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Guest Blog – Jackson Pope

Hi, I’m Jackson Pope (@jackson_pope) and I self-publish hand-crafted board and card games as Eurydice Games. I’m here today to talk about Craft Wednesday, a celebration of crafting in tabletop gaming that I run every Wednesday on twitter using the #CraftWednesday hashtag.
 
I started Craft Wednesday after attending a training course for work during which they presented research on how much more likely you were to reach your goals if you had an ‘accountability partner’ – someone checking in on you to see how you’re progressing, offer encouragement and celebrate your victories.
A cast and painted treasure pile by @Raven_elf
 
I’m a keen gamer and a maker of things – I’m always making something, and for the second time in my life that is hand-crafting small print runs of games I’ve designed (I’ve hand-crafted over 600 games). It struck me that with my passion for gaming and crafting I could build a community of people who are also games-related crafters and act as their accountability partner to help them reach their goals.
 
Each week on Wednesdays I share the coolest crafting things I’ve seen on twitter over the last week and then check in with all the members of the community to see how they are getting on with their projects. It’s one big thread so people often start discussions and project support and feedback on each other’s projects too. On Thursday mornings I roll up all the responses into a twitter moment for easy reading.
A laser-cut insert for Near and Far by @semicoop
 
Craft Wednesday has been running for over six months now and we’ve built up a great community of people who support and encourage each other. We’ve had people within the community do business with each other and it’s great to watch people’s projects as they progress from week to week – it’s really inspiring.
 
Craft Wednesday covers the whole gamut of games related crafting. We have people making prototypes of their own designs, print and play copies of a game, upgraded pieces for a game they’ve bought, and even gaming tables.
Laser-cut interlocking dice tumblers by @C_M_Young
 
We have people painting miniatures, making tabletop scenery, using laser-cutters or 3D printers or just drawing things by hand.
 
We have designers, publishers, artists and businesses, all united by their passion for crafting games-related stuff.
 
Do you make things related to tabletop gaming? Why not get involved? Just reply to my Craft Wednesday tweet on any Wednesday and I’ll include you in the community.
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Guest Blog – Hannah Johnson (@HanPlans)

This week we’ve got a great blog from the lovely Hannah Johnson, all about community and belonging. Boardgaming has become my community and I’ve developed a great support group from those close by as well as those miles away. Twitter has given us all a great support group, including Hannah, so here’s her story…
 
As I write this, it’s Wednesday. I’m stood at the bus stop attempting to find a small piece of shade. I don’t cope in the heat very well so doing the school run in this heat is driving me a little crazy. I have 8 minutes until I have to collect my son and 6 minutes until the bus arrives. I know, that’s close and means I’ll be late. Not only does it feel like an oven but today isn’t exactly going to plan, which is why I’m writing this stood at the bus stop instead of my desk or the kitchen table! 
 
Anyway, let’s do this thing! 
 
Hello, I’m Hannah. I live in Bedford with my family. There’s Jaxon, my 3 year old ball of energy, Our Sidekick who is our 19 year old foster son and Chris, my lovely husband. When I’m not being Mum/Foster Mum to my boys, I can be found either in front of the computer running my own business or blogging or crocheting / knitting in front of the television. I watch far too much TV to the point I think I should have a PhD in TV Medical Dramas!
Each week I have two knitting groups. One meets in a local cafe and the second meets in a pub (which kind of doubles as a bar/coffee shop during the day). While at the group this morning, I looked around the table at the ladies who come too this week. I realised that without the knitting groups our paths probably wouldn’t have crossed and yet, those ladies I would probably class as my best friends. 
 
After group this week, most of the ladies had left to get on with the rest of their days, three of us ending up staying and chatting a bit longer and it was so lovely. Okay not so much the subject matter but the fact that one of the ladies felt she could confide in us was just lovely. 
So how did I end up in these knitting groups. Well thank you social media for something good but first we have the not so good. 
 
Four years ago when my son arrived, I attempted to find a baby group that we could go to but for one or another reason we could never quite find that worked for us. Now maybe I was being picky but the groups just weren’t working for us. Somehow along the route in the end my paths crossed with Laura. Laura and a mutual friend called Emma were starting a knitting / crochet group at the Pavilion in the Park here in Bedford and would I like to come. 
 
Well, yes I would give it a go but on that first day I was so nervous. What if my son choose that today he’d kick off and refuse to sit still? What if we got there and it wasn’t really him friendly and we had to leave earlier than we planned? So many questions were running through my mind. Well I certainly needn’t worry. There were four or five of us that first week and we got on like we’d known one another for years which was great.  
 
Well that was 3ish years ago, our group now has about 15-20 ladies depending on what else is going on. We’ve got our little groups within that, that we have broken off into. I love that our little group covers a wide range of ages and backgrounds. I’d say that some of these ladies are my best friends and I am really blessed to have them in my life.
 
Sometimes taking the step out of your comfort zone is what you need to find your people. Sometimes it’s hard and sometimes it’s easy. He baby groups were hard but the knitting group was easy. 
Most recently we’ve come together on a yarn bombing project which was great fun and has brightened up the Pavilion a bit more. It was all thanks to our friend Estelle coming up with the idea and co-ordinating it. We then did our own bit by making flowers, butterflies and ice creams amongst other bits. Hopefully they will be up across the Summer and people can take a look when they come for the Shakespeare productions by Oddsocks and the Bedford Park Concerts in August.
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Guest Blog – Meeple Like Us

It’s almost time again for the Spiel des Jahres – it’s the closest thing we have to Oscars for board games. What I’d like to take this guest post opportunity to do is talk about the role the Spiel des Jahres can play in helping ensuring our hobby becomes as inclusive as it possibly can be.
 
