Friday, May 30, 2025

Review: Molly House - Party Hard or Hardly Party

I recently had the opportunity to play Molly House by Jo Kelly, Cole Wehrle, and Ricky Royal and had a thoroughly brilliant time.

"It's 1723. You walk through the streets of London, hiding your inner-most desires from the Society of the Reformation of Manners as you head to Mother Clap's. This may look like a coffee shoppe but inside are back rooms where loud festivities, intimate gatherings, and a thriving queer community is growing."

Over the course of 5 weeks, which act as rounds, players take the roles of gender-defying mollies and work together to grow the joy of the community, whilst also competing to be the most joyous individual. There is a risk-reward aspect to this, however, as while throwing excellent parties helps move counters along the joy track, they also have the potential to increase the gossip spreading about each of the four Molly Houses on the game board. Too much gossip will bring evidence against the Houses which can result in them being closed down. Even worse, players with too much reputation at these Houses risk getting indictments, the punishments for which can either be a reduction in joy or death by hanging. In classic Wehrle style, more mechanics is better, and there is also a system by which you can choose to betray your own community for your own selfish gains.

A key part of the game is the throwing of parties, which involve players taking it in turns to play cards in an attempt to create a poker-like communal hand that dictates how successful the party is. These range from dances, to christenings (in the historical Molly House sense), and if the communal hand played is a complete dud, a "quiet gathering". These quiet gatherings are likely to lose you reputation but can also be handy ways of throwing the Society of the Reformation of Manners off the scent.

I am fairly new to Cole Wehrle games, having only played Root once before and relatively recently, but the game definitely had his signature mark of very in-depth rules and numerous different play styles available. However, I have been informed that the real brains behind the game was Jo Kelly, an LGBTQ+ board game designer from Bristol. 

The art style is very satisfying and each of the cards that players use to build hands, which can be played at parties or to increase their reputation at the different Molly Houses, contain lovely imagery and quotes from actual historical indictments of the individuals mentioned in the game. Everything about the experience shows that the core theme was a true passion project and it has been handled with great care. It was a great experience to play a historical-political game that doesn't revolve around global conflict and instead provided an insight into a key moment in LGBTQ+ history.

While I am a fan of a good crunchy experience, I did find that the multitude of different mechanics in Molly House was slightly overwhelming at the beginning of the game, and by the time the game ended (which admittedly was early because we accidentally got one of the Molly Houses raided twice - a game ending condition) I still only had the barest of grasps on how the game worked, let alone be able to properly strategise. In comparison with Root, which also has a steep learning curve, I would say it comes off slightly more complex and probably requires a couple of games before you can understand it well enough to truly play the game as intended.

Overall, it was a very fun experience and there was a lot of laughter and joy around the table as we played in the most chaotic way possible. I would love the opportunity to play this game again with a better understanding of how it all works.


Wednesday, May 28, 2025

Review: Wandering Towers - Dude, Where's My Wizard?

We first played Wandering Towers, from Capstone Games, in December 2024 at our local tabletop convention, and I instantly fell in love with it. It perfectly balances strategy and luck, while being quick to learn and relatively quick to play to offer a very smooth and well designed experience for 1 to 6 players.

The board itself is unique in that it comprises a circular ring that the players will move their wizards and towers around. The towers are lovely, 3D folded card models that look intriguing and are great fun to play with.

The central premise of Wandering Towers is that players are attempting to get all of their wizards into a tower named Ravenskeep and fill all of their potion bottles while doing so. As soon as one player satisfies both of these win conditions the game comes to an end. The way in which players move their wizards around the board is by playing action cards that either move their wizard meeples, or the towers they stand upon. When towers land on the same space they stack on top of each other in a very satisfying way. This stacking of towers not only allows players to steal mana from wizards and therefore fill potion bottles, but it also provides an additional difficulty and is becomes increasingly difficult to keep track of where all of your wizards are, in the classic "ball under a cup" style. Whenever a wizard finds their way to Ravenskeep, it moves around the board, creating an almost constantly moving target. This element of chaos keeps all players on their toes and never lets anyone get too comfortable with their strategy.

The gameplay is smooth with very little downtime. Each turn, players will play two action cards, or discard their entire hand and move a tower of their choice, clockwise around the board. As they begin to fill their potion bottles there is a risk-reward mechanic where these can be spent to cast spells that unlock further opportunities to move wizards and towers clockwise or anti-clockwise around the board. These spells are chosen at random at the start of the game from those available in the box, and the instructions indicate that the more spells you make available, the more strategic the game becomes. However, I would suggest that rather than strategy, these spells inject a satisfying amount of chaos as it becomes harder to predict what each player is able to do on their turn.

