Thursday, July 27, 2023

Chaos is a (Snakes and) Ladder: 5 chaotic games for all you lil' goblins

A close up shot of a Blood Bowl pitch. A small goblin figurine stands beside a human in plate armour. The ball lies forgotten to one side.

Last year Oxford English Dictionary declared Goblin Mode as Word of the Year. This, on the face of it, was a joyous occasion for all the Lil' Goblins out there. Until the OED stated what their chosen definition of the phrase was:

Goblin Mode (Noun): The behaviour of someone who wants to feel comfortable and do and eat whatever they want, not caring about trying to be clean, healthy or attractive, or about pleasing or impressing other people.

As an honorary member of the Goblin Contingent of the Hand Limit board game group, I can only begin to describe the frustration of my goblin comrades at this unworthy definition. Sure goblins may occasionally shun hygiene standards, sure they might survive for days on a diet of cereal and gummy worms, and sure they might sometimes present themselves in a way that doesn't comply with society's standards of beauty, but this is all part of a wider shunning of societal expectations and pressures in favour of running wildly off into the woods to worship an interesting looking mushroom, or eat a loaf of bread right out of the bag. It is so much more than the desire for comfort!

Goblins are emerging from the desire for chaos to replace late-stage capitalism. We all have an inherent desire to rid ourselves of the shackles of oppressive standards and embrace the chaos of the natural world. 

So, for all you Lil' Goblins out there, here's 5 table top games that will help you embrace the chaos and unleash your inner goblin.

Happy Salmon, Ken Gruhl et al. Exploding Kittens

3-6 Players (3-12 with 2 sets). 2 minutes.

Two sets of Happy Salmon are arranged behind some of the playing cards. One pack is blue, the other is green. They are shaped like fish. The cards depict cartoon fish and list the actions needed for a player to discard the card.

When considering chaos, Happy Salmon is a force to be reckoned with. I find it hard to believe this was something that someone designed, rather than being discovered as a forgotten artefact of the big bang itself, forged from pure chaos.

It's a chaotic game, is what I'm getting at here.

This turn-less card game gives the simple objective of being the first one to rid yourself of all your cards, like Uno. Unlike Uno however, the only way to discard a card is to complete one of 5 possible actions that the cards show (pound it, high-five, switcheroo, or Happy Salmon), with someone else around the table who is also trying to complete the same action.

All players talk over each other with increasing volume and speed, arms flail wildly, cards are thrown aside, then someone slams the table to announce they've depleted their deck mere seconds before anyone else. This all happens within the space of about 30 seconds to a minute.

As party games go, it is the most adrenaline I have ever experienced from one deck of cards, and for a very reasonable price it is a must have to anyone looking for an energetic and age-accessible game. A single pack will allow up to 6 players but buying both colour variations can allow up to 12, though a game of that size may need to come with a health warning.

If you are lucky enough to get your hands on an original version of the game it comes in a neoprene, fish-shaped bag. It's worth the money.


Cheating Moth, Emely Brand & Lukas Brand. Drei Magier Spiel.

3-5 Players. 30 minutes.

A number of Cheating Moth cards lie in front of the box. The cards depict cartoon images of various insects and each holds a numerical value. The both is purple and has a cartoon moth on the front looking shifty.

What could be more chaotic than a game that encourages, neigh requires, cheating to win?

At it's base level, Cheating Moth is another simple card game in the vein of Uno. First person to rid themselves of all their cards wins. Players take it in turns to play numerical cards into a central pile that value one higher or lower than the last card played. There are also cards that trigger certain effects, like the spider card that allows a player to give one of their cards to another, or the mosquito that punishes the last player to slap it with more cards into their hand.

Oh and did I mention that it's totally fine if you want to just ditch cards beneath the table, up your sleeve, or maybe into a friend's packet of crisps?

Here we see the cheating of cheating moth. Within certain parameters, players are allowed to dispose of cards however they see fit provided they can get away without being seen by the "Guard Bug", a random player who may not cheat but must keep an eye out for players who are. If they successfully catch a player cheating, the cheater becomes the Guard Bug, until someone manages to spirit away their entire hand.

Cheating is essential. The eponymous Cheating Moth card may only be removed from your hand through cheating. It cannot be played legally. 

This is another incredibly simple game that is filled with chaos as cards are slipped into pot plants, spun across the room right beneath an unsuspecting Guard Bug's nose, or someone stands up at the end of the game to reveal quite how many cards they were hiding up their top.

When you realise quite how sleight your friends' sleight-of-hand can be, you'll find it hard to look at them the same way again!