The various categories of the Spiel des Jahres are important. You know that already otherwise you wouldn’t be here reading this article. The awards, and their nominees, are an intense subject of speculation amongst board-game connoisseurs the world over. There are real cultural and economic rewards that come from being nominated, and greater rewards still for the games that win. More than anything else, what success in this respect implies is accessibility in various senses of the word. A winner will be mechanistically accessible to those that play – you won’t need to be an expert to understand or excel. A winner will be economically accessible to those that look to purchase it – it won’t be eye-wateringly expensive and full of luxury plastics. It will be logistically accessible to people across the world – it’s a game you’ll find in German supermarkets and anywhere they sell hobbyist games. Winning one of the Spiel des Jahres awards means the public removal of a number of barriers that may have previously stood between a game and genuinely mainstream success and recognition.
Figure 1 –The whimsical and charming Dixit – one of the best games in my experience for introducing new players to the world of modern board-gaming.
 
However, there is another meaning to the word ‘accessible’ that is often under-emphasised in our hobby. That is in terms of accessibility to gamers with disabilities. There is a huge, largely untapped market of gamers out there who find their enjoyment of games complicated by the lack of support for physical, visual, communicative or cognitive impairments. For these gamers, sometimes all the Spiel des Jahres award does is emphasise that their participation in board gaming culture can only ever be partial. There are few things as culturally isolating as being unable to join in on the fun everyone else seems to be having.
 
In some respects, this is only to be expected. To make complex economic management mechanisms accessible to players with cognitive impairments would need so much to change that it wouldn’t in any sense be the same game. Dexterity games will never be a good fit for those with physical impairments. Pattern matching games are rarely a good choice for people with visual impairments. That is undeniable. It’s also perhaps undesirable that this change – the inaccessibility in a game is where all the fun comes from and we need to be careful about agitating for ‘less fun’ in games. The golden age that we are currently experiencing with regards to board gaming is one that is fuelled by a glorious variety of themes and mechanisms. That can only work if game designers are free to explore innovative and adventurous designs and to find the fun within.
Figure 2 – Five Tribes has a number of problems with regards to colour blindness, but there are elements of its fundamental design cannot realistically be made more accessible without it being a very different game. Some problems can be fixed, some cannot.
 
It is not the case that every game can be made accessible to every gamer. However, it is usually the case that every game can be made more accessible than it currently is. The spectrum of interaction within which individual players may be functioning is extremely wide. The distance between someone being able to play, and being completely unable to play might only be as wide as a few centimetres of die cutting, or a few shades on the artist’s palette. Greater accessibility is not only within relatively easy grasp of all developers, it’s something that can only increase the potential audience for these remarkable games. Awards like those offered by the Spiel judges will give a publisher a generous slice of the market pie, but accessibility means that the pie will be bigger for everyone. I would very much like to see the Spiel des Jahres incorporating elements of accessibility in its judging processes as a result. There are a few areas of maximum leverage in board gaming – this is one of them.
Figure 3 – Here we see some custom meeple designs as viewed by those with full chromatic vision (top left), Protanopia (red-green colour blindness), Deuteranopia (a different kind of red-green colour blindness) and Tritanopia (blue-yellow colour blindness). Other than the colour, there is no way to tell them apart.
 
For a little context, I’m a computing lecturer in Aberdeen, Scotland. I’m not associated with the Spiel des Jahres in any capacity other than as an interested observer. As part of my academic work in the area of accessibility for games, I run a blog called Meeple Like Us. We do the same kind of reviews that are produced by many people who are enthusiasts in the area. Our unique element is for every review we also publish a comprehensive accessibility analysis of the game we just discussed. We assess games in terms of the impairments we have mentioned above, but also in terms of likely emotional impact and socioeconomic factors of representation. Our job is to help gamers with special access requirements to find the games that work for them, and highlight the problems that mean certain titles won’t be suitable. I have had a lot of feedback showing that there really is an appetite out there for accessibility issues to be considered in mainstream tabletop gaming. The Spiel des Jahres awards have certain restrictions that go along with them, such as ‘must have been published as a German language edition’. That’s an accessibility requirement. There’s room in this reward for much more to be encouraged.
 
I won’t single out any particular games here for commentary because that would be neither helpful nor fair. If there is one thing I have learned during this process it’s that even games that look and play in a similar fashion often diverge completely in their accessibility profiles. I’m often as surprised as anyone by what an accessibility teardown ends up revealing. As such, there are no ‘representative’ games that can stand in for the whole. The images selected for this post have been chosen largely at random from the games we have previously covered on the website.
Figure 4 – For those with physical impairments, attempting to position trains in tight quarters can be difficult. Ease of verbalisation really helps with situations like this.
 
The results of the project so far have shown that overall the story regarding the accessibility of board games is far from positive. However, and this is more important, it’s also shown that there are a lot of easy fixes that can really make a difference. For a few simple examples:
  • Try to avoid paper money – it is rarely accessible to those with physical or visual impairments. The usual compensatory strategies people have for real life paper money (such as the folding method) don’t function correctly in the rapid churn of a game economy.
  • When using cardboard tokens, give different units tactile distinctiveness. Don’t just change the size, change the shape. Go from circle, to hexagon, to square, to crescent. That makes it possible to tell the difference by touch alone. Currency of indistinguishable denominations is not visually accessible. Look at the coins in your pocket as a model for how tokens should be handled. If tokens have to be hidden, provide a screen, or a bag, or just tell people to keep them hidden in a cup.
  • Consider colour blindness – not just in terms of colour palette, which is only a partial solution. Make sure colour isn’t the only way you’re providing key information to players. Supplement it with iconography, or textures. Be aware there is a wide spectrum of colour blindness – it’s not just about picking the right colours, although that certainly helps.
  • Consider how easy it is to describe an action a player might undertake. Even gamers that are completely unable to interact with a game can still fully enjoy it. We refer to ‘verbalisation’ in our teardowns to describe this. You can play a meaningful game of chess without ever touching a piece, simply by making use of the unambiguous grid referencing system of the board.
  • Consider whether your rules can be made more modular, so that additional complexity can be slotted in to place as time goes by. This allows not only an easier learning experience for everyone, but for groups to find the sweet-spot where the cognitive abilities of players are neatly accommodated.
  • If you can avoid using custom dice, consider alternate options. Visually impaired players will often have specialised braille or oversized dice they use and these often cannot easily be incorporated without the use of a lookup table or some other awkward compensation.
None of these are hugely costly, although an adventurous publisher might also consider things like QR codes linking to audio narration for long passages of text; embossed boards that lend themselves to tactile exploration; or any number of other compensations. Some manufacturers have seen ‘accessible components’ as a business opportunity all of their own. I would like to see the floor raised here without incurring additional expense to those that are currently excluded from full participation in the hobby. There is a lot we can do to make games more accessible as they emerge out of the box.
Figure 5 – This is an oversized, accessible six sided dice. It’s sitting atop one of the casino tiles from Lords of Vegas. Even if you had enough of these dice in your house, you couldn’t use them to stand in for the ones in the box because of how they’re used.