While the theme of the game is charming, the core mechanic and purpose is abstract enough that the theme never gets in the way if magic and wizards are not your thing. You could easily strip the wizarding theme from the game entirely and it wouldn't lose anything from the enjoyment. That being said, the artwork is charming and definitely draws the eye.

Since first playing it at the tabletop convention, I have since picked up a copy of the game and it has made it to the table a number of times and never fails to entertain. Designers Michael Kiesling and Wolfgang Kramer have delivered to us a real tabletop staple that deserves as much space as other modern classics.

Sunday, May 25, 2025

Horrified: Dungeons & Dragons - Horror is in the eye of the Beholder!

Horrified, the Ravensburger classic that has seen players take on monsters from Universal fame, North American cryptids, Greek monsters of legend, and even our lord and saviour Cthulhu himself, is set for a new outing. This time teaming up with Wizards of the Coast, Ravensburger will bring us a dungeon-themed adventure in the form of Horrified: Dungeons & Dragons, which is set to release in the UK in October 2025.

Initial previews suggest the new edition will bring with it four of the classic TTRPG's most fearsome enemies, and will include new game play mechanics inspired by D&D such as the use of a D20. Current box-art circulating online suggests that the foes will be a Beholder, a Displacer Beast, a Mimic, and as the name promises, a Dragon. Though this may change between now and the final release.

Horrified first graced our table tops in 2019 with the release of its Universal Monsters edition and quickly became a fan favourite. Its pick-up and deliver mechanics, coupled with unique puzzle solving for the different enemies, offered a streamlined experience that was quick to learn and satisfying to play. The quality of the assets and the artwork made this a pleasing addition to the Hand Limit library and it became a favourite recommendation to those who wanted an entry-way into the hobby.

The latest addition to the series, Horrified: World of Monsters, failed to hit the same level of excitement as the other editions, which was largely due to the confusing theme that blended real-world creatures of myth with a peculiar steam-punk aesthetic. Although still an enjoyable game that offered a lot of replayability, the rare-misstep on theme definitely damped our reception. So it is of great interest to us that the next edition will be using a proven and solid theme in Dungeons & Dragons. There can be little chance of the same mixed-message concept with something so universally recognisable.

While we wouldn't go so far as to say that the series was at risk of losing its shine, an injection of D&D could well be precisely what it needs to keep things interesting. The promise of new mechanics, in particular, will help things from feeling like a simple reskin, which series such as this are often at risk of doing.

Needless to say, we have already pre-ordered our copy so will wait in eager anticipation of its arrival, and will no doubt have more to say on the game when we can get it to the table.

What classic D&D monsters would you want to see in the Horrified format? Leave your answers below in the comments.


Friday, May 23, 2025

Mental Health Awareness Week

Since 2001, the Mental Health Awareness Foundation has been leading Mental Health Awareness Week with the aim to bring people together to raise awareness of mental health. This year Mental Health Awareness Week took place from 12th to 18th May and the theme was "community".

As the Mental Health Awareness Foundation puts it:

"Being part of a safe, positive community is vital for our mental health and wellbeing.  We thrive when we have strong connections with other people and supportive communities that remind us, we are not alone. Communities can provide a sense of belonging, safety, support in hard times, and give us a sense of purpose."

Here at Hand Limit we believe in the positive effects that board games have on mental health and combating social isolation, and this is largely thanks to the sense of community that they promote.

Writing for The Center for Mindfulness & CBT, Tyler Witzig helpfully outlines the ways in which board games can help improve our connection to others. Witzig states that board games provide us with shared experience that allows people to bond over a common interest. This creates a sense of community and belonging. 

"The excitement of the game and the thrill of victory or defeat can help people form deep and lasting connections."

Furthermore, board games improve communication and collaboration with others. Through engaging with the game, particularly cooperative games, players are put in a position where communication is essential. This type of communication, structured around a game, can help break down barriers and create a safe space for players to express themselves. Playing games with others also help foster feelings of trust and empathy, which helps players develop more meaningful connections with each other. Through play, we get to know people in ways that go beyond surface level interaction. It is rare on first meeting someone that you get to witness their inner morality at work. How do they behave towards others when winning or losing? How do they support new players? Do they compete in good faith? These questions can all be answered when playing a game with someone whereas usual initial social interaction barely begins to scratch the surface. As a result it is easier to get to know people, and to get to know people who you might not usually have had the same level of interaction with, while playing games.

