This is Hardcore

Having managed 10 plays of 10 games by mid-autumn in 2016, and by the summer of 2017 (final tally, 23 games played 10+ times), I decided to step up the challenge slightly for 2018.

For those doing the ‘official’ 10×10 challenge on Boardgame Geek, there are 2 basic ways to play it – normal, which is what I’ve done for the last couple of years (although I don’t actually log plays on BGG), and hardcore.

Whereas with the normal challenge, you play games, then write down what you played, hardcore requires you to name 10 games in advance, then play them ten times – if you are organised, and only finalise your list part-way into the year, then only plays after the list is confirmed can count.

I thought that this was quite an interesting way to think about the future, and decided to do it.

ArkhamStorageArkham LCG and Zombicide were the first and probably the easiest to put on the list – if I don’t play these 10 times, something seismic will have changed. I decided to keep “Zombicide” as a single, cover-all term – it’s definitely possible that I’ll manage 10 plays of Black Plague and 10 of Green Horde, but chances are, I’ll end up mixing a lot of the stuff together.

LegaciesWe’d just finished February in our Pandemic Legacy Season 1 campaign when New Year rolled around, so barring a premature death (don’t even know if that’s a thing that can happen), that’s got at least another 10 games left in it, and to follow, we have Pandemic Legacy Season 2. I was slightly concerned that it might be seen as a con to count these as 2 separate entries, so ultimately decided to just list them once – Assuming I managed ten sessions of each, it should be fairly safe to have this ticking 1 box, whichever way you measure it.

AE-WE-KSLord of the Rings LCG has been steadily dwindling over the past few years, but I’m still pretty confident that it will get to the table 10 times. Aeon’s End hasn’t had quite as much table-time as I thought it might since we got the expansions, but it should still manage 10 without too much difficulty.

MassiveLegendary is always a perennial favourite, and Massive Darkness has only just finished the core box play-through, leaving much left to explore, including the new Ratlings I got for Christmas.

Elder Sign has been one of the steadiest games of 2017, and with a new expansion due in early 2018 , this should be another fairly easy 10.

How to round out the list was a bit of a puzzle – Eldritch Horror was a plausible candidate but committing to play a 2 ½ hour game 10+ times seemed risky. Dice Masters, L5R and Runewars are all too dependant on getting out of the house and finding opponents.

Streets-of-Arkham-Box
We’re still playing through the scenarios from the last expansion

In the end I went for Mansions of Madness as my 10th – there are still a couple of scenarios we’ve never beaten, plus 1 we haven’t tried yet, and 2 which are DLC and I haven’t shelled out the necessary fiver.

The last entry on the list was a late(ish) addition when I decided to only count Pandemic Legacy once. Gloomhaven will probably be slow and steady rather than a sudden rush of plays, but I think we’ll comfortably have plenty more than 10 by the time the year is out.

So, the final list looks like this:

  1. Arkham Horror LCG
  2. Zombicide
  3. Pandemic Legacy
  4. LotR LCG
  5. Legendary
  6. Aeon’s End
  7. Elder Sign
  8. Massive Darkness
  9. Mansions of Madness
  10. Gloomhaven

 

Although I’m only getting round to posting this now, I had finalised the list by the time New Year rolled around, meaning I’ve already clocked up 8 counting plays towards 100 needed.

I’ll continue doing my monthly updates in 2018, but will give a special mention to how these 10 are faring.

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Just 17

A final look back at just the stuff which happened last year

 

Despite everything else that went on, 2017 was a good year for gaming. Over 750 sessions totalling almost 700 hours (should have played that final NYE game of Zombie Dice to tip me over the mark…).

That’s actually more hours than last year, although fewer games (and A LOT less TV to free up the time) In terms of what we had to play, there was a big stack of new games, plenty of new bits for existing games, and it was all done for only a 2-figure sum (net).

 

A – Z

A-Z Arkham Horror, new just before the end of last year, really came into its own in 2017, with the first full cycle released in its entirety, and the beginning of the next following after. It was easily the most-played game by number of sessions, clocking up over 60 outings.

In terms of time spent on a game, Zombicide retained its crown: although not quite as emphatic as last year, it hit the 100-hour mark, with Arkham in second barely clearing 50. A worthy winner overall.

Wide

2017 was a broader year than 2016, and a MUCH broader year than 2015. The top 10 games accounted for only 57% of overall gaming time, down from 66% last year, and 88% the year before (in fact, in 2015, the top 4 alone made up 79% of time). Whilst there was less of an intense focus on the top games, it did mean that for every position after 7th, I had more hours on the nth game than its counterparts from either of the previous years.

CanvasAt the final reckoning, I had an H-Index of 14 (that’s 14 games played 14 times) – Arkham LCG, Lord of the Rings LCG, Zombicide, Legendary, Aeon’s End, Elder Sign, Massive Darkness, Dominion, Pathfinder, Dice Masters, Eldritch Horror, Dungeon Time, Beyond Baker Street and Legend of the Five Rings. A further 9 managed at least 10 plays: Runewars, Mansions of Madness, Battle for Greyport, Runebound, Star Wars Destiny, The Dwarves, Sherlock Holmes Consulting Detective, Pandemic Iberia, and Apocrypha.

Of those games, Destiny has now moved on, and Dice Masters has gone into hibernation, with the death locally of organised play, to the point where I have no intention of buying into new sets, (a decision which in turn more-or-less removes any point to attending the Open events which crop up once a year). This is basically in storage until Ned is old enough to join in. Most of the remaining 21 I’d be confident of getting a fair amount of play next year.

 

My all-time H-Index is up at 19 – Pathfinder, Lord of the Rings LCG, Dice Masters, Legendary, Zombicide, Arkham LCG, Game of Thrones LCG, Dominion, Elder Sign, Mansions of Madness, Mapominoes, Aeon’s End, Beyond Baker Street, Machi Koro, Massive Darkness, Zombie Dice, Yggdrasil, Eldritch Horror, Dobble. Again, “all-time” is reduced to “Christmas 2014 onwards” as that’s when I started keeping records. Probably if I stretched it back a few years more it would go 2 or 3 higher, but I’m fairly happy with this as a reference point.