The important thing here is that it’s not necessary to solve every problem for every game – but every problem you do solve will open the game up to an audience that was previously unavailable. Board gaming is not currently considered a mainstream hobby for those with disabilities, but that can change. It changes in part by showing disabled gamers that this is a hobby they too can meaningfully enjoy, and making the design and production changes that permit them to do so. The economic rewards that come from the SdJ could be a powerful incentive for this.
It’s important to note here too that there is also a social and cultural aspect to accessibility. The attitudes people have towards recreational products are very often shaped by the way in which those products are presented. Adopting wider diversity in art in terms of ethnicity, gender and disabilities is a powerful gesture. It sends a message to those that idly encounter the games – ‘we see you as part of this hobby’. That message in turn indicates that people should consider seeing themselves as part of the hobby. We include new audiences first by ensuring they can play, and then ensuring they feel welcome in these marvellous shared experiences.
A short treatment of this subject cannot possibly hope to be exhaustive in the possibilities or the problems, but all I’m looking to do here is float a notion. We spend a lot of time talking about the SdJ and that alone shows how potentially powerful a catalyst for change it could be if accessibility was one of the judging criteria.
Those wishing to learn more about the issue are invited to join me back on Meeple Like Us where we do weekly deep dives into particular games – including a number of previous SdJ winners and nominees. I am also contactable at dice@imaginary-realities.com for discussion, but I can’t guarantee especially rapid responses there. I’m available on twitter at @meeplelikeus, and I’m very happy to engage with designers and publishers.
Thanks for your attention. We play games for many reasons, but one of the most powerful is to spend quality time with the people we love. The more accessible your games are, the greater the number of our loved ones that can be part of the experience.
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The Black Dog

That bloody dog is at my heels again. I can feel its breath, sense rather than hear the heavy thud of its paws as it feeds on my shadow and grows bigger, stronger.
I try hard not to feed it, not to tempt it closer with those intrusive thoughts or the automatic negative thoughts which move in waves – waxing and waning like the tides. 

I want to write a blog. I’d love to review a game or share something amazing with you but instead I am preoccupied with that bloody hound. 

I started this blog last week but of course my visitor meant that I was robbed of the power or will to actually finish it, let alone publish it.

This is not one coherent blog post, rather, it is a collection of snippets glimpses of how it feels for me. It’s self indulgent, I think. I don’t know, I can’t tell at the moment. And, that’s part of the problem – this paralysing mind fog. What would my best friend say? It might help people – reassure them; it might help you to share it; it might help people who don’t have mental health issues understand a bit more. 

But, on those days being my own best friend is an impossible task. My best friend on these days thinks the kindest thing is just to be brutally honest, to prepare me for the worst and prevent future embarrassment by discouraging human contact. Even the cat doesn’t care. She knows I’m a selfish bitch who deserves awful things. The way she speaks to me – even I know that no-one should have to put up with that. 

I realise I sound insane but that’s because I am. A bit. Fortunately most days I’m blessed with sharp wits and humour and I can shut her up. I can’t get rid of her completely though. Mostly I am alright…mainly… 

But I digress. I bore you. 

Snippets…

I lay in bed this morning after I’d dropped the kids off and stared at the expanse of grey sky, broken up by wet rooftops and bare trees. I think about things I should do. I scold myself for saying should – it’s really unhelpful language. I shouldn’t use it. My list flitters round my head and in amongst the list flicker answers, advice, strategies I *should* be using. There’s that damned word again. But it is all too hard to grasp and while I try to capture a thought I realise it’s too late and the black dog is on me. I sleep and when I wake, I feel fleetingly better until I realise how much time I’ve wasted. 

***

Today the insanity was palpable; a grey blanket which scratched at my skin, covered my head, made breathing stilted, shallow. I retreated into the darkness and smallness of it. Trying to catch myself, I lifted it and looked out at the sky. The measurelessness of it winded me; left me gasping for breath; floundering, drowning in open blue space. 

My body drifted through time and space confined by the madness which remained all day as a stone, lodged in my throat threatening to choke me at any moment. 

***

I do sink. From the heady heights of manic anxiety straight down to the paralysis of depression. Pausing only briefly to fasten my seatbelt in the car outside wraparound club and to feel happy. Momentarily I am happy and grateful for happy children and feeling love. By the time I reach work – a scant, blank 3 minute drive – I have plummeted into depression.

***

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Zombies!!! The Game.

If you’ve perused my games menu, you may have noticed that I have a penchant for Zombie games! From a young age (probably too young) I enjoyed watching all sorts of horror films. With the exception of a few well made favourites like The Exorcist, The Shining and Don’t Look Back, I have favoured trash or ridiculous storylines which zombie films have in abundance. I enjoyed Black Sheep (a film about zombie sheep in New Zealand – a twist on the 5 people get stuck in a cabin in the middle of nowhere trope), Dead Snow (nazi zombies who meet a sticky end, also involving a cabin – this time in the wilds of Norway) and of course, Shaun of the Dead.
 
Shaun of the Dead is one of my favourite films. It’s more than just a pun, it’s a brilliantly funny film. It was also, among other things, a reference to this in my online dating profile that encouraged my partner to contact me. So it has a very special place in my heart.
 
