Showing posts with label Ravensburger. Show all posts
Showing posts with label Ravensburger. Show all posts

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, December 6, 2024

The Importance of Theme in Table Top Games

How important is theme in table top games? This is a question that arises a lot in board gaming communities and it always splits the party. There are those of us who feel that theme is only important in so far as they make the assets of the game look nice, and there are those who will excuse less exciting game mechanics in exchange for a captivating theme.

When we really get down to studying board games, we cannot escape the fact that they are largely just maths in motion. (I could excuse certain games from this sweeping generalisation, like dexterity based games for example, but then I get to thinking about trigonometry and how really everything can be reduced to mathematics and I start to spiral a bit.) Some games, namely the majority of Eurogames, are more obviously maths games with their theme-light, mechanics-heavy play style.

For those unaware of the different styles of board game, Eurogames are a very popular type of game that needn't be European or technically board games at all. However, they share a set of similar characteristics such as little to no combat, the earning of "victory points" to determine a winner, a theme that does not directly impact the gameplay, and very little chance or luck involved, to name a few. Some popular Eurogames that you might have heard of include Catan and Carcassone. 

Sat opposite from Eurogames is Ameritrash (which do not have to be American, or trash), which conversely favours highly developed themes, player conflict, and usually a high level of luck through dice rolls or drawn cards. Examples include Dune, Twilight Imperium, and Runewars. Interestingly, War Games tend to fill a classification of their own, despite the argument that many would fulfill the requirements of Ameritrash.

Across these different game styles we see a significant difference in terms of how important the theme is to the overall enjoyment of a game. Arguably, a fan of Eurogames would enjoy Puerto Rico just as much as Power Grid even if they have no particular interest in the organisation of national power supply networks, or the antics of colonial island governors. Whereas someone who has little interest in the socio-economic and military politics of Arrakis is probably not going to enjoy an hours-long game of Dune: Imperium.

So what really is the question when someone asks how important theme is to games or gamers? Realistically speaking, the answer lies in the games themselves. The key difference is how the theme impacts the game, and this will always become a matter of how well an Ameritrash game sticks the landing. Games like Horrified have become fan favourites because of how well Ravensburger have incorporated their various themes into the game experience. The theme compliments and builds on the mechanics. Whereas a game such as Firefly: Shiny Dice feels like the theme is battling against a game that wanted to be something else. 

Of course there will always be gamers who will see theme as something that threatens to get in the way of mechanics, and who are we to yuck their yums?

Personally, my real love is with games that allow for storytelling. This spans both Eurogames and Ameritrash, but more often than not is enabled by a strong theme and a significant role of chance in the game. I find that sitting around a game of Colt Express provides a rich storytelling experience that I crave and is responsible for some of the more memorable gaming moments. A game with a theme that feels merely cosmetic, such as Sushi Go, while entertaining, I find won't offer the same level of storytelling opportunity. 

There is obviously no answer to the question posed at the top of this post, but a key belief of Hand Limit is that there are table top games out there right now for everyone no matter what their tastes and interests are. Questions such as this are enjoyable because they help us appreciate what a diverse and expansive hobby table top gaming has become.

So, I ask you know, how important to you is theme in table top games?

Friday, November 8, 2024

Horrified and Indigenous Cultures

We are big fans of the Horrified series of games by Ravensburger and have been since the first edition; Universal Monsters. Since then we have enjoyed the American Monsters (cryptids) and the Greek Monsters (from the pantheon of legends) games. However, we recently got hold of the new Horrified: World of Monsters and while it is another fun game in the series, something didn't sit right with me.

Each Horrified iteration so far has had a clearly defined theme, from the classic Universal Studios monsters like Dracula and the Wolf Man, to the Greek mythological monsters like the chimera and basilisk. World of Monsters initially seems like a perfect entry into this collection with monsters from folklore from around the world, the Jiangshi (or hopping vampire), the Sphinx, and the Yeti. This was a perfect opportunity for Ravensburger to highlight the incredibly rich folklore of indigenous cultures from around the world, but then they went and spoiled it all by doing something stupid like Cthulhu.

