Tuesday, October 15, 2024

Preview: Adventures in Ankh-Morpork - A Discworld TTRPG

Fans of the Disc rejoice! A Discworld RPG, Adventures in Ankh-Morpork, by Mordiphius Entertainment, will be launching soon on Kickstarter, and there is already a Quick Start Guide available to give players a little taste of what to expect from the final game! A number of Actual Plays are also starting to appear on YouTube, showcasing entertaining and immersive gameplay.

With an impressive list of credits, this game is already showing an fantastic level of detail and a deep love and respect of the Discworld as penned by the late Sir Terry Pratchett.

"A city like Ankh-Morpork was only two meals away from chaos at the best of times."

The Kickstarter page promises the game will catapult players into "the streets of The Big Wahoonie... Using a brand new, original rules system, Discworld: Adventures in Ankh-Morpork will have you playing pun-filled sessions of misadventure on the streets of its titular city."

With a meaty 45 page Quick Start session, art by none other than Discworld veteren artist Paul Kidby, pre-generated characters, and a unique scenario "Up In Smoke" complete with an impressive number of locations and NPCs, already there feels like more than enough to excite the interests of Pratchett fans.

The core mechanics of the game are interesting and feel like a fresh take on what is often a D20-heavy marketplace. The creators have focused the system on two core premises:

  1. The Disc has a story it wants to tell, and left alone will spin on much as it has always done.
  2. The players want to change this story to one more to their liking.

In this vein, the players will compete for a mysterious element known only as Narritivium through dice roles in direct competition with the DM (Discword Master). The DM will roll a D8 against the players whenever a skill check is made and the highest roll wins. However, what dice the player is allowed to use will be dictated by the DM based on the player's given reasons as to why they are particularly skilled at doing that action. 

For example, a Troll trying to force open a door would likely be granted a D12 (the highest permitted) as they have the beneficial trait of being, well, a Troll. The DM will only ever use a D8, meaning the player is granted more or less chance of winning depending on what die they are permitted to use. Of course other players can also step in to help with an action and also make a roll, giving the first player the option of choosing which roll to use, much like advantage works in DnD. 

What is particularly interesting is that Adventures in Ankh-Morpork has been designed as a "palette cleanser" for players between epic campaigns. As such, the game is recommended to be run as a single 3-4 hour adventure. Of course the full release will include some advice on how to extend this to a longer run, but the core mechanics of the game will have been designed for short-run, or one-off adventures. 

Furthermore, combat has been omitted entirely from the rules system, encouraging players to engage more with the tone, characters, world, and story. The pre-generated characters for the Quick Start scenario do not have health points but the rules state that DMs should feel free to give players a Brush With Death, provided THEY TALK LIKE THIS. 

We are very excited to follow the progress of this game through its development and Kickstarter campaign. There is clearly so much love given to the source material and with this level of care and reverence it is bound to please both new and experienced Discworld fans. 

Saturday, October 12, 2024

Preview: Arctic Anarchy - Far from a frosty reception

Courtesy of Ricky Vadgama©

Last night I was lucky enough to attend a play test event for Arctic Anarchy, a new indie card game. The game is the brain child of two Scout Leaders and avid board gamers, Ricky and Lydia Vadgama. In 2026 they will be joining a team of fellow leaders and young people from Scouts on an expedition to the Arctic Circle. Their objective is to undertake polar research and conservation projects. The game has been designed with the purpose of raising money to fund this expedition and you can keep up to date on their progress here.

Arctic Anarchy sees 2-4 players take turns collecting or discarding cards showing different arctic animals in an attempt to make a hand that will score points, before banking this for tallying up at the end of the game. However, Ricky and Lydia Vadgama have injected a little bit of chaos into this simple premise with the "event" cards that are pulled whenever a player banks a good hand for scoring. These events range from all players discarding a certain type of animal, to handing over the game-winning hand you thought you had just safely stowed away, to the player on your right. While this might sound like the goal-post changing mechanics of games like Fluxx, it plays very well with the careful and balanced style of the rest of the game. Players will carefully draw animals onto their rafts (as the play areas are called), planning several moves ahead, only to have an event force them to discard all their polar bears. Arctic Anarchy tests how well its players can adapt and react to the changing whims of the arctic.


Further rules for games of 3-4 players also introduce the opportunity to swap cards with others around the table (all players' hands are kept in the open), which can introduce an extra social element to the game as allies and enemies are made. Another player and I took delight in using this mechanic to mutual benefit, and what is an action that I am sure could cause more than one table-flip, turned out to be charming and full of goodwill. Though, I suppose that will come down to who you choose to play with!

