Tash-Kalar - Everfrost & Nethervoid: expansions review

Tash-Kalar: Arena of Legends* is an abstract strategy game set in a fantasy themed arena (and reviewed in 2015).

It has risen into the Top 500 games on Board Game Geek and is listed just outside the Top 20 abstract games.

The game is played on a grid of squares with players trying to place their pieces in a variety of patterns; that in turn allow the playing of powerful cards that will change the shape of the game. There are variety of game modes, depending on player numbers (two to four), with aims ranging from simply taking your opponents pieces to completing tasks.

Its a fantastic abstract game that stands apart by having both elements of luck (in your individual card draw, the tasks etc) but also each player having their own deck of themed cards to use. There were two sets of identical cards in the box for the purists wanting to be more evenly matched, plus just two more decks: a bit tight, I thought - so it was always crying out for expansions.

What do Everfrost & Nethervoid bring to the party?

These expansions are available to buy independently, so I’ll briefly talk about each one separately here. Both add nice thematic twists too, despite the abstract nature of the game.

Everfrost can be seen as the simpler of the two, despite it adding an interesting new twist not in the base game. The player using this card deck will find about a third of their cards carry the ‘frozen’ symbol. When you play these cards, instead of discarding it you instead leave it in front of you - as you’ll be able to thaw this ‘frozen’ effect when you need it.

But you can only have one frozen effect in front of you at a time, which can lead to some interesting extra decisions: if it looks as if your current frozen effect may come in handy soon, do you hold off playing another frozen card? But it’s hard not to play your cards immediately as keeping your patterns in place can be fiendishly difficult.

In addition a few of the individual cards throw in some interesting new effects, including Crystal Mirror (allowing you to mimic an opponents pieces - which could be a ‘heroic’); and Deathbringer (which lets you remove an opponent’s piece from the game completely).

Nethervoid can very much be seen as an advanced deck; as while it only adds a single new element to the game it’s a real doozy. Included in the expansion is a single yellow glass stone, which is referred to as ‘the Gateway’.

When you play a Nethervoid card and the Gateway isn’t on the board, the piece you place becomes the Gateway (you simply place the stone on it). It can be destroyed just like any of your other pieces (and will come back next time you play a card), but while in play can have a huge effect on the game - if you play your cards right (sorry…).

All but two of the cards in the Nethervoid deck mention the Gateway; with effects ranging from moving/becoming it, killing enemies adjacent to it, upgrading/using the current Gateway piece and moving your pieces towards to it. Regular players are probably already realising the significance of this: its hard to make any patterns at all, let alone making them line up with one individual piece that can also move around the board…

How much do they change the game?

While both decks are interesting, as you’ll see above, neither introduce anything to the game beyond this that wasn’t there already. Neither of the new decks affects team play, for example, and no new ways of playing are introduced.

Everfrost does adds a nice tension to the game, especially when playing against it. It’s painful having an effect hanging there, waiting go off in your face, probably when you most expect it too. Its an interesting addition to a game that is usually all about swift, decisive moves you rarely see coming (until you know the decks really well, that is).

But Nethervoid definitely adds a new element of strategy to the game. It’s a neat new twist that isn’t for the feint of heart and can be very hard to play well. But if you don’t like the frustration element of the original game, this ramps it up to 11! And despite being more complex it doesn’t feel imbalanced, even when you get it right.

Are Everfrost & Nethervoid essential?

One of my key observations in my review of Tash-Kalar was a complaint about the lack of different card decks in the box. Four seemed exceedingly tight, especially as two of them were essentially identical.

It didn’t stop me having fun with the base game, and it is a fun challenge to play with the identical decks, but if this is a game you’re hoping to play often I’d say yes, grabbing at least one these will be essential.

However I wouldn’t say you need them straight away - quite the opposite, in fact. Especially with Nethervoid and to a lesser extent Everfrost, these expansion packs add more complex decisions and are more suited to players that have become familiar with the base game. The game can be quite hard to get your head around at first, as its mixes up some original ideas with traditional ones, and these add more advanced rules on top.

