Saturday, August 15, 2026

Canterbury Gaming Convention 2026: Day 1 - Books, Bargains, and Butt Chess

We are now home from day 1 of Canterbury Gaming Convention, and boy did we have a good time!

We kicked off the day with a browse down artists' alley and picked up some gorgeous prints from exhibitor Loot Quest, we then checked out the new addition to the convention, A Place For All My Books, named after the lovely game by Smirk & Dagger Games. This was a whole zone set aside especially for local authors and their works. We picked up some books here, of course. What was really lovely about this area was the try-before-you-buy section. A variety of the books were available with some comfy chairs in which to thumb through them.

Naturally the day couldn't start without a browse of the Dice & Destiny and Board At Home stalls where we picked up a copy of Wingspan Pocket and two sets of a game called Back Stories (I will undoubtedly be doing a write up of each of these games so keep an eye on the blog), respectively. Board At Home repeated their offer of last year of rolling a D20 and paying what you roll. It's just too tempting to pass up!

So what did we actually play today?

We started with a trio of games by Scottish publisher Play It Now.

Villains, Play It Now


This is a card game where players race to discard their hand by playing matching sets, like Uno with a twist. The artwork was very appealing and the game was quick and easy to learn; a simple but very entertaining game. When playing cards they must match colour, or either of the two villains "allies" printed on the card. Of the Play It Now games we played, this was by far my favourite. 

The Six, Play It Now

The Six is a basic set collection game where players compete to be the first to assemble a set of 6 matching cards. The game has a cute aesthetic which might make it popular with younger players. It was a quick game to play and learn but I felt it suffered a little in it's simplicity and lacked a certain something that would help its replayability. 

Treacherous Trolls, Play It Now

The final game in our trio of Play It Now games was Treacherous Trolls, in which players work to collect a horde of rubies, emeralds, and sapphires while sabotaging the other players' loot. In many ways this game was similar to The Six in that each player takes two cards on their turn and plays or discards cards to end their turn with a hand of six cards. However, this game has more teeth and was very entertaining, though we all felt it went on for a little longer than it should have. 

All in all, these three games lived up to the Play It Now promise. From picking up the box to playing was only a matter of minutes, which would make these the perfect filler games between larger titles at your board game events.

Bad Trevor - Emergency Services Expansion, Fist Bump Games Ltd.

We covered Bad Trevor when we played it at last year's Gaming Convention and thoroughly enjoyed it so we were keen to play with the new Emergency Services expansion.

In Bad Trevor players race to be the first to discard their entire hand of cards by handing them off to other players, or in the case of civilian cards, pairing them up to discard them. When handing cards away, players give a choice of three face-down cards from which the receiving player must choose one. The hero cards have effects that will benefit the receiving player, while the villain cards have detrimental effects. Then of course there is the eponymous Bad Trevor card which makes winning impossible when it's in your hand.

The emergency services cards are dealt out at the start of the game and provide players with one-off actions that add another layer to the ways in which you can screw over other players. This expansion adds to an already smooth and enjoyable game and we highly recommend it if you're already a fan of Bad Trevor, which of course you are, it's great.

Next on the list is a trio of Ralbru games.

ButtChess, Ralbru

This game is a modern classic and is not unlike draughts, in which players work to either win by moving three tokens to the opposite side of the board, or remove four of their opponents pieces by "jumping over" them. It takes literally minutes to learn and is a great portable game that can be played with players of all ages. Sometimes simplicity is the key to success and ButtChess manages this perfectly.

ButtChess +1, Ralbru

After enjoying a game of ButtChess we tried out the sequel ButtChess +1. This game is just the same as its predecessor but with an extra player added. I can't think of another two player game in which an extra player can be added so seamlessly. While the gameplay remains much the same, the addition of a third player makes this an entertainingly chaotic experience. Fans of ButtChess are bound to enjoy this edition.

Exit Strategy, Ralbru

In this game players roll dice to move their tokens to the "exit" spaces at the center of the board. Pieces can also be stacked on top of each other creating barriers where usually pieces could leapfrog over each other. While far from a bad game, we were rather underwhelmed with this title and felt that it would have been better with a slightly shorter play time. Ultimately this is a roll-and-move title, which some players may find a little lackluster. 