Wiz-Nerds - TTRPG, Michael Whelan. Available on itch.io.

1+ Players, 1 GM. 2-3 Hours (chaos depending).

The title Wiz-Nerds appears in curly script. A number of yellow stars surround it and a wizard's hat sits to one side.

We've all been there. You've just joined a Wizarding School but within 30 minutes of your first day everything goes wrong. Maybe the school is invaded by goblins? Perhaps a time-hole has opened up in the third floor corridor and dinosaurs are getting all over everything? Or maybe something much better? However it plays out, it is up to the gang of plucky first-years to save the day, armed only with their introductory text books which they, of course, have not even opened yet.

Wiz-Nerds is a rules-light TTRPG that is perfectly designed for a one-shot, chaotic adventure. Each player is provided with a sheet of magical words with no explanation or translation. Through trial and error and different combinations of words, they might start to figure them out well enough to use them to their advantage and save the day. Or, as one player managed when we played, turn a fellow student inside-out and explode them...

The GM, naturally, knows what all the words do but will never explicitly tell the players. They will need to learn through the effects of their random spells. This game requires very little set up as, trust me, it will take players considerably longer to solve simple problems when they can't control their own powers. The game is a pleasure to GM and a riot to play.

I don't want to say too much about this game because it would be better if you just gave it a go! Michael Whelan has done an excellent job of creating a set of rules that make chaos inevitable. There is no way to get through the game without something melting, going on fire, or someone meeting their end in an explosive way. 

Blood Bowl Sevens, Games Workshop.

2 Players. 45-90 minutes.

A close up picture of a blood bowl pitch. A scrum of human and orc figurines sit stand to one side. A few other stragglers stand to the right of the image. The ball is forgotten on the ground.


How could I have a list of games for lil' goblins and not include a game that involves actual lil' goblins?

Blood Bowl is wargaming for those who don't wargame and it's sport for those who don't sport. As Games Workshop like to put it, it's Fantasy football (or hand-egg, if you're so inclined). Imagine a world in which the vast armies of orcs, dwarves, elves, and the like, lay down their arms (well... sort of) and take up blood sport to resolve their differences. The sport in question is styled like American Football but actually plays a bit more like rugby, if such a distinction matters to you.

Blood Bowl is a frankly chaotic game because of the sheer amount of chance involved. Almost every action your players take involves a dice roll, the consequences of which range from success, to failure, to failure so bad your player dies...

Aside from the sheer amount of customisation of your team that this game allows, it provides a fantastic environment for story telling. There is nothing more hilarious than having a player pass a ball an improbably distance, avoiding interception, executing a perfect catch, having the receiving player dodge through the grasp of the other team, push themselves to get to that end-zone, only to fail the final roll, slip over... and die from their injuries. Or, as a recent game played out, be within spitting distance of a touch down only to have players repeatedly fail to pick up the ball, leaving them all scrabbling around like idiots as the ball bounces around the pitch.

It's this kind of unpredictability that will have players recounting tales from the table for a weeks after a game.

Our list specifies Blood Bowl Sevens, rather than the full game, and there is an important distinction as to why we have chosen this. While the main game is awesome, Blood Bowl Sevens is designed to be a shorter and easier to digest experience, with only 7 players per side rather than the usual 11. It makes the rules slightly easier to learn and the games last closer to 1 hour than the 3+ hours needed for the full game. 

The way Games Workshop has built this into the fiction is through dressing Sevens up as more like the College Football leagues rather than the NFL. As such the players are underfunded, less well trained, and prone to far more significant injuries. These minor tweaks only serve to enhance the chaotic nature of the game whilst also making it more accessible to new players.

Don't want to invest in a whole team before trying the game? Find someone who already plays, I guarantee they will have multiple teams painted and ready to go.

Camel Up (2nd Edition), Steffen Bogen. Eggertspiele.

3-8 Players. 45 minutes.

The front cover of the Camel Up 2nd edition box. A number of wacky looking cartoon camels run in front of a pyramid. At the top of the page are portraits of three of the playable characters. It is reminiscent of an old film poster.

What's more chaotic than a game where none of the players are actually controlling the pieces on the board? In Camel Up 2nd Edition players take the roles of pundits at a camel race, placing bets on camels in the hope of ending the game with the most money.

However, working out form and probability is nigh on impossible when the camels move at random speeds (sometimes not at all), hitch rides on each other's backs, or simple run the wrong way around the course carrying any hapless camels with them.

Races are separated into Legs, which each carry their own smaller bets and allow for players' fortunes to rise and fall throughout the game. Someone getting off to an early lead might lose everything when the camel they were betting on gets carried to the back of the pack by the pair of wild camels that run the wrong way round the track each race. 