Courtesy of Ricky Vadgama©
Overall, the game played incredibly well. It was taught in a matter of minutes and was easily played within a half hour. The game-play was smooth and felt well polished, with next to no rules-checking needed for the entire time. The player who I joined had already played 2 games before my arrival, and then when I brought a copy back to Hand Limit Tower, we played 2 games back to back. I can foresee this small deck taking a similar spot to Love Letter in the "let's just play a quick round" genre. Sporting pleasing geometric animal designs in a cool colour palette, the game shows product quality that matches some of the bigger names in the industry. Although still technically in its play-testing stage, the game plays and looks like a finished product. 

With the expected retail price of £18 (approx.) this game is comparable to the series of games being released by the well established Oink Games, but considering this has been put together by a team of two independent developers at their own cost, and that it is being sold to fund such a wholesome cause, I feel it is well worth that price.

My only worry is that since we launched our Games On Location series, we might need to ship out with them to get this one on the list. Perhaps we will be able to persuade them to take a deck for us?


Tuesday, October 8, 2024

Games on Location: Episode 1 - Fungi in the Woods


@abitha_elizaart

There is a lot to be said for increasing the immersion when playing table top games, whether it be mood lighting or a themed play list, but have you ever wondered how far you could take the immersion? This was the thought behind this new series of posts where we will be playing Games On Location to answer the question: "Will it GOL?"

The Game


To kick off this series we set off into the woods to find some mushrooms and then play a game Fungi by Brent Povis, published by Pegasus Spiele.

Fungi is an enjoyable trick-taking card game in which players compete to harvest mushrooms and cook them in order to deliver the tastiest dishes by the end of the game. Mushrooms can be fried with extra ingredients such as butter or cider to increase the flavour points. (Though in real life we did draw the line at cooking anything with cider and butter that we found in the forest). The game is a favourite with us at Hand Limit and offers a perfect balance of luck and skill, while showcasing some very pretty artwork by Jarek Nocon, along with an information booklet on all the different mushrooms that can be harvested.

The Location

We decided that it would only be right to set up a game after finding some mushrooms and sure enough, 20 minutes into our walk we came across some stunning examples of Fly Agaric (Amanita Muscaria - according to the glossary), though I don't want to know what happened to whatever creature seemed to have taken a bite out of one of them!

Walking a bit further on we happened upon a clearing to lay out a picnic blanket and have a game. As luck would have it we situated ourselves just a few yards from a very cute example of Birch Bolete (Leccinum Scabrum).

The Play


We decided to lay the game out on the flattest part of the clearing with the help of a well worn picnic blanket and got down to setting it up. As mentioned above, Fungi is a card game, so we instantly ran into problems when the slightest breeze picked up and we had to spend the rest of the game diving for cards as the wind threatened to carry them away across the clearing. Plus there can be no denying the fact that playing a card game on a truly flat table top was far more convenient that the lumpy bumpy rug.


Despite this, we enjoyed an entire game without too much issue and there was something wonderful about experiencing the beautiful artwork surrounded by nature, with the sun and a flask of mocha warming us up.

The Verdict

@abitha_elizaart

Overall playing Fungi outside was a lovely experience. There were difficulties that made it less comfortable than sitting around a table, and the lack of a truly flat surface did make more of a chore when it came to moving the cards around, but these were countered easily by the peaceful location. It must also be noted that we were very lucky with the weather as only minutes before the rain had been coming down hard.

Overall, I would say that Fungi does play well on location and I would recommend giving it a try!

Have you ever played a game in a thematically appropriate location? Perhaps you've played Taverns of Tiefenthal in a tavern, or Carcasonne in, well, Carcasonne. Do you have any recommendations for further Games On Location? If so, please leave a comment below, and perhaps we'll take your suggestion and run with it!

@abitha_elizaart


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.

Friday, October 4, 2024

Review: Paper App Dungeon - A Pencil Mightier Than The Sword

Regular readers will know that I'm a fan of any board game that can provide a solo experience. These are perfect for when your social battery is low or if you've got some time on a lunch break and need something with just the right amount of crunch to keep your mind off work. As such, games that are designed as a solo experience entirely and also fit neatly into a pocket, tend to get me excited. So you can imagine the thrill I felt when I slipped and fell into my Friendly Local Gaming Store (FLGS) and discovered Paper App Dungeon by Tom Brinton, published by Lucky Duck Games.

Paper App Dungeons, or PAD if you will (because it's like a note pad...), is a solo experience that puts one in mind of classic PC desktop, time-filler games. It has a charming retro style, simple colour palette, and comes with a pencil designed to act in place of a D6 (P6), which truly makes this one of the most portable and space-friendly games I own, beaten only by Regicide.

