Pecunia populi vox dei

(based on very rusty GCSE Latin, “The Money of the People is the Voice of God”)

Monopoly is a rubbish game. It often makes me sad that a lot of people think that’s what Board Gaming is.

Rising SunLots of other games aren’t rubbish, but they’re not for me. Rising Sun, a recent CMON Kickstarter, is a Diplomacy-style game of shifting alliances and careful negotiation for 3-5. Not playable with 2 (or 1), not cooperative, it was never going to be something for us.

That’s a shame – the Samurai + fantastical elements theme really caught my attention, and I monitored this one for a while, in the hope that they would announce some kind of variant / option that would bring it into scope. But they didn’t and I moved on.

l5r(I will rely instead on a brief obsession with Legend of the Five Rings this summer autumn, poring over gorgeous artwork and lamenting the fact that I will never be able to afford to visit rural Japan, before that too gets abandoned like every other competitive LCG because I can’t get to down to the FLGS reliably enough to play regularly…) [/tangent]

 

Increasingly though, it seems like my approach to the campaign – watching hopefully, then resigning and moving on – is an unusual thing to do. More-and-more, the approach is to request, demand, or simply berate until a designer changes their mind to suit your tastes – or until you run out of energy and give up.

That process – which at best could be considered constructive feedback and collaboration, and at worst descends into entitled sulking and name-calling, is what I want to look at today. How does the creative process for a game on Kickstarter differ from any other game?

 

Finished?

The thing about making a game through Kickstarter (or any other form of crowd-funding), is that you’re not just presenting people with a finished product, you’re asking them to invest in a concept.

Now for a good Kickstarter, that concept will be very well thought-out, extensively play-tested and soforth: having good gameplay videos, or a review copy in the hands of a well-known games-blogger are both major elements in ensuring the success of a Kickstarter. Still, the fact remains that you haven’t actually made it yet, and that gives people the impression that things are still up for grabs.

NotAStoreIt’s also worth saying that (officially) people on Kickstarter aren’t just buying a game, they are investing in your idea – and that will give a lot of them the sense that they now have a right to tell you how to make your game.

Going back through the Rising Sun threads [On Board Game Geek – I lack the sanity to wade through 34k+ KS comments], I was actually surprised at how few there were clamouring for a co-op version, but there were still plenty of threads demanding 2-player options, less “racist” language and iconography (some in the game itself, but mostly in the marketing) more properly-dressed female figures, more mostly-undressed female figures and so on.

Obviously, looking at it from the outside, with a little bit of cold detachment, you can see how ridiculous it is for one person to cancel their $100 pledge as a protest at the way a $4.5 million project is being run – my personal favourite thread was this one.

I think there’s certainly a lot more chatter these days about any not-yet-released game, and how the fans think the designers should make it better, than there used to be. Still, it feels like Kickstarting a game gives people a sense that they have more of a right to tell you how to make your game to suit them.

Add-onsDone right, the interaction between designer and backer can be a good channel for market research, and have some sensible benefits. For example the Aeon’s End: War Eternal campaign offered an add-on pack with dice to use as life-counters, and it seems to have largely been down to Kickstarter comments that these will now be spin-down dice (adjacent numbers next to each other). However, when you start to believe that $100 gives you the right to tell a company that their entire business model is wrong, it may be time to stop and think for a moment.

 

Investment or Pre-order?

Notionally, Kickstarter is still about investing in an idea – Creators pitch that idea to backers, and offer them bonuses for investing now and making that project happen, rather than waiting for retail.

GreenHordeForumsIn reality, the scope of what a project is, is a lot broader than that. At one end of the scale, Cool Mini Or Not are one of the biggest Kickstarter producers, and a lot of people have commented on the fact that a CMON Kickstarter can feel a lot more like a simple pre-order than like a proper project to back an otherwise infeasible project. You expect delays, but it would be a major shock if a CMON Kickstarter failed to deliver altogether.

If I pre-order a game from the FLGS, I don’t expect to be able to influence how that game comes packaged, or how it plays and, if that’s the case, I shouldn’t have any more expectation that I can do so when pre-ordering online.

But, however much it might look, or feel like that, a Kickstarter project is still (officially) not just a pre-order, even when it’s a $4 million project with a projected delivery time-frame of only 3 months (looking at you Gloomhaven). In that context, people are always going to ask for additional things they want.

Behind the Scenes?

Most big Kickstarter projects these days will have a fairly complex marketing strategy, designed to ensure a strong start, retain interest over the course of the campaign, and hopefully generate a last-minute surge. This will lead to a broad sprinkling of updates and stretch goals, with information being held back and released at strategic moments.

One issue with this limited flow of information, is that it makes it very difficult to say with certainty what was prepared before the campaign began, and what was only added late in the day, as a response to ongoing feedback – was stretch goal #10 really a response to what people were clamouring for? Or just a happy opportunity for the creator to add a bit of spin, when announcing something that they had had planned all along.