Are Everfrost & Nethervoid value for money?

At around £10 each, they may seem a little expensive - but each comes with its own scoreboard, tokens and card deck with all individual pieces of art on each card.

You could of course argue that you don’t really need the tokens, or boards - so why not just do cheap card expansions? My guess to that would be the standard one for expansions: that it’s the card art that costs all the money, so taking the other bits out wouldn’t reduce the cost much anyway.

But if you take them purely on what they add in terms of gameplay, they’re absolutely worth it. Although I wouldn’t want to get into an argument about whether they should have been included in the original game box anyway, with that having a slightly higher price… But hey, business is business and it’s easy to forget that this is the board game’industry’ - not the charity many Kickstarter campaigns would have us believe.

… and does it fit in the original Tash-Kalar box?

Yes, very easily - as long as you’re happy to jettison the packaging, of course. But if you discarded the (rather useless) insert from the original box too, there’s still plenty of space for some more expansions too - and long may they continue.

* I would like to thank Czech Games Edition for providing first the base game then the expansions for review.

Area 51 - Top Secret: A four-sided Kickstarter preview

Area 51: Top Secret* is a family board game with elements of action selection, set collection, area control and hand management.

The wafer-thin theme says players are building bunkers at the legendary Area 51, in which they’ll be trying to store various alien artefacts. But beyond the board and card art the theme is as real as the aliens themselves.

While I’d class it as a family/gateway game - around the complexity level of a game such as Ticket to Ride or Catan - it has an extra level of deviousness and some memory elements that give it an interesting level of emergent strategy.

I was sent a pre-release copy of the game so will not be including my own photos here (except one), as the finished product will have different components. However, in terms of gameplay, it was essentially the finished article.

The game takes two-to-six players about an hour to play and works well across those numbers - although I’ve not yet played two-player (if this changes I will amend the review accordingly). In the box you’ll find a modular board (setup changes depending on player numbers), around 100 artefact cards and a bunch of pieces representing towers/tower caps, security markers and means of transport (trucks, trains and level markers).

Teaching

NOTE: This is an image of my prototype copy, not the finished game - here the board and cards are paper, and the plastic/wooden components are also prototype. Even the art may change.

As noted above, the basic actions available in Area 51 are very much of the ‘gateway game’ variety and very simple to teach.

On each of your turns you get to choose one of four actions: draw cards, build/improve a tower, move a truck/train, or empty a hangar into the towers.

If you take cards you get three; from the six face up cards or blind from the draw deck. There are four colours of card and these match the colours of the towers and trucks/trains. The cards also range in value between one and four, with the split/amount of cards differing per colour. There’s no hand limit.

If you build a tower you take a coloured tower of your choice and place it in the area of your choice (there will always be three areas, with the size of them varying depending on player count). You pay for it with two cards - one to do the action, which needs to be the same colour as the tower you chose, and any one other (which signifies the level of tower you’re building - they all start as ‘level one’, hence one extra card).

On later turns you can upgrade a tower (you mark them with a cube/tower cap of your player colour) by again playing one card of the tower’s colour, plus one more (any colour) card per level it has become - so to make a level two red tower into a level three, you would pay one red card and any three other cards.

Moving trucks/trains works in the same way. There is a train and truck of each tower colour, all of which start off the board. If you want a vehicle (they’re mechanically identical) to be based in an area, simply pay a face-up card of its colour plus up to eight other cards and place it facing out of the area you choose, pointing towards either of the other areas. The amount of extra cards you pay is denoted by a marker next to the vehicle: if anyone wants to move it later, they’ll have to pay more than you did (so paying the full eight extra cards means that vehicle can never be moved).

Importantly, all the cards you pay to do these actions are placed in the area you build/upgrade your tower or place a vehicle. The card you pay to do the action (matching the tower/vehicle colour) is placed face up - but all the others are placed face down. It’s also important to note here that each area has a number of hangars (two or three) and you can spread your payment between these in an area as you see fit.