The aim of the game is ingeniously simple. Roll the P6 (one of my few criticisms of the game is that P6 is unpleasant to say out loud) and move through the dungeon that number of spaces. Diagonal on odd numbers and orthogonally on even numbers. The only catch is that you cannot change direction until you have moved the full number of spaces or you collide with an obstacle. Retracing steps is discouraged but not technically against the rules. In this fashion you work your way through each layer of the dungeon, looting chests, fighting monsters, and regaining health. Every so often there are "shops" where you can trade hard-earned coin for boosts, extra health, and other useful items to use in the coming levels.

This is where I get to my first major criticism of the format. The pages in each note pad are unique due to random generation so no two dungeons will look the same. This is fantastic in one sense as it allows for a high replay value if you choose to purchase multiple pads (though it is a shame they are essentially single use unless you want to go through and erase all your pencil markings, which is entirely possible). However, I found on my first playthrough that there is no clear difficulty curve. Hard levels were just as common as easy ones.

When playing, you carry health and coins over to the next level, unless you are killed, in which case you tally a death on the tombstone at the end of the book, and start the next level with full health and no coin. Sadly, what this inevitably translated to was my character dying right before I found my way to every shop location so I never had any money to spend on fancy upgrades. This left me feeling like I didn't really get to experience everything the game had to offer.

This frustration was compounded by what I would consider my second criticism, the lack of player autonomy. Although the player can choose the direction of travel, the limitation of travelling diagonally or orthogonally based on the result, coupled with the often tight spaces and the encouragement not to retrace steps, in practice doesn't leave much choice for the player. To be favourable, this does help in what I would call the game's "smooth brain" appeal, but there is a lingering feeling at points of the game playing itself, which the player gets to watch.

These points aside, I would still recommend this game to anyone who has ever used minesweeper or pinball desktop games to pass a scant amount of time. Each level takes no more than 5 minutes to complete, unless you are very unlucky and get trapped in a small corner, constantly rolling the wrong numbers of pinging off walls, which is quite funny to watch really. Plus the premise is so straightforward, it's a very age-accessible game.

The game comes in at under £10 in most retailers and I would say it certainly gives that back in entertainment value.

As a final note I would like to admit that I don't really understand why it's called Paper App Dungeon (OK I understand the first and third words, just not the second), so if anyone can enlighten me, I would appreciate it.

Have you played the game? Am I being too harsh in my criticism? Let me know in the comments down below.

Thursday, September 26, 2024

Play as an Act of Rebellion

The Culture of Defiance

Regicide - Abrahams et al.

Skye Jones and Lex Lancaster, University of South Carolina Upstate, wrote that Kawaii culture in Japan was an act of rebellion by young girls against the oppressive culture of "conformity and gendered expectations". Kawaii's emphasis on the hyper-feminine and "cute", which it is a direct translation to, promoted an attitude of vulnerability and childishness that directly contrasted against the societal expectations of responsibility and uniformity in post-war Japan, rising to its peak in the 1970s. In particular the prevailing narrative in Kawaii media is the "magical girl", which is/was distinct from typical Japanese media of the time due to the depiction of everyday girls as "interesting and important people". In this respect Kawaii acted as a strike back at the social narrative that women in positions of prominence are separated from their peers, and are only permitted to have nuance and power if they actively distance themselves from "girlhood" and childish things. 

"Kawaii... is most associated with a complete rejection of refinement and beauty, focussing on a childlike attitude of vulnerability, overindulgence, and fantasy." - Jones & Lancaster

At the same time that Kawaii was growing into the powerful youth and feminist movement that it is, in the UK a similar rejection of authority and oppression was kicking its way into the public consciousness; Punk. Much like it's cute sibling on the other side of the world, the youth in the UK embraced Punk and its intentionally unpleasant and viscous aesthetic. 

Matthew Worley, writing for the Museum of Youth Culture, concisely summarised Punk as "a negation of pretty much everything: a line drawn in the cultural sand to reboot and rejuvenate youth culture as a site of provocative fun, protest, and imagination". The way in which Kawaii kicked back at oppressive social norms through the hyper-cute, Punk used its vibrant aesthetics and attitudes to take a swing at the muted compliance expected of the British public at the time. Hand in hand, Kawaii and Punk, rejected the status quo and acted in an exaggerated, non-conforming way to undermine the systems of oppression.

I'm not going to fall into the trap that so many columnists have fallen into, and state that something (let's face it, usually right-wing) is the new punk (I'd argue that punk is still the new punk). But I am going to state that in the modern, western world, playing is an act of rebellion.