Don't get me wrong, I love the Cthulhu mythos and have long said that it would make for a great Horrified but it's inclusion in World of Monsters not only cheapens the impact, but also detracts from the importance of the other monsters to their native cultures. It is almost insulting to draw a comparison between the vast history of folkloric tales of Jiangshi and Cthulhu, the fictional creation of a xenophobic recluse writing in the early 20th century. In terms of their cultural importance, I don't believe there can be a comparison. It would be like including both Baba Yaga and Edward Cullen.

The game attempts to justify the mixing of mythologies and modern fiction through some fairly flimsy pretext explaining that a rift between realities is causing monsters to wonder into our world, along with fantastical steampunk technologies. Fine. As a premise goes, I think that's OK. But I still feel like the inclusion of historical folklore from other cultures should be handled with a little more care than this clumsy introduction. 

There is a lot of fantastic writing done about the unsettling trend of colonialism in board games and how they discretely act to lessen the importance of indigenous cultures. I highly recommend checking out the two articles on this topic from the Daily Worker Placement. As such I won't go into too much detail in this blog as I would only be rehashing something that another author has put so much more succinctly than I ever could.

However, I would like to take the opportunity to recognise that Horrified: World of Monsters seems to have been made somewhat backwards compatible with previous titles. Furthermore, they recently released an expansion to include the Krampus as a monster to go toe-to-toe with. What this could mean is that generally, they will be releasing further expansions for this latest core box, rather than looking to create more iterations of the same game. While I worry this model of content creation engenders laziness, it might offer some hope that future expansions will further explore some of the rich cultural offerings the world has to offer the genre.

What are your thoughts on this peculiar mashup? Could it have been achieved with more care?

Saturday, October 5, 2024

Review: Altered TCG - The new TCG on the block

The Trading Card Game market place has never been more crowded. Every year more and more try to make a name for themselves in the table top world, but is there still room for improvement? Are there still mechanics and gimmicks left to tap?

Altered TCG from Equinox released its first wave of cards and starter decks last month and is already making small waves in the table top community with some unique play aspects and digital synergy. But does it have what it takes to shoulder its way into the room full of big names like Magic: The Gathering, Pokemon, and the One Piece Card Game?


Fantasy with Fathoms


Altered takes place in a brand new, colourful fantasy world that blends modernity with historical myths and legends. The lore set out on the official website is already showing impressive depth with plenty of room for growth in future releases. The central premise is around a cataclysmic event known in game as the Confluence, a magical storm that merged the imaginary world and ours. A few communities managed to weather this storm and have laid the foundations of a new civilisation in a land known as Asgartha. Once peace and prosperity was secured, humanity has stepped up to venture beyond the frontiers. The six leading factions, one of whom you will choose to play as, each chose a hero and their companion to lead an expedition into the Tumult, a remnant of the Confluence that mutates everything in its wake.

I could go on, but I do recommend taking time to read into this origin story as it makes the game feel very much alive and relevant.

With talk of peace and prosperity, heroes and adventure, you would think that there isn't much call for players to be facing each other in combat, and you would be correct. Altered has chosen to move away from the traditional dueling nature of TCGs and instead centers its game play around the concept of a race to explore the Tumult and the weird happenings within. Of course, there's always some space for some underhanded tactics and sportsmanlike competition (fans of screwing over your competition would do well to start with the Yzmir deck). 


Fantasy with Feeling


There is already an emerging plethora of how-to-play videos up on YouTube so I won't go into full details of how the game works in this review (as a quick aside I will say that some of these videos make the game sound far more complicated that it is. I recommend the learn-by-playing approach with this one), so I will instead skip to my thoughts on the game itself. But in short, players use cards to support two different expeditions, with the aim of having them meet somewhere along the shared adventure track before their opponents'. Cards are played, discarded, reserved, played again, until eventually the surviving cards are compared in what could unfavourably be described as a Top Trumps stat-off.

Firstly, I would like to praise the artwork by Max Fiévé and Ting-Yun Yu. Whoever first described soccer as "the beautiful game" had never seen Altered and it shows. Each of the starter decks showcases a beautiful colour palette and pitch perfect theme. I guarantee that there will be a fair few beginners picking up the game just for the aesthetic alone of the Star Wars-esque Axiom, or the vibrant, punky Lyra decks.  Sadly the one major flaw to the artwork covering these cards is also the start of the next interesting point to make. Each card carries a fairly prominent QR code ("Kids love QR codes" - ed.) which does draw the eye away from the stunning craft put into their design.

