Showing posts with label Article. Show all posts
Showing posts with label Article. Show all posts

Tuesday, August 19, 2025

Finally Played: Uno

Continuing our current series of big name games that remarkably I've never played, we return with the classic card game and cause of family arguments everywhere, Uno!

It seems everyone I talk to has played Uno at least once so it's strange that I've gone this long and have never picked up a deck. If I'm totally honest from what I picked up about the game second-hand, there wasn't much of a draw to play it. It seemed like a very basic game without much going for it.

When I told my eleven year old daughter that I had never played it, however, she wanted to put that right straight away. As luck would have it I was gifted a set of Pokemon Uno cards last Christmas so I got the deck out and asked her to teach me how to play.

I went into the game with an open mind but there was a part of me that was expecting to dislike it. Try as I might though, I couldn't bring myself to form a negative opinion about the game. This wasn't due to the game itself, which on the face of it was on the boring side, but instead was thanks to the way in which I was taught.

It was clear from the start that Uno is a very special game for my daughter and it was a privilege to be taught by someone who cared so deeply for the game. It is the first time that my daughter has taught me the rules to anything so it made me quite emotional as she carefully lead me through the different rules and what actions the different cards did. It is a game that she was clearly passionate about and this was infectious, I found myself really enjoying our game despite it being far more basic than what I usually like.

As she was teaching me, she spoke at length about how this game was important to her as during the Covid-19 pandemic, when she was being home-schooled, she would play it most evenings with her mother. This was a difficult time for her, as it was for everyone, being separated from her friends and the routine of the school day, so it was really touching to hear her talk about Uno as something that gave her joy. It was a little bit of routine to her day that kept some feeling of normality during a deeply troubling time.

We played board games as a family during the lockdown but Uno was something my daughter had with just her mother and it was clear to me as she taught me how to play what a special place the game held for her. She talked at length about the rules that she and her mother used, and how these differed from the rules that each of her step siblings played, and that her step father had a different set of rules still. We laughed that these home-brewed rules didn't help them win at all and talked about how she felt the rules she played with her mum are the correct ones.

Regardless of how I feel about the core game of Uno, it occurred to me that this was the perfect example of how games can bring us closer together and how they are sometimes worth more than the sum of their parts. I don't often like giving bad reviews. I prefer to give recommendations for games than go into the negatives. However, this experience gave me a better appreciation that all games, no matter the objective quality, have the power to improve our bonds with each other and strengthen our community. Uno is a popular game, and it must be so for a reason.

Is it a game I would play with just anyone? No, probably not. Will I play it with my daughter again? Almost certainly.

Friday, August 15, 2025

Games on Location: Episode 2 - Anarchy in the Arctic

 It's been a hot minute since we wrote our last Games on Location article (we took Fungi out into the woods), but today we have an extra special edition. You may remember that last year we previewed the fantastic Arctic Anarchy and interviewed its creators Ricky Baker and Lydia Vadgama. Well, during this interview I suggested that they take a copy of their game with them to play while in the arctic circle to do a special Games on Location for us. At the end of June 2025, Ricky and Lydia voyaged to Iceland's capital Reykjavik and further north to Grundarfjörður, Ísafjörður and Akureyri. They then continued on to Alesund in Norway.

The rest of the article is provided to us by Ricky who made some notes on their experiences travelling north with a copy of Arctic Anarchy in their possession.

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Arctic Anarchy on location in Iceland and Norway

The route of our journey meant that we crossed the Arctic Circle when going around Iceland in a North easterly direction, and again when heading towards Norway going South easterly. Naturally it was only fitting that we brought our creation with us. Whilst we did this in the comfort of a cruise ship, our journey did in some ways help us scope out what we might encounter when we embark on our Arctic Quest voyage in Svalbard and give us inspiration for the possibility of an expansion to our game.

No nighttime and folklore inspire possibilities of expansions

Between May and July is known to those in Iceland and Norway as "Period of Midnight Sun", during which the sun does not truly set, but rather sits on the horizon only to rise again after a few short hours. At 6pm the position of the sun makes it seem like midday, and midnight seems like early evening time.