HedgesZombicide: Green Horde had a mammoth campaign, which finished recently in dramatic fashion, breaking the $5 million barrier with 2 minutes left!! Unlike previous editions of Zombicide, Green Horde features hedges and barricades – some hedges printed on the terrain boards, and a handful more represented by cardboard tokens that can be added as a scenario requires. The offer of a hedge-and-barrier pack to make these 3D was clearly planned all along. When people then clamoured for the opportunity to buy more hedges (without extra barriers), so that they could replace all the hedges, (not just the token ones) with 3D models, I’m prepared to believe that CMON genuinely did re-think their plans, and offer more of the same components in a slightly different arrangement.

Massive By contrast, from very early on, there were lots of people who wanted a crossover pack to use their Green Horde figures in Massive Darkness – sure enough it was unveiled in the final week of the campaign, prompting a little surge in pledges. That doesn’t mean for a moment that I think CMON didn’t have it planned all along, just a lot of experience in how to manage people’s interest in a KS campaign.

The point where I start to suspect that they may actually be making things up as they go along is when they announce new figures and don’t have sculpts ready for them – the 3D renders of the Ultimate Survivors in the Green Horde campaign hint at that for me, and ”Reptisaurians” (Lizard-men) from Massive Darkness came as concept art only – now they really look like something put together at the last moment. 

 

“Your chance to get involved!”

flavour textOne area where it does seem easier to prove that the community are influencing the final product is when campaigns contain backer competitions: to take another recent example, the Aeon’s End: War Eternal campaign featured Board Game Geek competitions to name one card, and to write the flavour text for another. Now, obviously these are fairly minor (and crucially non-mechanical) tweaks to the game, but they do serve to foster a greater sense of involvement among backers.

Inviting comment is a double-edged sword though: for one thing, a lot of people were fairly disappointed with the outcome of some of these contests, especially as the creators seemed to simply pick their favourite from amongst the various suggestions, rather than allowing a public vote, or even basing their decision on the number of Likes and positive comments. At this point the cynic starts to wonder: was that a real member of the public who posted the winning suggestion? Or a fake account from the creators to ensure that they didn’t have to change anything as a result of their own competition (just to clarify, I don’t think that’s what happened here).

Backlash

Garak_(Star_Trek) Ultimately, the more Creators try to engage backers in the project, the more they open themselves up to criticism when they don’t change their game to suit the whims of the public. For every clever little fix the backers suggest, they can expect a whole handful of crackpot suggestions to re-design the game to do something completely different, to replace the components with Obsidian, or translate it into Klingon (not the same game – if they were replacing the components with Obsidian, then you would translate into Cardassian. Obviously.)

I think it’s also worth remembering that in all of these types of forums, it tends to be a vocal minority who do most of the commenting – this can lead to situations, where a dozen or so people clamour for something, and generate the impression of an irresistible tide of feeling, when 95% of people are happy with things as they are, and are just keeping quiet about it. Green Horde had over 100,000 comments by the time the campaign was over, but it wouldn’t surprise me for a moment to learn that at least half of those comments came from a dozen or so people. This is certainly my sense of what happened with Aeon’s End: the graphic design on the first edition was fine, but the people who liked it didn’t feel the need to post endless threads on BGG and the like demanding it be kept the same (why would you?) in this context, those who pressed for change would have sounded like an overwhelming majority.

Comments
Strangely, I couldn’t find the comment I was looking for amongst 105 thousand others!!

I think that listening to backers has the potential to be a great resource for Game Designers and Creators. However, mob rule is only going to get you an incoherent or perennially delayed game, and there must come a point where they know their own mind, and know when to stick with their decisions.

Like most backers, whilst I recognise that KS projects are not there to suit my every whim, I generally wish that communication was more frequent, and clearer. Even there though, Creators have better things to do than report on design and development events in minute detail, and sometimes a silence is just a silence.

 

That’s about all I wanted to touch on today, and it brings me to the end of this little mini-series on Kickstarter. I’m sure it’s an area I’ll touch on again, probably around the autumn, by which time (hopefully) I’ll actually have my hands on some of the various games I’ve backed.

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Boards of June

If May was slow, then June was slower. Having to travel for various family birthdays, the continuing trials of a baby who hasn’t read the book on sleeping, re-organising my house to give said baby a room of his own and (ironically) a long weekend at the UK Games Expo all got in the way of some more regular gaming sessions.

 

UKGE

UK Games Expo is the biggest weekend in gaming in the UK, and one of the biggest in the world these days, and it’s always good to make it along to this.

ukge Last year I was doing games demonstration, part of a big team that had grown even more this year, to the point where I believe they hit 100 demo-ers! This year I’d decided to head along with a slightly smaller party, joining the good folk from Games Quest.

It was certainly a gruelling time – long hours of fairly heavy physical work setting up on the Thursday, and an impromptu meeting in a hotel car-park on Friday night to unload a game that had accidentally made its way to Expo via Luxembourg. Saturday was the biggest day ever at UKGE in terms of attendees, and then the always long and wearying process of set-down / trying to figure out exactly what went where on Sunday before heading home.