These QR codes are the primary way that Altered is trying to slide into the marketplace. Each card printed contains a unique code that, when scanned using the app, creates a digital copy of the card, which only you own, thus creating a digital collection accessible at any time. This app-based collection allows players to build new decks, buy new cards, sell and trade with only a few clicks. Plus for a relatively small fee physical copies of all your scanned cards can be ordered directly from the factory in a language of your choice.


Fantasy with Farsight


Needless to say, this is huge. This is a massive step away from the traditional economy of TCGs which tend to rely on manufactured scarcity to inflate prices to sometimes ridiculous proportions. By creating a system that allows a player to order an infinite number of even the rarest cards, Equinox have stuck two fingers up at the "pay to win" mechanic too often seen on our table tops. By creating a system of openness in this way, players can take their minds away from the value of cards, or protecting them in bullet proof coating, and focus on the strategy of the game itself. Dropped your super-rare Robin Hood Ordis card into a bowl of soup? Not to worry. Provided you scanned it into your digital collection, you can order another with the click of a button.

Of course, this will no doubt enrage people who take pride in owning thair black lotuses and one rings, but to be honest, they have their space. Altered is here for those of us who want an ultra-inclusive experience.

Now on to the game play itself and a small disclaimer. I am relatively new to the TCG world. Though I have played table top games for many years, I've traditionally given TCGs a wide birth because of the economy of constant consumption and growth they seem to engender. However, recently I was persuaded to try Disney's Lorcana by Ravensburger and I haven't looked back. I am in possession of far too many cards and am thoroughly engrossed in how different colour combinations create wildly different play styles. Therefore, as I am relatively new to this aspect of table top, I cannot make many comparisons to existing game mechanics.

As a newbie, I have fallen quickly in love with the game play loop of Altered. I enjoy how quickly it encourages players to cycle through cards much like a deck-building game. The tactile element of drawing, playing, discarding, drawing, satisfies some deep part of my psyche that gets bored very quickly. On the face of it, reading of how the game takes place over numerous phases, named for times of day and night, and how within these phases each player takes an amount of turns based on what they are able to afford, it all makes the game sound needlessly complicated. However, after two rounds we found ourselves settling comfortably into the cycle and respecting the game's natural rhythm. 


Fantasy with Future


We have tried three different starter decks: Axiom, Lyra, and Yzmir. While in comparison to Lorcana it might feel like there is less option to create unique decks, as factions cannot be blended together, in actuality the factions behave so wildly different from each other I found myself feeling the character of each deck much faster that Lorcana, which I found took a few games to really understand how they wanted to be played.

We played a total of 4 games using the 3 different decks (I lost every time, but still enjoyed it... honest - ed.) and have already come to love how the Axiom deck thrives by swarming the field with robotic creatures, how the Yzimir deck is just plain cool and focuses on forcing its opponents to discard their hard-earned cards, how the Lyra deck throws caution to the wind and uses chance via dice rolling to encourage players to just "do it and be a legend". Each play style is entertaining and once the player gains a feel for how they should handle each deck, the experience becomes smooth and silk and ten times more enjoyable (more enjoyable than silk? - ed.).

The primary criticism I heave heard of Altered so far is that it doesn't do enough to make itself stand out in a very competitive field, and although I can see the game never quite meeting the lofty heights of MTG or Yu-Gi-Oh!, I believe it will create a strong and faithful fan base of people looking to move away from the some of the more impenetrable TCG characteristics.

I believe Altered is here to stay, and I look forward to seeing the game grow.

Thursday, April 20, 2023

5 Board Games To Get You Started


Mainstream board gaming titles really dominate most shelves in your average high-street shops (Waterstones, and the like), meaning it can be difficult for people getting into the hobby to find new games that aren't intimidating.

Or perhaps you need a gift that goes beyond yet another version of Monopoly or Cluedo (I'm looking at you Monopoly: Bass Fishing Edition). To help we have compiled a list of board games that are well priced, accessible, and can be found easily online or on the high-street.

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