Tag Archives: Opinion

In Theory: Warhammer 40k 10th Edition

Back in 2016 I wrote an in-depth article about getting into miniature paint/assemble war games. This article even after nearly 10 years continues to get regular hits and comments from my readers I think in big part because when it comes to miniature war gaming, very little has changed since the 80’s, to be honest. Sure the quality of the game designs and the miniature games themselves have improved one hundredfold, but so far as advice about getting into the hobby goes, everything in this article still holds up. I wouldn’t change a word of it.

In fact that article is my mantra when it comes to miniature-war gaming and every time I get excited about a new miniature-war game, I re-read it to remind myself of all the pitfalls of the hobby. In recent years my interest in painting and assembling miniature games was revitalized thanks in part to games like X-Wing being refreshed, the fantastic Songs of Ice and Fire miniature game which I maintain is one of the best miniature games out there today and most recently I have re-connected with Warhammer 40k and the Middle Earth Battle Strategy Game thanks in large part to the new updated rules and modernization of Games Workshop.

In today’s article, I’m going to talk a little bit about Warhammer 40k 10th edition specifically and why I think Games Workshop and in particular the Warhammer line is really going through a renaissance of sorts and how and why I actually gave up on the game about 10 years ago, but now find myself coming back to it.

Warhammer 40k In The Past

I played Warhammer 40k starting with 2nd and 3rd editions and then again between the start of 5th edition through to the end of 6th edition.

I really enjoyed the game and actually, I look back on these gaming experiences with great fondness but I also recall a lot of frustration.

This is the first miniature game box I ever purchased, it was colorful, it was exciting and at the time, my friends and I had no clue what we were buying into.

The great part about the game was that the creative process of getting your army ready was invigorating and inspiring. Painting miniatures is a lot of fun and the entire hobby-craft part of the game was awesome then and it’s even more so today thanks to both the quality of miniatures and supplies, in particular, the quality of paints massively improving over time.

Once your army was painted and ready for the table however is where a lot of the problems started with Warhammer 40k and ultimately where a lot of my frustration led me to abandon the game entirely.

For one, Games Workshop was terrible at maintaining the game back in the early editions. They were very anti-online updates, in particular releasing information about the armies so printed books would be left unchanged even if they had glaring mechanical and balance issues for years at a time. I recall some codexes would go half a decade between updates. This meant that if you painted an army, that army would, depending on how long it’s been since the codex was updated, be borderline useless in actual play at the table.

All that work preparing your army, lovingly painting it only to discover that every unit you have chosen is completely useless and out of date at the table is a disheartening experience, and having to wait sometimes through entire editions of the game to get an update took a lot of energy out of the experience. Often when a new codex would come out for your army, it would be designed to sell those miniatures so then you would end up with an army that is so powerful and unbalanced in the other direction that players would not want to play against you because you had such an unfair advantage. In a way, you were screwed either way. The periods where the game and your army were in a good place, where games were fun to play were few and far in-between.

After many editions, this problem never really got any better and while I had a couple of fully painted armies, I found myself always playing with an army that was either too weak to be fun, or too powerful to be fun. The balance of the game was just terrible and I eventually gave up on Warhammer 40k altogether for greener pastures. Despite this transition, I always kept up with 40k on some level through other mediums like PC games and I think somewhere in the back of my mind I was always planning to come back eventually.

What has changed in modern Games Workshop

In general, three main events woke the company up and made them realize what was important about miniature war gaming to miniature war gamers.

First was that at the turn of the century, both Warhammer Fantasy and Warhammer 40k were no longer the most popular miniature games on the market. Competition had turned out several very popular games and even at Games Workshop, they produced the Lord of the Rings miniature game later renamed The Middle Earth Battle Strategy Game which sold better than their main franchise.

What made The Middle Earth Battle Strategy Game unique was that its central focus was on re-creating the many unique battles and campaigns from the movies. The game fully supported (and still does) this approach and it makes this a far more robust and interesting game to play. It also had an excellent ruleset.

The question was why? The answer was simple. Games like Warmachine and Horde, Star Wars X-Wing and the Lord of the Rings miniature game were all just objectively better games mechanically.

To this day, ask anyone who plays Games Workshop games which is the best game they ever made, both mechanically, strategically, and narratively and you will get the same answer. Middle Earth Battle Strategy game is still considered to be the best ever made by GW.

I think at this point, sometime between 2000-2005 Games Workshop realized that while the hobby-craft part of the game they had down pact, they certainly knew how to make the best mini’s in the business, this was simply not enough to compete anymore. You also needed to have a good game, something that makes that hobby-craft effort worth doing in the first place.

The other thing I think they simultaneously realized is that while competitive play was a big part of the hobby, games like The Middle Earth Battle Strategy Game proved that narrative play, where games are more focused on story’s and events from the franchise played a huge role in what motivated purchases. Essentially, lore mattered a lot more than I think even GW realized even though I think 40k lore was always really great, I don’t think they fully recognized that this was actually a huge driving factor of the games sales and longevity of the fan base.

The second thing was that Warhammer 40k’s scale was all or nothing. This was a problem for entry into the hobby. If you wanted to play Warhammer 40k, you needed at least a 1,000-point army and most agreed that unless you had a 2,000-point army there was almost no point in playing. This meant that the entry point for Warhammer 40k was a 500-600 dollar purchase with a few hundred hours of hobby craft before you could play the game “for real”. Not a great place for the game to be given the immense focus on streamlining entry into the hobby many if not all other games where doing at the time.

This is a Tyrannid combat patrol army represents a little less than 500 points worth of an army. To get a 2,000-point army (a real army) you will need to collect and paint 4x’s this many miniatures. That is a lot to ask of a new player.

Meanwhile, games like The Middle Earth Battle Strategy Game could be played (and played well) on a wide scale from small skirmishes with only a small handful of hero’s to massive battles. This was also true about a lot of competing games like Warmachine for example that was at the time also giving Games Workshop a run for their money on the lore and miniature quality fronts.

Middle-Earth Battle Strategy Game had scenarios that required as few as a dozen models, to scenarios that would require several hundred models like the Battle of Helms Deep. Players could scale their experience and collections and grow with the game.

Finally, I think Games Workshop realized that good support with digital releases and making the core rules of the game free was no longer negotiable. The game needed to be supported with regular updates to fix balance issues, corrections, and clarifications to the rules and most importantly they needed to listen to the community and track how the game was being played. Why players where choosing and not choosing armies or certain units and doing something about it in a timely fashion.

How modern Warhammer 40k works today

Today the world of Warhammer 40k is very different from where I left it about a decade ago. A lot has changed for the better.

Combat Patrol & Entry

The most notable change is the release of “Combat Patrol” a sort of basic version of the game that supports the core concept of purchasing a single box set that is fully supported as a game with free rules.

Each army gets a combat patrol that can be purchased for around 100 dollars and the combat patrols are pre-constructed, balanced armies designed to played against each other using the same 40k rules you will play later in the full game, but with slight alterations to make the game more streamlined and easier for new players to get into.

Combat Patrols encourage players by making their collection feel complete and playable as early as their first purchase and that is important for maintaining the early interest in the game and allowing that interest to blossom over time. As far as I’m concerned, this one decision by GW probably saved the franchise because without it no sane person would ever recommend getting involved with Warhammer 40k today.

This was desperately needed in Warhammer 40k and it has turned out that not only is this format newbie friendly and welcoming for new players but quite welcome by veteran players as well as they allow for much shorter/quicker pick-up games.

Now I will say that most veteran players will still want to play a minimum of 1,000 points and 2,000 points is still the standard game. Still, it’s nice to know that when you’re starting a new army, you can play a few games with your starting forces as you work your way toward your goal of having a full army.

Crusades & Narrative Play

Another big improvement of the game is that Games Workshop has now fully committed Warhammer 40k to narrative play via the Crusade system. The Crusade system is very similar to the Middle Earth Battle Strategy narrative system which allows players to replicate key battles in the Warhammer 40k universe as well as string those famous battles into a series of campaign games as well as rules for creating your own campaigns in which player armies and army leaders can gain experience, effectively improving through experience.

This mode is supported by “story books” like the Warhammer 40k: Crusade – Tyrannic War which walks you through how to setup narrative battles and long-running narrative campaigns. Crusade mode is also supported in each codex, giving each army unique narrative advancements and campaign styles that can be run.

Narrative play is just one of several ways to enjoy the game, but personally, I think this is probably the most fun way to play the game as it offers progression, and story and provides relevance to the battles you have on the tabletop beyond determining a winner.

This is fantastic news for players who are not into the competitive scene and want to explore a less generic style of play with less focus on list building and more focus on creating stories for their games and armies.

Active Online Support & Competitive Game Focus

One massive improvement Games Workshop made was committing themselves to not only track but do something about the state of the game at any given moment, not just at the release of a new edition or the release of codexes. Regular updates to the point values of armies based on competitive results as well as rules changes that they track with a focus on ensuring that all armies meet certain win/loss ratios has resulted in a game that is generally far more balanced than ever before.

This is particularly noticeable if like me you have been away from the game for a few years and are coming back now. In the days when I played, more than half the armies at any given point were objectively and unequivocally broken and unplayable competitively, in fact, many of the armies were so bad that they would be banned from anything but official GW competitions simply because they were too weak or too strong to qualify for fair play.

The community engagement goes far beyond simply posting updates, but as strange as it may sound, this was a huge leap forward for GW who saw concepts like posting rules online or updates to codexes as a roadblock to profits. I’m glad they have woken up as I believe if it were not for their much-improved community engagement, there would be no 40k today. The absence of digital release was one of the main reasons not to play GW games.

Long gone are these days of radio silence, GW is taking a very active role in making sure the balance of the game is well taken care of. That is not to say that they automatically succeed in doing so, some armies fall below the ratios while others are a bit too good, but the ranges of balance are much closer and the time to make corrections is much quicker. Generally speaking, almost all armies at any given moment are worthy of competitive play and those that fall behind don’t have to wait for years to be fixed.

Lore Support and Writing

This is not a category that will be super important to most players, but many of us are readers and we want/need good lore and good writing to support our experience. The story is a big part for me and I have to say, after reading the core rulebook lore, the codex lore and the crusade lore, I can say unequivocally that the writing for Warhammer 40k is exceptional.