Secret Hitler, Goat Wolf & Cabbage

Now this is not a new game in any sense of the word but it is one that we had never played before and heard a lot about. Needless to say, we were not disappointed. As social deduction games go, this one is a lean and energetic experience. Players are divided into two camps, Liberals and Fascists, and must compete to get policies enacted that support either side without giving away where their allegiances truly lie. One of the Fascists is also secretly Hitler and can win the game if they are elected Chancellor while at least three fascist policies are in place. On paper the game sounds more complicated than it is, but it is quick to learn and tremendous fun to play. Another bonus is it can accommodate up to ten players, which makes it perfect to larger parties.

Overgrowth, Ludus Vulpes

This is a truly charming game in which players must place flower tokens to make an unbroken chain from one side of the board to the other. However, they can only place the flower tokens based on a limited selection of options available around the edge of the board, which must be selected using a marker that travels around the track. This is a lovely strategy game that is quick to learn and a wonderfully mindful experience to play. Plus the board and pieces are made from a beautiful wood that make it a treat just to look at. We are currently in the process of moving house but this game looks good enough to have out on a coffee table when we move.

Lego Ninjago Destiny's Bounty Adventures, Asmodee

The final game we played was Destiny's Bounty Adventures, which is part of the Lego Ninjago universe. This is a cooperative tower-defense game in which players work together to achieve certain story objectives while defending the ship from enemies. The rules were deceptively simple and it didn't take long to get playing. On the downside, I found the combat to be very dry with it simply involving comparing two numbers and eliminating enemies on a meets-it-beats-it basis. Failed combat encounters also pose no threat to player characters, which took the edge off the experience. This was a shame as the rest of the game was enjoyable and reminiscent of Zombie Kids in complexity. Another enjoyable aspect of the game is the leveling up system, which allows for additions to be made to your minifigures such as equipping them with swords or charismatic hair. The simplicity of the game almost takes the fun away but I should be completely honest and let you know that we played the game on the easiest setting and still lost, so clearly the game has hidden depths.

I would happily play this again, it's just such a shame that the combat feels so unfulfilling.

So that just about wraps up Day 1 of Canterbury Gaming Convention. We can't wait to get stuck back in tomorrow. Did you attend? What was the highlight of your visit?

Friday, August 14, 2026

Canterbury Gaming Convention 2026: Day 0 - The Quiz

Today kicked off another year of Canterbury Gaming Convention and we're already off to a terrific start. Hand Limit was lucky enough to be invited to join the Media Team on a tour of the venue showcasing some of the highlights of this year's convention. Needless to say there will be plenty for us to do this weekend with some old faces returning (Bad Trevor is back with a brand new expansion), and some new games to try out.

After the tour we joined in with a small Mario Kart tournament, which I (Skullen) just lost out on a victory and came in second place. It's been years since I played Mario Kart on the Nintendo 64 so I was amazed at how the muscle memory worked in my favour!

Following this we had the opportunity to watch a fantastic D&D inspired stage show, Adventures in the East Side Dungeon, written, directed, and performed by a cast of young people. It was silly and engaging and a great show to see this weekend. So grab your tickets here and come and join in the fun.

This evening was the return of the Canterbury Gaming Convention Quiz, hosted by the ever entertaining Time Warp Gaming. Readers of the blog will remember that somehow we managed to come in first place at last year's quiz (something that we are still shocked about to this day) so we had our title to defend. The quiz was a lot of fun with a great atmosphere and questions that were just challenging enough without leaving us feeling completely clueless. And although we didn't come first place again, we finished a very respectable joint 6th (out of 18) and still walked away with some prizes, mainly games, that we will hopefully get to play at some point this weekend.

Our prize haul

All in all this was a fantastic start to what will be a weekend packed full of fun and games. Keep an eye on our Instagram (@Hand_limitofficial) for more updates as they happen.


Tuesday, August 11, 2026

Hand Limit Hiatus - What We've Been Up To

Hello all! You will undoubtedly have noticed that the Hand Limit Blog has been a little quiet of late and I would love to say that it was for a very good reason but quite simply it was as a result of minor burnout. But that all changes now! I am ready to pick up the keyboard once again and continue producing written content on the board games we all know and love.

So what's happened in the meantime since things went quiet? I'm glad to say we've not just been sitting on our hands. Since last I wrote we have had three, count 'em, three Hand Limit events. Last October we held a Halloween themed family event, then in January we held an event focusing on mental health awareness, and finally we held our second annual Pride event to coincide with Canterbury Pride. We were thrilled with how each of these events went and very pleased with the turnout. A particular highlight for me was teaching a family my favourite game, Colt Express, at the Pride event. They enjoyed it so much that as soon as they finished the game, they reset it and played again, despite the rain (which they had come in to shelter from) clearing and the sun coming out.

