boardgaming in photos: 4 donkeys
Ah, Veiled Fate. It’s been a while since we encountered IV Studio’s game of spurious divine parentage. At the time, it was dearly close to becoming a favorite, but its shortcomings were sufficient that the possibility was as scuttled as my own Olympian provenance. Now the team behind the original game — Austin Harrison, Max Anderson, and Zac Dixon — have revisited the concept via not one but two separate titles.
Today, we’re looking at the one that recasts the whole thing as a lane-battler. What could possibly go wrong?
The first time I played Pillars of Fate, it seemed like a stroke of genius. Maybe two strokes of genius folded together into an omelette of genius.
The idea is wonderfully simple. There are three lanes between players. Each lane has two separate scoring values. In all cases, one is higher than the other. Most of the time, the distance between them is so great that the lower range dips into negative points.
Into these lanes both would-be divinities play cards whose strength determines which side wins the contest. Obviously. So far we’re evoking, what, every lane-battler? What’s less obvious is that those cards also determine which scoring value the lane will trigger. Play feathers, the game’s symbol for its “light side,” and that’s the scoring that’ll be awarded to the stronger player. Conversely, a greater number of scorpions means the stronger player will earn the points on the “dark side” of the card.
To be clear, there’s no hard correspondence between “light” and positive points or “dark” and negative points. It’s entirely possible that feathers will spell negative points and vice versa. This introduces the first and most notable of a few graphical issues. Namely, that the points themselves are not color-coded. Whether feather or scorpion, light or dark, positive or negative, the points are rendered in the lane’s neutral hue. In our experience, it’s a missed step that bore rotten fruit on more than one occasion, making the lanes that much harder to read. And, in some cases, to reach the conclusion of a round and realize we’d made an early misstep in our understanding of a particular lane’s stakes.
Oops. Oh well. That’s on us, I suppose. Back to the grindstone.
Over the course of three rounds — more epically entitled “ages” — those spills of positive and negative points veer back and forth. Sometimes you win a coup, others you find yourself toppled from heav’n’s lofty pillars.
Again, it initially feels genius. There’s room for subtlety. Each lane can accommodate a face-down card per player, allowing both sides to conceal their motives. Is your opponent trying to win that lane with their best cards, or nudging it toward a negative scoring value in the hopes that you’ll invest all your strength there instead? Most cards are straightforward strength values and feather/scorpion icons, but their possible range — as low as one strength, as high as nine — is enough to ensure some major swings.
And then there are the demigods. There are twenty of these special foil-embossed cards in all. (Although only their backside is so visibly rendered, another misstep of design that makes them a little harder to pick out from the crowd than I would have preferred.) Both players receive three at the beginning of the game, and then, after swapping a couple, can only deploy one per age.
As you might expect, the demigods are potent indeed. There’s the Mother of All, a real jerk who awards ten points if you lose all three lanes in an age — a blow that’s significantly lessened if by “losing” you really mean “your opponent just received thirteen negative points.” Or Naka, a demigoddess who has to be played face-up, but allows your other two lanes to hold two face-down cards instead of only one. So much for your rival’s headspace. Others are dead simple, like Vesper and Penance, both of whom have zero strength but so many feather or scorpion icons to single-handedly determine the status of a lane.
Despite this potency, not every member of this demipantheon is equivalent. Some cards are harder to utilize than others, and how. One, Hadria, dings your opponent five points if they win that lane, but boasts a hefty seven strength, forcing you to measure your other deployments carefully. The Steward alters the scorpion/feather composition of lanes bordering his holy self, but not by very much. These cards are still powerful if deployed smartly, but can also threaten to detonate in your face, making them as mercurial as Hercules was a family man. (Too soon?)
This probably sounds good. Smart. Possessed of a spirit of genius. It did to me as well.
But there are problems, and not all of them are as minor as the game’s graphical omissions. Take, for example, the way cards are parceled out. Both sides have an identical deck of 32 champions, the little non-demigods that make up the bulk of your army. As noted earlier, the range on these cards is extreme. Some have strength as low as one. Others stretch up to nine. And while there’s some correlation between a card’s strength in battle and its capacity to manipulate the value of a lane, this isn’t always the case.
Put another way, Pillars of Fate is unusually subject to the vagaries of the draw. Missing out on a high card or two can prove disastrous. And that goes double if you find yourself poorly armed and holding the first-player token. Because let me tell you, going first in Pillars of Fate is the pits. Every turn leaks another crucial missive to your rival, letting them play reactively and with such precision that each and every one of your moves becomes Sisyphean. Play a card, watch it get countered. Play a card, watch it get countered. Fill a lane, watch your opponent take their sweet time responding. Really, you’ll almost certainly fill all three lanes in advance of your opponent. This often proves disastrous.