And Zombie films are not just important in my life, they have persisted in our culture for years. Since Romero’s Night of the Living Dead in 1968 the zombie trope has been ever present. It’s curious because as the easy satire of Shaun of the Dead highlights, the stories are similar, the characters fall into predictable roles with predictable behaviours and yet it is still a popular (if niche) genre. The films have often been used as a comment on consumerism and modern life; I wonder whether that is part of their timeless appeal. The comments Romero was making back then are still just as relevant today. Consumerism, the ethics of it and its role in our lives still preoccupies many people.
 
Zombies themselves have a special appeal. Shaun of the Dead even ends with people keeping zombies as companions – like a dog but a bit bite-ier! Their slow movements and blank faces make us feel we can definitely triumph in a battle against them. Perhaps the promise of a victory which would save humanity, alongside the glory which would accompany it, appeals to our heroic (while slightly cowardly) side.
 
And when (not if!) the zombie apocalypse comes will you be ready for it? I have had many discussions about plans for the zombie apocalypse and where would be a suitable place to fight them from. I knew someone who said she wouldn’t go out with anyone if they didn’t have a zombie apocalypse plan. When you’re down the Winchester, having a pint and waiting for it all to blow over, you just need to hope Cards or Die are there with what is becoming an extensive selection of zombie games to help you come up with some strategies!
 
When I saw Zombies by Todd Breitenstein for just £2.99 in a charity shop I wondered straightaway if it was a bargain or a dud. I’d never heard of it and it was still shrink wrapped. Inside the box there were 100 tiny, plastic zombies and that was ultimately what swung it for me! I mean you can never have too many tiny plastic zombies and until now I didn’t have any. It was packaged like a video which had confused both the person labelling the game and the lady on the till and was boldly labelled ‘This one’s a no-brainer’ so I brought it home with me.
In Zombies you win by being the first to either defeat 25 zombies or reach the helipad and escape. The mechanism for adding zombies is very easy: for named buildings it is written on the card and for other cards you just place the same number of zombies as there are roads. You move by rolling a die, pausing to battle zombies by rolling a die, then you move the zombies by… you guessed it… rolling a die. Every turn you place a tile making sure all roads join other roads, if you place enough dead ends then you can not escape and must continue until one of you has defeated 25 zombies.
At this point, I felt that it was going to be a glorified roll and move game, entirely down to chance. Actually, there is more to it. And I don’t mean the teeny weeny zombies although I’ll be honest, they have swayed me.
There are other elements too – bullets which can be used to boost your die score, 3 hearts which represent your lives and are used to continue fighting a zombie. More of both of these can be collected as you move around the board, placing you in a stronger position to fight. You can move zombies at the end of your turn – this is again dependent on a die roll. At this point you can move zombies towards you or towards your opponent.
 
There is an element of push your luck here too. If you choose to fight while you are low on life and bullets you can find yourself back at the start. You respawn with 3 bullets and 3 lives but you lose half the zombies you defeated. And to add insult to injury you round up! So if for instance someone (it could be anyone) had 15 zombies, 1 life and 1 bullet and she thought ‘Ha! I’m invincible- I laugh in the face of death’ then died, she would lose 8 hard earned zombies which seems distinctly unfair. Especially as the dice that come with it are rubbish and only roll 1s.
 
There are also event cards. You start with three and can play them at any point in the game – using them to bolster your plans or scupper your opponent’s. The ability to discard unwanted cards at the end of your turn means you can get rid of cards that don’t fit with your strategy. I say strategy, it’s more Go For Broke than Go! But there is enough strategy to maintain interest and the cards add to the fun. For instance ‘we’re screwed’ or more accurately ‘You’re screwed, I’m winning now!’
We really enjoyed it and while we were playing the bar man came over and said they have it at home and often play. It turns out loads of people have it and enjoy it. It was just a well kept secret… until now….
 
Throughout the game you must weigh up whether you are strong enough to battle or whether you should try to avoid the zombies and make for the helipad, collecting hearts and bullets as you go. Sacrifice the right event cards to collect more useful ones and you might just make it, or at the very least put up a good fight. And when it’s all over you can still enjoy a pint and a toastie down the Winchester, hopefully none the worse for your adventures.
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Magic Maze, and team building without having to talk to anyone.

We all love work don’t we, and what do we love more than work? A training day. And the best type of training day? Joy of joys – a team building day. Well, what if I told you that for part of your team building day you can’t talk to your colleagues? If, like me you prefer to work in splendid isolation then this may be the team building day for you!
 
Cooperative gaming is all about working together as a team to overcome adversity or challenge. A kind of all for one and one for all mentality. You need to strategise and move as a team to survive. But in these silent games communication is no longer enough -you have to engage your empathy. No-one can just take control here and make all the decisions, so you are truly playing as a team.
 
Magic Maze
There are four heroes in Magic Maze: a mage, a barbarian, an elf and a dwarf. Our intrepid heroes must steal a vial, a sword, a bow and an axe respectively before escaping the shopping mall. Yes, that’s right – a shopping mall. Deliciously ridiculous – you must suspend your disbelief before we even start playing.
 
The game has 17 different scenarios and can be played solo or for up to 8 players. I like the fact that scenario 1 allows you to learn the mechanics of the game and as such is not too challenging at all. By scenario 3 you will have learnt all the rules of the game. Learning the rules in stages makes it very accessible.
 
Unlike other games anyone can move the heroes. You are not assigned a particular colour or role, instead you are assigned a movement ability. The cards depict different movements and abilities – North, South, up and down escalators, the ability to travel to vortexes or the ability to reveal and place another tile/ part of the magic maze. You all play at once, there is no turn taking which makes keeping track of where you are up to increasingly challenging.
 