The final action is scoring a hangar. Up until now the numbers on the cards have been insignificant - but now they get interesting. The player takes all the cards (face up and down) from any one hangar (not area) and places them face up in front of them - and then works out how best to score them.

This is largely scripted, but can throw up some interesting decisions. Each tower in the area the hangar is in - plus any towers in areas connected by an appropriately coloured vehicle - can take just one artefact of its colour from a hangar when it is scored; as long as the artefact’s level is equal to or lower than the tower (so a level two blue tower can take a level one or two blue artefact, but not a level one red, level three blue etc).

The player scoring chooses which artefacts go where, and in what order; but must place artefacts in towers where possible. Any cards that couldn’t be accommodated then go into the active player’s hand. For example, if there were red towers of level one and four available, and the active player had found both a red level one and level four red artefact in a hangar, they could legitimately place the level one artefact in the level four tower first - meaning there was no room left for the level four red artefact (which would go into their hand). Sneaky. Points are scored by the players owning these towers, so not necessarily the person taking the action, at a simple one point per level of artefact ratio.

When you upgrade a tower you use a security marker, which are limited in each area. When two areas run out of these markers the end game is triggered - with each player getting one more regular turn; and the game then continuing until all the hangars have been scored. Finally, there are end-game bonuses for the biggest towers in each area.

The four sides

These are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.

  • The writer: Area 51 is a really clever game design. The mechanisms are simple, yet the decisions can be fiendishly tricky - especially once you start to forget where you’ve put your cards (which happens to me almost immediately). It’s always nice to score a hangar if you know you’ll get at least three cards excess; but can you really be sure you will? Or maybe it’s better to get a vehicle down to divert a possible score there first; but then the hangers in that area will be made more tempting for other players to score… I love these kinds of decisions.
  • The thinker: While this game feels far more tactical than it does strategic, it has clever elements of both. There are elements of area control and you constantly feel at the behest of others; but once you’ve played the game a few times this can become hugely satisfying. However at first it can feel very frustrating - I just hope players give it the few games it deserves to start to see the possibilities. Also, in terms of area control, it’s a shame they didn’t think more about the end-game tower scoring - as in my games to date it has felt largely inconsequential.
  • The trasher: Half of me hated Area 51 - it has totally the wrong theme and consequently suffers from a complete lack of personality. But once you get your head around what’s going on (at least half a game) its tactical nature becomes a real treat. Timing and placement are both crucial, but you’re constantly rethinking your position after the moves of others - which keeps you watching their moves. I didn’t find the decision space too big though, but some did - the game seemed to stop some player’s in their tracks and they really took against it, without really being able to pinpoint why. I think it just presses an interesting collection of buttons.
  • The dabbler: Sadly I wasn’t really won over by this one. It doesn’t look great and the theme totally doesn’t make sense: why on earth would we be running competing bunkers within Area 51? Stupid. And while it may have a clever modular board there is no attempt to add personality through artwork, player customisation, interesting cards, or the like. It should be illegal to make a game with a sci-fi theme where you’re storing crazy looking artefacts - and simply give them a colour and number! Where’s the fun in that? As arid as the Nevada desert!

Key (Kickstarter) observations

Area 51 is on Kickstarter now (until September 16, 2016) with a backing target of just €6,000 - and from a publisher with a track record of delivering good quality games.

At €35 the base game is well priced, especially if you can collect free from Essen in October - and is still good value with the extra €10-15 shipping to Europe, the US and Canada.

But that is of course dependent on component quality. While the art is fine (if unspectacular), the base pieces we were sent were not fit for purpose and the train/tower pieces were the polar opposite of vibrant. Mechanically though, it’s sound!

My one criticism is that the game lacks a little bit of a personality - and it is frustrating to see that this may be added via stretch goals. The ‘Contraband’, ‘Alien Spaceship’ and ‘Prosperity’ expansions? These sound awesome! No, they’re not 100% necessary and the game will be staying in my collection with or without them - but it would have been great to have a few more things to shout from the rooftops about. But I guess I just have to accept that this is how many game publishers like to use Kickstarter.