"Board games are an inclusive activity," Witzig writes. "This inclusivity allows people to connect with others they might not otherwise have the opportunity to meet." Playing games, either competitively or cooperatively, provides the perfect backdrop to get to know new people. This inclusivity is highlighted by Sam Allen, writing for the Mental Health Awareness Foundation, as a key component of fostering positive community. This inclusivity of the table top hobby ensures that everyone around a table feels included in the group. Each player gets their own turn to make their own choices that have an overall impact on the game and the experience of others. This engagement with the group as a whole produces the feeling of a shared space and community. Without inclusivity it is impossible to create a sense of community in diverse groups.

Allen goes on to say that another corner stone of community building is friendship and fun. It is important that group members look forward to seeing and spending time with each other, which encourages continued attendance. Through this individuals can grow stronger bonds and trust with other group members. Unless we hadn't made it completely clear, we think that table top games are incredibly fun and definitely keep members of our collective coming back for more. 

As community was the focus of this year's Mental Health Awareness Week, we ought to give our attention to the role of table top gaming to aid this vital aspect of mental health. If you are looking for a community, or perhaps want to create stronger bonds within a group you are already a part of, board games are a great place to start.



Tuesday, May 20, 2025

Hand Limit 2025 Event: Canterbury Pride Board Game Club Update

With less than a month to go preparations are well under way for the first ever Hand Limit event and it's exciting to see everything coming together. We've got our board game library prepped, our sponsors helping with promotion (Thanks for Kitch Flamingo, Fruitworks Co-Working and Coffee Shop, Drawn & Quartered, and Dice & Destiny), and decorations being planned (it'll probably be rainbows).

We are hoping to use this event to also gather some feedback and data on whether future events would be well received, people's relationship with games, and how they feel playing impacts their mental health. It is through important data such as this that we can plan ahead and provide the best service for our community and act in a way that will benefit the most people.

We've already had some wonderful feedback from the BeYou project, who we will be raising money for on the day through donations and a charity tombola, with some amazing prizes to be won. It is so uplifting to hear that people are excited about an event like this, which came about because we felt there was need for a more relaxed option to celebrate Pride in our city. As a heavily Queer collective, it is only right that Hand Limit should make its first steps into the physical world during our local Pride.

In case you missed it, there is a Facebook event here, where we will be posting further details about what you can expect at the event in the coming weeks.

This is truly an exciting time for us at Hand Limit. We are built on the understanding that table top gaming is an inclusive activity that benefits individual's mental well being and helps promote community. Gaming is for everyone, and it is through events like this that we intend to launch Hand Limit as more than just a blog.



Monday, May 19, 2025

Review: Deep Regrets - No regrets backing this

Fans of the video game Dredge will absolutely love Deep Regrets by Judson Cowan and published by Tettix Games. The game blends a little bit of dice placement and a little bit of push-your-luck to deliver a satisfyingly creepy fishing experience that sees players competing for the highest value haul of creatures by the end of the game. Not everything beneath the waves is as it seems, however. Borrowing heavily from Lovecraftian horror and Edmond Halley's hollow earth theory, Deep Regrets contains many "foul" creatures that will force players to gain regret cards, which pushes player's madness to higher levels. Although the player with the most regret at the end of the game will suffer a penalty, there are advantages in the number of dice you can use and even discounts at shops in port that come with losing yourself to the madness that spreads beneath the sea.

The artwork, also by Cowan, makes this game really stand out as something special. The sheer number of different creatures is reminiscent of the Wing/Wyrn/Finspan games and allows for a lot of replayability before you truly know everything that lurks beneath the briny depths. The quality of the game is mirrored in the quality of the assets and extra care has gone in to reducing the amount of plastic in the packaging. This was thanks to the efforts of Cowan who, following a hugely successful Kickstarter campaign, wanted to ensure there was no hypocrisy in designing a game about the ocean while also introducing more plastics into circulation.

Deep Regrets also comes with a satisfying solo experience that allows a player to take the role of a scientist completing a survey of the oceans and recording the many fair and foul creatures they dredge up. This solo mode hits a more relaxing tone than the main, multiplayer game, with less focus on the madness and regret mechanics, and no down-time in port. However, it stands alone well as an enjoyable experience and will guarantee that owners of the game will get more of their money's worth should they struggle to get a group together to play.