Icelandic and Norwegian folklore is filled with stories of trolls. Much of the landscape tell the stories of these trolls, including "Naustahvilft" (The Troll Seat) located in Ísafjörður.

Thinking about an expansion for Arctic Anarchy, we knew that we would want to introduce and additional dimension to game play for the more experienced board gamers to enjoy. The period of midnight sun and the legends of the Trolls have inspired the idea of adding a "Trolls" card to the events deck. When drawn, the sight of the trolls cause the animals on the iceberg to go into hiding. This manifests itself in the game play as the players having to turn over the animal cards on the iceberg so that the faces are hidden. Any future cards drawn to replace those taken from the iceberg must also be placed face down. As a result, players will be adding animals to their raft blind, until the next event or another troll card is played, (we are yet to decide how the troll card will be cancelled).

Rainbows in Rekjavik and Wildlife icons

Animal cards within Arctic Anarchy are based on native mammal species within the region of Svalbard. Currently the game comprises of Polar Bears (the symbol of Arctic Quest 26), Arctic Foxes, Reindeer, Arctic Hares, Seals, and Whales.

We were lucky enough to see two of these animals in their natural habitat, having spotted a harbour seal off the beaches in Grundarfjörður and a Whale fin whilst at sea.

Another Icelandic icon is the Puffin, with many tourist excursions available to see these in the wild. If that doesn't float your boat, you can visit "Rainbow Street" in Rekjavik, where the cobbles have been painted in stripes of rainbow colour. The street has been decorated in this way as a sign of joy and support for diversity. The initiative is organised by the city of Rekjavik in cooperation with Rekjavik Pride. The street has become an attraction for many visiting the city, and of course there are many shops along the way filled with all manner of puffin themed souvenirs. The puffin, with its colourful beak, seems right at home in this part of the city, and would be a welcomed addition as a new animal type in the Arctic Anarchy game.

For us as creators, the addition of a rainbow puffin card to our game would symbolise the inclusiveness that scouting strives to provide for all its members. It would also reflect our own personal morals and desire for Arctic Anarchy to be a game that can be played by all.

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Hand Limit loves Arctic Anarchy and strongly recommend checking it out  wherever and whenever you can. Get in touch with Ricky and Lydia via the Arctic Quest 26 website to pick up a copy or head over to the Gilwell Reunion 2025, Gilwell Park Campsite, London from 29th to 31st August. This is a festival for adults scouting volunteers, where the wider Arctic Quest team will be promoting and raising funds for their expedition.

Stay tuned for more updates on this fantastic game and the journey of the Arctic Quest 26 team.

Thursday, July 3, 2025

Dungeons & Dragons and Drinking

On 1st August this year I will be one year sober, and while a lot of my own hard work has gone into this achievement, I also recognise the role table top gaming has played in helping me make the change.

I was once a prolific drinker and even more so at social gatherings. Having a drink while playing TTRPGs seemed like the most natural thing to me. Alcohol is a social lubricant, and in a situation where you were required to lower inhibitions and get into character, or many characters if you are the GM, drinking felt like the obvious choice. For a long time I felt like having a drink, or several, while playing, kept me loose and relaxed. It made me feel like I was better at getting into the flow of the game and unleashed my creative side on the fly when responding to the actions of the player characters.

I used to pair my drinks with the games I was playing, not just TTRPGs but board games too. A glass of wine for Horrified, a strong grog with Pirate Borg, and a pint of foaming ale with Dungeons & Dragons. Each game seemed to offer an opportunity to have a drink. Table top gaming was a relaxing pastime so why not share it with a relaxing drink?