Can't Spell Punk-tuality Without Punk

(See me about this heading - ed.)


A punk in the wild

Never has it been more obvious that when Millennials entered the workforce, that western, capitalist society has been constructed on the premise that childish interests should be abandoned or repressed on becoming an adult. Play for adults traditionally falls into the realms of socially acceptable sports and gambling. There seems very little room for playing video games or those that involve the imagination or little plastic figurines (let's face it, they're toys). I am sure that many readers here will have experiences of telling members of the older generation, or perhaps some more socially acceptable peers, that they spent their weekend pretending to be a wizard fighting a floating one-eyed monster that can shoot laser beams. There is little that can fill that peculiar silence that follows...

However, many millenials entered the workforce still very much attached to their childhoods, which seemed only to be exacerbated by the harsh economic realities of the times. This yearning for the simpler times before gas bills, shopping lists, and mortgages (for those lucky enough to own a house), created almost an entire generation with a meager expendable income keen to channel it into playful pastimes and hobbies. Of course, these traits aren't only held by millenials, but it cannot be ignored that the vast growth in the video games industry in the decade leading up to 2020 and beyond.

Dave Neale, an Affliate of the Centre for Research on Play in Education, Development and Learning (PEDAL) at the University of Cambridge and designer of many board games, writing for the British Psychological Society, noted that there has also been a rise in other "play experiences" for adults as well.

"This is striking because it is at odds with the dominant view in Western culture... that play is largely confined to childhood." - Neale

Neal makes the case that play and playfulness are more central to adult humans than commonly believed. In most other cases animals leave behind playfulness following adolescence. However, humans experience a "persistence of our child-like qualities". The reason for this is posited as an evolutionary benefit. The retention of child-like characteristics like curiosity and "behavioral plasticity... drove our success as a species". 

Furthermore, Neal cites Whitebread et al., 2017, in offering an explanation for the retention of playfulness as the psychological benefits similar to those proposed for childhood play. There is a growing body of research exploring the benefits of play in adults and various aspects of adult life. It is becoming more obvious that play is healthy for adults and society as a whole will reap the benefits of a mentally healthy and socially satisfied work-force.

Is It All Just a Worker-Placement Game?

Stardew Valley - 


Despite this, it is still clear that society is built to ensure constant growth and productivity. The core requirements of late-stage capitalism are fundamentally at odds with the concept of providing adults with play. Although time spent playing is constructive in terms of mental well being, which in turn could produce positive benefits in the work place, it still feels that it is under-valued at best and actively discouraged at worst.

I suspect that the reason for this is that it benefits the worker primarily and the capitalist secondarily. Whereas typically benefits to the worker are largely only encouraged where the business owner is the primary target of the benefit.

Neal does dip his toes into territory that I would consider troubling. In his article for the British Psychological Society, he cites companies such as Google that provide employees with "play areas" to make play a part of working life. The following passage shows how Neal suggests incorporating play into the workplace:

"... Introducing play into the workplace needs to be done with care to be effective. For example, games need to be designed to engage and motivate players, and to accurately reflect workplace objectives. Otherwise, it is possible for employees to use games as escapism, or for games to lead to learning outcomes that are not work-relevant, or even detrimental to work. Play can easily become a distraction, or trivialise serious issues, if it is not introduced in the right way (which may be the thinking behind the traditional play-work dichotomy)."

While I agree with the management of play to reduce the risk of it trivialising serious issues, I find the concept of play only tolerated where it can benefit the employer concering. This feels sinister and potentially weaponises play against the worker to ensure continued compliance. I am particularly curious as to what Neal thinks constitutes learning outcomes that are "detrimental to work". Benefits for workers? Unionisation? Seizing the means of production? And gods forbid workers should use any activity as a form of escapism! It might give them ideas of freedom.

This recommendation of the use of play to ensure productivity, for me, removes the player as the core beneficiary of the activity and further creates a system where play is only tolerated in adults if a tangible productive outcome can be measured and exploited.

Stick It to the Man Meeple

Final Girl: Terror from Above - Porfirio et al.

So what do I really mean when I say that play is act of rebellion?

Well, firstly I believe that any activity which puts the benefits of the worker above that of the ruler is a good thing. If playing provides a stronger sense of connection, education, and well being to the players and cannot be exploited to feed into the Constant Growth Machine, it is undeniable an active stand against oppression.

Secondly, as seen in the Kawaii and Punk movements, there is nothing an oppressive society is more intolerant of that the demonised happily adopting the branding put on them. If cute and childlike traits are branded as undesirable, Kawaii took that ore and turned it into iron (pink, sparkly iron with big round eyes). If being loud and unfeminine are traits branded as undesirable, Punk put a safety pin through them and wore them like armour against oppression. So if spending time on playing games is seen as undesirable and unproductive in adults, then playing games in-spite of that becomes rebellious. 