Thanks to the huge success the game received on Kickstarter, Cowan has since developed Shallow Regrets, now taking late pledges on Kickstarter, with Button Shy Games. Shallow Regrets is advertised as a pocket-sized game of Deep Regrets made up of only 18 cards and packed in a vinyl wallet for maximum portability. The Kickstarter page also promises a solo mode in which players will go up against fan-favourite character Frod to make the biggest catch. The popularity of Deep Regrets saw Shallow Regrets make its pledge goal well within the time limit.

Cowen has also announced that this summer will see a Kickstarter launch of Even Deeper Regrets, an expansion on the main game, that promises even more disturbing fishing, deeper madness, and a wealth of new regrettable decisions. This campaign will also allow backers to grab a copy of Deep Regrets if they have any regrets of not backing the game the first time around.

Overall, Deep Regrets is a satisfyingly meaty game to play when played with the maximum number of players, yet simple to pick up, and the theme is well executed. A must have for any fans of eldritch horror as a genre, and a fascination with the horrors that lurk beneath the waves.

Friday, May 16, 2025

Aftercare Tips for GMs

Running table top games as a Game Master, or GM, is an incredibly rewarding experience. Guiding friends through a fantasy world, encouraging others to lose themselves in the experience, and working together to weave a narrative that is truly unique to the players, the game, and the situation. It can be a transformative, almost magical, experience when the vibes are just right, and leave you feeling almost as though you had actually lived through the adventure that unfolded.

But all of this emotional investment, planning, acting, and reacting can take its toll, not just on the players, but the GM as well. Yes, running a table top game is rewarding, but it can also be tiring and leave you feeling drained and emotionally spent. 

GMs are always encouraged to help guide their players through the process of role play and before and after care that comes with that. Session zeros are a staple of any well-thought-out campaign to lay out the ground rules and safety information to players who may be required to imagine or act out some emotionally heavy situations. A wise GM will also check in with players where appropriate to make sure they have support in cases such as the death of a character or instances where the realm of fantasy strikes a little closer to home. In a collaborative, story-telling experience, there is always an element of uncertainty around where the road might lead you.

There are plenty of resources out there, from articles, to YouTube videos to help new and experienced GMs handle the needs of their players to ensure everyone gets the most out of their table top role playing experience. However, it feels as though there could be more support for the GMs themselves.

Here we have compiled a list of 5 things that a GM can do post-game to make sure they are looking after themselves and allowing necessary recovery time following every game.

1. Allow for post-game conversation

Knowing where and how to end a session is an art form that takes practice. Running a campaign you want to bring the session to a close in a way that leaves players desperate for more, and running a one-shot you want to leave everyone feeling like they have reached a satisfying narrative conclusion. However you choose to bring play to a close we recommend allowing time at the end for you and your players to talk through the events of the game, share in reliving the dramatic moments, and even some post-game analysis.

Allowing for this time provides everyone, even the GM, with a mental cool-down, like stretching after exercise. This may mean ending a session a little earlier so that players with other responsibilities aren't having to leave as soon as the final dice are rolled. Allowing everyone to take a breath and ease out of the characters they have just spent the last few hours playing will help shift your brain back to a more relaxed state. Conversation may wonder from the game itself, and this is absolutely fine. The important thing is allowing everyone time to digest the emotional meal they have just had.

2. Seek reassurance, and then actually listen

Running players through a game, especially one that you have put a lot of creativity into, can be an emotionally vulnerable experience. Regardless of how players reacted during the game, you might find yourself worrying about whether or not enjoyment was had equal to the effort you put in. There is absolutely nothing wrong with seeking reassurance from players at the end. A simple "Did everyone enjoy that?" can sooth any nerves that remain.

The difficult part, however, is knowing how to actually listen to the feedback. Realistically speaking, provided you put the effort in and have a well functioning group of players, there will most likely be positive feedback. When this is given it can be easy to filter out the positive, especially if you have any worries or if you are prone to self-criticism. Make sure you actually listen to what your players say and take their response as what they actually mean. if they say they enjoyed it, take them at their word. Their enjoyment is without a doubt largely thanks to the work you put in.

In the unlikely event that a player comes back with criticism, don't take it to heart. They are sharing because they feel comfortable in speaking to you about something that may help them enjoy the experience more in future sessions.