The Black Library makes GW games one of the most supported franchises in gaming. Your 40k experience can be so much more than just collecting and playing the game.

Not only that, if you crave more from the Warhammer 40k universe you have the Black Library, a virtual utopia of content that you can endlessly explore. There is so much great work for Warhammer 40k for readers and lovers of lore, that I don’t think it’s overstating it when I say that Warhammer 40k is the single best-supported lore of any miniature war game out today short of perhaps Age of Sigmar which gets similar attention from GW.

They have done an amazing job supporting the game on this front.

The Supplies Have Made It Easy

I’m not sure most people fully realize it but modern hobby-craft supplies that support the miniature game hobby today are overwhelmingly and vastly superior to anything we had 10 years ago. The technology has lowered the difficulty levels of creating beautifully, very professional (looking) armies within the grasp of even the most un-artistic people out there.

Contrast paints in particular have expedited the time it takes to put a fully painted army together by about 90%. Like, I recall just trying to get a marginally looking army of 2,000 points fully painted would take me a at least 2 years or more of daily work to put together. Today, with contrast paints not only can I do it in a quarter of the time, the result will look like I spent hundreds if not thousands of hours meticulously painting my army. Contrast paints are a miracle technology that has completely changed everything, it has made hobby-craft fun even for guys like me who don’t have an artistic bone in their body.

These are Tyranid miniatures I painted with contrast paints. Each one took about 15 minutes to get to this level of quality. I’m not saying it’s anything particularly eye-popping or demon award-worthy, but 10 years ago it would have taken me 8-12 hours per mini to get them looking this good and frankly, I don’t think I could get them looking this good without contrast paint, I simply lack the talent. Contrast paints don’t require talent, simply learning a very basic technique. Its….magic.

Painting miniatures is no longer a roadblock to creating those amazing-looking scenes we see in magazines on your tabletop. I’m here to tell you that quite literally anyone with two functioning hands and eyeballs can create an army that looks like a professional artist put it together for you. I can’t even tell you how many people look at what I paint and question whether I did it myself and when I tell them, hey that took me 15 minutes to do, they assume I’m lying because it seems like it should be impossible. It’s not, contrast paints are basically, magic.

Is it all Perfect?

By no stretch of the imagination, there are still quite a few issues in the world of Games Workshop miniature games but I would say most of the issues can be quantified as common problems with miniature games in general, rather than anything uniquely problematic with Warhammer 40k specifically. More importantly, there is more myth and propaganda than reality about the miniature gaming hobby propagated by jaded players who have been unwilling to accept the realities of the modern gaming markets.

The Cost To Play

Warhammer 40k like all miniature war games and the hobby as a whole is probably the single most expensive gaming thing you can do. I participate in just about everything from CCG’s, board games, PC and Video games, you name something gaming-related and I’m doing it and there is no question in my mind that the miniature war gaming hobby is the single most expensive thing I do and by a considerable margin. Nothing comes even close, a single miniature army typically costs more than my entire board game collection put together. It’s crazy expensive!

Between collecting the miniatures to form armies, the supplies needed to get them to the table looking good and the amount of time spent getting everything ready, it’s a financial undertaking that overshadows anything else I can think of.

I love A Songs of Ice and Fire miniature game, it’s fantastic but to claim it’s cheaper than Warhammer 40k is outlandish. It can be, if you are willing to live with limited list-building options, the equivalent of collecting 500 points of Warhammer 40k and stopping, but realistically most players will collect the shit out of it and the result is the same as any mini-game… a cash drop to make you blush.

Still, GW has always had this reputation of being overly expensive as a company compared to other miniature war games and as a guy that participates in several, I don’t believe this reputation is deserved or even remotely accurate. Yes, it’s expensive, but no, it’s not more expensive than other games.

Take for example getting started in 40k with a combat patrol which clocks in at about 1140 Swedish crowns (110 dollars). Compare that to say a Songs of Ice and Fire Targaryen starter set which comes in at 1299 Swedish Crowns (125 dollars). Both give you a basic army to start with but not enough to play the full game. A typical expansion for Tyranids like something big and awesome like a Hive Tyrant costs 450 Swedish Crowns (43 dollars) compared to say The Targaryen Mother of Dragons which comes in at 499 SEK (48 dollars).

Point is that actually when you get right down to it and you do some price comparisons, GW comes in lower most of the time. A Starter Star Wars Armada core set comes in at 1250 Swedish crowns and a Bolt Action Japanese Banzai Starter Army comes in at 1119 Swedish Crowns.

Considering that GW products are far superior quality in every measurable way and by a pretty big margin, you get a lot more bang for your buck from them. It’s true that ultimately a typical Warhammer 40k army will cost you more than say a full Songs of Ice and Fire army, but that really boils down to what you consider a “full army”. These definitions get pretty tricky when you start looking at army building and competitive meta’s. I promise you that if you want to keep up with Songs of Ice and Fire meta you will not see any savings between 40k and AsoiaF. My Soiaf Targaryan collection is worth roughly 650 dollars and I’m still missing quite a few releases for it. Anyone who claims playing something like Songs of Ice and Fire, Bolt Action or Star Wars Armada is cheaper than 40k is full of shit.

Suffice to say it is expensive either way, miniature war gaming is not for dabblers and while I would argue there are miniature games you can get into that can be cheaper if you can live with certain limitations than others, in the end, you are counting your investment in hundreds if not thousands of dollars to fully participate in this hobby regardless of which game you choose.

You may as well choose the game that produces the highest quality product and there isn’t a miniature gamer on Gods-Green-Earth who could claim that there is a higher quality miniature produced out there than those produced by Games Workshop with a straight face. Miniatures GW produced 10 years ago are of superior quality than anything any company out there is even capable of producing today, let alone the stuff they are making today. No one can compete with GW when it comes to miniatures, no one comes even close.

Edition Changes & Army Degradation

One thing that is unique with Warhammer 40k and most Games Workshop games is that they do pretty regular edition changes, typically we get a new edition every 3rd year. The result is that there is a sort of degradation of your forces and books you have purchased.

What this really means is that some units get replaced, some simply are no longer part of your army codex and over time you will end up with parts of your army you have collected and painted no longer being part of the new edition. The codex itself will also expire as will the core rulebooks and other content purchased that is connected to the current edition. This takes time to happen, usually, something you bought in one edition will still be viable and usable in the next for a while, but throughout several editions, certain parts of your army will simply no longer be part of the modern version of the game and the books will all be essentially made obsolete.

Many find this cycler process frustrating and understandably so. Imagine spending hundreds of dollars and hundreds of hobby-craft hours to put something together, only to have the company that sold you that stuff, tell you “Hey, all that stuff you have, it’s now obsolete, throw it in the garbage!”

Conclusion

I’m a veteran gamer, you would be hard-pressed to name anything tabletop or digital gaming-related that I don’t know about and most of it I will have some level of expertise in. I scuff at complexity, but I’m conscious of it and the reality is that Warhammer 40k, when it’s all said and done while approachable, is a fairly complex game. Not just as a game but as a hobby in general. Its expensive, time-consuming and pretty elaborate on all fronts.

There are much easier, far more approachable and truth be told, far better-designed miniature games than Warhammer 40k out there. In fact, off the top of my head, I could easily name 10 miniature war games I know are objectively better game designs and I doubt you would find people who would disagree with me, even the most adamant 40k fans. Like it’s not some sort of contested idea or controversial statement, most people know and understand this.

That said I think what Warhammer 40k does well and in a sense does right is that they don’t make the game experience about the rules, but rather they make the game about the atmosphere and all of the connected elements to that game which combine to make it THE most popular miniature game on the market today and for the past 50+ years.

It’s a combination of crazy good miniature quality, amazing lore, flexible game modes and epic event-level feel that combine to create a far more robust gaming experience than anything I can think of. Comparing 40k to other miniature games is a bit like comparing car brands. We can argue till the cows come home which car company makes the best cars, but driving a 40k is the equivalent of driving a fuck you looking, Ferrari. Is it a good car? I have no idea, probably not, hell it’s not even practical but you can’t help but smile and imagine what it would be like to have one.

40k is not the best game, but it’s a game that lives in excess, it’s the 1st class of games, it is crystAl on ice, and it is the one everyone hates because it demands way too much. At the end of the day, all miniature gaming fans that feast their eyes on a fully painted 3,000 point army know.. they wish they had one. That is what 40k is… its excess, plain and simple and frankly, if you can afford it, its fun to live in excess when it comes to your hobby. That is effectively what a hobby is, doing something that is clearly a waste of time and money, but its fun.

Top 10 Gaming Experiences Of 2023

2024 was a great year for gaming for me, but as I started this list originally set to be the best games fo 2023 I realized that a lot of the games that I played weren’t technically games released in 2023. Hence, this year, the list is more about my top 10 gaming experiences rather than the top 10 games of 2023.

I did however create a small section at the end of the article talking about some 2023 releases that I thought where worthy of note.

Ok enough foreplay, let’s get into it!

10. Eclipse: Second Dawn For The Galaxy

I picked up the 2nd edition of Eclipse on a whim, not so much because I felt the 1st edition was so great, quite to the contrary, but because there was so much positive word on this follow-up that I had to try it.

I’m glad I did, 2nd edition Eclipse is a great game, a vast improvement over 1st edition and it hits a sweet spot in the area of science-fiction-based galactic civilization games with an epic feel.

I think to understand what I mean about sweet spot you have to understand that I love my Twilight Imperium when it comes to this genre, it’s my go-to game for science-fiction civilization-building games. This comes with a BIG but, as it is a six to eight-hour game that is pretty difficult to get to the table with a structure that doesn’t exactly speak to my and many other gaming crews universally. In fact in my group we so very rarely play Twilight Imperium at this point, it’s collecting a lot of dust, to such a degree that were it not among my favorite board games of all time I might consider cutting it from my collection.

Twilight Imperium 4th edition without any question in my mind is a much better game than Eclipse, but it’s such a massive all-day event that it is difficult to get to the table. Case in point, it was not played in 2023 at all!