I have always had a difficult relationship with drinking and have struggled to keep things in moderation. I always used to say that drinking was thirsty work. One drink would lead to the next and while I was happy and enjoying myself, through gaming I slowly started to realise that my drinking was more of a problem than I realised.
I have discussed before the importance of GMs to take time to decompress after TTRPG sessions, even if they are fairly relaxed. On top of this, there is always something to be gained from seeking some reassurance from your players that they had enjoyed what you had planned. However, when I was drinking, regardless of how much fun was had during the session, I had trouble decompressing and trusting the feedback I was being given from my players. My decompression time would become a spiral of negative emotions as I doubted any evidence before me that I had been entertaining enough. I focused on any and all negative points that my brain could give me. The session was too boring, or I was too intense (usually as a result of my drinking). I found the time I needed to decompress and adjust back to normal life increased the more I had been drinking. Sometimes days would pass and I would still not feel like I had entirely processed the experience.

This emotional hangover was difficult to deal with, often on top of your more traditional hangover. Of course, with hindsight I realise that the solution was simple, but at the time I internalised a lot of the emotions I was struggling with. The extended periods of recovery I needed after each session had me believing that I was not a good GM, that my players were just humouring me, that I should hand over the reigns to someone else. Despite all this I still was unable to come to the conclusion that drinking and DMing was affecting the whole experience for me in massively negative ways.

In the end, however, it was GMing that helped me recognise that my problem was not with the game, or my abilities, but with my drinking. I was getting too generous with magical items for my players and not remembering who I had given what. I was handing out game-breaking spells and magical artifacts that were completely throwing planned encounters. While I don't mind that my players probably enjoyed these boons, it made things very difficult in an almost entirely home-brewed world when I could barely remember what had happened each session. It really made me feel like I could be offering my players a much better experience if I avoided drinking while playing.
There are few better examples than that which transpired recently during a game of Pirate Borg we experienced a character death at the hands of a Sentient Fungus. The killing blow was made and the table fell silent as it became clear that there was no coming back from this for Luca the Zealot, the team's Glass Cannon. It was a truly sobering moment, which was only stopped when Luca played his Charon's Obol allowing him to return to life with 1HP. What troubled me was that I had absolutely no memory of awarding him this relic. The player informed me that I had handed it out many sessions ago when I had been drinking.

Don't get me wrong, it was still a fantastic moment of collaborative story-telling, but it really highlighted to me how much of a problem it was for me to not be remembering our sessions, or even to take notes. This all took place after I had quit drinking but stayed with me as a reminder that I was a better GM now that I had stopped. Drinking was making me sloppy.

Tabletop games didn't just help me realise that I had a problem with drinking, they helped me readjust my life to accommodate my sobriety. Gaming sessions began to revolve around coffee and cake rather than drinking, and our regular meet ups at Fruitworks Coffee Shop became a staple of my week. I found my life shifting away from the pub and towards bright, open cafes instead. Where I used to use alcohol as a social lubricant, table top games began to provide me with the relaxed atmosphere and aid to meet new people. 
During the week when I wasn't able to play with a group, I invested more time into solo board games as a means of unwinding and relaxing, rather than pouring myself a drink. The almost meditative nature of solo gaming was a cornerstone of my mental wellbeing. Through playing games I was able to enter a flow-state where I was completely unconcerned by the outside world and my inner demons. They gave me a rest from thoughts of drinking, as the structure and puzzle-like element of these games kept my mind satisfyingly occupied. 

It has been a journey for me but looking back I can really appreciate the role that table top gaming has played in helping me reach sobriety and providing me with a safe space to continue. This is a personal story for me and I am not using it as a way of saying others should do the same. Drinking is not inherently evil, and most people will never experience the same problems as I did. I just wanted to share my experiences so that if anyone happens to find themselves in a similar position to me, they might gain some encouragement to make the necessary changes. 

Monday, June 23, 2025

Hand Limit: Gaming In Real Life

Hand Limit is going through a lot of growth in recent weeks. We held our first in-person event, launched a Patreon, and announced our first steps into physical print with our new Hand Limit zine

We are also gearing up for some more input from the wider Hand Limit Collective. This will take the form of gaming-inspired artwork, articles covering cosy video-games, and reviews of TTRPG Actual Play podcasts. 

With all this exciting new material we put our heads together to come up with a suitable tagline for Hand Limit. We wanted something that clearly stated our intentions and incorporated our core values, but didn't take up a whole paragraph. That wouldn't make for a snappy tagline. If you want to read more about our core values, I recommend taking a moment to check out our About Us page.

