Adventure Tours (AKA Mai-Star): A four-sided game review

Adventure Tours boxAdventure Tours* is a ‘take-that’ and hand management card game from Seiji Kanai (Love Letter, Brave Rats/R) that is both a little larger and a little longer (40+ minutes) than his rather more illustrious micro games. It takes three to six players.

It was originally released in 2010 under the title Mai-Star in a small box format with a geisha theme, which didn’t sit well with some. While still available in this format, Adventure Tours addresses some problems with the original and has higher production values – while costing about the same (£10-15).

The original had 75 cards, six geisha cards and some score sheets to write on; while the re-released Adventure Tours boasts thick cardboard player mats with some lovely artwork, more than 100 cards (with good if unexceptional art, but good iconography), cardboard victory point chits and some useful player aids – but a much bigger box.

As you may have guessed though, the theme is wholly irrelevant in terms of the rules – this is an abstract card game with some nice, colourful art plastered on top. And this is cutesy artwork too – which very much belies the rather nasty nature of the gameplay.

Teaching

Adventure Tours player boardAs we’ve come to expect from Seiji Kanai, Adventure Tours is a simple game at its heart which relies much on player interaction to make it sing.

It is also very luck based and swingy, but enough so that things should balance out over the game.

Each player is dealt six random cards (from one big shared stack) at the start of play. In the basic game, your player board starts you with three of each of the game’s three ‘resources’ to get you going.

On your turn you will lay one card – either for its resources or as an explorer (for its action and also end-game points). If you lay a card for resources it will allow you to play more powerful explorers later, as cards cost between 1-9 resources to play.

Cards played as resources mean you have to pick up a new card from the stack to replace it, so you’re not reducing your hand – but you are giving yourself more chances to lay better explorers later. When you lay an explorer, you do not draw a new card.

Explorer actions are very much what you’d expect from a ‘take-that’ style game: make player players draw more cards (to stop them going out), or force opponents to discard/hand you explorers or resources. But some also benefit you more simply – letting you lay another card being the most common.

The advanced game sees you use the flip-side of the player boards, each of which has a special ability and different starting conditions – so that powers that seem stronger leave you starting with hardly any resources.

The real trick to Adventure Tours is to balance getting rid of your cards while also scoring enough points to make ending the round by doing so a good idea, or to just stockpile points regardless – neither of which are as easy as they sound! The nice player aid and simple icons mean everyone should be up to speed within round one.

The four sides

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

  • The writer: This is a rare time when I’m still on the fence despite multiple plays. I enjoy the mood Kanai’s games create and he has worked the same simple magic here – but this is on the cusp of being too long for the game experience it creates. I do enjoy playing, but where the luck of the draw makes me laugh in Love Letter it can have me cursing here, which suggests a slight mismatch in fun and complexity.
  • The thinker: There is really very little for the strategist in Adventure Tours. Games instead become about bashing the ‘supposed’ leader – which is more about those with good chat talking the meeker participants into thinking a particular player is winning. The only real strategy seems to be: don’t be leading after round two, then try to have a big third round very quietly. Not for me.
  • The trasher: I like this one! It’s all about table talk and hitting the right players at the right times, which is much like spinning plates. Both ways to lay cards make you a potential target, but for different reasons – going out or scoring big. You have to be a hawk, pointing out anyone who is edging an advantage – except yourself of course! And yes, I’m echoing the strategist – but from the complete other side of the table.
  • The dabbler: While aggressive games aren’t usually my thing, this one is so nice, bright and colourful that I just got swept along with it. Also the take-that cards never devastate – more hinder – so nothing you can do will put someone out of a round, for example. There is room for clever combos and lots of table talk and laughter, so for me what’s not to like once you get past the fear of being a bit snidey!

Key observations

Adventure Tours cardsIf we ignore complaints by people who were never going to like it in the first place, the most common issues with Adventure Tours are that it’s repetitive and that it drags, even for some who enjoy the game.