 

Show me the Money

Shortfallers
I didn’t actually spend anything on Apocrypha in 2017, but it was the year it arrived, and hasn’t balanced out its 2015 purchase-price

I actually spent around £100 more on games this year than last: However, the fact that I more than doubled the amount I made in games sold smoothed over this bump fairly comfortably. I could probably have forced the final balance even lower than the £96.35 it ended up at, by using GQ store credit for more Legend of the Five Rings packs, but as this is a game I’ll be playing exclusively at the FLGS (and haven’t yet had to pay anything to play there), I felt somewhat obliged to at least be buying the packs from them.

Although 2017 was good overall from a financial perspective, there were a few individual offenders. Gloomhaven, Shadows of Brimstone, and Apocrypha were all one-off big-hitters that are still some way short of the hours needed to justify the expense. Pandemic Legacy Season 1 ended up as a Christmas present, leaving me only 6 days to try to make up the deficit: I don’t think it was a bad attempt, but inevitably it took a little longer (less than a week in to January, I’m nearly there).  Legend of the Five Rings hit me hard in the wallet with a content-dump early on, and whilst it was played intensively enough to break even, I‘m hoping that this will start to look like better value during the upcoming lull in the release schedule.

OldShortsThere are also still 3 games from previous years that show a deficit: Commands and Colours, Race for the Galaxy and Dixit: Dixit is incredibly close to catching up, and Race is not too far behind. Commands and Colours still has a way to go, and will probably need to wait until Ned is old enough to play to truly catch up.

Looking only at games with an individual historic shortfall, the grand total is £50 or so better than it was at the start of the year, but it’s a long way back up from September, where I was close to breaking even. The numbers are a bit funny right now, with Shadows of Brimstone and Gloomhaven double-counting, all-time, and all-time by player count – on the flip side, this does mean that each game improves the overall numbers by £15-30 for a single 2-player game!

 

Most Improved

ArkhamStorage
Custom storage is generally a pretty good sign of a game that’s made its mark

As I mentioned during the numbers run-down, Arkham Horror was a really big hit last year. I already knew that it was a game that had a lot of potential from when it released in 2016, and I’m pleased to say that it has delivered. The character development, deck-building, scenario design and campaign progression have all hit the right notes. I’m a little way behind on the game at moment, but that’s a price worth paying for getting a lot of the new content from GQ – I look forward to seeing what 2018 has in store.

Eld-GamesHonourable mentions go to Eldritch Horror and Elder Sign – Eldritch arrived in a maths trade November 2016. We’ve gone a long-way in on expansions, and been rewarded with our 3rd most-played game of the year by time. Elder Sign has undergone a strong renaissance since going un-played in 2015, whilst, and the only game to keep up a serious challenge for the accolade of “played in every single month” before falling at the penultimate hurdle. In the end, Zombicide and Elder Sign were the games played in the most months (11/12 each), with Arkham just behind on 10.

A few games which I acquired part-way through the year were played in every month I had them – for the most recent acquisitions, that’s nothing much to shout about, but the longest streaks chalked up in this way were 5 months out of 5 for Massive Darkness, and 4/4 for Codenames Duet.

Notable Achievers for Most Months Played:

Zombicide                        11/12
Elder Sign                         11/12
Arkham                             10/12
LotR LCG                            9/12
Eldritch                              9/12
Legendary                         8/12
Aeon’s End                         8/11
Dungeon Time                   8/10
Mansions of Madness      8/12
Massive Darkness             5/5
Codenames Duet               4/4

 

Best Newcomer

In terms of games that were actually new in 2017, there was plenty to choose from: Aeon’s End, Massive Darkness, and Legend of the Five Rings were the big-hitters from among the 2017 releases, although there were plenty of other fun new arrivals – Runewars gave me some more to paint as well as getting me out of the house to game, Dungeon Time, Battle for Greyport, Codenames Duet, and Gloom of Kilforth all showed a decent amount of staying power, whilst Gloomhaven and Dragonfire were interesting late arrivals, albeit games that were with us too briefly to compete for the top accolades. I decided that “Newcomer” did need to be an actual 2017 release, which knocked out Runebound, Descent, Shadows of Brimstone and a few others.

MassFigsMassive Darkness is lots of fun, and has loads of nice miniatures to paint (I’m working through them slowly): I think it’s a testament to the amount of fun in this game that, even with the deluge of figures that comes with a Kickstarter, I ended up asking Santa for more (I opted for the Ratlings as they seemed to offer the most variety game-play wise, although that Hellephant is still calling to me…).

NewScorpionsL5R is a very different beast, one which scratches that competitive itch now that Dice Masters and Destiny have gone. Sadly I lack some combination of the natural ability, concentration and free time for practice and play-testing to get really good at the game, but I’m still enjoying it whilst it lasts. It’s nice to feel a growing sense of comprehension, of what’s going on, and how to control the situation, and I think I’ve definitely improved a lot, even whilst I continue to make lots of stupid mistakes.

MagesAeon’s End isn’t quite as much of a brain-burner as L5R, but it’s a bit more cerebral than Massive Darkness, as well as feeling like a more refined, balanced game. Set-up can be somewhat time-consuming, but it’s still a good one to play, with stats to match. There’s a “Legacy” version coming in 2018, which I can’t make my mind up about – brilliant addition or shameless cash-in. I’ll follow the campaign with a moderate amount of interest and see.

Overall, it’s hard to pick a winner between Massive Darkness, Aeon’s End and Legend of the Five Rings, as they’re all such different games, and were all so strong in the latter half of 2017: 16% of sessions, and 22% of hours since the beginning of August.

Theme

RuneboundOverall, the year was dominated by Fantasy, around 40% both in terms of hours and sessions. Within Fantasy, a good quarter of the action took place in Terrinoth, with notable chunks in Middle Earth and Gravehold (Aeon’s End). I finally tired of the biggest group always being “generic” and you can read about the changes I made here.

