Friday, August 8, 2025

Canterbury Gaming Convention - The Gaming Quiz

 

Well, it's certainly been an eventful start to the Canterbury Gaming Convention. It all kicked off this evening with a quiz hosted by Fantazma Gaming and That Baldy Gamer, and sponsored by Ralbru Games, and what a riotous time it was!

The quiz went on for 6 rounds that included guessing the video game music, e-sports, the history of gaming, and even a touchy-feely round. The variety of different formats was incredibly fun and the hosting was very entertaining. There was also a fantastic turn-out with over 16 different teams competing to win a huge array of prizes at the end.

The evening also had a fun twist, with each team requiring to nominate one person per round to go into an adjacent space and play a game of the charmingly named, ButtChess. This provided a unique tactical aspect to the evening as each team needed to nominate the person who would be of least help to the quiz round, lest they hinder their chances of getting the questions right.

It was our first time playing ButtChess and we were very taken with the simplicity of its draughts-esque gameplay. Players take it in turns to move their tokens across the board in an attempt to either get 3 tokens to the opposite side, or remove 4 of their opponent's pieces by jumping over them, not unlike in the game checkers.

Hand Limit was well represented with 6 of it's contingency and a varied background in table top gaming and video gaming knowledge. We played under the name Lizards of the Toast, which came from the sleep deprived brain of our most recent dad, Tom, but made us all chuckle.

And from that slightly stupid name we went into the evening not expecting to place in any position at all, but reader, we only went and bloody won! To our surprise we placed just 1 point ahead of second place and took home an amazing stash of new games for the Hand Limit library. But most importantly of all, we got badges marking us out as winners of the Canterbury Gaming Convention Quiz. 

I cannot understate the bragging rights that these badges will give us, so if you see us around the convention this weekend and want us to regale you with tales of our grand victory, be sure to stop us to say hello. And while you're at it, grab a copy of our summer zine!

If you've not got tickets to Canterbury Gaming Convention yet, you can pick them up here.

See you tomorrow for more updates!



Canterbury Gaming Convention - Session Zero

Canterbury Gaming Convention is finally here and Hand Limit got to head over the the University of Kent Sports Arena this afternoon to take a look at the set up. 

Already many stalls are set up and ready for the weekend, we even made a couple of sneaky purchases and played a couple of games. Check out our Instagram for some insight into the games that we played.

The hall is looking fantastic and it's set to be a terrific event with lots of exhibitors and games to play. Darius of Dice & Destiny, our FLGS, and chief organiser of Canterbury Gaming Convention, was in his element, confidently overseeing the set up. New exhibitors were arriving the whole time and there was a buzz of excitement and anticipation in the air.

Hand Limit will be in attendance for the whole weekend, bringing you updates on the various offerings of the convention. If you haven't bought your tickets yet, it's not to late to pick them up here.

The event will kick off in earnest tonight with the Quiz Night, hosted by Fantazma Gaming and That Baldy Gamer, and sponsored by Ralbru Games. The Hand Limit collective has already put together a team, not with the hope of winning, but of losing valiantly.

Expect further updates throughout the weekend on the blog and on our Instagram account.

If you are planning to be there, look out for us in our Hand Limit t-shirts and grab yourself a copy of the Summer Zine while they last!

We cannot wait to get our grubby little hands on as many games as possible!



Friday, August 1, 2025

Jinn's Cosy Video Game Corner – Maiden Voyage with Wind Waker

    I might be starting off my first segment of Cosy Corner with not your typical cosy game feature, but it's certainly one that I hold a lot of precious summertime memories for and it seems like a fair few people experience the same feeling given the amount who responded in excitement to my pitch for this feature.    

     Image source: Nintendo GameCube; The Legend of Zelda: The Wind Waker

    The Legend of Zelda (LoZ) Wind Waker built the foundations in my mind of what I would consider as my perfect summer video game, providing an escape to an exciting, vibrant, and whimsical world that seems to have embedded itself into my memories with picture perfect clarity.

Playing as Link, you start on a remote tropical island with a familial community (even just that brings warmth as juxtaposition from other LoZ games by providing a sense of identity and family) and are brought into the legends by way of tradition and family honour - quite different from being abruptly awoken by a high-pitched ball of light and told that you're adopted (essentially) and then immediately responsible to go save the world… That kind of feels heavy, whereas Wind Waker tackles the challenges of being a hero in a way that feels nurturing and positive, especially on young impressionable minds.