A close up shot of the Camel Up board. A plastic pyramid sits on a board decorated to look like a track. A number of brightly coloured camel tokens sit in various spaces on the track. Some of them are stacked on top of each other.

This is an accessible game for almost the whole family (younger children might get a bit lost with the betting mechanics but will still enjoy making the dice roll out of the 3D plastic pyramid) and differs from the others on this list in that players are not actively participating in the chaos. Instead you can sit back, sip a mint julep, and enjoy the unfolding shambles.


Special Mention: Colt Express, Christophe Raimbault. Ludonaute.

2-6 Players. 45 minutes.

The front cover of the Colt Express box. A steam train moves to the foreground as bandits climb over the rooves of the carriages. One bandit is riding beside the train on a horse. The words Colt Express at the top of the image are riddled with bullet holes.

I can't in all good conscience have a list about chaos and not mention one of my favourite games of all time. Colt Express injects chaos into the game by taking your carefully thought out plans and filling them with more holes and a prospector's union suit!

For our full thoughts on this game, see our list 5 Board Games To Get You Started.


Is there a game that should have appeared on this list? What's your most chaotic table top tale you have (within the realms of the rules - no table flipping)? We'd love to hear what you think in the comments section below.

Thursday, July 6, 2023

Review: Final Girl - A board game with a Killer theme

The front cover of the Frightmare on Maple Lane feature film box. It depicts a girl with short hair and a splatter of blood on her face. She is looking directly at the audience as a clawed hand touches her left shoulder. On the right is a black box cover with Final Girl Core Box written on the front.

I'm sure we're all familiar enough with horror films to recognise the "final girl" trope. This is the character (due to convention it tends to be a female character) who is left standing at the end of a horror film surrounded by the remains of her fallen companions, usually victorious in defeating or evading the horror that has pursued them for the last 90 minutes. She often portrays some characteristic that the film-makers, or society, feels embodies the one "worthy" of survival. Perhaps she has been the voice of reason, compassion, or she's simply a virgin and therefore not deserving of a gruesome death. 

This character has managed to stick it out to the end, either through kick-ass bravery, or just screaming and stumbling far enough through the woods that they get picked up at the highway. Their journey has been transformative, terrifying, and usually good for 3-4 sequels.

Final Girl, the board game now on "Season 2" releases (I'll get into how that works more below), places you in the shoes of one of many possible, and legally distinct, Final Girls. You are constantly caught on the back foot, fighting for time, and a helpless witness to the growing horror of the situation, while given just enough hope to see a glimmer of light at the end of the tunnel. Final Girl has condensed this age-old scenario into a loving homage to the many, many hours of screen time given over to our favourite horror cliché.

How do we kill something that's... already dead?!


That's it for the flowery introduction. What exactly is Final Girl?

Final Girl is the rarest of table top games, one that has been designed to be played solo from the ground up. A smart choice considering the aim of the game is to make you feel alone, but that isn't the first thing that makes the game intriguing.

I mentioned above that Final Girl feels like a love-letter to the golden age of horror, and this goes well beyond the theme and mechanics, to the make-up of the game itself. The foundation of the game is the Core Box, which all players will need to purchase in order to play the game, but does not allow you to play the game by itself. Much like the artwork of the boxes, this game harks back to the time of the VHS. Simply buying a VHS player was not enough, you had to actually buy a film to put in it. Think of the Core Box as the VHS player and the various expansions as the videos ready to be loaded in.
A selection of cards showing the abilities of Final Girl Nancy

The Core Box comes with some universal components that will be used across all games: health tokens, action cards, meeples, etc. and each individual "Feature Film", as the expansions call themselves, comes with a location, a foe, a choice of Final Girl, and specific components to match. 

For example, the first Feature Film I purchased was "Frightmare on Maple Lane" featuring Not-Freddy-Krueger, Dr. Fright, who hunts his victims in their dreams. The ingeniously designed boxes come with location and enemy specific rules, tokens, cards, everything you need to play. So you load these components into your game, grab your popcorn, and enjoy the show!

These boxes tend to be released in waves that the designers are calling Seasons. While I understand the terminology has its uses, I do worry when board games use this term as it might put off potential players who "haven't played season 1 yet", even though that really makes no difference.

The Feature Film boxes themselves are not overly pricey, averaging around £16 if purchased from your friendly neighbourhood board game shop, so after an initial splurge to get set up, adding further experiences isn't prohibitively expensive and they offer considerable replay-ability.