And there are none of the mitigating systems that have found their way into other lane-battlers. There’s no ability to withdraw a bad hand, as in Jon Perry’s Air, Land, & Sea. John Clowdus’s Omen: A Reign of War fills its war-torn cities with so many special units that they’re effectively all demigods, producing wild swings that can’t be entirely countered. Even The Old King’s Crown, itself a freshman design by Pablo Clark, understands this problem, asking players to assign cards to their lanes simultaneously rather than let trailing players repeatedly one-up the leader.
The result is a lane-battler that feels bad as often as it feels brilliant. That makes its face-down cards such potential swings that they’re agony to reveal at the age’s conclusion. That generally goes to whomever held the first-player token least. Somebody will, by the way. Hold that accursed token the least. The game is three ages long, remember. Even something as small as a fourth age might have mitigated the worst of the game’s imbalances.
To be clear, these issues don’t ruin Pillars of Fate. The game’s smartest touches are still present and accounted for. In particular there’s the way lanes can be manipulated to turn a rival’s momentum against themself, the points-tallying equivalent of judo. Oh, you’ve deployed your most strong-armed champions to this distant battlefield? Oops, the only prize here is a cornucopia of spoilt meat. In those moments, the game shows itself at its most devious.
At some level, I even feel the same way about the demigods. I wish they had been a little more level, ability-wise, so that some weren’t such obvious picks compared to their siblings. But the game’s restraint in only allowing one per side per age is noteworthy, keeping the contests a little tighter than they might have been otherwise. Sure, the huge gap in their strength — in all units’ strengths — makes outcomes a little harder to preempt and keeps the game’s fickleness intact. But when things are going right, those become strengths rather than frustrations. It’s just hard to know which way the game will go.
My greatest reservation, really, is that there are so many excellent lane-battlers right now. I’d rather play any of the titles I mentioned earlier. I’d rather play Compile. I’d even rather play Riftforce or An Empty Throne. It doesn’t help that Pillars of Fate somehow misses out on its predecessor’s potential. You aren’t a god pushing around progeny. You’re a big dude with an army of your own. That’s fine enough, but as another stab at what made Veiled Fate so interesting, it travels toward an entirely separate heading, and a much less interesting one at that.
Okay, here’s one way in which Pillars of Fate recaptures that spark. If you remember Veiled Fate, you might recall that sometimes its contests were determined by the flip of a coin or the turn of a card. There are no coin-flips in Pillars of Fate, but the wildness of those champion decks and the testiness of its demogods often results in a similar caprice. After all this time, one’s fate might still hinge on whether they’re holding the right cards. And a first-player token.
Here’s the good news: Pillars of Fate isn’t alone. Its sister title, Scales of Fate, offers another attempt to make good on the promise of Veiled Fate. We’ll take a look at that one tomorrow, but I’ll tip my hand right now: that one got it right.
As for this one… well. Despite its flashes of brilliance, sometimes even a genius can prove more trouble than they’re worth.
A complimentary copy of Pillars of Fate was provided by the publisher.
(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read my first-quarter update of 2026: the best board games, movies, books, and more!)


I made a huge intentional shift in my life in 2011. I’m now 45 years old, and looking back I realize how distinctly different my life was before and after my 30th year (mostly for the better).
If I had the chance to speak to my 30-year-old self, here are a few things I might say:
1. Creativity thrives in the small windows of free time, not the big ones. For most of my 20s I hoped for big gaps in time that were completely clear of other responsibilities–weeks and months–when I could write a novel. But the two times I had a big gap of time (the summer after college and when I was between jobs), I mostly just played and procrastinated. When I turned 30, I decided to spend 2 hours every night writing the novel, and I was done in 2 months while still maintaining my day job, friendships, and other hobbies. Realizing I could do that motivated me to also spend those small windows of time to design a game, Viticulture. This is one of the biggest changes I’ve ever made in my life, and my career with Stonemaier Games wouldn’t exist without this shift.
2. A change in location won’t make me a different person. I’m an introvert with a rather crippling social anxiety regarding approaching people. I romanticized the idea of going somewhere completely new by myself to see if a different, fearless version of Jamey would emerge, so I booked a solo trip to Ireland for a few days in 2011. Not only did I learn that I much prefer to travel with at least one other person, but also found that I’m still myself–for better or worse–even in a different country where everyone is a stranger. Another way to put this is: For the things about myself that I most want to work on, there’s no magic bullet.
3. There is so much to learn after formal education. I’m incredibly grateful for the all the teachers and professors who guided me from kindergarten through college. But there’s a whole world of knowledge outside of the classroom. I’ve learned so much about game design, for example, by listening to podcasts, reading articles, and watching videos (along with actually playing and designing games).