In terms of what we did this past year, we were mostly completing quests, solving mysteries, or saving the world, although there was a fair amount of just surviving.

 

Looking forward

17Hangovers I’m not entirely sure what 2018 has in store – there’s likely to be a lot of Pandemic in various shapes and forms, with Legacy 1, Legacy 2 and Rising Tide which were all sitting unopened on Christmas Day 2017, but have clocked up double-figures of play by the first weekend in January. Zombicide Green Horde looks set to be the 2018 new arrival that has the biggest impact, with the base game due fairly early in the year, and a stack of expansion/KSE content coming in the summer. 2018 will also be arrival time for Legends Untold, expansions for Apocrypha, the fabled 9th World, and the expansion to Gloom of Kilforth. Aside from the new arrivals, there are also games where we’ve barely scratched the surface – Gloomhaven in particular has a lot left to unpack, and I’m still trying to make my mind up about Dragonfire.

Some games which made a significant impact in 2017 will probably be a fair bit quieter in 2018: there have been recent mutterings of Dice Masters drafts starting up again (including one over the Christmas break when we were away visiting family), but otherwise I could see this spending the year in complete hibernation. Pathfinder likewise feels a bit dated, and may well struggle to see much table-time.

Firefly
2 plays in 3 years, things aren’t looking good…

This year, I think the amount of money made from sales will drop significantly again. Although I did make a fair amount last year from selling on review games that I didn’t think were going to be long-term hits, a large chunk (probably the majority) still came from clearing out old games that weren’t getting played any more – the more time goes on, the leaner the game collection gets in terms of un-playable games. Common sense says I’ll need to rein in my spending a fair way in order to keep things looking healthy, but if I compare my collection to where I was 2 years ago, it’s a lot easier to see extensive possibilities for things I’d want to play without forking out too much on new stuff.

The only real certainty is that 2018 should be another year with plenty of gaming and a fair-amount of number-crunching. I hope you’ll keep coming back to read my assorted musings on everything that goes on.

 

Plenty of Crackers and Not too Many Turkeys – December Round-up

December has always been the red-headed step-child of the monthly recaps, being largely ignored in favour of the annual run down. I decided to do something about that, with this lightning recap, whilst I work up the annual run-down for the end of the week.

PallidMask
The scariest monsters don’t always have tentacles…

As feels only fitting around Christmas, December saw a good strong focus on old favourites, with all the top 6 games getting table-time: Legendary dominated the early days of the month with 9 games (7 in the first weekend), and there was also a return for Elder Sign as we ran up against Cthulhu himself – even managing to seal him away at the second attempt. Arkham LCG got its obligatory share of table-time, buoyed by the arrival of some new packs to kick off the Carcosa cycle and an OP event, there was plenty of Zombicide, a bit of LotR (although the OP event was cancelled) and Aeon’s End continued to tick along.

Mansions of Madness went very quiet over the summer but started to pick up over the autumn, and came back strongly this month as we attempted the scenarios from the latest expansion with varying levels of success. On New Year’s Eve, we finally managed a successful Escape from Innsmouth (well, my character got torn apart by monsters, but everyone else made it out…)

L5R was a bit quieter than in previous months, but still got played a few times, keeping just ahead of a punishing release schedule in the value stakes.

Pandemics DecemberDecember was a big month for all things Pandemic – there were odd sessions of Iberia and Cthulhu, but the big hitters were both new arrivals, with Santa bringing me Legacy Season 1, and Rising Tide arriving for review. Both really interesting titles which deserve to have more said on them later.

Although, in keeping with Christmas, December was mostly about the Greatest Hits, we still had a few more novel games getting played.

This War of Mine is a truly remarkable game: it’s fantastically well-crafted, but dark and depressing at the same time – in many ways this just does too good a job of capturing life as civilian trapped in a modern-day siege. It’s definitely a game designed to play over multiple sessions, and we decided that we needed a break before taking this any further. If you haven’t already, do look at the review I wrote for this.

GloomNed
baby not actually included with Gloomhaven…

Dragonfire and Gloomhaven were the new games I wanted to get to the table (I’d played them solo in November, but hadn’t managed to inflict them on family or friends), and I managed with a limited degree of success. Dragonfire is, apparently, slightly easier than its predecessor Shadowrun: Crossfire, but still feels brutally tough. We got completely smashed on our first multi-player attempt, and definitely still have some way to go to master this one. Gloomhaven was again, basically a dry-run, and most of the real exploring of this will come in 2018.

Themes and Mechanics

In terms of what got played, there was a typically high level of Lovecraft, Fantasy and Zombies on display. “Historical” was the surprise entry into the upper echelons, tying with Comics for time, and edging it out by sessions.

We had a good amount of mystery solving and good old-fashioned survival, but once again, it was Pandemic which provided the shift, as “Save the World” broke into the top categories.

That’s about all for the December re-cap. Hopefully I’ll be back soon with the overall 2017 run-down.

Some Generic Thoughts on Fantasy

As readers of my regular monthly updates will know, “Fantasy” is a big enough chunk of our ongoing gameplay that I often break it down, so that we can see exactly how much time has been spent in Middle Earth, Terrinoth, or whichever other place we’ve been this time.

More often than not, though, a dominant category is “generic” – a term which conceals as much as it communicates. I decided then to have a dig into what exactly I meant by this.

 

Sometimes, generic is used where I just hadn’t gotten round to finding out where things were. Mistfall, for example, takes place in a land called Valskyrr. Having spent a mighty 2 hours on that particular game this year (before getting rid of it), lumping this in with generic is probably not a big deal. I don’t know where Near and Far is set – I’m pretty sure it’s the same place as Above and Below but, having sold the game, I’m in no rush to track it down.