Eclipse 2nd edition on the other hand hits a lot of the same highlights as a game for me but it does it in under 4 hours, or less even if you have a group that knows the rules well.

More than that it’s a game that gets right to the meat of the action from turn 1, there isn’t a whole lot of posturing and political pre-gaming in the game like there is in Twilight Imperium, which means it’s a lot more of a game than an experience. TI4 is very much an event-focused gaming experience but Eclipse manages to be a board game you really can just pull out and play like any other. This puts it in a unique position in my collection.

I still don’t think it’s anywhere close to as good a game as Twilight Imperium is, to me TI4 remains the king of science-fiction-based galactic conquests and civilization-building games, but Eclipse is much easier to get to the table and it is a very fun gaming experience.

For fans of the genre, I think this discussion is well-known and common. Suffice it to say if you’re a fan of Civ-Builders, this is one of the best ones around as it finds that all-important middle ground that allows it to hit the table without a lot of fuss.

9. Viticulture

Strangely enough, this game was on my shelf in shrink wrap for the better part of 3 years before I got it to the table. This year I finally managed to pull it out, learn how to play and get it to the table.

I was very pleasantly surprised by this one. This is a very solid worker placement game with a lot of variation both in strategy (ways to win) and calculation of moves (planning ahead). The game rules were really clear so even when learning to play on the first pass, you are immediately deep-diving into the possibilities, there was no major learning curve. Almost as if all previous experiences with other worker placement games apply and you’re just playing kind of a different take on the same core principles common in all of these types of games.

That said, it wasn’t boring. There are a lot of really clever combinations, it was a very tight game rather than your typical super point structure where one guy has 200 VP’s at the end of the game and another 350. Everyone in our games was in the running with the winner edging out by 2-3 points typically. The game is available on boardgamearena.com which is a great bonus.

Very competitive and interesting game, didn’t overstay its welcome, in fact, it felt kind of short which adds to the pressure of scoring points as soon as possible as much as possible as you could as you can see way in advance that the game would end in a few turns.

Just a good solid, worker placement game well worth getting with plenty of replayability. Great stuff, highly recommended.

8. Sekigahara: The Unification Of Japan

This one was on my must-try list for a very long time, several years at least. I had heard so many good things about it and it checks all my boxes as I love anything based on Medieval Japan, I love war games, I love two-player games, I love card-driven games and I have for so long wanted to try a block game. I was very excited when the game was finally reprinted and became available and snagged it up.

Sekigahara is a part strategy but mostly a tactical game about positioning and outthinking your opponent with a lot of timing-based master planning built into it. It isn’t just about getting your armies in place, but it’s about making sure you have the right cards, at the right time for the right battle.

It’s one of those games where you need to have a plan for the hand of cards you are dealt and the right strategy for the unit position. It’s not enough to have one or the other, this game is all about timing things perfectly.

The game moves at a neck-breaking pace, which is awesome for a war game as you can sit down and play two or three matches back to back. I would say each game lasts at the most two hours and if you have two players that know the rules, you can finish a match in under an hour.

It has a static start, but the dynamics of the game create a lot of variability as so much of the game is focused on the cards in your hand. There is a kind of veteran learning element to the game, if you know the deck and you know the map you are going to have a big advantage over a novice but by the same token, the learning curve is quite short so it doesn’t take long for you to get to a point where you are dissecting the games core properties.

I would not recommend this game to all gamers universally, I think it’s important that you enjoy competitive war games and have a healthy love for card games, as this game does not apologize for being kind of a straight-to-it card-based war game. It’s that, if that is not your thing, this game does not offer or cater to other aspects of board gaming, if it is, this game is right up your alley.

Definitely one of my favorite new additions to my collection in 2023.

7. Vampire: Prince Of The City

This is a bit of a strange one, as it is a game released back in 2006 and it was a completely random unprompted purchase by a member of my gaming crew which made its debut at our yearly big board gaming weekend.

My gaming crew loves all things Vampire The Masquerade, originally a role-playing game made by a company back in the 90’s called White Wolf. The world of darkness is the setting in which Vampires live and these days there are quite a few new games that have come out for this universe including Vampire: The Masquerade Heritage which came out in 2020, Vampire: The Masquerade Chapters (2023) and Vampire: The Masquerade – Vendetta (2020) just to name a few. All great, modern games, but Vampire: Prince of the City is an older model.

Vampire Vendetta, another game in the world of darkness is a much faster and more mechanically driven take on a similar concept. To date, this remains one of my favorite Vampire The Masquerade-based games.

Vampire: Prince Of The City is a game about controlling a modern-day city from behind the scenes through the manipulation of politics and economics. Vampires don’t play by the rules of course, they indoctrinate their pawns using supernatural methods.

In the game you represent an elder vampire that uses influence to take control of areas on a map and the only other competitors are other elder vampires (other players). Players collect “assets” that help them to do this more efficiently of course, which can range from collecting people, equipment or unique strategy cards.

The game is quite long and has quite a bit of diplomacy between players in which they plot against each other, sometimes working together and sometimes betraying each other. The goal of the game is to come out on top, but the game is structured in a way where if two players decide to gang up on you, things are going to become difficult if not impossible. The driving force is of course that when two players work together, often one of them comes out of it better than the other, leading to the inevitable betrayal and restructuring of alliances.

These politics which remind me a lot of the classic game of Diplomacy, are really what pushes the game forward far more than actual mechanical actions players take which is a style of play that is really right in my gaming crews wheelhouse.

The point is that this is not a game you win on mechanics, it’s a game you win through political and diplomatic manipulation between the players, in a lot of ways, its a game of psychology.

This is a very long game and this is probably the only black mark against it and notably one of the key complaints from most reviewers. Its an event-style game but I would say if you are into games that cause heated debates and player-to-player diplomacy, this one brings that sort of playstyle to the table in spades.

Fantastic game in my humble opinion, with a great theme, but not for the faint of heart. This is a bit of a pig that is going to take some time to get done, but so well worth it in my opinion. Exactly the sort of vampire-focused experience that represents the world of darkness setting on which it’s based.

6. Spirit Island

I say this all the time, I’m not a huge fan of cooperative games typically, except when I am and then I love them. A great example is Lord of the Rings LCG, it’s one of my most played and beloved games that I have collected like a total fanatic.

Spirit Island is warming up to be another exception for me. I have only played a couple of times, but this game is just so well designed, so tight, so difficult, and handles the cooperative element so well.

My biggest problem with cooperative games is that when I play, I often feel like I don’t need the other players to win and/or I need the players to do very specific things under my instruction in order to win, so when they take unoptimized actions that cause us to lose (even when I know better) it annoys me. This covers most cooperative games and it’s why generally, I do not enjoy them.

Spirit Island is different because it is far too complex and has far too many moving parts, not to mention unknowns like other player’s cards to a point where micro-managing each other as players is impossible. You just have to rely on each player to handle their own business and leverage their own strategy and ask for help when they need it.

This means that each player has to create and execute their own approach to the game which is supported by the fact that each spirit in the game is asymmetrical. Everyone must be generally aware of high-level events and be ready to assist others who run into trouble why dealing with the problems on their side of the board.

This setup is quite fantastic in particular in the scope of the game’s very high level of difficulty and increably diverse dynamics. There is so much going on in this game, so many different strategies thanks in large part to the huge diversity of “spirits” players can select. Each spirit has its play style, its special powers and power cards.

It’s a really deep and very long game, a gamer’s game essentially, definitely not for the dabbler. There is a big learning curve both to learn how to play and how to play well. There is also a lot of levels of difficulty so you’re never going to find a way to “beat” the game, its replayability is effectively unlimited.

Fantastic game in my book, definitely deserving of all the awards and praise it has received over the last couple of years since its release. Highly recommended, but only for the truly fanatically hardcore and highly dedicated gamers, this is not something you pull out on family board game night.

5. Lord Of The Rings LCG

My all-time favorite solo and cooperative game.

Like almost every year since I started collecting, Lord of the Rings the LCG has been a central part of my weekly gaming routine. It’s a rare week that I don’t pick up a game or two of LotR LCG, it has been and continues to be one of my favorite games to pull out.

Now I normally play this cooperative game solo, but this year I managed to get a few multiplayer games going and like me, my gaming crew enjoys this one as well. Of course, the big fun of this game is getting super into it, building your own decks, creating your own solutions to the countless quests that have been released for this game as well as doing the big campaign. Not everyone gets into the game on that level and frankly, as a dabble it’s okay, but this is a game for fanatics who are ready to do serious deck building and that means collecting. Still, it’s a lot of fun to play on any level and pretty easy to do as this game has a pretty low learning curve.

I have talked about this game so many times on this site, I don’t see any reason to say more, just have a browse, there are plenty of articles about this one. I love it and true love lasts forever!

4. Caesar: Rome vs. Gaul

The card-driven influence control genre which at this point has become quite broad is one of my favorite in board gaming. This includes games like Washingtons War, Twilight Struggle and Imperial Struggle just to name a few.

I have introduced this particular one to several people this year, members of my gaming crew as well as my brother-in-law who is a bit of a board gaming dabbler.

Each time this one comes out, it gets solid reviews across the board from everyone which is more than I can say for all other influence control games that tend to be a bit more niche. Not to say that this is the best of the bunch, in my opinion, it’s not, that honor falls to Imperial Struggle. What I find to be the core reason this one tends to do better is that in Rome vs. Gaul thanks to its dichotomous sides, one being (Rome) far more difficult to play and succeed at and one (Gaul) being much simpler, it works great for introductions.

The end result is that the first-time experience is fun for both players (experienced and novice) and creates a great competitive game. This tends not to be true about most influence control games that have many specialized strategies. Typically when teaching someone something like Twilight Struggle, as an experienced player you are going to crush your opponent the first 5-10 games before they catch on.

That however I don’t think is the only thing that separates Rome Vs. Gaul. I think it has a cool historical theme, looks amazing on the table and has very clear winning conditions that are easy to grasp without a heavy chrome layer of exceptions. It’s just a very intuitive design, a great competitive take on the card-driven influence control genre.