    Of course, with it being a LoZ game there is combat and monsters, but I found that combat was relatively easy and uncommon outside of temples and fortresses so I spent a lot of the game running around cute tropical islands and (here comes the actual reason for this feature) sailing around beautiful blue seas and skies, treasure hunting and controlling the wind through various harmonious songs with the aid from a talking lion boat; kind of like an adventurous, puzzle-solving Animal Crossing, which given I played both on the GameCube around the same time, may have shaped my gaming preferences to be what they are now.

The cartoony animation on this game captures an essence of idyllic, simple island living, and I find myself peacefully reminiscing about the wind breeze lines, soaring seagulls, and lapping sea waves. I recall the release of Wind Waker caused a lot of stir amongst LoZ fans, some feeling that the style played too much into “childish” animation but in hindsight it was a clever decision by Nintendo to appeal to younger audiences and introduce them into the LoZ series, leading into the next generation of handheld consoles for sequels Phantom Hourglass and Spirit Tracks on DS. 


        Image Source: IGDB Wind Waker HD Press Kit

    What may have seemed like an “uncool” direction taken by Nintendo turned into an evolution of style that has kept The Legend of Zelda series unique and easily identifiable for years to come, and personally, I have really enjoyed seeing the series evolve aesthetically over time, with each game title bringing a fresh variation to the design.


Don’t get me wrong, I love the darker and classic LoZ games like Ocarina of Time (OoT) and Majora’s Mask, with my first impressions of LoZ born from watching my older brothers play both titles, and myself playing Oracle of Seasons and Oracle of Ages on Gameboy however, my initial attempt at OoT  left 7 year-old me traumatised over the Shadow Temple (those hands still freak me out) until my re-attempt a few years later, played in succession with Twilight Princess. 


Image source: Nintendo GameCube; The Legend of Zelda: The Wind Waker

    Wind Waker gave me a cheerful and happy introduction to solo main title gaming, and blossomed my confidence in fighting monsters and big boss battles. The game focuses more on providing entertainment through enjoyable puzzles and hidden world interactions, akin to Majora’s Mask enigmatic play style but with a lot less creepy and world impending doom vibes. 


All in all, Wind Waker remains a unique blend of cosy puzzle gaming with a little bit of challenge to keep things interesting and a whole world of story that can envelope and embolden players into progressing through temples and dungeons. Plus, I can’t get over the experience of the Tingle Tuner, which essentially turned a Gameboy Advance into a companion device to help guide, locate and use special items (Tingle bombs, heck yeah), allowing for a little co-op experience, which could be a game pitch in itself to Nintendo for future titles?? If someone could put me in touch, that’d be great, hah.


Now to dust off the old GameCube and fire up that tiny disc to revisit a game that has captivated me for over 20 years and relive a bit of childhood wonder.


Image source: Nintendo GameCube; The Legend of Zelda: The Wind Waker
        

Thursday, July 31, 2025

Czech Games Edition and the Harry Potter Fiasco

 

It has been an eventful few days for Czech Games Edition (CGE) following their announcement of a new Harry Potter themed version of its long-running Codenames series; Codenames: Back to Hogwarts.

Following the announcement on BlueSky on 23rd July, CGE has come under fire from many trans-rights activists and fellow board game media content creators for choosing to release a game under the Harry Potter IP in 2025, the same year that the Harry Potter creator, JK Rowling, publicly boasted about using the royalties from her children's fiction empire to actively harm and campaign against trans-rights.

While there is a nuanced conversation to be had regarding the separation of the art from the artists, CGE has fallen under heavy criticism for failing to adequately engage with this dialogue. There are many ways in which people can engage with Harry Potter, if that is something they really want to do, that does not involve actively lining the pockets of a transphobe who is explicitly using the proceeds to attack one of the most marginalised communities in the world.

Initially CGE responded to the backlash by releasing a statement that many felt fell short of a proper acknowledgement of their concerns. 

As part of the statement they said, "The vast world of magic featured in the upcoming Codenames has been a source of inspiration... 

"We know many people around the world share the same sentiment about this universe, even among those who have been hurt by the public views and actions of its creator. 

"Deciding whether those feelings should also transfer to the once-beloved world is up to everyone, and we fully respect and understand those who do not wish to engage with this game...

"As this is an ongoing conversation, we encourage everyone to approach discussion with care, empathy, and respect - both online and in person."

This statement failed to even provide the space for this "ongoing conversation", however, as comments were quickly turned off following an influx of accounts commenting that the company should do better than this half-hearted response.