But simply shortening the game from three down to two rounds (or even one) will solve this – I don’t see how you really lose anything, and it brings the game much more firmly into the ‘filler’ category that the mechanisms suggest it belongs in anyway.

A bigger and related issue is that too many cards make the game last longer. Giving people more cards, for example, rarely feels ‘fun’. It feels like a necessity, while there’s no guarantee it’s even giving you an advantage – you could be handing them the perfect card. But again, this is something that wouldn’t feel like an issue if the game played shorter.

And without wishing to sound like a broken record, for a game lasting close to an hour if played ‘properly’ (ie, three rounds) there are too few options in turns of card options. Essentially they boil down to pick up cards; add extra or take away cards; defend; have an extra go, or get bonus points. You see these cards a lot – probably too much – but over a round or two instead of three I think this is mitigated.

My final concern is the advanced player powers: it’s too early to say for sure, but some of them seem really overpowered. now in the right group this isn’t a problem, as players will realise this and pick on the players with the best powers accordingly – it can actually add to the fun of the table talk. But in less boisterous groups it may be an issue.

And a quick word on the original, Mai-Star. While I haven’t played it I have seen the cards – particularly the advanced player cards – and there have definitely been adjustments made for balance. Have they worked? No idea! But they’ve certainly tried to address well publicised issues with the original and I certainly didn’t think anything in Adventure tours was ‘game breaking’. My fear is they balanced the game by making it longer.

Conclusion

Adventure Tours aidAdventure Tours isn’t a game I feel I can wholly endorse, but at the same time wit the right group I’ve had a lot of fun with it.

‘Take-that filler game’ is already a niche, so when you put it in a big box (despite nice production) and make it last more than 30 minutes you’re going to scare some people off.

But underneath is a typically simple and fun Kanai game – 12 different cards that interact with each other in interesting ways and get the table laughing and chatting. If you’ve enjoyed his previous titles this is certainly worth a look – although I’d give it the ‘try before you buy’ (where possible) caveat just in case for the reasons discussed above.

* I would like to thank Coiledspring Games for providing a copy of the game for review.

Sushi Go!: A four-sided game review

Sushi Go boxSushi Go!* is a light-n-fast card drafting and set collection card game originally released in 2013 and reprinted in its current form (in a swanky little tin) in 2015 from Gamewright.

Designed by Phil Walker-Harding it accommodates two to five players easily, takes less than 30 minutes, plays as young as six to eight-years-old and should cost you less than £10.

While the theme has no relevance to game play the cards (there are 108 of them) are super cute and high quality (linen finish), while the tin is nice if you like that sort of thing (I’m a box man myself!).

Teaching

The rulebook is colourful, nicely laid out and simple to follow. If you took out the cringe-worthy ‘jokes’ (which I can only hope are for the younger audience) and extraneous art they’d probably fill a single side of A4 – including several variants (one of which is great for two players).

As for teaching, it couldn’t be much simpler: deal everyone the appropriate amount of cards (dependent on player count), choose one each simultaneously, reveal and place into your tableau, then pass the remaining cards to your left. The only wrinkle is the ‘chopsticks’ card, which allows you to play two cards in your turn instead of one if you pass on the chopsticks card, but otherwise it’s rinse and repeat until you run out of cards.

Once all cards have been laid, you add up the scores. Scoring is again simple, with several standard set collection scoring methods applied across the different sets of cards. The exception are ‘pudding’ cards which are, of course, only scored at the end of your meal – which is three rounds long. No surprises, at the end the highest score wins.

The four sides

Sushi Go two cardsThese are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.

