or why Cambridge Games Factory and my ‘F’LGS are dead to me (part 1)

Let me warn you in advance that this is a long and convoluted tale of anger and misery rained down upon me by folks laughingly claiming to provide some kind of retail ‘service’.

A bit of background: I worked in retail for years and for many of them I thoroughly enjoyed it. In fact, if the pay hadn’t been so bad I’d probably still be doing it now. I know retail.

Much of the time I didn’t have to do the bit I despised – the soul destroying till monkey nonsense, where you’re just smiling and pressing buttons all day. I normally managed to noodle my way into ordering for or running a section, or customer orders. Here I could really feel I was offering an actual service to customers, while often being in a situation where I was dealing with high expectations but low guarantees of release dates, prices etc. I think I know a bit about customer service.

Ruining a good browse

So, fast forward to the second Wednesday in September. On my lunch break I wandered innocently down to my local game store (formerly known as my friendly local game store, or FLGS) for a browse. I’d looked forward to it on the way there (it’s a 20+ minute walk) but just 10 minutes after arriving I was back outside in a thoroughly bad mood. I doubt I’ll visit the store again.

I’ll get to the meat of why (and the blog post’s title) in a minute, but before the knock-out punch the store had already landed some unpleasant body blows. But before the before (are you still following this?)  I should say this: most of my previous dealings with the store had been a pleasure, as I’d dealt mainly with a lovely lady who often works there. But whenever she wasn’t working, as on this day, it really sucked.

I arrived to see four Magic: The Gathering players packing up. This always puts a smile on my face, as having gaming space available is a great resource for a gaming store. It’s a bit of a shame the tables are in the middle and quite as front and centre – especially as young Magic players tend to reflect the stereotype many of would like the hobby to get away from – but that said, even then, I reckon these tables are doing more good than harm.

How to get a game store WRONG

However, the greeting I got as I came in immediately ruined the mood; the frumpy teen behind the counter gave a disinterested nod, while the older member of staff (wearing a pretty inappropriate Spurs football shirt – something I never did when working in a store) aimed what can only be described as a scowl in my direction. I clearly wasn’t one of the ‘in’ crowd (thank god).

So, now on the back foot, I set my eyes directly on the game shelves to avoid further service dissatisfaction.But it was actually pretty hard to do this with the two male staff getting all alpha male over the girl that was with them (I presume she wasn’t working – three staff would’ve been overkill – to be honest, two was). Once again, throwing things at each other across the store while shouting isn’t the best way to get away from the poor image many outsiders give the industry.

But back to the games. The selection was actually pretty impressive at first glance – lots of titles that had been the darlings of the recent GenCon gaming convention in the US, including Seasons and Rolling Freight. However, the shine soon came off when I saw some of the laughable prices; Rolling Freight at £65, Core Worlds at £45 –  simply completely out of touch with reality. This is a store that is relying on customers being as uneducated as the staff if they’re going to sell anything.

Failing on so many levels

Then there was the copy of Cities that had sat on the shelf so long that the box side had literally lost all of its colour – it was white, rather than yellow. So of course it had been discounted, right? Ha! no chance. No one had even noticed, despite the fact it must’ve been there for months. It just summed up the staff’s attitude towards both the stock and the customers (beyond the Magic in crowd, of course).

So no care for customers, or the stock, which is massively overpriced (by £20 in the case of Core Worlds) – while the staff are acting like five-year-olds. It’s such a shame. But the worst was yet to come… and herein lies the second half of the tale (which will segue with the first half perfectly later on, honest). I’ll post that up later on and link it here.

The Secret World MMORPG: A three-months-in review

At the start of July I reviewed Funcom’s latest MMORPG, The Secret World, in reasonably glowing terms (you can see the review here) for my ‘proper’ job. In short, I praised its originality, stability, story and lore, while calling crafting and cabals (guilds) into question.

But a big issue with any computer game is longevity – especially when they’re expecting you to pay a monthly fee for the privilege. So 10 or so weeks or on from my initial review, how’s it holding up?

In terms of stability, it has been as close to a faultless launch as I’ve experienced for an MMO. The one big issue was cabal chat – it would stop working every time you zoned, which was hugely frustrating. Thankfully this has now been fixed, although it took a bit longer than anyone would’ve liked.

The world

I’ve never been the kind of player who wants to rush through to the end-game of an MMO – I’d much rather poke my head around every corner, talk to all the NPCs and generally wring every ounce of value from each new area I encounter.

But, with a few weeks mostly stuck at home on my hands due to illness, I was in the position of being able to both explore every nook while also making strong early progress through the game.

As hinted at in my previous review, while the game doesn’t have levels in the traditional way it still has a familiar feeling of progression through areas and also ranks. In terms of content this means you are essentially still spoon fed progressively more difficult zones that become manageable as your equipment and skills improve.

However, I don’t see this as a negative – it is part of what makes MMOs so popular. While the sandbox model is something of a Holy Grail in the genre, The Secret World does a good job of making areas big and interesting enough to give you a feeling of exploring, and of space in general.

Lore is scattered everywhere, often behind curtains or on top of cliffs or even in mission instances. It makes such a nice change to get up on top of some huge rock face and actually find something worthwhile up there when you do. You may even find a rare mob that’ll kick your ass as well.

The initial area, Solomon Island, consists of three vast play zones. These are all heavily populated with quests, lore and nasties and it was an absolute joy to play through. You never really feel like there’s much hand-holding going on, although there is to an extent – it’s amazing what good quality writing can disguise.