 

The DwarvesIn other places it’s laziness. Lots of games start under generic, then get moved later. I moved The Dwarves from Generic to Girdelgard once it felt big enough as a category to care about. Not having played D&D this year, I haven’t moved it from Generic to “Forgotten Realms” – but will probably do so next year, once Dragonfire gets this category moving. Gloom of Kilforth is long overdue a push from Generic to… you’ve guessed it – Kilforth!

Sometimes laziness gets blurred with trying to keep things tidy. Obviously, Arcadia Quest takes place in Arcadia. The sensible thing to do would be to categorise it appropriately, but have Arcadia counted under “other” in the final analysis – that’s a change I can make now.

 

Generic FantasySome settings, of course, truly are generic: Braggart or Dungeon Time are so light on detail, that it would be impossible to really guess anything much about where they belong. Dungeon Time can probably go into a Low/Historical sub-group, but I really don’t think that there’s a sensible alternative for Braggart.

Munchkin, if I had to push, I’d probably go for “meta-Fantasy” as this is a setting that’s both very self-aware, and more concerned with mocking tropes than building an immersive experience.

Gloomhaven is a city. Does the land it is set in have a name? probably! Now that Gloomhaven is actually getting played, this is something to check.

B-Sieged is very much its own setting, and couldn’t really be confused with most other Fantasy games we play. That said, I’m not convinced that the even the city has a name, let alone the country.

Greyport- Red Dragon
If you look closely there might be one or two clues that this is linked to Red Dragon Inn

Lastly, some of the biggest games within Fantasy are in places that are hard to pin down. Massive Darkness in particular does a good sweep of narrative fluff, without ever giving you the slightest clue that you could use to name the world in which the game is set. Battle for Greyport is set in the same world as the Red Dragon Inn games, and Slugfest games have pulled together a remarkable amount of lore on the place, but it still doesn’t have a name.

An Ongoing Mistake

DominionPolish
I’m sure everyone’s seen the standard Dominion art a thousand times, so I found this nice image of the Polish edition

Dominion gives us lots of information about the setting, but in a rather evasive fashion – is this a Low Fantasy setting (Europe + Magic) or is it its own land, tantalisingly stripped of any key identifying features? I started a BGG thread asking that very question, and got a lot of interesting and undecided speculation before Donald X Vaccharino himself stepped in.

It turns out that Dominion doesn’t have a Fantasy setting at all – it’s simply Europe, mostly Late-Medieval / Early-Early Modern period, although with some outliers (Roman stuff in Empires, Age of Exploration in Seaside). Anything magical/fantastical and the like is simply folklore and popular superstition.

Well, that told me. Dominion is removed, not only from “Generic” but from Fantasy as a whole. The true genre here, is “historical

 

 

If you don’t have something useful to say…

I putting this piece together, I posted a number of threads on BGG for various games, asking if anyone knew the names of the worlds / anything concrete about the setting.

Some of the responses were… less than helpful, shall we say.

For “Where is Dominion set?” I got

“my Dominion set is in a wooden box in my living room”

For “I know the city is called Gloomhaven, but does the wider world have a name?” I got

“Planet Bob.”

I guess I shouldn’t really have been surprised by the Dominion query – every internet forum eventually turns into another Dominion storage solution discussion…

 

Final Picture

Fantasy CategoriesDoing a little bit of tweaking like this makes things look better: Generic is now only 14% of sessions, 20% of time. “Other” sits at 4%, ensuring that we haven’t just muddled things by sliding stuff from one category to another.

70-80% of that “generic” time is Massive Darkness. Insofar as it belongs anywhere, you could argue for this sharing a universe with Zombicide, due to the official cards which allows characters to cross-over between the games. However, I’ve got Zombicide classed under “Zombies” rather than Fantasy and, although the similarities are there, there are definite differences in tone between the games that make me dubious about dragging them together.

It’s quite possible that eventually, I’ll end up creating “Massive Darkness” or “Gloomhaven” as their own categories. For now though, I’m happy that I’ve got things a little bit less muddled.

Kicks Revalued

With any Kickstarter project, there’s a fair amount of waiting.

Maybe communication is good on the project, maybe it’s bad. Maybe they deliver quickly, or maybe they take a long time. Whichever way, there’s probably a fair amount of time where you’re thinking about the project, but aren’t in a position to actually be playing the game.

It’s at times like this, sat with my spreadsheets, that I start to question the value of the project, something which, I think,  is a fair bit more complex than with a game bought off a shelf (or website).

Spent

GreenHorde
This is the big one…

“Money spent” is relatively simple to track: ideally an old Credit Card statement, otherwise the pledge information on Kickstarter + a historic exchange rate calculator. On top of that, I tend to add on a bit more in the way of “interest” based on how long it takes from when they take my money to when I get my stuff, and I have a notional figure for what I’ve spent.

By that reckoning, the 8 Kickstarter projects that have been “live” (any stage from campaign launch to delivery) at some point this year add up to over £700. That’s a moderately terrifying figure, although it is alleviated somewhat by the knowledge that they were paid for over two and a half years.

Retail

If a Kickstarted game makes it to retail, then I can compare directly what I paid for the game, versus what people buying it now will have to fork out. Was Kickstarting this project a money-saver? Or a money-sink?

For Massive Darkness, the first game to arrive, this was an equation that seemed to work out really well. As this finally sees a retail release, my total pledge including shipping and interest is only £14 more than the RRP of the base game: even assuming a 10% pre-order discount, I’m looking at having made a £30 saving, compared to base game + the first 2 expansions, and there’s another expansion, a set of tiles/scenarios, and the extra dice all yet to come.

Apocrypholder
I don’t remember why I ordered the binder. The sheets are useful, but they tend to get stored in the game box

Apocrypha looks less impressive – You can see my Kickstarter review for the details, but basically it looks like I’ll be very slightly up by the time all is said and done, but not much.

Aeon’s End I spent around £70 on. The starting pledge was $65, which covered the base and a selection of stretch goals (included for me, probably collected later as a retail expansion), and I paid a further $15 for an expansion. Availability is still very limited, but it looks like the base game will be £45ish, £15-18 per expansion, so this seems to come out about even.