Finally, and bringing this firmly back into the realms of table top gaming, if playing is seen as an act of rebellion against a society bent towards endless productivity, then in an increasingly digital world, a world in which large tech companies can stake claim to every aspect of our presence online, playing table top games, away from the digital realm, is the purest form of rebellion.

(I would like to caveat this all with the understanding that many will claim that without capitalism and the digital world, I would not be able to write a post like this online about games produced by the likes of Hasbro. To those people I would like to point them in the direction of the politics and ethics section of their local library where they can read up a bit better on the concepts of socialism).

This is an opinion piece, of course, so I would like to hear what people think about the statement "Play is and Act of Rebellion".

Tuesday, June 18, 2024

It Tolls for Thee: A Eulogy for Dicebreaker

"No man is an island,
Entire of itself.
Each is a piece of the continent,
A part of the main.
If a clod be washed away by the sea,
Europe is the less.
As well as if a promontory were.
As well as if a manor of thine own
Or of thine friend's were.
Each man's death diminished me,
For I am involved in mankind.
Therefore, send not to now
For whom the bell tolls,
It tolls for thee."
    -John Donne



Word broke last week (12/06/24) that popular table top news site, Dicebreaker, has been effectively closed down after 5 years, following redundancy announcements of all key staff:

Matt Jarvis - Editor in Chief
Alex Meehan - Senior Staff Writer
Michael "Wheels" Wheelan - Head of Video

It is understood at the time of writing that Olivia Kennedy and Maddie Cullen, both members of the Dicebreaker video team, have secured positions elsewhere in the organisation.

After a weekend of preparing for, exhibiting at, and participating in the fantastic Medway Gaming Festival, hearing of this news was a real blow.

This move comes on the back of IGN Entertainment acquiring the website portfolio of UK publisher Gamer Network, which operated Eurogamer, Dicebreaker, and other popular gaming news outlets. The terms of the deal were not disclosed, but clues of IGN's intentions were present when Dicebreaker's popular London TTRPG networking event, which formed part of MCM London, was cancelled last month with only a few days notice. This, coupled with the sudden lack of content from both the Dicebreaker website and YouTube channel, both of which could be relied on for new postings every 2-3 days, encouraged speculation that table-top gaming was set to lose a vital news outlet.

It should be noted that UK-based events EGX, MCM, and the digital brand Pop-Verse, were not included in the sale.

Sadly, it appears that the sparse information released from IGN or Gamer Network to fans of the site was mirrored with an almost complete lack of communication with the Dicebreaker team. Mike Didymus-True, writing for BoardGameWire, reported that communication from both former and new owners of the site with those facing redundancy was "extremely minimal". Furthermore, no public statements about the redundancy's or site's future have been made since the takeover.

Original Dicebreaker Line-Up. From Left: Michael Wheelan, Alex Meehan, Alex Lolies, Johnny Chiodini, Sara Elsam, Matt Jarvis.


It is upsetting to hear about the poor treatment of workers in any industry and the lack of respect given to creators by the corporations that buy and sell their work. It is also noteworthy as another possible example of games media suffering upheaval in the wake of the rising tide of the use of AI in journalism

While I am sure this acquisition will benefit the pockets of shareholders and CEOs, I can say with some certainty that the table-top industry will be all the less for it. Dicrebeaker was known for regularly providing articles that went beyond simple press-releases and new game reviews. Their staff and contributing writers have been instrumental in providing insight into the industry, such as an exposes of toxic workplace culture at high-profile publishers, industry lay-offs, and controversies such as the D&D OGL update early last year.

Dicebreaker was launched as a YouTube channel in 2020 by veteran games journalist, Johnny Chiodini (who left the organisation 3 years ago to pursue their own career), during a turbulent period in global history when many people found themselves stuck indoors (thanks, Covid) and turning to the rising popularity of table-top gaming. Speaking from personal experience, Dicebreaker provided a fantastic entryway into the hobby and provided trustworthy, high-quality journalism and reviews, without which I may have struggles to find my way into the hobby and community that I adore. I am certain that this will be an experience shared by many others and that there will now be a vacuum in desperate need of filling, not just on an industry-scale, but more specifically within the UK, which often suffers with a lack of reliable communication on a national level.

So with sadness that we say goodbye to Dicebreaker as we know it and the valuable contribution that they made to the industry for creators and audiences alike. It will be interesting to see if, how, and when the void that is left will be filled.

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