Furthermore, there is the added bonus of being able to easily mix and match all Final Girls, enemies, and locations to create completely unique experiences. Feel like Creech Manor is too claustrophobic for your battle with the Poltergeist? Why not take them to Camp Happy Trails? Or maybe see how Dr. Fright handles himself in the Storybook Woods from Once Upon a Full Moon?

He was never really dead...


The game operates in phases with players spending action cards, purchasing cards for future turns, fulfilling the killer's moves, then planning for the next turn. Each killer and location is unique enough to make it difficult to describe the game in full detail but your standard win/lose-condition is kill or be killed. The Final Girl has already had her character development so now it's the showdown.
A picture of the Dr. Fright board. The image on the board shows a zombie-like monster holding a pitchfork. He has patchy skin and is wearing a yellow sweater-vest and brown trousers. He smiles maniacally.

The killer will perpetually hunt you and the various other "victims" that spawn around the game map. With each kill, their blood lust increases along with their movement distance and strength, even unlocking their dark powers, which invariably make the game considerably harder. This unavoidable levelling up of the enemy is what helps keep the player feel they are working against the odds and makes the ultimate success or death even more exhilarating.

Actions such as sprinting , searching, and fighting can only be used if you have the necessary card in your hand, but even then it requires a dice roll to succeed, with only a 5 or 6 on a D6 considered a definite success. Of course, as the killer gets stronger so does the horror level which can reduce the number of dice you get to roll for each action.

Time, aside from being a key currency in the game used to purchase actions and often forfeited for unsuccessful rolls, it is represented through the deck of Terror cards. This deck indicates what horrible events or actions your nemesis does each turn. Once depleted your time's up and you move into the End Game. The killer unleashes one final power in their attempt to stop you, which unless you're in a strong position already will usually spell the end of your Final Girl.

A picture showing how the game is laid out on a small table. The feature film being used to show this is The Haunting of Creech Manor.
A really neat mechanic the game uses for it's health trackers for both Final Girl and the killers who can actually be, well... killed, is the Final Health Tokens. These tokens act as the final health markers for both hero and villain but once they are spent they are flipped over. The back will reveal a number of hearts from 0-3 that the character regenerates. I love the suspense this creates. The murderer lies prone at your feet and you hold your breath as you check to see whether they are truly dead or if they will spring back in a final jump-scare cliché. Or perhaps it is you who has been defeated and you get to punch the air as your Final Girl, beaten and bruised, finds the inner strength to pull herself up and rescue her young charge from the clutches of the poltergeist?

If you're successful in defeating the threat, the game includes a reward for the Final Girl you are playing as. A small envelope comes with each Feature Film addressed to each of the Final Girls inside with instructions to open after a successful game. I won't say any more than that here but I will note that it was a nice surprise to find a legacy element in the box. It felt like a pleasant after-thought on the part of the designers.

He's slicing off his own fingers!


A picture showing a set up of the Maple Lane location. 4 Item Decks line the top of the board. A number of meeples are placed on locations on the board. One of them is purple, one is red, and the remaining are yellow.
You can probably tell that I think very highly of this game, and I'm not the only one. My local board game shop has said that Final Girl has become one of their top-selling games this year, which is a pretty high accolade for a solo game.

Whilst the mechanics, the artwork, the theme, and the novelty of the Feature Film pick-and-play design are all excellent reasons to enjoy Final Girl, the thing that stands out for me above all else is its capacity for story telling. Everything about the game is built to recreate a scene we all know well, from the flavour text on the item cards to the titles of the Dark Powers, and this all works together to create an environment that activates the player's imagination. Each success and failure adds another line to the unfolding story so that by the end you will be completely invested in the experience.

A close up picture of the Poltergeist Dark Power, "Are you forgetting something". The image shows a young girl stood in a doorway with an older girl. The young girl is reaching desperately back for a pink cuddly toy.
Although this is a solo-game at heart, I think there is a lot to say for sitting around a table with some friends and enjoying it together. We're all comfortable sitting around a horror video game such as Alien: Isolation and taking it in turns with the controller. This is the board game equivalent. It is a game designed around one character but I think it can entertain an audience of more. 

As ever I recommend pairing this game with theme appropriate music, specifically some 80s-style Horror Synthwave. Nothing like hearing the chilling sounds of Ki Ki Ki Ma Ma Ma to get the hairs on your neck to stand on end...

Have you tried any of the Final Girl games? We'd love to hear your thoughts in the comments below!


Final Girl is designed by Evan Derrick and A. J. Porfirio. Artwork by Tyler Johnson and Roland MacDonald. Published by Van Ryder Games.




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