3. Make notes, but not too many

Without a doubt a session that is part of a longer campaign will have thrown up questions that will need answers by next time. Perhaps there's a new, unplanned direction your players went off in, or they may have angered a hitherto unimportant NPC that could now be plotting revenge. The best time to make note of these is when they're still fresh in your head after the session is over. Get those thoughts down into whatever planning document you're using and then close up your notebook or laptop. Don't get too far into planning ahead, you've just spent many hours "on", it's time to turn off for a bit. Once you've made a note of the really important reminders, draw a line under it and allow yourself time to rest.

If you feel it would be helpful, set yourself some time in the following few days to really review your notes and start making those plans for the next exciting installment. 

4. Turn off and reset

A session spanning a few hours can really take it out of you, especially if things go slightly off the rails (which, let's face it, is most of the time). By the time you're done, even though your players may be chomping at the bit for more, you will no doubt need to rest. 

You've just done a lot of mental exercise and you need to catch your breath. Try to do something that will help you move on from the game and relax. This might be reading or watching TV, or even better going outside for a bit. Make yourself a cup of tea and just allow yourself some time to take your mind off things for a bit.

5. Don't dwell on what could have been

Especially after a dramatic session, possibly in which a beloved non-player character, or even a player character, died, it is easy to worry about the decisions you made as a GM. Or perhaps these decisions were regarding the rules of the game or whether or not to allow a player to do something that bent the rules almost to breaking point.

The death of a character can feel cruel or unfair, especially if you know the player had grand plans for their narrative arch. In the first instance you should always check in with the player to make sure they are OK and understand that the ruling was not personal. Afterwards, you should remind yourself that this danger is what players sign up for and there is no reward without the risk.

If you are worried that a rules decision may have been the wrong call, remind yourself that nothing to so rigid that it cannot be changed. If you decide you would like to change a ruling later on, or make it clear that a specific ruling does not set precedent, make sure to allow time at the start of the following session to discuss it with your players. They are reasonable people and will understand if you explain your reasoning.

Once that decision is made, don't dwell on it. No matter how experience you are as a GM you will still be learning. Allow yourself the same grace you would allow a new player.

BONUS: Comparison is the thief of joy

Thanks to social media and online content we live in an age where we are almost constantly encouraged to compare ourselves to other people. You might have a favourite D&D actual play you like to watch, or follow some professional GMs online. Remind yourself that what you are often viewing is a carefully edited version of real events, or perhaps the players are all professional comedians. However it is, comparing your own games to those you see online will only strip the joy from the whole experience.

Your game is entirely unique to you and your players and that should be celebrated, not compared with others.


Are there any rituals or tips you could share that are helpful to a GM in looking after themselves? We'd love to hear what you do following a session to calm down. Leave a comment below!

Thursday, May 8, 2025

Hand Limit 2025 Event: Canterbury Pride Board Game Club

 


Since our last post about our planned 2025 event, we have been hard at work putting together something very special. We are proud to announce that our first in-person event:


Canterbury Pride Board Game Club

10am-4pm Fruitworks Cafe, 2 Jewry Lane CT1 2NP

Free Entry


Hand Limit is a blog which promotes board games as an aid to positive mental health and combating social isolation. Come and play board games with us during Canterbury Pride! This event is particularly aimed at anyone who would like a break away from the hustle and bustle of the main pride event, in a calm and inclusive space. There will be volunteers on hand to recommend games from the Hand Limit collection, but you are also welcome to bring your own to play too. 


This event will be free to enter and will be raising money and taking donations for the Be You Project The BeYou Project - Porchlight. The Be You Project supports and provides safe and welcoming space LGBTQ+ youth. 


Children must be accompanied by an adult.


Thank you to our sponsors, Dice & Destiny, Drawn and Quartered, Fruitworks Coworking and Cafe and Kitsch Flamingo.


If you're local to Canterbury or plan to be here for the Pride celebration on Saturday 7th June 2025, come by and check out our library of games. We will also have games for sale, courtesy of our Friendly Local Gaming Store, Dice & Destiny, and a tombola with fabulous prizes to be won.


It's important to us that we create an inclusive and welcoming event that stays true to the vision of Hand Limit of using table top games to boost mental well being and foster community.


If you have any questions relating to this event, please leave a comment below or get in touch with us at handlimitblog@gmail.com.

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