A flurry of table top content creators has already vowed to boycott CGE titles until they address the transphobia inherent in releasing HP licenced material. Tom Brewster, editor in chief of Shut Up & Sit Down, told BoardGameWire that he fails "to see Harry Potter: Codenames as anything but a soulless cash grab that's tremendously insulting to the trans folks JK Rowling has been trying her best to oust from public life."

A full account of the various big names that have joined this boycott can be found on BoardGameWire.

As of 31st July, CGE has released another statement:

"We're grateful to everyone who engaged with us over the past few days and took the time to share their perspectives.

"At CGE, our aim was never to cause harm, and we acknowledge that, with our recent Codenames announcement, we have. We are working hard within our constraints to find the best way forward and we will update you as soon as we can.

"We understand that what we have done has caused distress, and are working towards a concrete solution with several members of the affected communities.

"Please bear with us as we figure this out."

It is not yet known how this statement will affect those who have already promised to boycott CGE titles.

Since the release of this second statement, there has been a deluge of JK Rowling apologists commenting in support of CGE and labeling the voicing of concerns for the trans community as "bullying". Let us be clear here, consumer criticism of a company for harmful decision making is not bullying. It is the right of everyone to stand up for their morals and it is impossible for a company to be bullied into reversing a decision such as this. Bullying has a clear dynamic of power imbalance that consumers do not have over corporations in a capitalist society.

Hand Limit promotes inclusivity in the table top community and has already made the decision not to cover any Harry Potter related titles. However, until CGE provide the community with a clear route forward, we have made the decision to remove Codenames from one of our upcoming features.

We believe that it is possible for art to be separated from the artist (case in point: the work of HP Lovecraft), but money cannot be separated from the bank account of someone who seeks harm to our friends in the trans community.

Trans Right Are Human Rights.


Thursday, July 24, 2025

Finally Played: Spirit Island

 Despite having been into table top gaming for a while now, there are a few games that always surprise people when say that I've never played them. These games are modern classics, staples of the table top scene, that almost any board game fan would usually have played early on in their gaming journey. 

In this new series, I am aiming to put that right and get as many of these games to the table as possible. Many are considered entry-level games for those new to the hobby, so will they stand up to someone coming at them from the other end of the spectrum?

Kicking off this series I sought out Spirit Island by R. Eric Reuss. While this isn't often considered a starter-game, it is widely regarded as a modern classic so it surprises me that I'd never had the opportunity to play it. 

Spirit Island, R. Eric Reuss - Greater Than Games

Spirit Island is a cooperative, anti-colonialist game. Players take the roles of the eponymous Spirits to defend the island from destructive colonisers and protect the indigenous population using their mystical powers. The spirits powers range from outright destruction to moving the enemy colonisers around the board, making them easier targets for other players. 

Each round consists of players levelling up their spirits, choosing actions, and then playing them out either before of after the colonists depending on the speed of the action. On the colonisers' turn they explore, build, and ravage different sections of the island, expanding their presence or spreading blight. The amount of blight dictates the overall health of the island and is difficult to remove. If too much blight is placed, the island becomes irreparably damaged, implying that even if you are successful in repelling the invaders, it comes at a cost.

Building on the narrative of the cost of removing the colonists, is the progression of the spirits themselves. As they level up they gain access to more and more powerful actions, which soon start to include negative effects as well. Yes, you can remove all the towns and cities from a space on the board, but you also must place a blight, or you destroy all the natives while you're at it. This helps establish a nuanced story in the course of play that really highlights the short and long term impacts of colonialism on native populations. Even if they are successful and manage to defend their island, it comes at a cost that they will be dealing with for years to come.
The game tells the story of invasion in a way that doesn't hold any punches. Players will start out feeling like the underdog defenders and it's easy to become overwhelmed by the sheer amount that is going on on the board. At the start of the game, the spirits are weak and ill-equipped to deal with the growing problem, but as they grow, more interesting and useful powers are unlocked. Through this progression players find their feet little by little and learn how they can work together to make the most out of their actions. The game is undeniably hard, but in an historical sense, it needs to be. It would be unfair on real-world indigenous populations if repelling colonisers was portrayed as something straight forward or easy. That being said, it did at times feel like the indigenous people, the Dahan, lacked agency and were a passive entity on the board, waiting for the spirits to deal with their problems. 

The game itself is a mixture of strategy, area control, and deck building, all of which are fairly well executed. There was also a satisfying crunchiness to the amount that was going on on the board. There's a lot of game here to sink your teeth into.