This brings me to a bit of sad news. Fruitworks Coffee Shop, very much the spiritual home of Hand Limit, closed down quite suddenly this month. This was a devastating blow as this was not only where we held our regular board game meet ups, but also where we held all of our events. The event space is still available to hire but without the coffee shop provision we are going to need to think about how viable it is for us to continue to use the space. There's no doubt that the allure of a cup of coffee and a slice of cake was a draw to our events. Fruitworks Coffee Shop will be sorely missed by the whole Hand Limit collective.

So what else is new? We've been working hard on our Hand Limit Zine and currently have 3 issues under our belt. Each edition has gone down very well and there is clearly the appetite for more to come. While we aren't keeping ourselves tied to any particular release schedule, we are hoping to get 2-4 issues out per year. Though this year might be slightly fewer as I am currently in the process of moving house, which brings its own myriad of stresses and deadlines.

What is there to look forward to? Well I am currently working on the next post in our Games on Location series, with the lovely A Place For All My Books by designers Alex Cutler and Michael Mihealsick. On top of this you can expect a return to our regular reviews and articles on the benefits of table top gaming.

And of course we are hugely excited to be attending once again the amazing Canterbury Gaming Convention this August 15th and 16th at the University of Kent. Tickets are available here. As with last year keep an eye on our socials for our reviews and previews at this event!

I'd like to thank you all for bearing with me while I got over this tremendous writer's block and I hope you are looking forward to a return to the regularly scheduled programming!

Wednesday, October 15, 2025

Games on Location: Episode 3 - The Bloody Inn

Episode 3 of Games on Location is taking a morbid turn with Nicolas Robert's The Bloody Inn, published by Pearl Games. With Spooky Season fast approaching, where better to play a game of murder and robbery than one of Canterbury's oldest pubs with a dark local legend?

The Bishops Finger, dating back to the 16th Century, "stands out as one of Canterbury's most distinctive historical pubs." So states the website. "Whether you're looking for an exciting venue showing the football, or a cosy local to enjoy a romantic meal in, Bishops Finger is your pub."

What this introduction doesn't mention is the mysterious story of Ellen Blean, who local legend says haunts the pub and the nearby streets. It is said that Ellen Blean, wife to a local canon (some versions of the legend have her as his housekeeper but the blurring of lines between housekeeper and wife is a subject for another blog post), discovered that her husband was having an affair. To take her revenge she poisoned the canon and his lover with a meat pie. This is far from the most haunting part of the tale. Legend has it that Ellen disappeared after the murder only to be discovered shortly afterwards, walled up at a house nearby called Dark Entry, where she had evidently been buried alive. Locals state that every Friday night her ghost wanders the street and then manifests in the bar of The Bishops Finger, appearing as a plain faced, large woman in a long, wide skirt and mobcap.

So with this story fresh in our minds, we headed out to the pub to play a game of The Bloody Inn, in which players play as 18th Century tavern owners looking to make their fortune by murdering and robbing their unfortunate guests. 

"Whether or not their plan will work out, one thing is certain: Not every guest will leave this inn alive..."

The game, for 1-4 players, is stunningly simple with a high bar for strategy. Each round, players will get two turns to complete actions. These include, murder, bribery, burying a corpse, or laundering money. All fittingly dark actions for a morbid game such as this. Over the course of two seasons, any guests left alive during the first season will foolishly return during the next, giving players the opportunity to get that large paycheck they missed the first time around. Honestly, the game brings out the darkness in all of us.

The first player fills the inn, allocating guests to rooms, each of which is owned by a particular player. If a guest in a player's room survives the night they pay a small fee, so there is incentive to keep certain guests alive. Players then take it in turns to decide what they are going to do and weigh up how they're going to get away with it.

All actions are paid for with guest cards, that when in a player's hand are known as accomplices. Accomplices are obtain through bribery, which itself is paid for with guest cards. There is a constant balancing act of keeping enough accomplices in hand to be able to pay for each murder and body disposal, while not having too many that they cost too much money at the end of each round.

Murders must also be well timed, as if a law-enforcement card comes a-calling, and is still alive in the morning, they will be alerted to any dead bodies cluttering up the inn and the cost for disposal becomes crippling.