Its main flaw is that once both players become experienced with the game you will find that winning as the Rome player becomes exceedingly difficult, there are just too many almost impossible-to-overcome Gaul strategies so the game tends to be a bit unbalanced when two players of equal skill are playing the game. I find the game needs some house rules to correct this.

That doesn’t change my opinion about it as I find most of the time when I pull it out I’m dealing with a new or less experienced player and this game is great for that purpose.

Highly recommend this one if you are a fan of CDG influence control games like Twilight Struggle and Washington’s War in particular.

3. Great Western Trail

I play a lot of Great Western Trail, mainly because it’s available on Boardgamearena.com. As of this writing, I have played 110 games with 35 victories. That is a lot of Great Western Trail and most of that I did last year which means I was averaging several games a week.

I think a big part of the reason I like Great Western Trail is that each time you play you must be adaptive. There is no winning formula, the circumstances of each game are different and what your opponents are doing matters a lot in this game which is not always, in fact, rarely the case in Euro games like this. This is a game where after 110 games, I can still get completely crushed because of circumstances and risky moves that did not pay off. It’s really what I love about the game, it remains a challenge to win no matter how much I play it.

The interaction between players in Great Western Trail is subtle but profound and I think it does a great job of being simultaneously easy to learn but deep strategically. I think its one of the most unique and intriguing Euro games that has come out this side of the decade.

It’s without a doubt my current favorite, chill back and play game and I find every time I go to boardgameareana.com for a fix, this is the one I reach for. I own the hardcopy as well and every time I pull it out with my friends or family it lands well.

Just a really good all-around board game for all occasions. It’s my go-to Euro game.

2. War Room

The truth is that my gaming group and I play War Room once per year on my birthday since I got it a few years back. It’s become something of a tradition at this point but this one never disappoints. I can remember the details of every game of War Room I have played and it’s always a great time.

This is not a particularly deep game, it is, for the most part, a bit more complex version of RISK or Axis and Allies and while I know some people take it quite seriously as a war game, for me, this is just a good time in a box. For my gaming group it’s more of a fun party game where we play war for the day, roll some dice and come up with new inside jokes that will play out for the rest of the year.

I do love War Room as a game though, I do think it’s a fun strategic puzzle and there are plenty of great/difficult decisions to make and you can in fact get pretty serious with it. Given how long and huge it is, this is not a game you just spring on a group, so I can understand why many group give it this serious treatment. This is an event where you have to arrange food, snacks, and drinks and make a whole thing out of it, because 12 hours is about the average play time. It’s essentially a kind of party war game to me.

I love it, it’s been my favorite board game of all time since I discovered it and I think that will remain to be true for a long time.

1. Empire Of The Sun

Empire of the Sun is a very complex game and is not recommended for the uninitiated.

There is no question that all my really serious and competitive gaming in 2023 was done with Empire Of The Sun. I have completely abandoned any hope of ever getting this one to the table with my local gaming group, it’s just too big of a commitment for them and it’s too niche so this year I went online to search for opponents.

I found plenty and ever since I have had several active games going online over vassal of Empire of the Sun and it has become an absolute obsession for me. This highly complex game with a massive learning curve only works when you have two players completely dedicated to not only learning how to play but enforcing those rules with impunity.

I found exactly such opponents and I have been overthinking this one for the entire year and it’s been an amazing experience.

While War Room is my favorite game of all time, Empire of the Sun is the best game design I have ever run across. Mark Herman is a genius in my book and I have said it before, but this is the Mona Lisa of his career.

In Empire of the Sun you execute World War II in the Pacific Theatre as either Japan or the Allies in extreme detail on an operational level. It boasts an intimidating 50 page rulebook with a ridiculous amount of chrome for what I can only describe to be one of the best simulations you will ever experience.

I do not recommend this to anyone except the most dedicated fan of war games. This is not something you dabble or “learn to play”, this is the equivalent of studying chess as a hobby. You will spend hundreds of hours studying every unit, every detail of the map, and every rule that governs the game and creates endless strategies for you to test. It’s exhilarating if you are into that sort of thing, it’s a complete nightmare of a board game if you are not.

I love it with a deep passion.

2023 releases worth a mention

I’m not the sort of gamer that chases the cult of the new anymore and I find that my gaming selections are more based on what I already love than chasing the dragon. That said there were a few interesting games that came out this year and I think they deserve some mentioning for better or worse.

Hegemony: Lead Your Class To Victory

This one is gaining a lot of momentum in the gaming community, slowly climbing the boardgamegeek ladder and for good reason. Without question one of the most interesting designs on an unusual subject. It’s an asymmetrical game where players work together to develop a functioning society represented by each player acting as a part of the government or social order. Based on politics and economics, this is a game about governing, a combination of cooperation and competition. It made my must-buy list in 2023.

Star Wars: The Deckbuilding Game

I know, we need another deckbuilding game like we need a hole in our head, but ever since Star Wars Destiny tragically ended, finding a replacement for it has been something of a desire I suppose. There are a few games actually in the works, but this one made its debut in 2023 and it certainly looks to be the frontrunner.

Great art, simple mechanics with a straight to it approach in the competitive dueling space.

Deck building games of course require the game to have longevity, which is the most difficult element to asses at the start of a games run. Star Wars Destiny for example started out on fire in terms of popularity, but petered out quite quickly and didn’t survive its adolescence. A common problem in the collectable card game space, a fate that may very well be in this games future.

That said, I’m always hopeful and this one certainly has my attention.

On The Table: January – February 2023

It’s been a while since I have done an On The Table article, but it’s not because I’m not playing games, it’s BECAUSE I’m busy playing games.

I cover two months this time, and there is plenty to discuss.

Great Western Trail

While dubbed a heavy Euro game, while there is a lot going on and the strategy goes deep, it’s surprisingly easy to get into.

My experience with Great Western Trail has been a rather turbulent one. When I first reviewed the game back in 2017 I’m not sure I painted an entirely flattering picture of the game scoring it at 3.1 in my review, giving it weak scores in the area of Theme and average scores in Gameplay. Looking back at that review, I can say here and now that I think this game deserved a little bit better.

For starters, I think it captures the theme of being a rancher driving cattle quite well though the theme here is really not a critical component of enjoyment of the game. I also criticized the game for lacking interaction and while the game doesn’t have “take that” mechanics, the obstructions of buildings, the race along the rail lines, and the forced actions to player actions is a constant in the game. In the end it is a lot more interactive once you play the game at a higher skill level where those sorts of elements (obstruction in particular) become quite critical to winning the game.

I initially got back into this game because of my daughter, but ultimately I spent a great deal of time playing Great Western Trail on BoardGameArena.com, a site where you can play both the 1st and 2nd editions of the game including the expansions.

Now personally I own the 1st edition and have played enough of 2nd edition to say plainly I think they got it right the first time. The 1st edition of the game is a bit harsher and it was clear that in 2nd edition they softened things up a bit. There are only slight changes but most of the changes make the game in a sense, a bit easier on the players.

The cities where you place your round tokens which represent locations you have delivered to are less penalizing, while the bandit track (formally known as the Indian track in 1st edition) doesn’t have any penalties either when claiming the tokens. The new and adjusted buildings in 2nd edition are also a lot more generous.

Regardless, 1st or 2nd edition, Great Western Trail is a really amazing strategic game that takes planning, resource management and clever maneuvering to come out on top. It’s a challenging game that really delivers a great victory point salad without overburdening you with tons of options with one always being an obvious and really only good one. Every choice you make in Great Western Trail means you have to give something else up, so it’s always a decision between many great choices and your decision ultimately rests on your long-term strategy, while very often being driven by your desire to outpace or obstruct your opponent’s efforts.

I play Great Western Trail games several times a week and have become quite competitive at it and despite repeated plays I’m still discovering new strategies and finding clever ways to improve old ones.

Fantastic game, and comes highly recommended by me.

Caesar: Rome vs. Gaul

Caesar: Rome vs. Gaul has proven to not only be a great strategy game in the CDG influence control genre but has deepened my love for historical war games in general.

I had two separate opportunities to play Caesar: Rome vs. Gaul and my opinion of the game has only improved with additional plays since I originally reviewed the game back last February. The game even made my Top 20 list for 2022, sitting very comfortably in the number 5 spot.

What does that mean? Well simply put, I love this game and for so many reasons.

For starters, it’s infinitely replayable which I honestly didn’t think would be the case given the very static starting setup and the very firm goals of Caesar in particular who has a very clear set of tasks to accomplish each game. This is a card game however and from this are born all of the dynamics and nuances of play that really re-write the circumstances with each game and though the first round might be a bit “standard” as players are likely to have their favorite opening moves, like chess, that does not result in a repetitive game at all.

Caesar is really a game of chicken and pushes your luck in a lot of the strategy that ultimately plays out. Caesar and his powerful army can easily crush any Gaul opposition well into the late game and while mobile, the map is just big enough that obvious gaps in defenses are exposed when he leaves the safety of Provincia.

As such a big part of the strategy for the Roman player is to know exactly when and for how long Caesar’s army can leave his supply lines exposed.

For the Gaul player its an entirely different game. There is less precision and a lot more gambling, as well as the constant need to put influence pressure on the Rome player to keep him concerned about what is happening on the board. Left unchecked, the Gauls explode in the late game and can even become strong enough to oppose Caesar himself in the final rounds.

The game has great tension, and relatively simple rules, it looks amazing on the table despite the use of chits (notably this is a game that deserves some pimping) and above all else it has that “let’s setup again” feeling to it.

Absolutely adore this game though it is not my favorite CDG Influence Control game, that honor falls to Imperial Struggle, but this game doesn’t play second fiddle, it really is its own thing and happily shares a shelf with Imperial Struggle in my humble opinion.

A must-have for CDG Influence Control fans and especially those that have a love for Roman History!

Game of Thrones: Hand of the King

A quick and thinky filler with a fun theme.

This silly little abstract game has virtually nothing to do with Game of Thrones beyond familiar art and names and has been a hit with my family, in particular, my daughter over the course of the last year. It hits our table regularly and is always a must-bring on any outing that might offer an opportunity to steal a few minutes to play a game.