Another unusual feature is the length of time you need to play. The game is played in real time and only takes around 15 minutes. It reminds me of Queen Games’ Escape from Zombie City and Escape the Curse of the Temple – both of which I thoroughly enjoy. There are differences though. The speed of play means you can play a few games of it and you can really feel your team getting better at it the more rounds you play. In common with the Escape games it is an intense experience so 15 minutes is enough for my nerves. After that I need time to regroup, discuss tactics with the team and then we can go again!
 
But of course, the most unusual feature of this game is that it is played in silence. The only way to communicate is to move the large red ‘Do Something Pawn’ in front of a player and look at them pleadingly whilst thinking ‘loudly’.
 
In order to play successfully you need to consider why other people are moving pawns in a particular direction; you need to consider what their strategy is. If everyone or even anyone tries to enforce their own strategy on others your team will fail. Unlike other cooperative games where you can agree strategy and adaptations as you go along in this game you need to observe and adapt on the go. You also need to be aware of what each characters’ abilities are so you know which person needs to move next. It epitomises team work – know the strengths and abilities of your team, be observant, be empathetic and be patient.
There are some opportunities to speak. When you land on a timer (another move that must be carefully activated to give you the maximum chance of triumphing) you may speak until someone moves a pawn. As soon as a piece is moved you must resume the game without speaking. And of course, all the time you are talking time is slipping past before your very eyes!
 
There are two halves to the game. In the first half you must work together to position the heroes so that they can all steal the objects at the same time. But, don’t forget to keep an eye on the timer, as you also need to be able to get a pawn to the timer space so that you can flip it and gain more time. A common tactical error in the first run through of the game.
 
One of the players is able to travel to vortexes which is a handy way to move the heroes to different tiles quickly but don’t get too used to it. In the second half, the vortexes are closed which makes getting around significantly trickier. Then you must work together to escape the mall undetected. As with all great games it is tricky but ultimately achievable and you can increase the difficulty level so that is always true.
 
The ‘Do Something Pawn’ has become something of a bone of contention in our house. I have recently turned the timer on its side in order to pause the game and remind my lovely family that ‘We don’t bang the pawn aggressively in front of one another and we don’t bang it over and over again in front of the same person DO WE?’ That’s right, we do not.
 
When I taught there was a game I played with groups (especially groups who were ‘struggling to bond’ shall we say). You all stand in a circle and you throw the ball round the circle. After you have thrown the ball you sit down. You remember who you threw it to. Then, we time it and you have to try to beat your time. The class have to trust me in order for this to work – even when they don’t trust each other. The second timed attempt – when they are trying to beat their own time is always (ALWAYS) a disaster. They shout at each other, they throw too hard or too high for the kid trying to catch, they are impatient and unforgiving.
 
So, I stop them – we pause. ‘What went wrong?’ I ask. I wait till they have blamed kids who couldn’t catch, kids who dropped the ball. Then I tell them that I did it with other classes who dropped the ball and they did it a lot faster. Then I ask the kids who couldn’t catch it ‘what could we have done differently?’. The answers were always the same – throw it gentler, slower, lower. Throw it to ‘that’ person in a way that ‘they’ can catch. If they drop it, don’t shout. Shouting makes you drop the ball and then fumble it. They work this all out themselves with various degrees of leading from me. Like I said they trusted me – it was a safe environment.
Then, we do it again. The transformation is amazing. They invariably smash their time and they know that everyone is an essential part of that victory. Working as a team is about working with individuals, observing, adapting. Magic Maze reminds me of this experience. Watching people play is magical. As adults we still need reminding of the basic values of teamwork and Magic Maze is a perfectly fun way to do it.
One of the Cards or Die training and team building experiences uses Magic Maze. When we say we offer unique team building packages, we’re not joking!
Board gaming doesn’t get more niche than this! If you enjoy cooperative games then you really need to up the ante and get involved with silent, or limited communication, cooperative games. You might also want to check out Assembly and Get Adler which both limit communication. Cooperative games really test whether you are a lone wolf or a team player – and playing in silence pushes this to the limit.
Join us for a game at a Cards or Die event.
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Jolly and Instructive Games

I love vintage games: the look of them; the language on the box and in the instruction booklet; the fact many others have already loved them. Occasionally you get a glimpse of a certain era not only the game but its accoutrements.
 
As you unpack them for the first time you might remember the scarcity of board games 30, 40 or more years ago. The game you are holding was carefully chosen to join precious other games on a shelf. You can feel that magic, a link to the memories that someone else has cherished.
 
Trek
Trek is a jolly game of mountaineering. Be the first to reach the summit to win. Trek is a delicate balance of resource management and luck. Run out of either supplies or luck and you’re scuppered. You buy resources and as supplies dwindle the price increases. You can gain money as you advance up the mountain but in order to do so you need the correct cards and equipment. This will test your decision making capabilities as well as your luck. Restrictions on the hand limit mean you need to discard cards in order to try to get the one you need but which to discard? There’s the rub! While you are mobilised you are penalised by paying money into the bank thus remaining still for too long diminishes your chances of ever reaching the summit. It’s a clever game: fun and frustrating in equal measure.
I imagine this is a lot like actual mountaineering. I wouldn’t know for sure as there are no mountains in Leeds and I’ve never understood the attraction of risking life and limb to achieve anything. So for me the risk of splashing out on a jeep rather than playing it safe with a donkey is quite sufficient excitement for me.
I discovered it in a charity shop. It was an absolute gem of a find with all the pieces carefully stored and perfectly intact. It had clearly been enjoyed many times and then packed away for a later time that never came.
 
Jolly: rejoice as your opponent watches the card that stands between advance and certain doom cast onto the discard pile.
Instructive: experience the thrills and spills of mountaineering without chewing your own arm off. Or, indeed, having to stand up.
 
Touring England
Like a much simpler version of Ticket to Ride, in Touring England you plan your circular route around England taking in as many cities named on your route as possible. In common with many roll and move games popular in this era, there is not a great deal of strategy involved here. But it is an entirely pleasant game and surprisingly engaging. The version I have is a loyal reprint of the original, complete with a 1930 map of Britain. The art work and cars are charming and evocative of the period, although the original came with tin cars which would be even better. The game is perfect for playing with younger members of the family.
 