Bodies can only be looted and disposed off by building annexes to your inn and burying them beneath the buildings. This is costly in itself and it is easy to become stuck in a loop of murder without being able to dispose of the bodies. Another law enforcer turns up? Sometimes you just have to kill him to avoid him discovering the bodies. But then you have another body on your hands and nowhere to store it. In a grim way, it's very funny.

In many ways this is a tableau builder, as you construct buildings in front of you and gradually slide corpses beneath the cards. In other ways the game plays like a card drafter as you aim to get the guests who are most useful to you (each guest has a speciality that means they can be used multiple times for certain actions) and maximise their potential in your grim work. The game achieves both very well and it feels like a neat and concise experience. There's not an inch of fat on it, which translates to a smooth and intuitive game.

You've got to love a game where a player can say quite casually, "He's worth more money to you dead." It's quite thrilling to play as the bad guys for once.

At set up there is the option to play a shorter game, but in all honesty, it's worth opting for the longer version. The longer play time allows you to rack up more victims and it's fun at the end of the game to look back on your legacy of blood and murder. 

This game is perfect for a spooky games night with friends but also offers a solo experience, where you're looking to accumulate enough money to rank from Troubling Innkeeper to Demonic Innkeeper, without having any bodies remaining at the end of the game.

It would be remiss of us to not include some praise for the artwork by Weberson Santiago. The stricking graphical style really captures the dark and bloody nature of the game. I can't quite put my finger on what the box art puts me in mind of but it's something from my childhood, something that used to give me the creeps.

We hugely enjoyed this and agreed that it has the potential to become one of our regular games, especially as nights draw in and shadows grow large in the dark months of the year. 

Sadly we didn't experience any hauntings while we played at The Bishops Finger but it provided the perfect backdrop to a game as dark as this.

Monday, September 29, 2025

Hand Limit: Autumn Zine Available Now

Following the huge success of our first edition, we are pleased to announce that the Autumn edition is now available to pick up at Drawn and Quartered Tattoo Studio, Fruitworks Coffee Shop, Dice and Destiny, and Ark Coffee.

We are really proud of this edition that celebrates the coming cosy and spooky season. We recommend our favourite spooky games, celebrate the start of the (American) football season with a piece about Blood Bowl, do a dive into the tremendously creepy TTRPG Ten Candles, and of course have a preview of a new cosy video game, Moonlight Peaks.

We also have some fantastic artwork once again by Scribblefrog and a wonderful centre piece by Jinn.

But what are you to do if you don't live near Canterbury, I hear you ask. How will you get yourself a copy of the Hand Limit zine? Well we are excited to announce that soon all issues of the zine will be available for download from itch.io on a pay-what-you-can basis (this includes £0 if you like). Any amount donated will help us with the printing costs and enable us to keep making the content that the table top community wants to see. We'll be sure to make an announcement on the blog when the PDFs are available to download so keep an eye on our posts for more news.



Monday, September 22, 2025

Review: Daybreak - Avert Climate Catastrophe

 

"Daybreak is set in a fictional world in which all the world's major powers agree that climate change is fact."

This is how Daybreak was first introduced to me when I got to play it at a recent Gaming The System evening. It's easy to then think that's the hard part over and done with, but oh boy does Daybreak still manage to throw up a juicy challenge.

Designed by table top heavy weight Matt Leacock (Pandemic, Forbidden Island, and many others) and Matteo Menapace, in Daybreak 1-4 players take the roles of dominant world powers such as the USA, China, Europe, and somewhat confusingly, the rest of the world, in an attempt to reverse the course of climate change to avert catastrophe.

This is achieved by drawing cards to create a tableau in front of you that acts as an engine to reduce the carbon footprint of your nation, while keeping up with the energy demands by switching to green energy. This is only half of the challenge, however, as you will also need to invest in carbon capture strategies to ensure that any carbon that is released is captured before it can build up and create serious problems down the line.

Aside from working on your own tableau/engine, known as local projects, you can also work together to attempt to achieve global projects at the cost of cards. These global projects are powerful buffs that can help your local projects achieve their aims. For example, in the game we played, one of the global projects we invested in allowed us to double the clean energy output from any nuclear power plants in our tableau. Each round, the energy demands on your nation increases by a set amount so having a reliable source of green energy is very important.