Hand Limit stands for a lot of things; we believe in equality, equity, and inclusion, we believe trans rights are human rights, and black lives matter, and we believe in the rights of people with disabilities. We believe in making an inclusive space. We believe that engaging in the act of unproductive play as an adult in a capitalist society is an inherently rebellious act and is therefore political. Most prominently of all we believe in the power of tabletop games to improve mental health and promote community bonds, and a big part of this is the tangible nature of the hobby.

Considering this, we have decided that the tagline for Hand Limit should be "Gaming In Real Life". 

The University of Bath reports that "Loneliness is one of the most significant challenges faced by Western Societies in the 21st century... In the UK, surveys suggest that one in ten people are 'lonely', with loneliness being linked to ill health and premature mortality."

We are living in an increasingly digital age with more of our time than ever before spent consuming social media. However, the AMA Journal of Ethics states that "documented internet use patterns suggest that the internet increases loneliness." It cites an early study of the internet and psychological well-being found that greater use was linked to a decline in communication with family members, a decreasing social circle, and an increase in depression and loneliness. Loneliness, it states, "can be defined as the feeling we get when our need for rewarding social contact and relationships is not met."

While digital technology can "offer connectedness, companionship, and community membership", it cannot be ignored that problematic use of the internet, or internet addiction, is on the rise at the same time as loneliness. 

Tabletop games can offer a remedy to this by offering an opportunity for in-person interaction that has clearly defined parameters. Strangers occupying the same space and engaging in a shared activity, especially one that promotes playfulness, creates a space in which rewarding social contact can be achieved. Writing for meeplelikeus.co.uk, Michael Heron highlights that table top games provide "a healthy way for people to spend mindful time with each other.

Heron goes on to say that "everything about a board game has a focus on the people around the table... games do it through a conduit that lessens social anxiety." Tabletop games provide a focal point, a common ground, to encourage the players around the table to interact with each other in ways that other social activities such as drinking in the pub or going to the cinema do not. 

Then there's the simple fact that play in both children and adults is a healing activity that allows growth of character. We explore the world around us through the act of play, which provides us with a testing ground for our own actions. It lifts the weight of responsibility, even for a short while, and allows us all to engage in the fantastic, rather than the mundane. This act builds social bonds between us in ways that others take much longer to do. I have already written about how playing board games with strangers offers you a much faster insight into the inner-workings of other people around the table than traditional small-talk enables. How someone acts around the table in both cooperative or competitive situations, provides us with a much better grasp of how someone is likely to behave outside of play. This takes away a great deal of anxiety that people may feel in situations where they are getting to know new people.

Aside from the real-life social element of tabletop games, there is the physicality of the actual games. While online gaming can still offer a sense of community and connectivity, the very real, tangible nature of board games provides a sensory experience that even the most advanced virtual reality cannot replicate. The tactile nature of most board games provides a connection to the real world that boosts a player's sense of wellbeing, and of being present in the moment. 

The digital world can all-to-often feel unreal and disconnected from reality, whereas tabletop games provide a connection to fantasy and imagination, while also being grounded in the physical world. Pieces can be touched, picked up, even tasted if you are so inclined and have the owner's permission. The realness of tabletop games, even theater-of-the-mind TTRPGs, connects players to each other, to their physical location, and to the game itself in ways the digital realm cannot. By being grounded in reality, tabletop games create a space for mindfulness, connectivity, and a sense or presence that boosts our mental health and tackles feelings of social isolation.

All this being considered, it feels pertinent that Hand Limit's tagline should be:

Gaming In Real Life

Sunday, June 15, 2025

Hand Limit Print Edition Is Coming!

Following the success of our first Hand Limit event during Canterbury Pride, we have decided to increase our in person presence by branching out into print media through the creation of a zine. The talent pool of the Hand Limit Collective apparently knows no bounds.