It’s a simple game of collecting cards of the major Game of Thrones houses represented by characters from the Song of Ice and Fire story. Nothing too fancy, it only takes 10-15 minutes to play but it is a bit think, definitely a little puzzle to solve here but there are some take that cards in the game which create some rivalries at the table and it even has some occasional teamwork triggered when one player is getting ahead. Very tight game, rarely does anyone win until the final moments which gives the game a sense of urgency.

All and all for such a simple and fast game it is a lot of fun. Usually, we end up playing 2-3 rounds every time it comes out. If you’re looking for a great group filler that works one on one, this is a great one.

My City

The only legacy game I ever finished and would happily have a second go at.

I’m not big on legacy games, in fact, to date with this one exception they have all been disappointments and not because I didn’t like the game, but because I never get the chance to play out the entire legacy. Legacy games seem to wear out their welcome before they are done and are regulated to the classic “One of these days we need to finish X game” conversations; eternal. I’m looking at you Vampire: The Masquerade – Heritage!

My City is different because not only is a great game, but it’s pretty fast, the legacy adaptation is pretty simple to understand so you don’t have to re-learn the game after each play and you can usually sit down and play 3-4 games in under an hour so you kind of zip through it. In fact, you kind of wish it was a bit shorter, although when the legacy game is done you are left with the core game which in on itself is actually quite fun. Since my daughter and I play it just the two of us and it’s a four-player legacy game, we actually run through it twice with the same set though the game is so cheap that it’s no problem to buy a second copy if you want to do a second run through.

Really enjoyed this one, so far as legacy games go this is the only one that I have actually finished and without feeling like I have to “suffer” to get to the end.

Age of Civilization

A Civilization building filler? Yes please!

Age of Civilization is what I like to call a micro version of Through The Ages even though the two have little more in common than a theme.

This is a simple and fast-moving card game where players are moving through time and taking one of three actions per round available for any given period. There is war, there are civilizations with special powers, and it’s a point grab to a rapidly approaching ending. A Civilization building game in under 15 minutes! I don’t know if anyone asked for that, but they made it and frankly, it’s just short enough not to wear out it’s welcome and it does tickle that Sid Meier Civilization G-spot.

It actually reminded me a little bit of Nations: The Dice Game which I actually think is one of the best Civilization building game fillers on the market today, but this one is actually even faster!

This little gem is a blast from the past, I actually used to play this one daily online for months and its big brother Nations is an awesome game in its own right.

I like it enough to play it for free on BoardGameArena.com and if it was available I would buy it but this Kick-Starter went fast and seems to have disappeared from the marketplace.

A Feast for Odin

The jury is still out on this one, my initial experience I would describe as “confusing”.

I played a “learning” game of A Feast For Odin and oh boy is this a mind-fuck of a beast. I mean I don’t want to say anything negative about it, learning experiences are not a good basis for reviews and frankly 90% of the time playing this game for the first time I had no idea what was going on.

Part puzzler, part worker placement game, part resource management…. and a whole bunch of other stuff. There is a lot going on in this game, just the amount of worker placement options is mind-boggling and man is it unforgiving. You place one thing in the wrong place and you can potentially screw yourself for the entire game.

All I’m going to say at this point is that it certainly piqued my curiosity, I will definitely be getting this one to the table again but I have to say it might be a bit much for a Euro game. I mean I get it, it’s for Mega-Euro fans that want some meat on the bones, the Terra Mystica crowd as I like to call them, but for me, the fun bit of a Euro game is that they are short and thinky. The longer heavier stuff tends not to be my thing in the Euro-Game scene even though big epic board games are definitely my thing. I need theme and player interaction however for long games to stick the landing. This one felt a bit like we were all playing a solo game, the bulk of the interaction was in stealing each other’s worker placement spots.

We’ll see how it goes, but at least unlike Terra Mystica which left a pretty poor impression on me, I recall my conclusion to Terra Mystica review was …and I quote “The entire game just felt like I was waiting for a dentist appointment, I was neither enjoying my wait nor looking forward to my turn, I just wanted the whole mess to be behind me.”

Over-hyped and overrated snooze-fest not worthy of your shelf space or table time. There are far better-cube-pushing Euros out there. Perhaps Feast For Odin will be one of them.

This one fared quite a bit better, but it’s on my “try again and see” list.

Ark Nova

I did not care for this game one bit, long, ugly with stock photography as its primary art asset and a complete absence of any meaningful interaction between players.

I’m going to take a lot of shit for this one given its high status on BoardGameGeek, sitting pretty in the number 4 spot but…. god I hated it.

This was just a pointless game of collecting and trying to house animals which as a theme in on itself was not terrible but you had to look at this really crap stock photography the entire time and the game was just way too long. It says 90 to 150 minutes, you can safely double that. This is a 3-4 hour game that really just doesn’t have the nuts to warrant table time with virtually zero interaction between players.

I don’t usually rush to judgment after one play, but having played this game once I not only never want to play it again, I actively avoid being put in a situation that might result in me having to out of social graces. It’s games like these that cause me to ask “what games are we playing” before accepting an invitation to board game night.

Conclusion

Of course, these weren’t the only games I played in the last couple of months, but they were the ones that stuck out.

Good luck out there folks!

D&D Theory: Dungeons & Dragons Over The Years: Part I of III

Dungeons & Dragons is rapidly approaching its 50th anniversary as a franchise and what a glorious 50 years it has been. Over the decades D&D has enjoyed immense success in just about every medium, but of course, the pencil-and-paper RPG is what makes this wheel spin. At no time that I recall has D&D seen more success than in recent years, the hobby has absolutely exploded in popularity and it’s in part because of its appearance in various tv shows, but certainly primarily because of the incredibly successful 5th edition released in 2014. The game has enjoyed many versions and variations of the game, each one a variant of what came before and if you really count some of the sub-edition and in-between stuff there is actually, even more, to choose from than might be immediately apparent.

Now modern gamers are going to play modern games, it’s natural as you enter the hobby, you go for the latest and greatest which is not only expected but recommended. That said, as a guy who has played every edition of the game extensively and is a huge history buff, I’m always excited to talk about what has come before and why modern gamers might want to take a spell and consider some of these past additions for their table even today.

5th edition Dungeons & Dragons, the latest version of the game made great strides in an attempt to solidify past and present editions into a single system to satisfy the many growing issues that have crept up in modern designs which include 3rd and 4th editions of the game. It’s by far and wide the most popular modern edition of the game with past generations of gamers as well as obviously, modern games (can you say 50 million people playing D&D!?).

Contrary to popular belief, past editions of the game as compared to modern games are not some old relics to be discarded and forgotten. Any one of these old editions can create amazing table experiences and I would argue are worth exploring even today. In fact, most complaints about modern games stem from certain gaming elements that were already tested, identified and resolved in old systems that have crept back into the modern game design because when you don’t know your history you’re doomed to repeat it, yes I’m looking squinty-eyed at you Wizards of the Coast!

With that little enticement, in today’s article, we are going to travel back in time and talk about each edition that came before, what you might find in between the pages and why it might just very well be worth your time to explore it.

Enjoy the article, it’s a big one!

Dungeons & Dragons: Original Edition

The original game was reprinted in a deluxe box set in 2013 as part of D&D’s 40th year anniversary. This classic, despite its age, is still played today.

We can only speculate as to what was going through Gary Gygax and Dave Arneson’s minds when they created the original white box set, after all, they were paving the way into uncharted territory perhaps not even aware that they were about to create an entire genre of gaming and franchise that would last for decades. Interviews in hindseight make them appear almost like geniuses who percieved a whole new genre of gaming but the reality is they were just a couple of nerds that like to make games.

The original game is perhaps best described as a proof of concept. Many of the ideas that would evolve from this 1st version of D&D were very rough in this original edition and while I would like to tell you that every edition of the game is worth exploring, this one included, of all the editions that followed this one would probably be the most alien to modern gamers.

For one the game was in its infancy and much of the terminology and concepts that would define D&D as the game we know today were yet to really be coined. There were only three classes in the game, The Cleric, Fighting Man and Magic-User initially and the game was very much about free-form role-playing with the absolute minimum of rules beyond some basic combat execution mechanics. Notably by modern standards, I think most would view some of the mechanics as odd at absolute best, in fact even among OSR (Old School Revival) circles the original game is considered a bit of a quirky historical reference.

D&D inspired an entire golden era of early PC gaming including classics like Bard’s Tale. Just like D&D, retro gaming and revivals of classic games from the 70’s & 80’s is common in PC games as well. We got the whole Bard’s Tale trilogy remastered in 2018.

For example, the damage characters could deal in combat was based on their class, not their weapon, there were no skills, feats or special powers and while there were 3 classes in the game with a 4th coming along later (Thief), for the most part, the game was very close to a completely rule-less system depending very heavily on DM adjudication, yet the game was very procedural at times as well bringing it much closer to what we could call an adventure game rather than a role-playing game today. Something I don’t doubt purist would wholeheartedly disagree with, most who played it leaned on the adjudication over structure element of the game.

Today there is still a fan base for this original style of play which was very much narrative storytelling focused. There are retro-clones available today like Swords & Wizardry which is a compilation and organization of the game into a single volume done by the famed OSR designer/writer Matt Finch who is among a small group of people responsible for the creation of the OSR as a concept. As such you don’t have to go through the trouble of hunting down original copies; versions of this game that are effectively replications of the original rules are available in print today through sites like RPG Drive Thru.

Swords & Wizardry is just one of several retro-clones of the original game available today. This one is hailed for its amazing line art and organization making the game a lot easier to understand than the original printing.

Why Play It Today?

I would be hard-pressed to give an exact mechanical or even conceptual reason to play the original game. I suppose you could say that if you like free-form role-playing where rules are more often improvised than stated, this might be a reason to try this one but I think most gamers today would probably want more mechanics than this game offers, both DM’s and players alike. If free form is your thing, you could just as well ignore rules that exist in your game than play one where they are missing when you want or need them.