For other games, retail prices are trickier: Gloomhaven is currently only listed for silly money, due to the game being out-of-print, and prices will clearly drop once the second wave hits retail. Zombicide will presumably have an RRP around £90, but be available a fair bit cheaper from the online retailers. For 9th World and Legends Untold, it wouldn’t surprise me if even the companies involved aren’t sure yet. The latest thing I jumped on, a mini-expansion for Gloom of Kilforth, cost me £21 – I don’t know whether this will even get a retail release, and I certainly don’t expect it be cheaper if it does. For now, all the games with no RRP go on the spreadsheet with a value of “minus whatever I paid for it.” That leaves me with a figure of just over £400 of ‘lost value,’ but that will inevitably level out a lot over time, and probably end up in the black overall.

 

Exclusivity

Although I’ve looked at the Financial Value of the retail pledge, there’s also the question of exclusives.

Lightbringer Aside from a few bits with retail packaging, the Massive Darkness pledge also came with a “Lightbringer” box – duplicates of monsters from the base game and, crucially, 18 Wandering monsters, 3 hero miniatures, and 1 class sheet, which will not be available separately. It’s hard to put a value on these, especially as I don’t want to sell mine, but I reckon you could easily get (at least) £50 for it. Right now though, I haven’t added anything to the spreadsheet for these. I also spent $8 on some exclusive cards to use Zombicide figures in Black Plague, and vice-versa, and these are currently going for around £20 on Ebay.

For Aeon’s End, I spent $10 to get the cards and mats for the original game replaced with upgraded card-stock, and layout to match the new game. As this won’t be offered at retail, it’s hard to measure that $10 price – on the one hand it offers nothing new mechanically, but it does make the two elements of the game feel like they belong together. Having not paid for the original game (it was a review), I was pretty happy with about 2 games’ worth of cards for not much more than the cost of 1 game.

Apocrypha came with 3 or 4 promo cards. You might be able to get a fiver or so for them online. For the games yet to arrive, I know that Green Horde will have a similar pile of goodies to Massive Darkness, and Gloom of Kilforth has some bonus new Classes and Races. I don’t think Gloomhaven came with anything exclusive, and can’t remember what I’m expecting for the others.

 

Play

In an ideal world, one day a Kickstarted game will actually arrive at your house, and get played. I’ve talked before about how I measure game-value, and that doesn’t change for KS (1 hour of play = £5 value). On that basis, all-but-one of the KS games are currently still in the red, but that’s hardly surprising, given that 6 out of the 7 hadn’t arrived at the beginning of October!

To get into specifics, “value” is currently over £450 in the red – it works out at just over 90 hours of play needed to balance things out!

Now, Zombicide Black Plague managed that by itself last year, so if Green Horde is a similar success, it could knock that down fairly quickly, but it won’t be doing it until 2018.

1Man Much Loot Massive Darkness is already in the black, having clocked up the 25-or-so hours of table-time it needed in less than 2 months.  Overall, the game is currently contributing a respectable £75.98 to the “value of Kickstarter” column, and that figure is only going to grow as the game gets played more and more. I could easily imagine myself getting another 5-10 plays without touching the expansion content, and then we’ve got a Massive set of options for variety, in terms of more heroes, mobs and wandering monsters, a whole extra set of tiles and quests, and all the Zombicide crossover content – it was the first game played in November, and isn’t going anywhere.

MassiveGloom
“Massive” is a relative term…

It’s well documented just how much there is in Gloomhaven: both in terms of physical content and the hours of table-time that are in there. I doubled-down on this purchase by paying for the removable stickers to “de-legacy” the legacy aspect of the game. I personally won’t be getting into a second or subsequent play-through any time soon (if ever), but hopefully it’ll leave me with a near-mint game to move on if I decide that it isn’t justifying its place on the shelf.

For Apocrypha, 20 hours to break even feels like a lot: I lost a lot of enthusiasm for it in the 17 months between when it was due and when it actually arrived. I clocked up 10 hours pretty quickly, mostly because my editor wanted a review by Essen, but some of those sessions were a real grind, and this is back on the shelf, where I can see it staying until the expansions land.

9thI think 9th World must exist behind some kind of perception filter- it’s like my brain is singularly unable to remember that it exists without repeated prompting. This is a game which was backed by virtue of piggy-backing on the goodwill generated by the Apocrypha campaign (a resource which has long-since been depleted).

Lastly is Legends Untold, a proper old-school Kickstarter project from a new designer/company. I played a turn or so of the prototype at UKGE 2016, and followed it from there. I ended up backing this at a higher level than I wanted to (they raised so much money that they doubled the range of stuff they were offering), and have watched the game change significantly over the course of the campaign to where it’s scarcely recognisable. Right now, I don’t have a clear enough sense of what it will be like to get excited, although I’m still optimistic that it will be good. The latest KS update has got this pushed back to January (hopefully!) so it’s going to be semi-ignored for a while.

Old or New?

AeonsThere is some complexity around the fact that 2 of the games I’ve Kick-started this year (Aeon’s End: War Eternal, and Zombicide: Green Horde) are stand-alone expansions. If I lump them in with the existing game, then I’m already covered time-wise, but that’s clearly misleading (as none of the game-play logged pre-arrival was using any of the KS content).

When Green Horde does land, my first step will be to play through the Core Box once, using core box content only (this will require less discipline than with Massive Darkness, as it’s shipping several months ahead of the add-ons). What I’m not quite sure of is how clear the distinction between Black Plague and Green Horde will remain after that, or how I’ll want to go about logging it.

Aeon’s End is currently my 5th most-played game of the year, still 1 of only 6 to make it past 25 sessions. It had been a bit quiet over the summer, but the arrival in early October of better-quality components, mixed with a range of extra cards and options, has given it a fresh lease of life. Again, the question is how to measure plays of old and new? After some reflection, I decided that, in all likelihood, future plays will either be all new stuff, or a mixture, so I’ll just base it on any plays of Aeon’s End after the new stuff landed. Right now, that’s still in the red by some distance (£40-odd), but I’m confident of it catching up in due course. Where a Kickstarter is for a pure expansion (not playable stand-alone) – like Gloom of Kilforth, it’s much more straightforward to just mix it in and measure plays in the same way as AE.