The launch of the zine, which will be available at a few select outlets for free in the Canterbury city area, will coincide with the launch of our Patreon. We will never hide anything behind a paywall but we are getting to a point now in the growth of Hand Limit as an organisation where we are starting to incur costs related to events and printing, so we thought we would give people the chance to be able to help out if and when they can. This will enable us to continually develop our offer to best meet the needs of the community we serve.

We are very excited about the zine, which is being designed as graphic-heavy, text-light to represent the DIY/punk ethos. Our first issue will be out in Summer 2025 and future issues will be released when they are ready and when we have something that we want to write about. 

If you can't wait and want to support us, you can find our Patreon here.

Friday, June 13, 2025

5 Games That Take Up A Surprising Amount of Table Space

I know you can never judge a game by its box, but usually you can judge the scale of the game from the size of the box. Place a hefty Twilight Imperium or Gloomhaven down on a table and players will instantly brace themselves for a meaty game with lots of pieces, boards, tables, and figures. However, today we're looking at 5 games that come in deceptively small boxes but take up as much space on the table as a big box game.

Tiny Epic Dungeons - Gamelyn Games

We seem to always end up writing about the Tiny Epic series, but that's just because of how many boxes they seem to tick. In this case, Tiny Epic Dungeons ticks the box of being a table-filler. Arriving in a deceptively small box, you would be wise not to underestimate quite how much space this randomly generated dungeon crawl is.

In TE Dungeons, players race to find and battle a number of evil minions in the form of minotaurs, ogres, giant spiders, and more, to unlock the door to the boss' lair before their torchlight runs out and they are plunged into darkness. As Dungeon Crawls go the game is a perfect example of how the genre can be streamlined to just the basics and remain an engaging experience. The combat is satisfying, the loot rewarding, and the enemies deadly. The base game comes with a large number of different enemies to face and characters to play as, each with their own abilities, strengths, and weaknesses. We've had a copy for a few years now and it is one of the more regularly played titles, but no two games have ever felt alike.

This is a table filler of a game, and as the dungeon expands it's likely you'll wish you sat at a bigger table.

Tranquility - James Emmerson

Tranquility by James Emmerson comes in a delightfully small box, with some truly gorgeous artwork, but, you guessed it, takes up a surprising amount of table space. The cards, each sharing a similar footprint to the box, are arranged into a 6x6 grid pattern over the course of the game. This space is marked out at the start with a border of artwork cards, essentially extending the table space required to 7x7 of the box size, which I think beats Gloomhaven, or any of the 'havens, in box-to-table ratio (no I haven't measured this exactly).

Tranquility deserves this level of table space, however, as it is a beautiful and mindful experience. Albiet a very tricky one to get right. Players take turns laying cards down to fill the aforementioned grid with island pictures as you guide a sailor peacefully back home. The catch is that all cards must be placed in ascending order, providing a bit of intuition and guess work to keep things interesting. The game guide also recommends playing the game in silence, or next to silence, to enhance the peaceful tones of the game.

Bandido

O

Bandido is another tile placement game and it really feels like the theme for games that take up an unexpected amount of space require some form of tile placement. In this game, players cooperate to thwart the escape attempts of the titular Bandido as he tunnels his way out of prison. Players will place cards in turn, with limited communication, to guide the tunnels to dead ends, eventually closing off all open ends.

Because the tunnels are randomly generated, there is absolutely no way of knowing at the start of the game which direction it's likely to sprawl off in. Meaning that no matter where you place the starting tile, by about halfway through you'll be desperately trying to reconfigure the table to accommodate the chaotic tunnels.

The pocket-sized nature of this game could easily lull you into the false idea that it would be perfect for a quick game in a cafe. And while that is certainly possible, be prepared to panic when the drinks arrive and they have to be strategically placed around the table!

Lord of the Rings: Duel For Middle Earth

While the other games so far on this list have almost pocket-sized boxes, LOTR Duel is a little bigger from the start. However, we still feel like this game is surprising in the amount of space it takes up, and with good reason.