  • The writer: While I think there’s a lot of design space still to be explored within the drafting mechanic, Sushi Go! is the perfect ‘bare bones’ usage of the mechanism: clean, fast and simple. It’s a shame about the end-game pudding scoring, as it’s the only thing stopping you finishing when it suits you; the perfect fillers can be put down at the drop of a hat when that extra player arrives, or another game finishes.
  • The thinker: While the chopsticks do add a bit of thought to the game, this is just too simple for me to really enjoy. I’m not averse to a filler game, but I’d prefer them to either test my brain or be super silly and light – for me, this game falls between those into a murky middle ground. I can see younger gamers enjoying it, but it won’t be a keeper for my groups.
  • The trasher: I enjoyed the push your luck elements here – especially with the ‘wasabi’ card which allows you to triple the score of a ‘nigiri’ card if you place one on top of it – potentially nine points, or potentially none if everyone else denies you the good ones, as wasabi is worth nothing on its own. Despite the cutesy images, this can be a nasty little take-that game in terms of denying scoring opportunities.
  • The dabbler: I love the Sushi Go! art, love the simplicity, love love love it! The two-player game doesn’t get much love, but the variant is pretty cool. You have a dummy third hand, which you take it in turns to draw a bonus card from. This throws in much more luck, but can add some really great moments when you take a risk and the perfect card drops into your hand from the third pile. Great fun!

Key observations

Sushi Go rulesFor such a simple card game, it is impressive to see Sushi Go! sitting in the top 500 games at Board Game Geek. Filler games, fairly or unfairly, average lower scores there so for such a light game to get an average above 7 is impressive. But like every game, it still has its detractors.

As this is a card drafting game, there are the inevitable comparisons to 7 Wonders. Sushi Go is often described as 7 Wonders without the depth, or 7 Wonders lite – but on the other hand, many say it ‘fixes’ 7 Wonders by taking out the pretend complexity and shortening the game considerably.

To those who say it lacks depth, may I remind you – its a filler! And to those who say it just copies 7 Wonders, may I remind you that if anything it copies Fairy Tale (from 2004) – a game it is much closer to in play style and which 7 Wonders (from 2010) also largely copied, simply adding a layer of ‘engine’ on top of a perfectly good game. If you think Sushi Go is a little too light for your tastes, Fairy Tale is definitely worth a shot.

Conclusion

Sushi Go cardsAs an exercise in distilling the idea of card drafting into a simple set collection game, Sushi Go! ticks all the boxes. Whether that’s the game for you is of course a very different question, but there really isn’t anything to hate here if you know what you’re getting into.

Personally it has reminded me of how much I enjoyed my plays of Fairy Tale, which really is a game I should add to my collection (its more of the same, but with an extra layer of complexity). But until I get around to picking it up, Sushi Go! will be hanging around on my shelves. If you’re looking for a light family game and have kids in the six to 12 age group, I’d definitely recommend it.

* I would like to thank Coiledspring Games for providing a copy of the game for review.

Board game design: Three ideas inspired by heist movies

I tend to have ideas for game mechanisms most days – and of course most of them are terrible. Others hang around long enough without being dismissed for me to want to write them down, while still fewer make it from my phone’s note-taker app into my ideas document at home.

These few borderline cases kind of shared a heist theme, so I thought I’d write about them here just in case anyone else can make something useful out of them. Maybe I’ll get round to them, maybe I won’t – or maybe they’re terrible after all. They’re far from fully formed too, but maybe they’ll inspire someone.

batman jokerA co-op with evolving roles

The first idea came to me when watching the Batman movie where The Joker is getting all the people involved in the heist to kill each other off once their particular job is complete – but could equally be applied to any fast moving and dangerous situation. The game would be a co-op (although wouldn’t need to be, I guess) in which every character starts with a roll – in this example it could be the muscle, the safe cracker, explosives expert etc.

As the game goes on, players will need to decide when to change to their other roll – perhaps the getaway car driver, the van driver carrying the lot, the guy causing a road block/distraction, or tampering with traffic lights. Once you switch roll your old character is still in play, but becomes a hindrance – slowing down play and getting in the way.You’ll get a better final score if you get everyone home, but can you succeed while dragging along this dead weight…

Safe-cracker

In my mind this is a very simple mechanism requiring two players that would be used in a role-playing type scenario – say in our co-op heist game above. Both roll the same amount of dice of different colours, lets say three – red, blue and green – but one of them roles them behind a screen. The person playing the safe-cracker has to match their dice, by colour and number, to those rolled behind the screen.