Conclusion

For me, Area 51 is a highly enjoyable light-medium euro game with some really clever and devious mechanical twists. It’s packed with interesting decisions and has a fluidity that keeps me glued to the board, while it doesn’t overstay its welcome.

But I can’t promise you it will be a hit with your group! I’ve played it with nine different people to date, all of whom I’d thought could like it - and its actually turned out to be quite the Marmite experience (for the uninitiated - they loved it or hated it).

I think two things work against it - both of which I’d say will turn out to be strengths in the long run. First the in-game scoring takes some getting used to and is unintuitive, so can throw people off and frustrate them early on. Secondly and connected is the lack of card knowledge that can leave players feeling they have little control; which goes against the game’s seemingly euro nature. But I feel these are both mostly ‘first play’ problems.

So if you like euro games I would say this is a game you should definitely try out. There are enough familiar elements to lull you into feeling at home, but enough quirks to then immediately knock you off your comfy perch. I just hope enough people back it to open up those stretch goals - and that they consequently add that little bit of extra character the base mechanisms so richly deserve.

* I would like to thank Mucke Spiel for providing a prototype of the game for review.

Con report: The Cast are Dice (TCAD) 2016

After having a cracking time at both SorCon and the UK Games Expo this year I decided to have a crack at The Cast are Dice - one of the many other smaller UK board game cons.

Around 200 players descended on Stoke-on-Trent 6th Form College for a Saturday and Sunday of gaming.

I’ve decided to compare the event directly with SorCon as they’re very similar and appeal to the same crowd (I saw many faces at both), but this means your millage will of course vary; many of the things I prefer at one to the other would be the total opposite for others, so rather than skipping to the conclusion please take all the points on their merits and remember this is simply my experience!

Location location location

Here’s a great example of why your opinion may differ from mine, as for me this was a complete knockout for SorCon’s Holiday Inn over TCAD’s college campus. And before I go on its important to point out that both had great, friendly staff, well-lit rooms and reasonable/reasonably priced food.

The first problem is TCAD kicked you out at 10pm on Saturday and 8pm on Sunday, while at SorCon I was still playing at 4am on Sunday morning. And while I was dry as a bone at TCAD, there was always the promise of a beer or two if you wanted one at SorCon.

This had the added effect of meaning early (Friday) arrivals such as myself had nothing to do - while late leavers (again like myself…) also had nothing to do on Sunday evening.

And it was in a crappy area, with nothing but a Subway (bleugh) and some really grotty looking dogburger takeaways for sustenance: SorCon is surrounded by chain restaurants.

This was made worse by the shabby ‘recommended’ North Stafford Hotel. The prices were OK, as were the food and drinks, but with a drunken 18th birthday do on the Friday night and an Indian wedding on the Sunday it was a million miles from what I’d hoped - and barely any other gamers were to be seen.

Secondly, I much preferred SorCon’s big gaming room to the ‘lots of small rooms’ approach of TCAD. It rarely felt like you were part of something and many of the people even had the doors closed to rooms, which just made you feel unwelcome. But as I said above, this is personal taste and I have no actual complaints - it just wasn’t really for me.

Available board and card games

On the flip side this was a big win for TCAD, which was excellently run by the friendly staff and family/friends of Stoke’s own Shire Games. A weekend ticket was just £15 which included a ‘guaranteed prize’ raffle. I randomly drew a ticket for the crappiest prize table and still managed to get a copy of Tichu (£8).

There was also an excellent (and well run) games library with hundreds of games, with a great mix of classics and recent releases and a wide range from quick fillers to long, complex euros. We never found ourselves short of choices and the games were all in good condition.

In comparison SorCon had no prize draw and a library of about 20 games - but that wasn’t an issue as you knew that in advance so brought your own. But more importantly it makes TCAD more of an inclusive event as in theory anyone could’ve rocked up and joined in, whether they were a gamer or not.