In LOTR Duel, 2 players take on the roles of the forces of Mordor and the free peoples of Middle Earth in a race for supremacy. Much like its older cousin 7 Wonders Duel, there are multiple ways to win this race. You can focus on uniting the various races, progressing the quest of the ring (or the Ring Wraiths if you are Mordor), or simple military might. It is a terrific game that has done amazingly in condensing the 3 different win conditions into a single game, where each one could have existed in its own right. 

The board itself is only about as large as the game box but the real table hog comes from the card drafting. Cards are laid out in each of the 3 chapters of the game in a configuration that restricts what cards can be drafted at any one time. In a layout that resembles a tarot reading, cards are laid over each other to form shapes that slowly diminish as cards are revealed and drafted.

LOTR Duel is a brilliant game that had us hooked from the beginning, but you'll definitely need more space than the box suggests.

Any TTRPG

Not all Table Top Role Playing Games are created equal. Some are like Lasers & Feelings, requiring little more than a notebook, a pen, some dice, snacks, drinks, fidget toys for those that need them, GM notes, maybe a GM screen. Others, like Dungeons & Dragons, require all that plus the many source books required for playing each scenario, battle maps, miniatures, etc.

Our years playing TTRPGs have taught us one thing, there is never quite enough room for everything that's needed. Players and their bits and bobs, like water, always seem to expand to fill the space they have. Why do you think character sheets always get stuff spilled on them?

Wednesday, June 11, 2025

Hand Limit 2025 Event: Canterbury Pride Board Game Club


On Saturday we held our first ever Hand Limit Event, Pride Board Game Club, and it was a huge success. We seated approximately 58 people playing games throughout the day, plus a further 22 who came in to browse our stalls. We had a lot of fun demoing games, making recommendations, and helping people get set up. The games played ranged from Molly House, to Fluxx, to Ghost Castle. It was particularly nice to meet some fans of the blog as well!

Now that the dust has settled and we've had a chance to take stock of everything that happened, we thought it would be good to share a few thoughts and highlights of the day.


Drawn and Quartered tattoo studio ran a stall selling art prints and temporary tattoos, which were very popular. It was great to see so many people from the alternative community come out and be board game nerds for the day.

Dice & Destiny, our Friendly Local Gaming Store (FLGS) came along to sell and demo some board games including Yogi and Bad Trevor, which were both received really well and were both prizes to be won at the charity tombola.

Kitsch Flamingo ran our tombola, which was hugely popular and had some truly awesome prizes, including tickets to an immersive Grease experience in London, a free aerial fitness course from Inspire Fitness, and a tattoo voucher for Drawn and Quartered, which were all claimed before the end of the day.

Fruitworks Coworking and Coffee Shop, the spiritual home of Hand Limit, was the perfect environment for the day. Their event space was the perfect size and many people enjoyed the fantastic coffee and cakes they offer.

Huge thanks are due to all of our sponsors and contributors. Needless to say we would not have been able to get this far without their support and they helped make the day truly unique.

Throwing this event was a learning curve for us and we have certainly come out the other side with some valuable lessons on what we can change to throw future events and offer the best possible experience to our guests. 
We asked all those attending to fill out a questionnaire giving us feedback and valuable data that will help us run future events. Some highlights of the data we have received so far indicate that 50% of the people attending heard about the event through word-of-mouth, 100% of replies stated that they would like to see more events like this one, 100% said that we had created a safe and inclusive space, and 85% of people said that their mood improved as a result of Pride Board Game Club (the other 15% indicated that their mood hadn't improved, but it hadn't worsened, which is a win as far as we're concerned!). This last point is particularly important to us, as Hand Limit is all about the promotion of tabletop gaming as an aid to positive mental health and community building. Also interesting is the largest group of people (35%) stated that Pride Board Game Club was the first time they had played table top games in a very long time. We will be going through all of the responses carefully and apply any learning to our future activities to make sure we continue to provide a service that is beneficial to the communities we hope to serve.
So where do we go from here? After such a successful first event, Hand Limit is certain to host more in the near future. We are already looking ahead to Pride next year and are starting talks with local community centres to arrange for smaller gaming events targeting specific communities. We want to use this momentum to grow and strengthen the Hand Limit brand and continue to help people by using board games to promote positive mental health and community building.