I think the only real reason to try this original classic is just to get an understanding of the history of D&D, where it started, where it came from, and how the design evolved. This game is still played today, but unlike many of the versions that followed, the OSR community existing today that plays this game is made up predominantly of people who played the original way back in the 70’s. That is not meant to discourage or disparage the game, it is a classic, an original to be preserved and held high for its achievement, but still. Original D&D is to RPG’s what cave paintings are to art, an interesting historical reference but not exactly something that is going to teach or introduce modern gamers to anything that hasn’t been done better in games that followed.

Nostalgia certainly plays a role in D&D communities, but even when we look back, it’s rarely original D&D that is being presented, more often it is 1st edition Basic/Expert or Advanced Dungeons and Dragons that serves as a way back machine. Original D&D is just too far back to be relevant nearly 50 years after its release. A fate I fear will befall B/X & AD&D some day as well.

For me personally, it’s one of the few editions of the game I find difficult to recommend, it was kind of a trial run and while I think it has a lot of historical relevance, in practice, it’s pretty rough as a game system and much of the games core premise while familiar is actually quite distant from how both RPG’s and specifically D&D evolved. It’s a curiosity, certainly worth a read, but I personally never felt drawn to run it.

It’s a game you play to get a look through the lens of the origins of the game.

1st Edition Basic / Expert

1st edition Basic/Expert rules had several subversions over the years but the most often referenced and perhaps the most well-known is the 1981 Moldvay box set. For many D&D generations, this box set defines classic D&D for them.

Contrary to popular belief D&D actually evolved from two separate core games that while reasonably compatible had a vastly different approach conceptually.

1st edition Basic & Expert rules were released alongside 1st edition Advanced Dungeons & Dragons and while one was intended as a starting point for the other, the games evolved along different paths and in a sense became two simultaneous editions of the game.

There are a number of core differences between 1st edition B/X and 1st edition AD&D.

First and perhaps foremost, 1st edition B/X was structured as an adventure game first and RPG second. A core of the game was that there were defined rules that structured elements of the game like the exploration of dungeons, wilderness adventures and adventures on the high seas. This concept I think would be quite unique to modern gamers who see the “adventuring” part of the game as a free-form role-playing concept, rather than a structured element of play which is exactly the case in the B/X system.

The concept of D&D as an adventure game is differentiated by the structure of play outside of combat. In an adventure game there are rules that govern all aspects of the game creating emergent stories and while the principle between adventure games and RPG’s are so similar it’s almost impossible to tell them apart, they are in fact quite different in practice.

In B/X time is tracked in actions even during adventuring periods and this has a procedure that is different for each of the types of “zones” of adventure (Dungeon, Wilderness & Waterborne adventures). Just like in combat, each initiative players take an action, which results in a “round” taking place and just like combat, this can have different effects on the game from torches going out, spells expiring, wandering monsters and other effects like getting lost in the woods, running out of food and so on. Not all that different than any other D&D game, but the tracking of time and the governance of rules of how to manage is mechanically driven.

Another core feature of B/X is that there are no race & class combinations, instead, races are their own classes. This is also wildly different and is exclusive to just this and the original edition of the game not to be repeated in any future editions barring reprints. Race as class (Elf as a class for example) I think is something that would raise the eyebrows of modern gamers but the premise here is that, in B/X, D&D is a very specific type of fantasy. In fact, B/X as a system is directly linked to a setting called “The Known World”. The known world would later evolve into the “Mystara” setting which evolved further with the releases of the Companion, Master and Immortal rules, effectively advanced B/X rules as strange as that sounds which is in contrast to Advanced Dungeons and Dragons. This setting is built around a very Tolkien-like fantasy setting and the classes in the game are structured to depict that fantasy exclusively.

No version is influenced more by Tolkein fantasy, which includes the original edition of D&D than 1st edition Basic/Expert rules. Tolkien fantasy is built right into the rules and many of the core abilities and structures are designed intentionally to replicate middle-earth sensibilities.

This is a bit confusing but you can think of it this way. Initially, B/X was created to be a basic starting point and AD&D was where players were expected to graduate. I don’t think TSR expected that the B/X rules would gain their own, separate following and this resulted in a demand from this new B/X community for expanded content. They wanted more advanced rules, but not in the form of AD&D, but rather expanded rules for the B/X game system as its base. I will talk more about the result, BECMI (Basic/expert/companion/master/immortal) rules a little later.

The third thing that really made B/X unique is that the game assumed a sort of meta-game infrastructure. The game was really designed as a challenge to players, rather than their characters and to support that concept several meta-game rules existed that worked together.

For starters, the players were assumed to be treasure hunters. This is why we had structured adventuring rules, but there are also rules for rewards that support this. For example, XP for monsters was very low, but you would earn 1 XP for every 1 gold piece (treasure) you found. The idea was that players were motivated to travel across the landscape (Wilderness & Waterborne Adventure Rules), go into dungeons (Dungeon Adventure Rules) and find treasure (1 gold = 1 xp). This is how you advanced in the game and was a measure of your success.

The depiction in Strange Things in which players huddle together, form plans, roll dice and seemingly are playing a game more than role-playing may seem strange to modern gamers, but if there is a version of the game that depicted this element it would be Basic/Expert rules where the feeling of winning in an RPG was kind of real and very player centric.

Additionally, character classes were very minimal, you gained very few powers and much of your strength was based on the equipment you carried. Magic equipment was of course the best way to empower your character but the only way to get magic items (which could never be purchased) was to go into Dungeons and find them.

B/X as such was a very structured adventure RPG quite different from Original D&D which was very free form and future editions of the game that were very narrative and character-centric. B/X was a very player-centric game with a very firm meta-game motivation built into it.

The final thing about B/X, oddly enough even though it was a game designed with new players in mind, though it had a simple ruleset was incredibly difficult to be successful in. The game while being structured, meant that rules governed a great deal of the outcomes of the game which means dice rolls. This combined with the incredible deadliness of the game made the actual gameplay for expert (veteran) D&D players.

Using player meta knowledge and past D&D experience, really playing D&D as a player skill set was both encouraged and expected under 1st edition B/X rules. “Good Players” were far more likely to succeed in the game than “New Players” who lacked past experience. It was an odd position the game took from a design perspective given it (B/X rules) was designed as an introduction to Dungeons & Dragons.

A character in B/X would instantly die when they hit 0 hit points and at 1st level characters rarely had more the 2-8 hit points. A single blow could end a character’s life, not to mention how deadly traps and other effects could be. By and large, despite being aimed at new players, 1st edition B/X was the deadliest game in D&D history and remains today as the core of the OSR community for that very reason. A game designed for newbies was ultimately adopted as the foremost example of master-level role-playing aficionados who love a challenge becoming the foundation system for the OSR.

While B/X box sets and rules are still available today through sites like RPG DriveThru, one nice thing about B/X rules popularity among OSR designers is that it has become the adopted love child on which many games are based. The result is that there are various re-edits and retro-clones of B/X, my personal favorite being Old School Essentials by Necrotic Gnome. This fantastic re-edit of B/X not only gives you the core rules in a really great edit but the game is expanded with several source books that take you beyond the basic B/X rules to include more classes and more advanced optional rules. As well they do some optional math reversal for you to get rid of the dreaded THAC0 and descending armor class so you don’t have to. Really great stuff!

Old School Essentials is just one of many retro-clones and remakes of 1st edition Basic/Expert rules, but it’s by and large the most popular, and this is likely because it stays honest to B/X rules as closely as humanly possible while correcting and expanding the game in ways that is very commonly done in house rules. It is in my opinion the best version of B/X rules out there today.

Why Play It Today?

There are actually quite a few intriguing reasons to play Basic/Expert edition Dungeons & Dragons, but I would still argue that modern players might see the game as quirky if not outright strange.

One of the main advantages of 1st edition Basic/Expert rules, setting aside the challenge level of the game (as a game) is that the rules are very simple to learn/teach. Far simpler than anything we have in modern systems. This simplicity is combined with existing familiarity anyone who plays D&D would have compared to modern games, meaning that if you know how to play any edition of the game including 5th edition D&D, you already know 90% of the system (B/X) because by far and large it is the basis for all other editions of the game.

This simply means that you can get the game to the table very easily with any sort of player group even complete novices. No one is going to struggle to understand how to play and everyone can get right to enjoying the game without the need for elaborate explanations often required to grasp modern games.

This simplicity is furthered combined with unmatched support for the game in particular in the form of adventure modules and unique variations on the system all of which are compatible with each other. In the nearly 50 years that D&D has been in development, this version of the game has continued to receive new content thanks to a thriving community and immense 3rd party publishing support. There are more adventure modules created for 1e B/X rules than all other editions of D&D combined. It is the most well-supported D&D system today, even more so than modern/current editions like 5th edition D&D.

A big part of why Basic/Expert rules are so flexible is the incredible compatibility it maintained long past its lifetime. 1st and 2nd edition adventures including all AD&D content are 100% compatible while 3rd and 5th edition modules are incredibly easy to adapt. The only rough spot is 4th edition which is generally incompatible with all D&D systems.

The next big sales pitch, which speaks to me personally has always been the structured and clear goals of the game for players. One very common issue with D&D is the absence of a common definition of what you are supposed to be doing in the game and understanding it as a game and as a concept. Modern games have this “it’s anything you want it to be” approach to playstyle, but this is particularly unhelpful and problematic when you sit down with five players and a DM to whom “anything you want it to be” is different for each person. Finding common ground, a gaming group where everyone is in sync and creating an experience that satisfies everyone at the table borders on an impossible achievement in modern gaming. It’s why despite the popularity of modern systems, the complaining from the player base is so excessive you would think they hate their hobby the way they speak about it.

1st edition B/X is a system that has clear goals, clear direction, one playstyle and no apologies, no excuses and no fancy philosophies. There is only one right way to play 1e B/X and the game tells you exactly what that is in no uncertain terms with no interpretations required. Certainly, it’s not a take-it-or-leave-it deal and you can and are actually encouraged to mess with the system, but at least you are on solid footing when you read the rules as written, there is a clear starting point, there is no confusion about what the deal is. Love it or hate it, it is what it is.