 

Numbers?

Taking pledge vs retail cost (with the caveat of not having retail prices for over half the games), and Cost vs Value (where half the games haven’t arrived), I arrived at a grand, grand, overall total figure, which is devastatingly large. At least it’s still a 3-figure sum!

Now, OBVIOUSLY that figure isn’t final. I know with absolute certainty that a big chunk of that will disappear simply with components reaching retail, and obviously I intend to play these games too. Still, it does give me pause.

 

Regrets?

Of course, one thing that you can never really calculate is the value of making a decision so far ahead of release.

2015
I backed Apocrypha way back in 2015…

If Apocrypha were released tomorrow and I hadn’t backed it, I doubt very much that I’d buy it. I’d probably put my name down for a review copy, but I couldn’t imagine sinking my hand £60 deep into my pocket, let alone £100 for the expansions (which seem to be where the value is). 9th World likewise.

Massive Darkness was a big success, and I’m glad I backed it – I remember thinking many times last year that I wished I could go back in time and back Black Plague: obviously I couldn’t, but I could back Green Horde, and I did.

I’m glad I backed Legends Untold, because it’s the sort of project that I feel Kickstarter should really be for – small, independent, first-time publisher: It’s good to feel like I’ve been part of something that couldn’t have been produced without Kickstarter. As noted above, I’ve kind of lost sight of where we are gameplay wise, so will be interested to see what eventually lands.

 

All of it?

Hellephant
Hellephant!

Even within games that I would buy, there’s the question of whether I’d buy all the stuff I got through the KS campaign – as I’ve mentioned before, I’ve (very deliberately) only used the base-set stuff for Massive Darkness so far, and whilst I fully intend to get the rest of the stuff I have onto the table at some point, I think it’s probable that I’d have done things differently if I were picking the game up at retail – definitely a Hellephant before Lord Tusk or the Cocatrix, probably some Ratlings or Lizardmen before the Troglodytes. As a CMON Kickstarter, this has enough value in it that I’m not too bothered about little quibbles like this, although it would definitely be nice to be able to pick-and-choose more freely. I’d imagine that Green Horde will feel much the same.

Aeon’s End, I expect I would have planned to get it all, although possibly not all at once, and once there’s delay, there’s always the potential to have my mind changed. Gloomhaven I didn’t pledge for any expansions (aside from buying the stickers from a third-party so that I don’t damage the game in playing it). Legends Untold I would definitely have gone for 1 box rather than 2 if I had been confident of the second one being available later, but see notes above on “proper” Kickstarters.

Apocrypha is in a strange place – part of me thinks that the core box experience isn’t gripping enough to want to shell out for the expansions, part of me thinks that it’s only with the expansions that the game will really come to life. 9th World I can’t remember how it breaks down with add-ons (I’m sure it’ll change again before delivery).

 

Closing Thoughts

This article is a bit of a snap-shot, and it’s a snapshot taken at a very unflattering point in time for Kickstarter – money gone out on 8 projects, game in hand for more than a month on only 1. Still it’s a useful reminder for myself, especially as other Kickstarters appear in the future.

I was going to talk here about future projects I’m looking at, but this has got very long already, so I’ll section that off to be its own article another time.

I’m certainly not swearing off Kickstarter in the way that some people have. That said, I was never that deeply ensnared in the first place – over the time it’s taken me to get this printed, I’ve passed on 2 or 3 moderately-interesting-looking Kickstarters – an expansion for a fairly enjoyable game we play occasionally, a highly rated game that’s always priced itself out of my range in the past, and an opportunity for a mega-saving on a game that I’m not sure I really need – I expect I’ll end up talking more about them elsewhere, but for the most part, it won’t be as a backer.

I’ll keep following projects. Keep backing them occasionally. Keep complaining when they don’t arrive in a timely fashion, and keep blogging when there’s finally a game to blog about.

Value for Kicks

About this time last year, I wrote a couple of articles about Kickstarter (see them here and here). Kickstarter continues to fascinate me, both as a Funding platform, and for the social dynamics which go on there. With 4 projects that I have backed and am awaiting delivery of, I thought it might be a good time to revisit the topic before deciding whether to dip my hand in my pocket once more. In part, this is just doing some thinking out loud for my own benefit, but I hope it will be interesting to others too.

 

The projects I’m currently waiting on were backed in May 2015, Jan 2016, July 2016 and December 2016. They were supposed to be deliver in April 2016, October 2016, April 2017 and Jun 2017. It doesn’t take the most observant eye to spot that 2 of these are late, one of them by nearly a year, and it seems pretty clear that the other 2 will be delayed as well – let’s look at them individually.

 

Apocrypha

ApocryphaBoxApocrypha is the disturbed long-lost sibling of the Pathfinder ACG –same design team, and some foundational common. However, it has definitely evolved in its own unique direction, along with an urban fantasy / contemporary horror theme that sets it apart from earlier adventures in Golarion. It was funded by a monster Kickstarter, which wildly exceeded its funding goal, thereby unlocking a ton of stretch-goals, meaning it was never going to hit its projected April 2015 delivery date.

The most recent update is predicting August (2017) for them to start shipping the core box, with the retail release coming a few weeks later. The various expansion bits are currently projected to be with us by November, or at least “before the end of the year” with the retail releases stretching from “in time for Christmas” through to early 2018.

Overall, the Apocrypha Kickstarter hasn’t been a great experience. For a project that was supposed to take just under a year, it’s now looking like 27 months minimum, just to get the base game, nearer to 3 years for the expansions. I don’t think that there’s any real reason to expect the worst (some of the gloomiest forum trolls are predicting bankruptcy at any moment), but it’s definitely been a grating process – I actually voted for this on BGG as one of the most anticipated games of 2016. By the time it appeared on the 2017 nominations list, my enthusiasm had faded.