That being said, I found myself slightly underwhelmed with the game as a whole. The gameplay often felt a bit clunky and I found that as a new player I was getting frustrated at how difficult it was to take meaningful actions on my turn. There is definitely a high amount of strategy needed and there is very little luck involved. Personally, I like games to have a degree of chance to be truly engaging, and I think that Spirit Island is missing this. The only real element of the game that was left up to chance was which environments would be targeted by the colonisers, but as they were constantly all over the board anyway, it felt like everywhere was constantly under attack
The game generally has a nice art style, portrayed on the player's spirit boards and action cards, but I feel it is let down by the board itself, which looks fairly bland, even when covered with tokens and counters.

Overall, I can completely understand why this game is as popular as it is. There's plenty of scope for improving your skill and strategy on consecutive plays, learning how the game wants to be played. For me, however, the fantastic theme and mostly good artwork failed to stick the landing when it came to gameplay. I never felt like a mighty spirit of nature. More accurately, I felt a little lost and confused. Perhaps it was because we were all new players, but it didn't flow in a satisfying way and at times felt downright messy. I love the theme and would like to see more anti-colonial games, but I don't think Spirit Island is for me. It's possible that with more plays I would learn to love it, but I just don't know if there is enough there to draw me back in. Call it a skill issue, if you will, but the game failed to draw me in.

Regardless of my feelings, I am pleased to have finally managed to sit and play this game.

Monday, July 21, 2025

Canterbury Gaming Convention

Hand Limit is going to be at Canterbury Gaming Convention!

Canterbury Gaming Convention is Kent's premiere gaming event brought to you by the team at Dice & Destiny, with a host of board gaming, trading card gaming, and role playing available. This year its coing with a larger dedicated venue, a full suite of local exhibitors and special guests, and enough gaming to keep you going for the whole weekend. 

The event will be held on Saturday 9th and Sunday 10th August 2025 at the University of Kent Tennis Hall and The Pavilion Cafe Bar. There will also be a gaming quiz held on Friday 8th August at Dolche Vita on the University of Kent campus.

Get your tickets here.

The event is promising an impressive number of Special Guests along with tournaments, a miniature painting competition, and gaming demonstrations.

Hand Limit will be covering the event on all our social media and the blog to keep everyone up to date with the many exciting things happening over the weekend. If you see us there (we should be wearing some snazzy new t-shirts), stop and grab one of our freshly printed Zines!

Stay tuned to Hand Limit for more news and updates on Canterbury Gaming Convention!



Tuesday, July 15, 2025

Review: Citadels - A scheming city builder


We don't tend to worry about release dates when we do our reviews but we may be pushing things a bit with Citadels by Bruno Faidutti, released 25 years ago next month. 

Despite it's age, Citadels stands up as a great experience. We played a game with 7 players (it can accommodate up to 8 with the Dark Cities expansion), and although it was a long game it was a lot of fun. There is plenty of opportunity to interact with other players but the option is also there to just focus on building your own city, without meddling in other people's.







In Citadels, players take turns to gather gold and use it to pay for the construction of new districts to their city from the cards in their hand. Which is an incredibly straightforward premise. There is, however, a small twist to this. Each round, players draft cards that dictate what role they will play during the round. Roles include characters such as the Assassin, the Bishop, the King, and the Warlord. Each role remains hidden but acts in a set order, starting with the Assassin and ending with the Warlord (in a 2-7 player game), and each has their own unique ability that can be used to the benefit of the player or the detriment of others.



 








For instance, the Assassin can assassinate one character each turn, removing their ability to take a turn in that round. The target is chosen by the role, not the player, so there is a bit of social deduction involved if there is a particular player on you want to remove from the round. The Bishop gains extra gold for each religious district in a player's city, the King always chooses their character first at the start of the next round, and the Warlord can pay to destroy districts in other player's cities.

 







These layers of card drafting, hidden role, and social deduction add a great depth to a game that otherwise might be overly simplistic and allow for a lot of underhanded tactics around the table. We played the game with a higher player number, which I feel helped the flow of the game as we had a player for every character, with the exception of one character card each round which is left face down in the middle of the table to complicate the social deduction element. There is the potential that with a smaller number of players, the game would feel less characterful (pardon the pun).









However, with the larger number of players the game did take some time to get through. The end of the game is brought about by the first player able to build 8 separate districts, which can take some time with characters like the Warlord and Assassin in play. Another criticism, though only a very light one, is that the assassin does have the potential to remove a lot of fun from the game if a player is unlucky enough to be targeted multiple times. This is somewhat mitigated by the targeting of the character, which is hidden, rather than the specific player.









All in all, Citadels offers a smooth gameplay experience with some good player interaction and relatively little downtime. It certainly isn't showing its age and will definitely be brought back to our table again soon. 



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