The safe-cracker would’ve been able to spend skill points on raising their skill at the start of the game – with each point letting the second player give them a clue (say, ‘blue higher’). The safe-cracker can opt to change any dice as much as they likes, then asks if they have the right number for each dice. The player with the dice behind the screen will say ‘higher’, ‘lower’ or ‘cracked it’ for each dice – and then the safe-cracker goes again. Each failed attempt will use up time units.

Lie detector

This feels more like a party/werewolf-style game idea, where one (or maybe two) of the players are questioning suspects and trying to get to the truth. The potential felons all have a few parts of the story, which could potentially save their skin – but of course one of them did it (and knows it).

The questioners will have a limited time scale to grill the suspects for information, and will then have to decide who to charge – you could even have people in different rooms. The suspects can give up as much info they like, or lie as much as they like, to try and work out who did it or just frame someone at random. Maybe one of the questioners could have a preferred victim to throw to the wolves – or a prisoner could be under cover…

One play: Dead of Winter

Dead of Winter in playIt’s fair to say I believed the hype about Plaid Hat Games’ Dead of Winter. I was a long-time fan of the company’s podcast and had enjoyed the descriptions and design talks about the game leading up to its launch; so much so that I was happy to pre-order it.

I’d been looking for a replacement for old classic Arkham Horror for a while, and this looked like it would fit the bill: a story driven co-op with a horror theme but the bonuses of being shorter, less fiddly and with a tension-building traitor mechanic – as well as the much lauded ‘crossroads’ mechanism (more on that later). It duly arrived, we duly played it, and it has since been duly traded away. So what went wrong?

Theme and components: Check

Out of the box, Dead of Winter is a triumph. While the churlish could point to thin location and player boards – or even complain about old-school standees (in this day and age!) being included rather than minis – overall the production quality is excellent. The artwork is evocative and high quality, the rulebook solid and the tokens, dice etc up to snuff. I don’t care a jot about minis and the like, so I was more than satisfied.

On the downside it’s a bit of a bear to set up, with a multitude of card decks needing to be shuffled and placed, alongside a plethora of tokens – and that’s before you get to choosing a scenario, setting it up, and then dealing each player their choice of starting characters. This is definitely a game you should play at the owner’s house, giving them time to get it ready before you arrive – but once it’s ready to go, I think it looks pretty cool on the table.

It’s also worth pointing out that players that enjoy this kind of game are prepared for a lengthy setup process. Arkham Horror takes just as long to get ready, while players of games such as Descent or Star Wars: Imperial Assault will see nothing to put them off here. With highly thematic games, it seems to go with the territory.

Can you keep a secret?

So far, so what – it’s just another thematic zombie game with nice bits: but the first semi-USP comes with the secret roll cards. Before the game starts, two secret objective cards per player are shuffled in with a betrayal card and one is dealt to each player.

While Dead of Winter is a two-to-five player game you don’t have a betrayer with two, leaving a 45-ish per cent chance of someone being the betrayer with three-to-five players. There is a betrayer variant that swings this wildly in the other direction, giving you an 80-ish per cent chance. But either way, the lot of any betrayer may not really be in their hands – and sadly the same goes for everyone else.

Because here lies Dead of Winter’s first real flaw: unbalanced objectives. Some of them are just plain easy, while others take a real effort and may not be possible despite your best efforts. The aim of this seems to be to create tension: to force people into situations where others may think they’re showing betrayer tendencies. But unless you are dedicated role-players, it is a very real possibility this tension will fail to emerge – especially as after one play you know those super tough objectives are out there.

Attack of the randoms

While not fatal on their own, you are trying to complete your unbalanced secret objectives while competing with the oldest and lamest of all board game mechanism – the ‘one in x chance’ of something terrible happening. And you thought we’d moved on right?