Overall, it was a good weekend – aside from talking to a lot of people about a lot of board games, I also found myself on a stand that sold replica swords and magic wands. For anyone interested, Longclaw is quite nicely weighted (did I ever mention that I used to do sword-combat as a martial art?), but Needle feels better, if you know how to use a fencing blade properly. [disclaimer: all brandishing of swords was done when the hall was closed, and I wasn’t going to accidentally impale any passers-by].

I also got to have a bit of a look round, and a catch-up with the team behind one of the KS games I’m waiting on – unlike last year, I didn’t come away with any new games, but there were certainly a few things which caught my eye and I’ll be looking out for in the near future.

Mars The only disappointment with the weekend was the amount of actual gaming that got done – I’d hoped to get in at least one session of Terraforming Mars (a game which sits firmly in the “looks interesting, but too expensive to try” bracket for me), but ultimately we only managed a single game of Skull and a few rounds of Codenames. That said, the final round of Codenames in particular was one of the funniest I’ve ever witnessed as the opposing spymaster gave a clue which everyone except his 2 teammates understood, then watched them blunder around for ten minutes before accidentally stumbling on the right answers via sheer dumb luck. [ok, you probably had to be there].

Expo was the first time I’d spent nights away from home since my son was born, and I ended up going back to join him (and my wife) at my in-laws house on Saturday night. I hope to make it back to Expo again next year, but am learning the folly of making long-term plans without getting the baby’s permission.

 

What got played?

MahJong
My dad still doesn’t understand why everyone is laughing at his wall…

Bearing in mind the low overall level of gaming, June wasn’t too bad for crossing off games that had previously been unplayed – 3 days at my parents’ house ensured the inevitable dusting off of Mah Jong, and B-Sieged also made its first foray from shelf to table. I still have 15 unplayed games, some of which will be going up for sale soon, whilst others should get played reasonably soon.

There were a few fun new discoveries in June, perhaps the most surprising of which was Doom, a 1-vs-many board game from FFG, based on the computer game of the same name. I’d picked this up to review, and had expected to wheel it out to limited enthusiasm, possibly paint it, then sell it on, but found it went down surprisingly well. By contrast with The Others, a superficially similar game I reviewed last year, this game has a tight ruleset, streamlined gameplay and more customisation potential than you can shake a stick at. It’s not a short game by any means, but it still returned to the table, by request, on 2 out of the 3 nights following its initial introduction. The fact that it doesn’t lend itself well to 2-player means I’ll probably still end up moving it along, but an engaging diversion nonetheless.

 

Themes?

Doom-Board-Game-Box The rise of Doom also impacted the Theme and Mechanic break-downs for the month, with “Sci-Fi” and “Kill the Other side” being far more prominent than they have previously, (although “Kill the Other side” owes its prominence at least as much to Runewars). There was still a fair amount of the usual quest-completing-monster-beating-world-saving, but not in the overwhelming way it has been in the past. Lastly came the ever-helpful criteria that is “win,” which became a bigger element than normal.

Aside from that, Fantasy remains strong, with a sprinkling of Abstract, although it was a pretty lean month for all things Lovecraft – just a single session apiece for Mansions, Eldritch and Elder Sign, whilst Arkham LCG found itself caught in a lull as I tried to work out whether to re-build decks or wait for the next adventure (new deck arrived on the 29th, but didn’t get a chance to play it before the month ended).

 

Overall thoughts

Nedicide As we start to lurch towards something a bit like a routine, I get a distinct sense that the high levels of gaming we managed between January and April are phenomena of the past. Whilst I have hope that bed-times and regular naps might allow us to get a bit of structure back into life, a baby who is actually interested in the world around him takes more time and attention than one who basically lies around inert, and we’ve progressed much more rapidly to the grabbing stage of things.

GreenHorde The rather massive Kickstarter for Zombicide Green Horde (the successor to Black Plague) meant that June was the nearest I’ve come to admitting defeat in my attempts to have a negative overall spend on gaming for 2017: I’ve managed to claw things back towards zero by selling off a few unused odds and ends, but I’m still in the red right now.

Even if I don’t get back to negative spend, I don’t think that what I’ve spent looks at all shabby when compared to the hundreds of hours of gaming we’ve had (not to mention dozens of hours painting).

Right now my spending on gaming this year is up a fair bit on last year (69% of the spend after only 49% of the time), but with sales already at 131% of last year, I don’t think I’d be too worried, even if I didn’t know that most (hopefully all) of 2017’s bank-breaking Kickstarters were behind me.

I’ll continue to monitor my collection, and am already starting to consider moving along one or two favourites that others don’t share my enthusiasm for, and which I struggle to get to the table.

Whatever happens, I’ll keep gaming as much as I can, and when I have anything (hopefully) interesting to say, and the time to say it, I’ll keep posting on here.

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…