Jolly: What could be more jolly than putting the top down on your Roadster, packing a picnic and having a leisurely Sunday drive around England.
Instructive: It’s better than that – it’s educative. Oh, yes – it says so on the box. Perfect for little ones to learn a little English Geography and some bizarre new vocabulary.
Tell Me
The first time I saw Tell Me in a charity shop, I dismissed it. It was plastic and came in a garish 1980s box. It is such a simple premise for a game that having already been put off by the packaging, the modern description didn’t sell it to me at all. Spin the wheel to get a letter, answer a question and the answer must begin with that letter.
 
I should know by now that the box isn’t everything. Don’t Panic is one of my most popular games and the box is awful. But I’m glad I did pass over the plastic monstrosity because the next time I saw it, it was the 1960s version. The box boasts that it is ‘The Grand Quiz Game’. The spinner is tin and the cards, inexplicably, in both French and English.
 
I bought it mainly for the tin spinner and how retro it looked. I wasn’t sure that it was a game that would get any love at all or whether it really was too simple. How wrong I was.
Tell Me is a great party game that any number can play, in teams or individually and as long as you know your letters, you are the right age for it. It requires fast thinking – if you’ve enjoyed Anomia, Don’t Panic or Dobble then you’ll know what utter rubbish one* comes out with when under pressure.
*By one, I mean you but I’m being polite. I’ll even make you feel better by telling you about my recent dim wittery:
I spin the spinner, it lands on Y, I turn over card ‘Musical Instrument’ …”Yazoo” I shout gleefully and take the card.
There is a pause… silence…
Everyone else stares with “What are you on about?” eyes…
My partner, sympathetically removing the card from my hand: “She means Kazoo”
But the next time we got Y, guess what the category was? Drinks! So, the moral of the story is, I’m a winner.
 
Jolly: Mock your friends as they struggle to remember what letter words begin with.
Instructive: Honestly, you’re not going to learn anything new here, but it will make your brain work which is pretty much the same thing. Right?
 
Hearts
Hearts is a game that is almost as pointless as Shut the Box or Yahtzee. And yet, you will pass many hours repeatedly trying to get the right combination of dice – in this case to spell out the word hearts. All of these games are strangely addictive to many relatively sane people.
 
The main charm of hearts lies in its age. This is my oldest game – made in 1914 during World War 1 it speaks to us of a different time. A simpler one in many ways but one fraught with loss. A game of love in a time of national mourning. I always wonder who owned it, perhaps children or a young couple. The dice are faded and worn but still usable. Unless it is a specifically requested game at events it stays at home in it’s own special place on top of the shelves where it won’t get battered or knocked. Over the last 100 years it has been loved. Generations have rolled and re-rolled those dice, determined for them to fall in that winning word.
 
Jolly: It is jolly if you are a lover of the Shut the Box or Yahtzee mechanic: the pretence of strategy as you select which dice will be re-rolled to spell out Hearts.
Instructive: What can we learn here beyond how to spell Hearts? Something about our own addictive nature? Or something less tangible perhaps – a glimpse into a parlour so very long ago where small hands reverently removed the lid and the dice – bright gold letters on a blood red background spilled onto green baize again and again.
Kan-U-Go
This is a childhood favourite. It was one of the few games we owned and one of even fewer games that my Mum would agree to play. Like Scrabble but with cards, you play your cards onto a shared grid making 4 or 5 letter words. There is a solo variant (an essential part of any childhood – I’m making a massive assumption here that even children with siblings close to them in age sometimes just craved solitude). Despite its compact box, to play Kan-U-Go requires a large space so it doesn’t always come out at events. It’s a perfect game to pack for the holidays though.
 
I was surprised when I realised it dates back to 1943. I’m a child of the 70s and had always just assumed it was from that era as it was a popular choice even then.
 
Jolly: this is a very serious word game requiring verbal dexterity and an impressive vocabulary. Until someone plays “knob”.
Instructive: it’s definitely educational. I’ve always been good at spelling and I attribute it to the amount of word games I played as a child. Take it from me, employers don’t want someone who spells knob without its silent k.
Kan-U-Go lived in the cupboard under the stairs with a spring trap game that you removed pieces from without disturbing the other pieces; a copy of Mastermind, Picture Lotto, Perfection, Monopoly and years later a much loved copy of Escape From Atlantis (still one of my prize possessions). Mouse Trap was soon consigned to the attic on the grounds that it took ages and infuriated all of us (more than Monopoly – but that’s another story…)
 
So, if you imagine the shelves of your past, the cupboard under the stairs or the space on top of your childhood wardrobe and the sparse selection of games there – what do you remember? More importantly what did you keep? Or what do you regret losing?
 
Join us for games at a Cards or Die event soon!
 
Masterpiece

The fine art of Board Games

On the 7th and 8th July it is The Horsforth Walk of Art. It will be the first year that Cards or Die have taken part and I couldn’t be more excited. Art is a passion of mine; I don’t visit a city without taking in the art gallery. Some of my favourite places are The Yorkshire Sculpture Park (especially the Deer Shelter), the pre-raphaelites section of Birmingham city art gallery and when I lived in York I used to spend a disproportionate amount of time sitting in front of Sea by David Nash. This passion is evident in my board games collection too – I like the confusing beauty of Dixit; the pleasantly tactile Ticket to Ride and the dark comic book brilliance of Gloom. So we’ll be putting up the gazebos and you’ll have full access to the complete Cards or Die collection! In advance of that, I thought I’d preview some of our more overt art games that you can try at any of our events.
 
Masterpiece – The Classic Art Auction game
1970 Parker Brothers
At the end of the game the winner is the player who has amassed the largest fortune in paintings and cash.
 