The communication over the course of the Kickstarter has been mixed – it certainly hasn’t been the wall of silence that seems to plague some projects, but I do feel like they weren’t really upfront with just how long things were going to take – last spring we were being assured that it wouldn’t be as late as (that) October…

All of the mutterings coming out of the play-test suggest that this will be a good game, and that it will be a game with enough difference to make it worthwhile for those who already own multiple Pathfinder sets. Hopefully it will be able to capture our imagination, and actually find a place in our gaming schedule.

As far as I can work out (difficulties around historic exchange rates), I spent somewhere just under £100 on this. I think it may even have been my 2015 birthday present! As the most recent campaign update was keen to point out, that’s noticeably less than the cost of buying it at retail is likely to be (probably a saving of around £35 based on the dollar prices and current exchange rates). Still, if the 1-hour game time is accurate, that’s 20 sessions it will need to clock up before it meets my “value for money” formula. I’ve assigned a slightly arbitrary 3-month grace period from when KS games actually arrive to when I start adding them to the ‘not value for money’ sheet, and I’ll be interested to see whether it can make it.

Numenera

9th worldBack at the end of 2015, when I was still expecting Apocrypha to arrive on time, I got an email about Lone Shark’s next project: The Ninth World – a skill-building game for Numenera. Perhaps with a bit of wilful self-delusion, I assumed that this meant they had finished the design stage of Apocrypha, and backed this one on a bit of a whim – the setting was novel, as was the mechanic, and I’m always interested in anything new and cooperative.

Of course, hindsight is 20:20 and looking back now, a lot of disgruntled Apocrypha backers point to Numenera as a major example of Lone Shark stretching themselves too thin / not getting one product finished before making a start on the next one.

For a lot of the time, Numenera has felt like the forgotten project – whereas Apocrypha has at least been handed off to the printers where (we assume) the blame for further delays lies with someone else, Numenera hasn’t got nearly this far. In November, a month after we were originally going to be getting the game, the design was “almost done,” by February, they were doing some playing around with layout that would make things a lot more streamlined going forward. There have also been art-issues apparently.

The last official stab at a date for this came in mid-March when we were told that they are looking at a street date of “no later than the 4th quarter of this year” and that the “plan is to fulfill to Kickstarter backers first” – all positive noises to have it at some point during 2017, but still pretty vague, and not all that reassuring given the delays we’ve faced so far.

Looking back at my Kickstarter account, I was quite surprised by just how much I’d spent on this – probably somewhere around £65. Given that I probably backed it more out of misplaced goodwill for the company than anything else, this feels a lot like a write-off for me: I periodically forget that I’ve even backed it, and the only time I start hunting for information updates will be in the wake of looking into Apocrypha. With a slightly shorter play-time than a lot of the other games on the list, this will need 16 sessions to hit the value marker – I can easily see myself selling it on at a fairly early juncture in the hope of recovering (some of) my losses.

 

Massive Darkness

My biggest complaint about Zombicide, was the lack of a proper campaign mode. As such, I was VERY interested in Massive Darkness– another game from Cool Mini Or Not and Guillotine Games, with a fair number of similarities to Zombicide, but designed for campaign play, with a more developed system for levelling up and gaining loot.

massive-darkness-preview1

I gave CMON kickstarters their own article last year, and there hasn’t been that much change in my general thoughts. They are massive projects, funding is when, not if (and “when” is usually after about 4 minutes). Expect lots of stretch goals, lots of complaints about stretch goals (some legitimate, others not), plenty of pushing of optional purchases, then significant delays before your pledge actually arrives. When it does arrive, you’ll generally have something that’s cost you a bit less than the retail content would at the FLGS, plus a decent-sized pile of KS-only stuff.

The distribution of stretch goals and optional purchases in the Massive Darkness campaign felt odd, and it was irritating to pass on exciting optional purchases, (like the box that contains a Hellephant!) whilst unlocking yet another not-very-interesting Wandering Monster.

Largely because of the cost of picking up extra content on the secondary market for Zombicide, I ultimately decided to back this one. I have wondered several times since whether that was a good decision or not. The overall art-style wasn’t as nice as Zombicide (lots and lots of very pointy hats), and the character skills/classes seem a lot less interesting than originally billed. The $8, Kickstarter Exclusive add-on to use Zombicide characters and minis in this (and vice-versa) was probably the clincher, although I resisted the urge to double-up on this particular item, as a thing to sell later. This was probably a poor decision financially (confident I could flog it for double cost in the future), not sure if it was good or bad morally (I don’t want to be the person who backs KS projects just to sell on at a profit, but weirdly, if somebody doesn’t do it, a lot of people miss out on the opportunity to buy these things.) Anyway, that’s a whole different rabbit-hole.

This was the biggest outlay I’ve made on any Kickstarter project so far – nearly £110. Again, it was primarily funded by birthday money, but that’s still a hefty chunk of table time required to be “good value” – 22 sessions.

One interesting title that Massive Darkness can claim is the last game I paid out for before knowing we were going to have a baby that wouldn’t arrive until after he had appeared. Obviously that doesn’t really impact the Kickstarter process, but it does influence whether or not it will get played much. Again, I hope that this will turn out to be a good game, and worth my while – if it isn’t then I might be able to sell it (either the whole thing, or just some of the stretch-goals) to balance the books.

 

Legends Untold

Legends Untold is one of many cooperative dungeon crawlers seen in recent years. It comes from a new design team, who came to prominence at last year’s UK Games Expo. I had the chance to sit down and play a few turns with one of the game’s designers during my lunch-break, and had been monitoring it since.

This one was launched on Kickstarter right at the end of last year, and I think it’s fair to say that it surpassed everyone’s expectations with the level of response. With a funding goal of £12,000 to make the project happen, this ultimately raised over ten times that amount.