Gaming highlights: Old favourites

I’d expected this to be a weekend of three-player medium weight euros, but what I ended up with was a weekend of five-player light weight board and card games - which, apart from lugging a bunch of games I didn’t play on the train, was fine with me.

I ended up teaching some of my favourite games - Ra, Notre Dame, Can’t Stop and For Sale: all of which were in my last top 50 and were in TCAD’s impressive games library.

I think Can’t Stop went down the best, with it being both the first and last game we played over the weekend despite it only going to four players (although I’ve pimped my own copy out to play five and you can easily add more cones to take it to six) - not bad for a 35-year-old game!

The other three are great with five and also went down really well. For Sale continues to go up in my estimations as its so easy to teach, always gets a reaction and is out, played and back in the box in 30 minutes tops. Note Dame is probably at its best with three but still sings at five (I don’t mind the extra game length at all), while Ra is a great game from three to five players.

Gaming highlights: New favourites

I learnt three new games over the weekend and bizarrely managed to win two of them, but it was the one I didn’t win that left the biggest impression.

Isle of Skye was number five on my Essen wishlist last year and has since gone on to win the coveted Spiel des Jahres Kennerspiel award - so it’s hard to believe I’ve only just gotten around to it!

It’s a really solid tile-laying game that played in about an hour, even with five players. There are plenty of genuine decisions to make and while there was quite a bit of luck-of-the-draw, it was fine for a game of this length.

There were just enough new and interesting ideas to merit its lofty status too, but despite all this I won’t be seeking it out as it isn’t quite strong enough to knock the likes of Maori or Entdecker out of my collection.

I also enjoyed my first play of Augustus (gamer bingo!), but it was very light and I can see the shine wearing off quite quickly. As for The Networks I enjoyed the theme and humour on the cards and the gameplay was good; but it was terrible with five and had that hallmark ‘slightly underdeveloped’ Kickstarter vibe - especially in the effect the random show draw affected points in scheduling, and the unbalanced Network cards.

That said, I’d happily player either of them again - with the caveat that I’d only play The Networks with two or three players max.

TCAD: Will I be back in 2017?

To be honest, it’s highly unlikely. Despite being really well run neither the location nor the hotel/con venues would tempt me back. I’d rather try my luck at a different event, as there are so many others out there to check out. Stoke was a pain in the arse for me to get to and it really didn’t feel like it would be worth the money/effort a second time.

But a big thanks to both the organisers and my gaming compadres for the weekend (Keef, Claire, Becks and Fin) - I still had a really good weekend of gaming. And if you’re not really a drinker/late night gamer, live in the Midlands and like to play board and card games The Cast are Dice convention comes highly recommended.

Pocket Imperium: A four-sided game review

Pocket Imperium* is a sci-fi-themed abstract area control game using programmed, simultaneous action selection to plan and carry out your moves.

It’s a microgame that attempts to pack the idea of a 4X game (expand, explore, exterminate, exploit) into a tiny package - and does so with aplomb.

It was originally released on Brett Gilbert’s fantastic Good Little Games website and if you want to try it out it’s still downloadable there in its basic form - but the boxed copy adds plenty to the original.

Pocket Imperium plays in under an hour and says two-to-four players on the box; but I’d say anyone looking specifically for a two-player game should look elsewhere (more on that later).

In the small box are seven cardboard tiles and 50 tokens; 50 wooden ships, and 14 linen finish cards. You can find it for about £20, which is solid value for what’s in the box - all the components are of a high standard and are well designed.

Teaching

Pocket Imperium is, on one level, a very straightforward game - but it can take people a few rounds to get to grips with some of the specifics.

During the game players will vie for control of ‘systems’ (which I’ll call planets) and ‘sectors’ (which I’ll call hexes); by each round placing new ships (expanding), moving them (exploring) and attacking with them (exterminating). At the end of the round they will score points (exploit); and they do this for six or eight rounds, depending on player count.