This was one of my sister’s favourite games and it turns out there was a copy in the attic of my parents’ house. At an event last year someone requested it and so, as I do, I kept an eye out for it. I finally found a copy in a charity shop in Derby. Last week, I found a copy in the attic. ‘Oh, didn’t you know that was there?’ said my siblings… Proof that siblings can be annoying even when you’re 43. Anyway, I now have two gorgeous copies of this retro classic. And one of them was free. Perfect.
Each player has a value chart and starts with the princely sum of $15million.
You each draw a painting which you display face up in front of you and a value card which you slip under the painting so that no-one can see it.
As you move around the board you complete various actions as you try to add to your starting fortune:
1. Bank Auction – players may bid for the painting displayed on the easel. The highest bidder takes the painting and the top value card. Again, placing the value card under the painting out of sight.
Let’s just pause for a moment to enjoy that… ‘the painting displayed on the easel’. It comes with an easel!! Just me that’s excited..? Ohkay… we’ll move on
2. Private Auction – other players may bid on one of your paintings. Again, the highest bidder wins the painting and the value you had already attached to it. You may also buy from players for a fixed amount.
3. Collect money from the bank or a value card. If you choose a value card you may attach it to the painting of your choice.
4. Buy or sell paintings to the bank.
5. Inherit paintings from the bank vaults.
When the last painting is drawn and the last action completed the game ends and you count up your assets!
 
Like many retro games the premise is simple but it’s an incredibly enjoyable game. The pleasure of conning friends out of imaginary money for the sake of art is almost like a modern work of art in itself. I imagine Damien Hirst could conjure up some sort of installation depicting this very circumstance.
 
Face to Face
2009 Alex Beard – Untamed Games
A cubist strategy game, Face to Face requires you to play a tile from your rack that fits the existing pattern and colour. Game pieces match when they are Eye to Nose, or Nose to Mouth, and of the correct colour. You score at the end of each round and the game ends when a player reaches 100 points. Points are scored based on which pieces your opponent has failed to play.
Unfortunately…
Corners have been cut in the design and printing of the game. The components are not well finished and the design as a strategic game is flawed.
There are some design flaws such as the cutting of the tiles which has left some pieces with extra edges of the wrong colour that you just have to ignore.
 
The tile racks are flimsy and don’t stay upright. They aren’t big enough or strong enough to hold the 11 starting pieces you need. This means that you can’t keep your hand concealed from your opponent. A definite issue if the game is strategic.
 
As new pieces are drawn from a face down pile and the pieces vary in size and shape, you are able to select pieces which are more likely to fit in the available shapes and spaces on the board. This diminishes the strategic element of the game.
 
The restrictions on piece placement mean that the game is reliant on you drawing enough nose pieces and it ends up feeling protracted and imbalanced.
 
On the plus side…
It is an unusual set of game pieces and I mean that in a positive way. The cubist art on them is quirky and effective. The fact that they are varied shapes and sizes is perfect for creating ‘unique cubist compositions’ as it boasts on the box. It seems such a shame to just bin this game off when we could be enjoying the theme of it. You can persevere with the original rules making adjustments to scoring, for example playing to 50 instead of 100. But we decided we would take house rules to another level:
1. Deal out 12 pieces per person face down.
2. Simultaneously all players reveal their pieces.
3. Start building cubist faces. Each face must have: a nose, a mouth and 2 eyes.
Pieces that touch another piece must be matched by colour.
4. When you have used all the pieces that you can, draw 3 more.
5. When the last piece is drawn the winner is the person with the most complete faces.
 
However you choose to play it’s fun to make cubist faces!
 
Picture This
1993 Spears Games
A potentially hilarious mixture of Pictionary and Charades. I say hilarious… equally you could discover that you have the miming skills of Picasso and the drawing abilities of Lionel Blair. Anything could happen! ‘Picture This’ requires you to roll 2 dice. One die dictates whether you mime, draw or choose between them, while the second die determines the category. Categories such as wind instruments, poets and childhood ailments test your skills and your wits!
You create your works of art or your small scale theatrical performances in the allotted time and your team gains points by correctly identifying the category.
Pictionary
An MB classic from 2000.
The family game of quick-draw!
 
Sketch the words that appear on the cards for your teammates to identify. In the time honoured tradition of hilarious games which are improved only by playing them in the pub, you are against the sand timer. So whether you are sketching contact lenses, a relay race or big cheese – you must render your masterpiece quickly and expertly if you are to triumph.
So, whether you want to create your own masterpiece or try your luck at the auction house, come and visit us on the walk of art – or anytime and have a go!
 
Come along to a Cards or Die event.
 
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Why Cards or Die?
The naming of businesses.

Writing a blog always feels, at best a little self indulgent and at worst self obsessed. One of the first things people often ask about the business is ‘Why Cards or Die?’ so I thought I would write something down. And, while I wrangle with my anxiety and self doubt, feel free to read this, ponder or disregard it!
The naming of a business is a big deal. This is the first thing people see or hear of you. What was that trite 80s Head and Shoulders strapline? “You never get a second chance to make a first impression”. All the great bloggers and gurus find inspirational quotations from 80s commercials – as well as solutions to dandruff issues. In choosing a name we must consider what impression we are making: does it communicate what we do? what we are about?
 
I chose Cards or Die primarily because I love a pun. I’m a big fan of a Stalybridge beauty salon called “Tanz’In’Ere”, a Leeds pet shop called “Tyrannosaurus Pets” and the newest addition to Horsforth High Street – a wine shop called “Once Upon a Vine”. I appreciate (now) that there is more to naming a business than choosing a great pun. I hope that a pun communicates something lighthearted and fun. My business is all about connecting people, bringing them together to have fun.
 
The particular pun I chose was characteristically dark; listening to The Smiths on repeat for years leaves its mark. My two standard responses to “Why do you wear so much black?” are (a) It matches my soul or (b) because black is how I feel on the inside. In 15 years of teaching only one teenager ever got the reference. She replied “Cool, you like The Smiths” and presumably made a mental note never to ask me anything ever again.
 
And I suppose therein lies another facet of my character. My dry, dark sense of humour doesn’t always translate and I often don’t care – as long as I’m amusing myself that’s all that counts. Except when naming a business, then other people’s responses are paramount.
 