The game is played over 6 rounds in which crisis cards are added to the map, global projects are started, then players complete local projects by drawing and placing cards, emissions are then added to the map board based on each players current carbon footprint, which are then either absorbed through the carbon capture initiatives or go into the thermometer track, gradually raising the temperature of the planet and increasing the number of crisis cards drawn each turn. Following all this any unresolved crisis cards are resolved. These crisis cards have devastating effects on the players' nations and can cause community crises, which if left to build up can cost the game.  Much like the global initiatives, players can sacrifice cards to combat the crisis cards in an attempt to mitigate the impending disasters.

As cooperative games go, this game is highly cooperative. While each player has their own nation to worry about and their own engine to build, without sufficient communication and teamwork, the state of the global map can quickly go from bad to worse, which, incidentally is what happened to us. Those crisis cards are no joke and it's easy to forget about them while trying to shift your nation from dirty to clean energy while keeping up with the ever increasing demand.

Aside from the general structure of each round, there is no turn order when it comes to the main part of the game, in which players draw cards and decide whether to invest them in local initiatives, global initiatives, or use them to counter the disasters on the horizon. This creates a perfect forum for discussion, debate, and collaboration in which players really feel like world leaders sat around a table trying to work together to solve a problem. Each card is played with consideration as to how it can not only help you home nation but also the goals of the wider world (at least that's how it's supposed to work, I must confess I spent most of my cards rather selfishly on my local projects to the detriment of the global issues. But, hey, I know for next time).

Despite it's difficulty, this is a tremendously optimistic game that allows us to imagine a future in which world leaders can work together for the good of the planet. While challenging, the solution is always within sight. The game exudes the belief that with a few smart decisions and enough cooperation, we can find out way out of the present climate crises we find ourselves in. This optimism is evident in the colourful, uplifting art style that speaks of a bright future rather than the dingy, polluted present. Each card is carefully illustrated with bold colours and clear lines. On the whole the game is a joy to look at. Even the name, Daybreak, inspires visions of a utopian future.

As an excellent touch, each card contains a QR code (kids love QR codes) which can be scanned to learn more about the local projects they represent, such as Dirty Electricity Phase Out or Climate Debt Reparations. Everything about this game feels like it is trying to educate about the environment with the hope of instigating change, rather than succumbing to the bleak misery that is all too easy to fall into when viewing the world today.

Despite all this optimism, though, we cannot ignore the point I made at the beginning of this review. In Daybreak it feels as though the hard part has already been done. This is a present in which we've already achieved the fantastical in getting world leaders to cooperate and communicate. The game makes the statement that if we can just manage this, then a solution is in sight, but this is a a tremendously big If.

Overall, Daybreak is a joy to play and I look forward to getting to play it again. It strikes a good balance of being almost overwhelming while also dangling the carrot of success in front of you each round. I often find games that have no specific turn order can feel somewhat disorganised and chaotic but it avoids this and really does allow space for effective cooperative play. The game marries the mechanics and theme very well to create an intuitive and enjoyable experience that offers a satisfying challenge. 

While I wouldn't recommend this game to those very new to the hobby, it is definitely one of the more accessible games to tackle a Big Issue like climate change, so if you want something to really get your teeth into with a terrific message, look no further than Daybreak.

If you are interested in joining in with Gaming the System, they meet twice a month at The Long Rest in Canterbury from 18:30 to 21:30 every 2nd and 4th Wednesday of the month. Gaming the System are a group interested in how board games can improve our understanding of the inequalities in the world and what we might do about them. They play games that challenge our understanding, help us to cooperate, and point towards new ways of dealing with the world. All the games available at their events are considered political (with a lower case p) in that they demonstrate certain morals and values and can open up wider political discussion.

Wednesday, September 17, 2025

Review: Dungeons & Dragons Horrified

I've been a fan of the Horrified series since the first edition, which comprised of the classic Universal Studios monsters. From that first game, the colour palette, theme, and pick-up-and-deliver mechanics held me enraptured. There was a simple beauty to the game play and everything about it was a love letter to those classic horror movies that inspired it.

Since that first edition we've seen a tremendous outing with Horrified: American Monsters, focusing on North American cryptids such as mothman, big foot, and the jersey devil. We've also had the legendary Greek Monsters, which featured monsters from classic Greek mythology. Both of these titles expanded on the original theme with larger maps and mechanics that kept the game fresh and interesting, more than just a re-skin of the original.