Some caveats here. First, I love me some random – and second I know Ameritrash games are the beating heart of random. I get that. But there are ways to do random right, or cleverly, or with a bit of imagination. Instead here we seem to have incredibly naivety.

Every time you move to a location, or fight a zombie (unless you have particular equipment cards or special powers), you need to roll a 12-sided dice – on one side of which is a tooth. If you roll this, that character is dead. This in itself isn’t a big deal – you’ve probably got more characters (you start with two each and often pick more up) and if not you just grab a new one out of the box. The bigger problem is ‘morale’.

Morale is the game’s timer – the ticking clock of doom which, if it reaches zero, will mean the players lose. In anything but the easiest scenario this should be causing the tension, which is ramped up by the fact every character death causes a one-point loss in morale. Which brings us to the ‘one play’ which put the nail in Dead of Winter’s coffin for me.

Epic fail

This was my fourth game of Dead of Winter and we had a group with some new and some experienced players (five in all). After the epic set up/rules explanation we embarked on a short scenario to give everyone a taste of what this game had to offer.

As it was a short scenario we started with just six morale. The base was surrounded by zombies so as a first act my tough guy – who had the ability to kill two zombies with one blow – ploughed into the fray. And promptly rolled the dreaded ‘tooth’.

So he’s dead – no biggy. One morale down. But it gets worse: the next player in the compound has a decision to make. They can just die and stop the infection spreading – or roll and take a big risk of survival vs getting bit, and passing it on again. With so little morale to play with they fell on their sword – so we were down to four morale.

Much like the game Battlestar Galactica (which it borrows quite heavily from), Dead of Winter has an objective players can meet each round – or face the consequences. In our case, if we failed to meet it – which needed quite a lot of fuel – we would lose two morale. So with two already gone, it was all hands to the pump (ho ho).

With our safe bet having tried and failed to get fuel from the petrol station (random card picks FTW), someone less likely tried their luck. En route they too rolled the tooth – and took both themselves and the person already at the petrol station with them. We failed to get our petrol, lost two more morale, and it was over. Worst. Walking Dead episode. Ever.

You traitor!

The highlight (and this is clutching at straws) was that we did actually have a traitor – but they didn’t even have enough time to complete their simple objective because two random dice rolls finished us all off before we got going. Otherwise, he’d have won.

And that’s the second big problem with the morale system: the betrayer rarely needs to show their hand before the final turn, because either the players are going to hell in a hand basket anyway – or morale has gotten them close enough that one really destructive final turn is enough for the betrayer to blow the game, without needing to draw any suspicion before it is too late to do anything about it (they can be exiled, in theory).

While this was a laughably short game, in some ways it was the best of the four I played. Two were tedious processions to victory playing the starter scenario with new players where we didn’t have a traitor, while the other was another defeat – again with no traitor – which threatened to ignite into a really fun experience but never truly shone (despite providing some laughs). It’s possibly the most fragile game system I’ve ever experienced.

Still, you might love it 🙂

Does Dead of Winter have the capacity to give players a fantastic thematic game experience packed with intrigue, tough decisions and a tense endgame? Absolutely. But does it equally have the capacity to provide a shallow and worthless one? As you can see, the answer is yes to that too.

I’m not reviewing Dead of Winter in my usual style because I realise a lot of people LOVE this game and I didn’t want to give it my standard treatment, as that format wouldn’t allow me to get things across the way I wanted. I can see I may not be the right audience and if you search t’interwebs you will find many an honest, glowing review of this very popular title. All I wanted to do was share my experience which was, sadly, a lot less positive.

At the time of writing Dead of Winter is in the top 20 games on Board Game Geek and games rarely get up that high by accident. But equally, just because they’re flying high doesn’t mean they’re for everyone.

The promise of better to come: Crossroads cards

I’ve saved the real jewel in Dead of Winter’s crown until last and that’s its one genuine board game innovation – crossroads cards (and I’m not belittling this – many, many games have on innovation at all and one bit per game is above average!).