It was only retrospectively that I learnt that hardly anyone knows that the word dice is plural while die is singular. I had assumed this was common knowledge. It is not. In fact one kind soul took it upon himself to explain to me that I had named the business ‘wrong’. Oh, what it must be like to have that level of confidence!
 
I like the name and I’m keeping it. Partly because once you make that commitment and start building a brand that people are familiar with it’s best to stick with it. Unless of course you realise that the car you named a Mitsubishi Pajero means wanker or Ford Pinto means small penis. In that case you should definitely go for a rename! Another reason I am so invested in the name is that I commissioned a song by Jonathan Mann (I always intend to do loads of stuff on youtube and it will be great as a theme for videos at some point – anxiety allowing).
Another reason I really like Cards or Die is because I’ve enjoyed designing the logo and the realisation that it’s easy to adapt to suit different seasons or events means I am having a lot of fun with it.
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Logo Black Silver Crop
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Easter Logo
I feel like even if you miss the pun at least you know I’m passionate about games! But in a kind of “do what I say not what I did” fashion, I would advise you to always research thoroughly. In a similar vein here are some questions I should have mulled over when naming the business:
  • what do I want to say?
  • what do I want people to know?
  • what is the core ethos of my business?
  • is the name memorable?
  • is the name ambiguous in any way?
  • what impression does it create of me/ my brand?
Address these questions and you are well on your way to developing a brand. All you have to do is come up with a punny name!
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Forest of Fate: choose your own demise.

Do you fondly remember Choose Your Own Adventure Books? Fighting Fantasy? I’m sure I even got one free with my weetabix in the 80s, and I loved it.
If these hold fond memories for you, then Forest of Fate is the perfect game for you. Passionate about Role Playing Games and want to introduce non-gamers to your passion? -look no further. Love a gripping story and fabulous artwork in your game – you need this in your life. Don’t value your life, your face or your vital organs? – this was made especially for you.
The first thing I loved about this game was the artwork. It is a visually stunning game and the fact that the cards match the background on the relevant computer page is a brilliant detail. But it’s not just about looks; so far I have introduced it to children from 7 to 13 and several adults too. All of whom have thoroughly enjoyed it.
 
The Game – A summary
In Forest of Fate, you navigate a random series of encounters in order to complete your quest, hopefully returning home to brag of your conquests. Upon revealing an encounter, your intrepid band of ne’erdowells must decide which of you is best placed to tackle the challenge. Wow the wolves with your dazzling style; beguile the ferryman or use epic force to disarm the sword expert.
 
Successful challenges are rewarded with items or artefacts that can support you on your perilous journey through the dark forest. But fail and the penalties are high (and honestly – quite gruesome – this is not a quest for the faint-hearted). A tree branch through the abdomen, brutally beaten by a band of thieves or breaking your ankle in dense fog are some of the fates that await the careless. In other words, you sustain heavy life point losses. You can lose 6 points in one go if the Forest Gods are not on your side.
 
Skills and Abilities
All the expected skills are there to choose from: wits, care, speed, force and guile. And the addition of style as a skill is very enjoyable – by using style, you can “dazzle, seduce or bemuse”.
 
There are six characters to choose between. The ambiguous images, coupled with the necessary use of second person in the story telling means that anyone can be anyone. We don’t have to endure the all too common tokenism with race or gender. Each character has 4 of the skills above, each rated either great or good. Plus, each has 2 special abilities, but you can only use one on each quest. These abilities come with a cost but benefit the team as a whole – for instance the ability to revive someone or the ability to rewind time and repeat an event. (Hopefully learning from your failure and choosing a skill that doesn’t leave you hanging upside down from a vine.)
 
The ability cards also enable you to track your life points and when you flip them, the reverse side has another special ability that can be used by your ghost to spitefully try to thwart the remaining group members.
 
Game Play
Once your quest is chosen and the appropriate number of encounters laid out, face down, in the winding path of your choice, you are ready to embark on your journey.
 
You reveal the first encounter and work together to decide which brave soul is best equipped to go forward and resolve this event. There are four possible entry points to each encounter, each with four possible skills you could use. But, as you venture deeper into the forest the decisions become less straightforward – you need to weigh up not just who has the skills but also which of you is still strong enough. Choose wrong and one of you will die, possibly transforming into a shade who will hex your party. What use is epic strength when tripping over an exposed tree root could kill you?
 
Once you have agreed upon your action, you use the website or a printed version of the story book, find the number shown to reveal the next part of the story… and your fate…
 
You could lose life points, gain artefacts or items which you can cash in to help you on your quest or hang on to as treasure to sweeten your victory. Additionally your status may change – becoming sluggish will slow you down whilst becoming composed will improve your levels of guile.
 
You wend your way on your chosen path, meeting each new challenge with a combination of skills and abilities, hopefully all surviving, if a little bruised, to tell the tale!
 
Variants
Each game begins with a quest: the Quest can be randomly selected or you can choose carefully to increase your chances. Each quest comes with one artefact or item and some make success easier than others. For instance, the Ancient Amulet allows you to restore up to 3 health for each of the group. Equally, you can increase the difficulty – start at The Dragon’s Mouth – not only are the steps a challenge for anyone with dancers’ knees but you gain a random item to start. And, if your random item choosing is anything like my dice rolling, then you’re screwed.
 
As I was travelling to St Ives I found a game with
5 possible quests
3 difficulty levels
36 Encounters
Each encounter had 4 sides
Each side had 4 skills
Each skill had 4 possible levels of competency from Fair to Epic
There were 12 possible statuses that affect your skills
Each character had 2 abilities to choose from
Each dead character could choose to invoke a ghostly ability or not
Quests, skills, cats, kits … I have literally no idea how many adventurers were travelling to Saint Ives but I do know this. There are an epic number of variants, and I can’t see how I could ever exhaust this game.
 
Come along to a Cards or Die event and try it out yourself.
Forest of Fate
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