Following this, Ravensburger, released Horrified: World of Monsters, which if I'm totally honest didn't hit the same mark as it's predecessors. The steam punk aesthetic was interesting but less refined that the previous three titles, and the assets included felt cheaper (the cards felt much thinner and flimsier than the original). Furthermore, the monsters that were chosen for inclusion felt disjointed. Fascinating monsters from real world folklore were lumped with Cthulhu (the Cthulhu mythos could easily have supported it's own game, not to mention the monsters from folklore from around the world). There was no cohesion here, and it was explained away with some half-hearted text about rifts between worlds. Generally, World of Monsters felt like a misstep in the series.

Those negatives aside, we at Hand Limit still get World of Monsters to the table and it still offers a rewarding challenge. There was, however, some trepidation that there were signs of the franchise going stale. Could the Horrified formula continue to provide enough material to keep it relevant?

It was with great excitement that we learned the next title in the series would be Dungeons & Dragons. There is already so much material in existence from the world of D&D that it seemed like the perfect way for Horrified to bring in some fresh blood.

The game arrived at Hand Limit HQ at the beginning of August and it has taken us a couple of weeks to get it to the table but when we finally did we were so happy to see the results of this match-up.

At it's core D&D Horrified is a return to the classic formula. The gameplay is smooth and well executed, and the rules are easy to learn for those less experienced in board gaming. 1 to 5 players take the roles of heroes looking to rid the land of troublesome monsters by completing various mini-games and challenges. On a turn a player gets a set number of actions to advance their objectives then they flip a card from the monster deck and complete the monster actions as described. When players or the sporadic civilians who turn up on the board are knocked out during monster attacks the terror marker moves along the terror track. Should this ever reach the final point on the track, the heroes have failed and the monsters overrun the town. Likewise, if the monster deck is ever depleted, the heroes have run out of time and fail.

As with most cooperative games there are multiple ways of losing but only one way to win, defeat all the monsters before your time runs out. D&D Horrified introduces 4 new monsters to the series; mimic, displacer beast, beholder, and the fearsome red dragon. All classic and recognisable monsters of the IP.

Dungeons & Dragons Horrified introduces some interesting new mechanics that helps keep things interesting. Most notably is the inclusion of a D20 in the set. In other titles of the series, characters have special actions unique to them, in this latest title each character has a number of special actions that are determined using a D20 roll. While this makes it harder to plan for these special abilities, it does add an element of the luck of the roll, which feels very in keeping with the D&D theme. On top of this, many of the monster mini-games involve rolling a D20. In the game we played (displacer beast and beholder) we found battling the beholder a lot of fun as it involves rolling the D20 and disabling it's eye-stalks depending on what you roll. This effectively captured the classic feel of D&D while staying in the realm of Horrified.

The map itself is the most adventurous yet with the inclusion of teleportation portals that link sections of the map in ways that made strategising feeling more akin to 4-dimensional chess. Not to mention the artwork on the board, which has definitely found its footing since the slightly ill-defined aesthetic of World of Monsters. The high quality artwork associated with Wizards of the Coast is evident throughout the game, with perk cards made to look like tarot, monster cards featuring some impressive monster artwork (the green and purple beholder is a particular favourite of mine), and some lovely character art on the character boards.

The characters for the game once again feature staples of the genre. The Cleric, The Wizard, The Rogue, The Fighter, and The Bard, are all playable characters with their own selection of unique abilities. My main criticism of this version of the game is that there are only those 5 characters to choose from. In earlier editions of Horrified, some of the joy was finding synergies between different characters and assembling a new team for each session in an attempt to find the match ups that worked. As the game accommodates up to 5 players it feels as though Ravensburger have tried to get away with giving us the minimum it can possibly give. Only 5 characters, and only 4 monsters, feels stingy and will certainly impact the replayability of the edition. 

That being said, we found nothing has been lost in terms of the challenge. When it comes to cooperative games, we always say that we don't feel we've got our money's worth unless we've lost more times than we've won, and in this respect D&D Horrified didn't disappoint. The displacer beast and beholder comfortably wiped the floor with us.

Overall, this is a strong contender for a place in the top 2 Horrified titles (Universal and American Monsters - the exact placement of these is still to be determined). Does it quite outpace American Monsters? It's possibly too early to tell, but it is a solid contender. The theme is incorporated well, the monsters feel original to the series, and there is enough here to keep the series feeling fresh and original. This is a fun title for those experienced and in-experienced in D&D and is definitely worth a play if you enjoy cooperative games and the Horrified series.

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Canterbury Gaming Convention 2026: Day 1 - Books, Bargains, and Butt Chess

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