Finally, I would like to say a massive thank you to everyone who came along on the day. It was all our lovely guests that made this event what it was.

Do you have an event or community group and would like to collaborate with Hand Limit? Please contact us using the Contact Us form on the website.

Monday, June 2, 2025

Gaming the System: Changing the World One Game at a Time

"Playing political board games as if it really mattered"
was the promise from Gaming The System's website. It further explained: "Games are not reality but sometimes provide a representation of the forces and power at play in society." 

Gaming the System is a Canterbury-based board gaming group that meets twice a month at The Long Rest gaming cafe and promises the prospect, as stated above, of playing games through a political lens. That is not to say that all the games they play are explicitly political, only they are choosing to look deeper beneath the surface at what lessons the games we play may teach us, from climate change to LGBTQ+ history. 

I was lucky enough to be invited along to their most recent meet up by one of their members, Rea, and the evening did not disappoint. I was introduced to many lovely members and had the opportunity to play Molly House, a game about the secret gay clubs of Victorian London. It was a great experience and I really enjoyed the opportunity to play something that was not only entertaining but provided an insight into the struggles of the LGBTQ+ scene in the 18th century. Conversation was enthusiastic and varying, and without having known each other more than an hour previously, all the players around the table were working together to create joy for the miniature gay community. Albeit we did have a couple of traitors around the table (I admit, I was one of them - I do love chaos). It was a perfect example of how board games give people the space and structure to meet new people and open conversation on larger subjects.

"Just don't ask us to define what we mean by political," said one of their members when asked. They went on to say that games offer the opportunity to build dialogue across political divides and allow for the exchange of ideas in a safe environment and one that encourages empathy.

As a believer that politics is morality in practice, I couldn't agree more that board games have the power to raise political questions, and the playing of games can even be seen as a political act in itself. I have written before about Play as an Act of Rebellion, and I truly believe that everything we do, especially that which affects others around us, can be seen as an act of politics (with a lower-case p).

I think what Gaming the System is doing is fantastic and shows genuine thought and understanding of the table top hobby. Board games are escapism and entertainment, yes, but they can also be a social tool to develop community and promote positive well being. The more groups like this, the stronger the local and global community of gamers will become. Political discourse should be embraced and we should all be encouraged to view all that we do, even our entertainment, in terms of its wider moral and philosophical meaning.

I was completely charmed by the group and will make sure that I attend future gaming events. I also look forward to seeing them at our upcoming Pride Board Game Club, which is raising money for the BeYou project.

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.



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.

Wednesday, January 29, 2025

Snacks. The Ultimate Table Top Taboo?

In all board gaming communities there is one question that seems to get people riled up more than anything else, and that's the question of snacks at the table when playing board games. There is little more that causes the collective blood to boil, apparently, than the inclusion of any type of food or drink at the table. But is this really justified?

I appreciate that people are protective over their game collection and don't want to see the carefully crafted assets damaged or stained. There are, of course, steps that can be taken to help reduce this by way of card sleeves, but is the risk of some minor damage worth it to increase the social element of the hobby?

Multiplayer games exist specifically to be a shared experience with friends and other hobbyists. In many respects they are perfectly suited to combine with food and drink to enhance the experience. They are primarily in-door activities, they usually involve sitting together at a table for extended periods, during which time people will get hungry and thirsty, and they are both social experiences that we use to bond with those around us.

Commensality is the term anthropologists use to describe the act of eating together, and it is recognised as one of the most commonly shared practices among human beings. However, there is some debate as to what the term actually refers to. Does it mean sharing the food, the table, the place, or the moment? Jonsson et al state that commensality "is first and foremost a matter of sharing the table and, thus, the place and the central material object." In this way, eating together is viewed as a way of creating or maintaining a group, "a way to assert or to strengthen a 'We'". By eating together and sharing food, we are reasserting our connections with each other while also reassuring our brains that we are safe, satisfied, and loved. This naturally floods our bodies with positive hormones. 

If we are looking at commensality as Jonsson et al described it, we can see a strong overlap between board games and mealtimes in the sharing of the table space and how this increases our bonds with each other.