Each player has 12 ships (destroyed ships return to your stock and can be used again) and three cards that represent the three available actions. The ships and actions are identical for each player - hence the game’s abstract nature, despite the theme. At the start of each round all players simultaneously decide in which order they’ll do their three actions, placing the cards face down in front of them.

The order matters in terms of tactics (you may bolster your forces before moving or attacking; or perhaps you’re at full strength, so want to attack first to have ships to reintroduce later in the round); but also in terms of how powerful the actions will be. Once all players have chosen their action order, everyone turns over their first card at once.

If you’re the only player to choose an action in a position, you do it three times - but just twice if two of you pick it, and only once if three pick it in the same slot. This adds a nice bluff and reading element to the game, as sometimes it may be obvious what particular opponents should do while you may have less obvious options.

Once each player has completed their first card you reveal your second cards and complete those; and then the last cards are completed (all actions are optional, in full or in part).

The ‘exploit’ part of the round sees each player choose a different one of the hexes to score (this is compulsory). Players score points for any planets they control on that hex - but other players will also score ones they control on the same hex. This means you often have to give points to other players, making your decision a little trickier than it could be. Then whoever controls the largest planet chooses a second (unscored) hex to score.

Finally, at the end of each round every space can only sustain a certain amount of ships: any extras on a space are lost, which stops you building lots of ships on a single space.

The four sides

These are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.

  • The writer: I was a fan of the original print and play version of Pocket Imperium, but this is a definite improvement in all departments. The great old three-player original is largely intact and plays the same way, but moving from cards to hexes allows for different layouts; while some different planet setups on the reverse of the hexes also add to the replayability possibilities.
  • The thinker: This is an impressive abstract strategy game in a small package, with even the random element that some may be wary of having a tactical element. It’s important to emphasise how important initial placement can be. You get to place two ships on each of two planets before play begins and depending on how the hexes are randomly laid, there can be some real advantages to be had. But as in all area control games its up to the players to real back in the leaders and not let someone grab a clear lead; which can be a great leveller versus more skilled players.
  • The trasher: While I like a good area control game, I’m on the fence about this one. While you do get a good ebb and flow as powers rise and fall, the euro-style components make it a bit of a personality vacuum. On the flip of that I like the simplicity of the combat, with ships simply neutralising/obliterating each other in a fight. But I’d have loved to have seen some individual player powers, or scenarios, rather than just the different map set ups that - while looking like they add variety - don’t do anything to change the core elements of the game.
  • The dabbler: This isn’t my kind of game at all, but it’s not as bad as some and is quite short! One plus point is the fact the points you score are kept face-down. This gives an opportunity for the talkers in your group to persuade the others of how their plight is doomed - even if they may actually be right in contention. It’s also nice that the ships of different colours are also different shapes; but there is no attempt within the rules to give the game any added personality. This may be a ‘pocket’ parody of big brother Twilight Imperium, but don’t expect to get into character.

Key observations

Player count is a definite issue here. While Pocket Imperium is great with three I’ve found it very zero-sum with two and I wish they hadn’t put that number on the box at all.

The game is fine with four, but strangely they’ve added two rounds - presumably so that each player goes first twice. The problem is it makes the game drag on too long for what it is, while six rounds feels about right with three. We’ve started playing just four rounds in a four-player game and for us this works just fine: there’s enough ebb and flow in this shorter variant of the game to make you feel you’ve got your money’s worth.

I also have a small issue with some of the choices in wording - a common bugbear with rulebooks. Using phrases such as ‘sector’ and ‘system’ just confuses people - and what’s the point when so little else has been done to add theme elsewhere? All it does is serve to make explaining the game a little more difficult.

Replayability is a common issue that comes up in reviews and comments from others, but taken as a quick filler you play occasionally this won’t be an issue - although I can see why people see it as more than a filler if trying to play the full-length four-player game. But no, this is not a game you should be picking up if you want to play it every week! But then how many games really are?

Conclusion

Pocket Imperium is an impressive microgame. But despite the nice artwork and pasted on theme, this is very much an abstract game in a small package.

