Friday, May 23, 2025

Mental Health Awareness Week

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

As the Mental Health Awareness Foundation puts it:

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

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

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

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

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

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

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

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



Tuesday, May 20, 2025

Hand Limit 2025 Event: Canterbury Pride Board Game Club Update

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

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

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

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

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



Monday, May 19, 2025

Review: Deep Regrets - No regrets backing this

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

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

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

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

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

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

Friday, May 16, 2025

Aftercare Tips for GMs

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

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

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

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

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

1. Allow for post-game conversation

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

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

2. Seek reassurance, and then actually listen

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

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

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

3. Make notes, but not too many

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

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

4. Turn off and reset

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

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

5. Don't dwell on what could have been

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

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

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

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

BONUS: Comparison is the thief of joy

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

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


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

Thursday, May 8, 2025

Hand Limit 2025 Event: Canterbury Pride Board Game Club

 


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


Canterbury Pride Board Game Club

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

Free Entry


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


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


Children must be accompanied by an adult.


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


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


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


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

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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