One additional element that has been lost in D&D is the ability to play the game as a pickup-and-go as well as a one-shot system. B/X combat is fast and snappy, its mechanics simple and it’s core gameplay clear. The result is a system that very happily supports the idea that you can pick up the books and say “let’s play D&D” and be up and running in 10 minutes or less. It’s ideal for 1 shot and pick-up games where you can simply play anytime you feel like it with anyone. This is because B/X is built on emergent story and gameplay concepts, meaning that you don’t need to do much prep work to get a very functional and entertaining game night, creating the story is built right into the system for you.

While AD&D (1st & 2nd edition), 3rd and 4th editions were all far too complex games to make either good introductions or be flexible enough for pick up and play games, with 5e thanks to introduction boxes like D&D Essentials Kit, picking up a game with little prep is again possible. This may be why 5e D&D is so popular as it goes back to its roots as a game in many ways and being easy to pick up is one of them, an idea founded in 1e B/X rules.

Finally and like anything this too is a matter of taste and preference is the fact that B/X 1st edition is effectively a D&D construction kit. If you ever wanted to create your own version of D&D, there is no system more modular and more adaptable than B/X 1st edition. This is a D&D lego set and while the core system has clearly marked boundaries, you cannot break the game, it’s so incredibly flexible you can take any other edition of the game, take any rule you want from that game, including any spell, feat, power or whatever, add it as written into B/X and it works without a hitch. Naturally, your power levels will fluctuate as a result, but there are not going to be any mechanical compatibility issues, it just works. It’s a creative DM’s dream come true as a system and it’s a lot of fun to do. A system that is firm in the layout of what it is, but infinitely modular to be anything else you want it to be while always remaining approachable to and by anyone.

1st Edition Advanced Dungeons & Dragons

AD&D 1st edition was reprinted by Wizards of the Coast in 2016 without edits, a tribute to decades of fandom.

I think most D&D players, even modern gamers know a thing or two about Advanced Dungeons & Dragons, while it is not the first edition of the game it is considered to be the granddaddy of D&D written by the god-emperor himself, Gary Gygax.

AD&D 1st edition however is actually one of the most problematic games in the D&D line up, which is not to say it’s bad, it’s actually quite phenomenal, but it requires a very stern hand to wrangle this beast and an open mind to its core concept. There is no question that this is one of the most complex versions of the game to learn, to run, and ultimately to master, definitively earning its unique title as Advanced D&D. In fact, it’s a rare DM who can fully grasp the core of the rules and implement them efficiently fully as written. RAW 1st edition AD&D games were rare then (70’s-80’s) as they are now. It really takes a true master to run a good 1st edition AD&D game which might explain why so many players and DM’s have a love-it-or-hate-it relationship with the game. In the hands of an inexperienced DM it can be a disaster, in the hands of a master DM, it is nothing short of a work of art. It’s a game that embodies the soul of D&D in a way that no game before or after ever could, but one must be a soulweaver to bring that essence to the table.

1e AD&D under TSR’s banner gave birth to all of the classic settings that are staples in the community today. Dragonlance is just one among many that created fantasy fans all over the world. Playing in this setting under the original system is an experience I would recommend to every D&D fan without hesitation.

AD&D shares many similarities with B/X, the two games are designed to be fully compatible and they are, but AD&D features a number of unique departures as well as much deeper and more fleshed out concepts that you will not find in either B/X or any other version of D&D that had come before or would come after.

First and foremost the rules of the game are hidden from the players very intentionally, documented in a massive and secretive tome in painstaking detail and frank commanding language known as the 1st edition Dungeon Masters Guide. A book that I both personally consider the first and definitive final word on how to be a Dungeon Master and one of the most confusing reads you will ever experience, spectled with brilliance and nonsense in the same breath.

This book not only defines every conceivable element of the game but it does so with flavor and a deep meaningful understanding of fantasy, an edgy abstracted realism, and a firm hand. It’s a book that declares the Dungeon Master god of the game in no uncertain terms, the great creator tasked with entertaining and challenging players in the most devious and detailed oriented ways possible.

The result is a system that is explicit, yet flexible, mysterious, yet self-aware and most of all, it creates a gritty, believable fantasy world in stunning detail if and its a BIG if you can wrap your head around all of the wisdom it passes on and be open-minded enough to embrace it.

The 1st edition DMG to me is the bible for Dungeon & Dragons, running D&D having never read it means you are always going to be a lesser DM than you could be. It is priceless information you will never find in any other book written for the game.

Now that is a very colorful way to describe AD&D and I will admit, no matter how many times I open the pages of the AD&D DMG, I can’t help but be swallowed whole by the mystique of it. It’s inspiring. That said, its a read riddled with issues, in fact, in a lot of ways, its approach as a whole is an issue to some both conceputally and mechanically speaking. Its perhaps best described as a confounding experience, you will either find its soul or be confused by its intention.

Still, D&D is a game and AD&D is a version of it, so the question is, what does it do differently, what aspect of the game may be worth exploring if you’re a modern gamer. Why go back to it?

Like B/X this is a game that is going to have a familiar surface, looking at the character races and classes, stats and hit points, armor class and sub-systems while some of them will feel like quirky versions of what you are used to they are not going to be alien to you.

There are however three core things that really separate AD&D from any other version of the game for better or for worse, you decide!

The first is the focus on the mundane, administrative elements of medieval life. AD&D as a system really tries very hard, successfully in my opinion, to make players feel the hardship of a medieval fantasy world. Your resources are limited, your powers are limited and it all amounts to the game being a brutal struggle for survival.

There is a harshness to everything with no video game structured answers or hand-waving of the elements of the adventuring life. You are as likely to die in the woods of dysentery as you are at the end of an orc’s blade. AD&D wants you to worry about how sharp your blade is, how clean your water is, how many arrows you have in your quiver, how heavy your pack is, how many spell components you have remaining and all sorts of other resource issues that drive your actions and decisions. No matter where you look in this system there are uncomfortable limits and restrictions. There are no character “builds” that let you circumvent the harshness or avoid the discomforts. The result is that players form comraderies in much the way soldiers do in war because the only way to truly survive, maybe even excel is through teamwork, the only way players can accept their circumstances is by suffering them together.

This of course can be seen as a major drawback as well. Adventuring heroes suffering anti-climatic deaths does not exactly make for a tolkein fantasy or fond memories. Sometimes the game is just a bit too real to be fun, a not all together uncommon complaint about AD&D.

The 2nd main focus of the game is emergent narrative storytelling. AD&D has a lot of charts and DM’s are often asked to let the events of the game unfold through the use of tables, encouraged to embelish these events and allow the chips, or dice as it were, to fall where they may. That is not to say that everything should be randomized or that the game is pure random chance, but the game is setup in such a way as to ensure the players are working against a structure rather than pure DM fiat.

These rolls are often measured against character attributes and abilities, which ties into the 3rd unique element of AD&D I will talk about in a minute, but the principle concept is that you do not just roll when you “do stuff” to see if you succeed, but you often roll to see “what happens” in general, how the world around you responds.

You open a chest, what is in it? Is there a trap on this chest? Is there an Alchemist in town? How does the merchant you just met feel about you? Do the Orcs run or fight this round? Rolling the dice isn’t just to see if you can disarm a trap or if you can find it, its very existance may be left to chance. This emergent concept is a foundational element of AD&D.

Forbidden Lands reminded me a great deal of AD&D 1st edition and it shows that there is still a place in gaming for harsh and ruthless survival stories and emergent storytelling. It is a great example of an OSR throwback and might serve as a much easier alternative to teaching the many lessons of AD&D.

With AD&D there are rolls that determine the input or outcome of a narrative. Maybe killing the chieften scares the rest of the Orcs and they run away, maybe it makes them even more angry and they attack with barberic ferocity! The DM is encouraged to let a big part of the story be told by the dice, far larger chunks than one might be accustomed to in a modern game. This in turn creates emergent stories, unexpected events, things the DM could not himself plan or would have even considered adding into the game. This aspect of AD&D creates a sense of danger and the unknown, not just because you as a player don’t know what will happen, but you know the DM doesn’t either. In AD&D very often, the dice do the storytelling.

This too can be a problem, encountering deadly traps and finding nothing in treasure chests while stumbling across random encounters every time you open a dungeon door can be daunting, brutal, unfair even. AD&D run as designed, can be quite suffocating and demoralizing. Some will see it as a challenge, others as unescessary cruelty.

The 3rd and final unique element of AD&D is that the games classes are definitively archetypical and each class deals with a very specific element of the game, offering a group an advantage in the area filled by a character of that class. This is true in B/X as well, but in AD&D there is a far more granular game, hence the class abilities are equally more granular increasing the complexity and types of class roles. A group without a Ranger is likely to get lost in the woods more often, have food shortages when traveling, have longer travel times and so on. A group without a Cleric is going to have a hell of a time crawling through a crypt filled with undead and recovery of the groups health will be dauntinly slow. A group that has a thief will likely end up with a lot more treasure, a lot fewer casualties as a result of traps and will be able to access parts of dungeons inaccessible without their skulldugary skills.

Some cross over exists here and there, but each class plays a key role and in the end each adventuring party will always be missing some element that is relevant to the adventure, some unfilled gap that they will struggle against.

Making each role a pivitol part of an adventuring party means that each player is a critical to the success of the troupe, everyone’s lives are easied by their presence against the horrific struggles of the medievil world you face together.

This aspect of the game is so refined, so poiniant that its become a staple in the gaming world in particular in MMO’s, yet oddly enough as editions progressed forward the game of D&D has slowly evolved away from this principle element to a point where in modern editions of the game its practically non-existant. A party of adventurers in 5e for example will not have a gap in the groupes capabilities because a Ranger, Rogue or Cleric are not part of a party.

This element also adds an aspect of meta strategy. Players that gather to form adventuring troupes are going to be very aware of their shortcomings and their strengths, they will devise group strategies that favor those strengths and avoid exposing their weaknesess, creating a kind of a game within a game. The composition of your party will and does dramatically change how you approach the whole concept of adventure.

Again there are drawbacks to AD&D’s archetype enforcement. At times you might sit down at an AD&D table and be forced to play a Cleric because the party needs one even though you actually want to be a thief, but the group already has one. Their is inflexibility in this rigid structure, the modern game favors players running whatever character class they want and in this is a kind of joy. Sometimes in AD&D, the struggle begins even before you start playing as players bicker over what the party needs as oppossed to simply creating whatever character you want.