At the start of each player’s turn, the player next to them draws the top crossroads card from the deck and reads the intro to themselves: this intro tells them in what situation they need to pause the game and read the card out. This could be very open – perhaps if a player leaves the colony to go to an outside location – or very specific – if a particular character is in play and this player controls them.

This restriction is interesting because it means not all cards are read out, so they do add a unique feeling to the game that’s akin to RPGs – that, “Oh god, will opening this door spring a trap” feeling. Each card has an ethical dilemma of some kind on it, either for the group to vote on or for the player to decide themselves. These can be great for adding theme, a laugh or even give you some character insight.

But sadly in Dead of Winter they don’t quite seem to work. You can have games where very few trigger, while many of those that do are no-brainer decisions. But on the plus side Plaid Hat is already working on another ‘crossroads’ game, this time set in space with an Alien style them – which could be awesome. But this time I’ll keep my powder dry and wait for the reviews before pulling the trigger.

* If you’re a fan of this game, good on you. But please don’t pick holes in my story if I have made small rule errors in the retelling. The facts may be a little off as this was a while ago, but believe me this happened: we played the rules right, we lost in a turn and it was crap. 

Report: My first UK Games Expo

UK Games ExpoLast week I attended my first UK Games Expo in Birmingham. Having been spoilt by Essen over the years I’d never considered this a ‘must see’ convention, as it’s a 10th of the size, but this year I made the time to make it happen.

And – spoiler alert – I’m thoroughly glad I did. I had a fantastic time throughout, didn’t get to do half what I should have, but came home with a host of new games, new friends and great memories.

First, the boring (but significant) stuff: The organisers estimated they had 7,000 unique attendees (up 20 per cent on 2014) over the three days, with a total footfall attendance of 14,000 (up 40 per cent, but it was a day longer than last year) – impressive numbers by any standards. And the event is growing too, with 1,000 tables setup in the NEC Hilton for the weekend – that’s a lot of gaming!

As a holidaymaker

UKGE through the ages

First look at the new edition of Through the Ages, still in prototype form (so all this can still change)

However good the Expo itself was, you can’t get away from the fact it’s in one of the blandest, most soulless locations in the UK.

The NEC complex is a built-for-purpose money-grabbing warehouse-come-car park and the hotel I ended up in – The Crowne Plaza – was more of the same. Comfy but sterile, unfriendly and overpriced (£14 for breakfast you say? What if I just want cereal…?).

The Expo itself was held at the NEC Hilton which, while in the same price bracket, does at least have some personality. But what was truly remarkable was how open they were to the event. Throughout the weekend every available table, windowsill and corner had a game being played in it – often accompanied by greasy slabs of cardboard bought from the (really rather good) food trucks outside the hotel. But the staff were polite and patient in the face of what must have felt like some kind of natural disaster aftermath.

As a publisher

UKGE the dwarves

First look at the English version of ‘The Dwarves’ from publisher Pegasus

With my blogger’s hat on I spoke to representatives from a lot of publishers and retailers over the weekend, from main sponsors Mayfair to one-man-bands with a 10-ft table and one game to sell – and in all honesty I didn’t hear a single dissenting voice.

Of course there were minor quibbles – press events ending just as the main doors opened; the doors opening 30 minutes earlier than expected on one day; some rather unfortunate placements between inappropriate stands etc. But these were always brought up in the context of having a great show overall.

And this year’s publisher list was notably impressive. While many didn’t have their key staff on show, or large stands, you can’t argue with a line up that includes Fantasy Flight, Days of Wonder, Mayfair, Asmodee, Pegasus, Czech Games Edition and Queen Games – alongside the likes of Esdevium and Coiled Spring.

As a gamer

UKGE the game

Playing Spiel des Jahres nominee The Game

The Expo had set aside tonnes of open gaming space as well as nine board game tournaments, including the official UK championships for Catan, Carcassonne and Mage Wars (plus CCG Yu-Gi-Oh).