LegendsThe designers have created a whole world in which this game takes place, and clearly have grand plans for the future: higher level adventures, options to explore the world in different ways, and different sets which interact in different ways – to be honest, by the end of the campaign, I’d lost track of what exactly is coming when.

This was a much more reasonably priced project to back than the earlier ones – £24 for the original game, double that if you want the extra set which ended up being created thanks to all the stretch-goals.

I would definitely have preferred if the project had stayed at its initial size, which would have made this a far lower-risk undertaking, but in the end I opted for both boxes on the basis that i) I’m a terrible completionist, and wasn’t clear on whether I’d be able to get the second box in the future if I didn’t back now, and ii) this kind of independent start-up is the sort of project that Kickstarter ought to be for (at least in my opinion). I wanted to be part of something like this, helping to ensure that the industry doesn’t fall completely under the sway of international mega-corporations.

In the last month, the inevitable email has arrived, announcing delays to the project (the Kickstarter unlocked too many stretch goals, and it’s going to take much longer to produce everything). We’re now looking at September/October. ish. Very tiresome, but not particularly surprising: once again, we’ll see when this arrives as to whether it was worth it- at the very least, I reckon I’ll be able to play one box and (if I don’t like it that much) sell the other to claw back some money.

 

The Future

After the Massive Darkness campaign, and again after the Legends Untold project, I told myself that I was done with Kickstarter. I have plenty of games already in the house, or due sometime in the never-never, so that paying out more money for an untried game, appearing at an unspecified point in the future, looks like a bad deal. I expected to back Zombicide Black Plague Season 2 when it eventually appeared, but that was it.

Right now though, that resolve is being tested, with a couple of very interesting projects on the horizon.

Gloomhaven

I had hoped to pick up a review copy of Gloomhaven, but with all the supply issues the game has suffered (i.e. they could have printed 10x as many copies as they did and still sold out comfortably), there wasn’t one to be had.

GloomhavenFortunately for the many who missed out, there is a reprint coming, via Kickstarter, live right now. It funded in about five minutes, and hit the million dollar mark within a day. This would be another big beast of a project, not quite breaking the three-figure barrier, but getting pretty darn close. It’s not an impossible difficulty to overcome (I still haven’t spent most of my birthday money) and in a world where my gaming time wasn’t being eaten up by a baby, I’d probably back it without thinking twice. As it is, I’m torn between forking out for something I might not have the time to play, and missing another opportunity to get a game that’s been getting some fantastic buzz.

Aeon’s End

aeons-end-card-game-boxThe other project is one which launched a few weeks ago: the second wave of content for Aeon’s End. I’ve talked a bit about Aeon’s End on here, I’m really enjoying this Fantasy Co-op deck-builder, and as you know by now, I’m a bit of an expansion junkie so, at first glance, this looks like a no-brainer. That said, there are issues.

On the positive side, this Kickstarter offers new content for a game that is all about trying different combinations. It also comes with (slightly vague and non-committal) promises of improved component quality: thicker card, replacement tokens, a streamlined box, and maybe even an end to the strange glossy card-finish.

On the downside, this second wave of Aeon’s End – called War Eternal – features completely new graphic design, with everything being made bolder and brighter. As far as I can tell, this is mostly Tom Vassell’s doing – he complained in his review that he didn’t like the art of the original, and inevitably everyone else jumped on the bandwagon. Of course, all the people who didn’t have any issue with the art didn’t say anything – and therefore it gives the impression that everyone hates the art.

MisMatch
Does anyone else find this as jarring as I do?

Whatever my preferences for aesthetics, I’m much more bothered about things matching (or not). I still feel a shudder of pain every time I walk past the bookcase and see the newest volume of a series of novels towering over the earlier instalments because it wasn’t available in paperback yet (seriously, why do they print novels in hardback?!) As ridiculous as some might find it, it would pain me to play a game where half the cards where done in one style, and half in another. For a good contender to be my new favourite game, it seemed like I was out almost before I had got started.

Then came the update pack (it had already been announced, I just hadn’t got the message properly). If I back the expansion, and send them a photo of the stuff I already have then – for $10 – I could get replacements for all the cards (for a game that’s mostly cards, that’s 90% of the game for only $10).

AeonsNew
This doesn’t feel especially post-apocalyptic to me

Personally I much preferred the earlier art, and thought it was a much better fit for the gritty, post-apocalyptic theme of the game, whereas the new design feels stark and jarring, the colours a bit too garish. That said, the new style is tolerable, and providing all those cards for a fairly nominal fee is a really good deal (of course, it does require you to back the second wave of stuff to get it, but they are running a business, not a charity [and if you NEVER plan on getting the later wave of content, why would you care about the cards being different?]). Ultimately, it looks like this is the only real opportunity to get everything matching unless I want to a.) never expand beyond the first wave, or b.) re-buy the whole thing at full price later on.

Green Horde

GreenHordeZombicide: Black Plague was the biggest hit of 2016, and more content for it has seemed like an obvious win. Just a few days ago, Cool Mini Or Not announced the second wave: Zombicide: Green Horde. Details are still very light, aside from the fact that it’s going to have an Orcs and Goblins theme to it but, assuming it’s mutually compatible with Black Plague, this ticks a lot of interest boxes.

Zombicide has been a bit squeezed for table time in this baby-shaped world, and I already have stuff that I haven’t really used – NPC Box 2 and the Deadeye Walkers – struggling to make it to the Painting Table. However, as the likelihood of this arriving in under a year is slim-to-none, it seems safe to assume that the landscape will have changed by then, one way or the other.

Sadly, the Kickstarter won’t be live until the End of May – after Aeon’s End and Gloomhaven have both closed, so I’ll need to decide before I get to that point- all three seems like it will probably be too much.

I’m sure I’ll end up taking the plunge on at least one or two of these (it’s like someone deliberately timed it to have two of them be live on the week of my birthday), and inevitably, that will lead to another article in 6 months’ time, complaining about how they’ve all been delayed. You can all tell me then that I should have known better, and waited until retail…