I’m now deep into the second area, set in Egypt. It’s again spread over at least three large play zones and I know there are more area to come after these ones. And that’s before getting into PvP instances and group quests. So, in terms of the world, so far I have absolutely no complaints.


For me, this are still the game’s strongest suit. The quests are imaginative and cleverly constructed, often making even simple pick-up-and-deliver chores seem a lot more fun than usual.

The NPCs tend to have genuine character, while the lack of goblins etc in the overall story is a breath of fresh air; the present day reality in the setting really helps bring things home for me, but it hasn’t stopped Funcom turning the fantastical stuff up to 11.

I was a little worried that the more interesting and original quests (at least in terms of MMOs) – stealth and research – had started to dry up after the first zone, but thankfully after a baron patch there are more on offer later, if less frequently.

That said, someone needs to do some obscurity control on the lengths the poor players are sometimes asked to go to. I’m well up for looking things up online, working out codes etc but turning Morse code into a .wav file and slowing it down to try and crack a code – you really can take these things too far!

A lot of quests are also repeatable. It’s a measure of how good many are that I do actually go back and redo them, just to enjoy the process one more time. I can’t think of another game where I’ve bothered. It’s actually useful too – you still progress a little in terms of getting new ability and skill points, so it can be handy if you want a leisurely way to get those last few points you need for a new ability – or to check out a new skill set-up in a less dangerous environment.

The adult theme certainly helps set it apart too, but I really can’t overemphasise the quality of the writing, voice acting and general top level of storytelling chops that are on offer in The Secret World.

One final down side I should mention is loot. Especially coming from the company that gave us the amazing variety of Anarchy Online, the equipment drops available get very boring very fast. Most items are worthless to you and are just boiled down into boring base components or sold for coin. This really needs to be worked on.

Breaking the lore

In terms of the lore, while being widespread and well written, Funcom does seem to have dropped the ball a little. Each thing you find will add to a particular little story arc – sometimes with more than 10 pieces – but while a good idea in theory the way it’s implemented doesn’t work well in practice.

Each lore segment is in a static location and the free roaming nature of the world means you’re incredibly unlikely to find the pieces in order. This leaves you with several paragraphs with huge holes, so it’s pointless to read the lore until you’ve found all the parts – which could take weeks, or may never happen.

What would’ve worked better for me is if they could’ve given you the next piece you needed when you found where a part of a particular lore series was – so instead of finding 3 of 10, then 9 of 10 etc you’d get 1 of 10, 2 of 10 etc. I’m sure this would’ve been relatively simple to implement.

Overall though, lore and quests are still very strong and with the first free monthly content instalment already live and successful (adding several more quests and other improvements) that looks likely to continue. If I’d been playing this as a standalone offline game, I wouldn’t have been disappointed.

Crafting, personalisation and cabals

While the game’s strong points have continued to shine, unfortunately its faults are still keeping The Secret World from becoming a classic.

On the surface the crafting system looked imaginative but in reality, unless they have some clever plans for it, it is just fiddly, dull and pointless. You can’t make anything you can’t buy or find, while the process is boring and completely unrewarding – dedicated crafters should avoid this game like the plague.

Most items can be boiled down to their constituent parts, which can then be used to create other items. But this involves dragging said items into patterns on a grid one by one and once you know how to do it it’s hard to imagine any reason why you can’t just drag the lot over in one spot and click the option you want to make.

There is also no progression or skill involved, so not only can anyone do it there is absolutely nothing to gain from sticking with it. The only positive thing to say about The Secret World crafting is the ability to take the look of a weapon you’ve found and liked and apply that to a current item you have that’s not so pretty – a fine idea that adds another welcome layer to the personal customisation available to each individual.

Another negative is cabals, which are still nothing more than chat channels – very disappointing. I guess finishing this part of the game wasn’t seen as a launch priority, which is fair enough, but in terms of immersion and adding the MM to the O it seems pretty essential. I can only hope one of the upcoming content patches add cabal houses and other benefits.

Personalisation has improved a little and there is more coming in today’s second big content patch (face-lifts and haircuts). I like the fact that your clothing etc is purely fluff, meaning you can look how you want without it affecting your abilities. And there is a good amount of clothing on offer now too.

Another positive here is getting fluff rewards (as well as titles) for completing certain levels and quest/lore lines – it’s nice to see completists getting little rewards for their endeavours, even if it’s only a silly hat or T-shirt to wear.


Three months into The Secret World I still feel every bit as immersed as I did on day one. The stories and world in general make me want to log in and see more, while the quests are varied, testing and enjoyable.

The promise of monthly free updates is keeping me feeling positive about the areas of the game that need improvement, although how much longer my patience will last on the likes of cabal houses remains to be seen.

But this is of course very much a personal opinion. Several friends who started out the game with me have already quit, while others who have tried it out didn’t bite. It’s mainly for the reasons I’ve outlined above – it’s simply a case of how you prioritise a game’s features (or lack thereof).

I’m also a little concerned about character progression, as by the time I’d finished the first three zones (or first main area) I had completed my first ‘skill deck’. If I’m happy with that, there is really no way that my skill points can be used to improve my ability set. I’ve started another deck, just to use the points, but I can see this being an issue for me down the line and a lot of other people much sooner than that.

I’ve seen that a new type of weapon is being introduced today, and an extra hot key space, so hopefully they’ve also recognised this as an issue.

I’m still to check out PvP properly, while our group hasn’t been together online enough to complete much group specific content (although the one dungeon we did do was thoroughly enjoyable and challenging). But overall, I would recommend The Secret World to almost everyone.