While at times near capacity, and tricky to find a large table at times, overall the system worked well.

The Thirsty Meeples game cafe ran the games library and all agreed it was a vast improvement on previous years – although at peak times the selection grew pretty thin. Oddly an insider told me Thirsty Meeples had wanted to bring more games but had been limited to 500, so hopefully next year’s selection will be even better.

People in general were friendly, making for a nice atmosphere. I shared a lot of silly conversations with those gaming on adjacent tables, and chats with people wondering what game I was playing. But it was hot and noisy and I wouldn’t want to play a long thinky game there. Highlights for me included Welcome to the Dungeon, Smash Up, The Game, Hawaii and Red7. I even managed to hold my tongue when a couple of ladies next to us were saying how ‘brilliant’ the Firefly board game was…

As an explorer

UKGE terror bull

Terror Bull Games’ Tom and Andrew preaching the Hen Commandments

I’m afraid this is where my coverage takes a nosedive, as I spent precisely zero time getting out of my comfort zone. I’m going to make a solemn promise that next year I’ll do at least a few sessions of miniatures, war games or role playing games.

Despite my adsence there was a lot of it going on and I heard some fun stories while chilling in the bar, overhearing other tables’ conversations. I know the Cardboard Console podcast guys got their feet wet in the RPG pool a few times, so listen out for their exploits in future episodes.

There were some great cosplay outfits on show too – shame on me for not getting any pics, but I’m sure there will be loads at the Expo site (linked above).

My favourite was definitely a Jawa – mostly because they had a speaker with all the cute sound effects that take me back to being seven years old. Wootini ftw! And there were some impressive remote control Daleks – that voice is still pretty menacing…

As a tester

UKGE art

Some great board game graphic design and art from Vicki Dalton

The Playtest UK area was a definite highlight for me, being filled to capacity pretty much all day Saturday and Sunday with about 15 unpublished games running at a time. I got a few hours of testing in on Saturday afternoon, then helped out as a volunteer for the last few hours of the day.

What I didn’t expect was to have people turning up saying they’d actually sought us out and wanted to ‘help’ – alongside people who would test one game, then come back to us a little while later and ask to test a different one. Rather than trying to reach out to passing traffic to try and get them involved, we were more often telling people they’d have to wait a few minutes for a slot to appear.

It’s hard to know if people realised that many of those testing games there over the weekend were published designers – the UK Expo award winner for Strategic Card and Dice Games this year was Elysium, whose designers spent almost the whole weekend helping organise r testing their games in the area.

Raise a glass to the volunteers – and the organisers

UKGE cycling party

Spanish game Cycling Party, brought to the UK by Games Quest

Overall I think it’s impossible to see the 2015 UK Games Expo as anything other than a huge success. There are of course lots of areas for improvement (I’ll certainly be emailing the organisers with my thoughts as a journalist who has visited many such events but has never felt so unsupported) but overall – win.

I think what I found most impressive was either the amazing attitude of everyone involved – especially all the volunteers, who need a massive pat on the back – but also how all this was achieved with ever-changing goal posts.

Every year the Expo has grown a significant amount, reflecting both the word-of-mouth goodwill for the event and the growth in popularity of the hobby games industry.

To be able to both improve and expand on the top line numbers while responding to the mistakes of previous years – while keeping both traders and punters appeased in the middle of it all – is a real achievement.

Bring on 2016

UKGE my games

My personal haul for the weekend – reviews of them all on the way!

And next year will be even bigger. While I’m not keen on the warehouse that is the NEC I can see the wisdom of moving the retail arm of the Expo into its wide open spaces – but equally note the importance of keeping its heart in the Hilton.

This is going to be a tricky balance to pull off but I think it should work: the trade areas will close as usual at 5pm and gaming in the hotel will go on until you want to go to bed – its just that you’ll have a five-minute walk between the two venues.

I’ve already put the 2016 Expo in my calendar (June 3-5 if you’re interested) – see you there!