If you like abstract games that have a random element, as well as area control, it is definitely worth taking a long look at. Games tend to be very close and once you’re familiar with the rules it should only take about 30 minutes for three players - and both setup and pack-down are quick and easy. There are even a couple of small expansions available.

I would never play it with two players (I’d suggest taking a look at The Rose King) and would only play our shortened version with four. But it’s great to have another really good microgame on the market (you might also want to check out - self-promotion alert - Empire Engine). Overall then, an impressive achievement.

* I would like to thank designer David J Mortimer for providing a copy for review.

Essen Spiel 2016: The build-up begins

With Essen Spiel 2016 just 10 weeks away, the anticipation is starting to build for the world’s most important annual tabletop game event.

While those in the US will want to get GenCon out of the way this month before getting too excited, those of us of a more euro persuasion - both in terms of location and gaming tastes - are already looking towards October.

And once again it’s looking like being a landmark year. For the first time there will be more than 1,000 exhibitors at the event. And no, that’s not a typo - 1,000 exhibitors. And over the four days they’re expecting 160,000 people through the turnstiles (which includes the likes of me four times, as you’re counted each day you enter).

This will be the fifth year I’ll be going, this time for six nights, but it always feels fresh and new. This is partly due to staying in a new hotel every year, so fingers crossed for this year’s choice - InterCityHotel Essen. I’ve previously stayed in two good ‘gamer’ hotels, a budget nightmare and a pretty fancy non-gamery place - all of which have given me some stories to tell. Let’s hope they’re the right kind this time…

I’ve written a few blog posts before that anyone heading to Essen may find useful. Here’s a couple of my Essen guides from last year that should still be useful:

Wearing three hats (again) - or maybe four…

Having a press pass is great because you don’t have to queue to get in - but unlike an exhibitor pass (which I’ve managed to get before thanks to AEG) it doesn’t get you in early. That has proven invaluable in the past in terms of getting in for demos early, so I will have to be more focused (read: sneaky) this year in terms of getting organised.

There’s still a chance I may be able to get one of said passes, as one of my co-designs might make it to the show - but the publisher admitted it was a “very ambitious” target to make it with the time we have left. Having seen some of the early artwork I think it’s going to look amazing, so I’m desperate to see it there - but won’t be holding my breath.

At the other end of the game design spectrum, it’s getting to crunch time in terms of getting prototypes ready for showing to publishers - and then arranging the meetings. I can’t believe its only 10 weeks away! Ye gods… Two older games will definitely be there, while two more have the potential to be in good enough shape to show. But for that to happen we’re really going to have to get our houses in order.

If I’m honest it has been a slack year for me in terms of design; I just haven’t felt motivated, which hasn’t been helped by the slow progress of other games that are already with publishers. I need to shake that off - and hopefully the thrill ride that is Essen will help me get over this malaise.

Then of course there’s the fun of trying to grab the games I want most from publishers without having to buy them! With almost 100 game reviews to my name now, and having kept all my reviewing promises from last year, I’m hoping this will be a little easier in 2016. But to be honest I enjoy the challenge of bartering, so bring it on publishers!

And finally, of course, I’ll be there as a punter; as a gamer (and as a drinker). It’s the world’s best board game shop for one week a year and it was open for eight days rather than four I’d still be heading in every day. I may not love the smell of gamers in the morning, but I do love the games themselves a possibly unhealthy amount.

The preparation begins…

So all my trains are booked and the hotel is confirmed, but that’s just the tip of the iceberg in terms of preparing for Essen.

Now it’s time to start reading the press on all the new releases that will be coming out at this year’s show. It’ll probably be close to 1,000 new games this year, so narrowing that down to about 20 I want to check out is going to be the usual mammoth task. And yes, I LOVE IT! Bring on the Geek lists 😀

But before then I’ve got about 10 other games sitting on the shelf I need to review. And there are those prototypes to work on. And those publisher meetings to organise. Can it really only be 10 weeks to go…?