As there is such a clear link between gaming and food, it is entirely natural that we should look to combining the two pastimes. I understand that the owners of board games don't want to see their collections marked or damaged, but by rigidly denying the incorporation of eating and drinking to accompany games, are players losing out?

I don't mean to sound dramatic and morbid but everything decays. We cannot keep everything pristine forever, and to what end are we attempting to do so? Resale value is one thing, sure, but in removing such a perfect partnership as games and food, are players limiting their enjoyment of an activity just to maintain a value that is as much at the whim of the market as it is in the quality of the product?

All game owners must make the decision for themselves about what they will and will not allow at their tables, but I for one will always allow food and drink . In fact, pairing food to the type of game, much like we find thematically appropriate music, is all part of the fun. Let's not forget that publisher Pretzel Games supposedly got their name from their desire to design games that can be comfortably played with a pretzel in one hand!

There is already enough joylessness in the world, let your players eat and drink at the table.

Thursday, January 23, 2025

What it’s like to hate a game and then fall in love with it OR why your first impressions of a game aren’t always fair



When I was first introduced to Star Realms, I think I gave it a fair try. In principle, it wasn’t a totally unfamiliar premise - though at that point I hadn’t played too many deck building games. But I understood the premise, and liked the idea of something like a trading card game, but that you only had to pay for once, which was the main reason, at that point, I had not delved into the world of TCGs (fair reader, how things have changed now!) 


I played against Skully, Hand Limit editor, a couple of times, and lost spectacularly, before declaring it was a trash game for trash humans and I would never play again. I played the cards in my hand, I did a little damage to their authority, I chose cards from the marketplace and tapped my currency cards to pay for them, when they eventually entered my hand I used them and did a little damage to their authority again. My opponent seemed to get the better cards, they did spectacular damage to my authority, and it didn’t take them long to get another good card in their hand again and do even more damage. My little 1 hit Vipers were useless and I couldn’t regain authority quick enough to keep up with the damage being done to me. 


Back then I was a novice, a baby TTGer, and I hadn’t fully discovered any skill for forward planning, ruthless competition and dastardly strategy. If I played it for the first time now I think my first impression would have been completely different. 

Skully found a friend who was into Star Realms, and they played happily on work breaks and over the mobile app version of the game for several months. I looked on suspiciously - how can they love this unequivocally terrible game, that punishes less experienced players and affords no opportunity for learning and improvement? 


Eventually, after months or even a year, I was persuaded to give it another go, after several thorough explanations (lectures) on the importance of strategies such as discarding cards (getting rid of the stuff that doesn’t help), building a deck around a specific faction (benefitting from buffs and boosts), and being a sneaky little goblin and trying to purchase the cards you think your opponent will want before they have an opportunity to. 


We played again, and this time I tried implementing the strategies I had been told about and I didn’t lose so fast. I decided to buy cards that matched colours, I discarded the lower value cards by making sure I had some Machine Cult faction cards that allowed you to do this. I played the game as it was supposed to be played. And reader, I loved it. 


So then I had to put my big girl pants on and admit I was wrong. Maybe the problem wasn’t the game? Maybe I was the drama after all? 




I’ve actually spoken about this game in some talking therapy since. It was a neat demonstration of my stubbornness and fixed thinking around things that I perceive as too difficult or beyond my knowledge and skill. If I cannot do something, it is therefore not worth doing and is even a Bad Thing. American psychologist, Carole Dweck’s Growth Mindset theory is a good place to start if you are interested in looking into the psychology of this further. Using this neat little example of a tabletop game as an illustration of this tendency of mine, and being able to unpick my responses and reactions to it, was a much easier and more comfortable task than thinking about an example of this behaviour from work, personal relationships or studies. 


Games are great aren’t they? They teach us how to play nicely with each other, how to share, how to be a gracious winner, how to deal with disappointment. They can also show us things about our own inner worlds and self-limiting beliefs. 


So, if there is a game you really don’t “get”, maybe give it another go one day. You might find out something about yourself.


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