Why Play It Today?

For me AD&D does two things, both of which give this game justification as a game to try today, but I would simultanously caution modern gamers that this is a very brutal game, much like Basic & Expert 1st edition is but unlike B/X it’s also very complex and can be a chore to learn and run.

The first thing is that I think the concept of emergent gameplay is applicable to modern games, though modern games don’t encourage or teach it, even though they are perfectly capable of the execution. AD&D teaches you how and when to do this well, so the experience of running AD&D as as DM makes for an exceptional education you won’t find in any other game on a subject (emergent gameplay). In my opinion emergent gameplay is not optional, it is a required element of the game that must be included for the game to be meaningful. The players must know that the fate of their characters isn’t just a DM decision, that the world around them is a living breathing thing, random as it may sometimes be. This is one thing I feel is worthy of your time and effort to learn and learn well and no game will teach you emergent gameplay better than AD&D 1st edition.

Emergent gameplay is an amazing seasoning to narrative constructs because as much as DM’s often think themselves briliant story designers, the truth is that most of us are not. Emergent gameplay creates a natural way for amazing stories to evolve (emerge) and with the right set of tools which the 1st edition AD&D DMG most certainly is, the creations will always be wildly unique inspiring stories you would have never thought to create yourself, acting as a platform for your own inspiration.

The second thing AD&D does really well is that it teaches you why limitations are better than options, a lesson you will never learn from a modern RPG, quite to the contrary most modern games very mistakingly teach the oppossite. AD&D shows you how you can play a straight, tough game, one that might almost seem mean to the players and end up with an amazing gaming experience in which your players flourish despite the hardships. This is because the reality of games of any kind is that victories that are tough to achieve, inspire players to be smarter, better, proactive, involved and curious to test their metal, all elements that become rewards in their own right. The side effect is failure but if you know anything about drama you know that traggedy and struggle produce the best stories which ties in nicely with the concept of emergent gameplay.

I really enjoy Pathfinder 2nd edition as an alternative to D&D, but this is a game that really shows how unwieldy and generic a game can feel when it has too many options and it’s reach to broad. When everything is possible and everything is unique, nothing is unique, the fallout of option overkill.

For me personally AD&D 1e holds a very special place in the DM arsenal. It is chalk full of lessons that simply aren’t taught anymore and should be to both players and DM’s. It is a game written with the voice of a true master storyteller, someone who understood the principle foundations of narrative role-playing.

It does however require an open mind as some mechanics have not aged well (I’m looking at your THAC0!) but a bit of math is a small price to pay for a great gaming experience and the truth is that most of the mechanics that aged poorly, can be easily corrected with a few house rules.

Some of these house rules, corrections and clarifications can be found in OSRIC, a retro-clone for AD&D that makes the game a lot more approachable. I would personally argue OSRIC fails to contain the same mojo of the 1e AD&D DMG, but it does, in plain language sort of explain things that are sometimes heavily hidden in the flavor text of Gygax’s quirky writing and as a practical matter this is quite useful.

Like Old School Essentials which retro-clones B/X rules, OSRIC is a re-edit of the 1e AD&D rules making it far easier to consume and understand the core rules, in essence making AD&D 1st edition far easier to run. You lose that Gygaxian writing that makes 1e AD&D such a fun read, but as a rule reference is really great.

Conclusion

That concludes our first part of the walk down memory lane of D&D gaming history. Clearly, like any fan of D&D I have my opinions and it’s certain to trigger disagreement, but I feel quite confident having played these games extensively I have nailed at least my own experience and perceptions.

Part II is coming soon where I will dive into 1st edition BECMI (Basic/Expert/Companion/Master/Immortal) rules, 2nd edition AD&D and then switch gears to the birth of the modern D&D era with 3rd edition!

On The Table: July 2022

You would think after the big superboard gaming weekend we had earlier in the month I would have run out of games to talk about, but I’m on summer holiday and the gaming continues.

Root (Digital Board Game Adaptation)

During our big gaming weekend earlier this month, I was exposed to a very curious little game called Root which piqued my interest both as a board game fan and as an amateur board game designer.

This highly asymmetrical war game about cute little woodland creatures fighting in a forest has some incredible dynamics which results in tremendous replayability and diversity. It seems like it’s one of those games where you really need to do many repeated plays to really explore it and fully understand it, not something that typically happens with any board game in my gaming group. We really rarely go back to the same game over and over again, generally being a lot more diverse in particular given the sizeable gaming collections some of us have.

Luckily there is a digital adaptation of Root available on steam and other apps which is perfect for some great solo gaming.

I played the digital version of root about 20 times already, doing so obsessively in succession as I tried to really delve into the games unique nuances and Root did not disappoint. As I suspected the more you play, the more unique elements and strategies you discover in this quirky little game.

The game has great tutorials that really walk you through the rules, so if you have no knowledge of the board game at all, the digital adaptation will not only teach you how to play this digital version, but how to play the board game version as well. It’s a great aid for a game that is a bit of a chore to learn to play.

The digital version of the game is a direct translation, has AI bots of various skills, and comes with a few expansions allowing you to explore it even deeper with more factions. The developers have done a great job replicating the cartoon art of the board game and the interface is really easy to use, allowing you to really focus on the nitty-gritty details of gameplay.

Highly recommend this adaptation if you are curious about Root but don’t have the group available that wants to repeatedly play this one with you. There is a small online community as well so there are plenty of opportunities to play with other players too.

War Room

Getting an opportunity to play War Room, my all-time favorite game is a real treat. I did a preview and review of War Room if you want more details on this epic, global-scale event game. This week we got it to the table and as always this game blew me away!

In short, what I can say about every game of War Room is that despite having a grotesque playing time, on average exceeding 12 hours, this is a highly interactive, deeply strategic, mechanically easy to learn but impossible to master game that to me is not only an achievement in game design but one of the ultimate board gaming experiences.

It is everything I love about big epic board gaming in a box as it addresses every issue I usually find with long, event-style games. Most of the activities in the game are done simultaneously and or in groups as the game is not only team-based but features hidden order movement. The combat is engaging and very dramatic so even if the nation you are running is not involved you’re drawn to it as it’s no less exciting to watch it unfold. Every move and round in the game, has far reaching and big impact on the results of the game that creates dynamic outcomes and narratives you are unlikely ever going to see repeated.

This is a game that tells stories that you will remember long after the game is put away with everyone expertly pointing out what “they should have done” or what strategy they will try next time. You’re going to be thinking about this one long after the game is over.

There are countless possible strategies as well, this is a World War II game that gives you the opportunity to re-imagine the history of the war and approach it with your own revision of this pivotal and tragic moment story without burying you in unnecessarily detailed and overly complex historical realities typically found in historical war games. It certainly will have a lot of familiarity for Axis and Allies players, but this game has an elegance that far surpasses its predecessor. It is simply put, just an amazing gaming experience.

I adore this game but I would caution anyone considering picking it up that you really do have to understand what your getting yourself into and the information on the box is a bit inaccurate in this regard. For one it suggests that the game is for 2 to 6 players and this is true, but while there are 2 and 3 player scenarios, what you are certain to want to do with the game is play the global war scenario which cannot be played by 2 or 3 players reasonably. There is just too much going on in this game for one player to run multiple major nations. Then again while the global scenario can be played by up to 6 players, if you do, one player is going to get stuck playing Italy which while an important nation in the war, plays in a fairly isolated part of the map and is really part of the German strategy.

The game also says that it plays 1 hour for each player which is complete nonsense. If you can finish a game of War Room in under 12 hours with any amount of players you are playing a very fast-moving game of War Room.

The ideal conditions for the game is 5 players (Japan, Germany, US, Britain and Soviets with the US player running China and German player running Italy). You also want to make sure you have a full day, or even better is to have two half days to play the game. You are going to need a ton of space and you want to setup timers where each team can have time alone with the gameboard to play, typically 10-15 minutes per planning phase is enough.

The point here is that this is an expensive game that requires real event planning and a good-sized group of 5, players preferably but no less than 4. That is what it takes to play War Room and I would avoid it if you don’t think you will have the gaming group and conditions to meet those requirements. You don’t want a 250-dollar game collecting dust on your shelf, especially one that will torture you as this one will because this game begs to be played.

My friends and I manage about 1 game a year and while I would love to play it more often, I consider it a big win to be able to pull that off. It was an amazing day!

Paths of Glory

Paths of Glory is a classic in the historical war gaming communities and is the foundation game for card-driven mechanics.

I have an online buddy that comes out of the woods periodically and challenges me to a game of Paths of Glory, which I always graciously accept because I absolutely adore this game. In stark contrast to War Room however, this is an intimate and very historically accurate war game that endeavors to not only teach, but gives you an incredible sense of a global conflict.

Paths of Glory is about the whole of World War I and I did a review on it last year. It’s an incredible but very long and very detailed game that is not particularly easy to learn and certainly impossible to master. It requires tremendous patience and dedication to learn to play it well, but it has made a believer out of me.

This is a card-driven game so it’s a nice fit for me personally as I love all things card-driven, in fact, looking at my top 20 board games of all time no less than 7 games use similar mechanics. Paths of Glory is unique however in a number of ways in terms of historical war games. For one, it’s a point-to-point rather than a hex and counter game, which creates a unique dynamic as you have this really strong sense of supply lines and complications of the terrain. It sort of forces you to deal with the real historical issues of the day without forcing it on you via mechanics, so it has this great “re-write World War I” feel, but you still get a lot of historical outcomes anyway.

More than that this is a game with so much diversity and dynamics that no two games ever turn out the same and it’s amazing to see how wildly different the outcomes can be even the same strategies are deployed.

I have always been a huge fan of this one, but I caution my readers that this is firmly in the historical, chit game category and Paths of Glory does not apologize for that. The rules are complex, full of exceptions and there are a lot of moving parts. It’s for seasoned historical gamers only and I would not recommend this as an entry point if this is your first go at the genre. It’s best to have someone teach you this one if possible but veteran historical war gamers will be on comfortable footing here, Paths of Glory is an established classic that’s based on some of the historical war gaming most foundational mechanics.