4. Healthy living starts to take effort after a certain age. I’ve been physically active my entire life, and I was blessed with a great metabolism, so for many years I didn’t feel the need to eat with intention. That was all fine and dandy until I started running Stonemaier Games in my early 30s, a job that often involves sitting at a desk for 12 hours a day. I was no longer playing sports as regularly, yet my diet was the same as ever (and it wasn’t even terrible–I ate fruits and vegetables every day). My body changed incrementally, and before I knew it, I was 20 lbs heavier than I’d ever been. Fortunately I realized it’s never too late to change, but I wish I could tell myself what I was doing to my body and how even 20 minutes of exercise every day can make a huge difference.
5. I don’t want kids, and I’m not alone. For most of my life, I thought I wanted to have kids–I never questioned doing the same thing my parents did (I have a brother and sister). It wasn’t until my early 30s that started to realize that the creative, nurturing, and compassionate sides of myself were fulfilled and challenged better in other ways (game design, friends, cats, etc). But when my siblings and college friends started to have kids, I struggled sometimes to feel like an “adult.” But then I started to make some wonderful friends who were just as happy not having kids as I was–and I found a partner in Megan who also doesn’t want kids–and I’m so grateful for those relationships (they even helped the relationships I had with friends and family who do have kids).

6. Money well spent makes a big difference. For the longest time, if I wanted a chocolate bar, I’d spend $0.50 at checkout at the grocery store. But one day I was shopping with a friend, and they said, “You love chocolate, right? If you love something, it’s worth paying for the best.” So I shelled out for a $5 chocolate bar, and it was amazing. This isn’t to say that I don’t still enjoy a Snickers, Kit-Kat, or Hersheys Almond from time to time. But I give myself permission to spend money on the things I love. Similarly, I’ve learned to pay for things that last–I have shoes and jeans that have lasted over a decade.
7. Every job before my career was a good use of time. I think there was a time when I didn’t believe this; I wished I could have found my path earlier in life. But whether it was waiting tables, project managing medical textbooks, or managing a nonprofit staff and fundraiser, I was learning indispensable skills and habits that have had a direct impact on Stonemaier Games’ success.
8. Loving a pet requires compassionate discipline. I adopted my beloved cat Biddy in 2007 when he was a tiny kitten, and raising him from beginning to end is one of the greatest joys of my life. Biddy loved to eat, and I gave him open access to cat food (and sometimes human food). At one point he tipped the scales at 20 lbs. He developed diabetes and required twice-daily insulin shots for the rest of his life. He died of intestinal cancer when he was 16 years old. While I don’t know if I could prevented any of Biddy’s ailments, I wish I had known earlier that I could have made Biddy’s life better overall by denying him a portion of the thing he wanted the most (kibble). Not enabling someone’s worst habit is a core part of loving them. I would truly do anything to have another month or year with Biddy–I miss him every day.
9. There is no rule that says everything must remain the way it’s always been. This applies to relationships, habits, routines, beliefs, hobbies, diet, behaviors, even our bodies. For example, for as long as I can remember, I had large protruding mole at the base of my back. I didn’t like it, but I figured it was too close to my spine to be removed. But then I asked a dermatologist about it, and she said, “Oh, sure, we can remove that right now.” Five minutes later, something that had bothered me for years was gone forever. I wish I could have known earlier that if there is any persistent element in my life that I could cut or add that would make me happier (and those around me), it’s never too late to choose to make that change.
10. Try a lot of different things to continually discover new passions. At 30, I thought I only enjoyed specific types of games and that I didn’t like party games…until I tried Telestrations, Just One, So Clover, Blob Party, and Caution Signs. At 30, I thought I enjoyed blogging as my only form of content creation…until I filmed a “my favorite mechanism” video for YouTube, tried a Facebook livecast, posted an Instagram photo, or recorded a podcast. At 30, I thought ultimate frisbee was the only disc-related sport I enjoyed…until I started playing disc golf during the pandemic and now play every week. The world is full of potential passions I have yet to try, and I won’t know if they’re for me until I actually try them!
I wasn’t sure where this list would take me, but I appreciate the opportunity to share. I’d love to hear if any of these resonate with you or if there’s something you wish you knew before you turned 30.
***
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It’s still early in 2026, but I think I’ve already played the game that will end the year with the widest array of opinions within my review crew.
Wunderwaffen was one of my targets at SPIEL Essen 2025, so I was eager to get it home and put it in front of my team. I was attracted to the game for a few reasons, chief amongst them the game’s publisher. Ares Games has done great work in steadily tight packages, from the Quartermaster General series to family-friendly fare such as TEDOKU and Builders of Sylvan Dale. Ares’ reprint of the Mega Civilization series, Mega Empires, didn’t hurt the cause.
Wunderwaffen is a fragile system, one that worked wonderfully for some players while landing badly for others. But as a very straightforward game that plays in about an hour at its full player count, it is certainly worth a look, especially for wargame lovers looking for a weeknight game they can table with both hobbyists and casual players.
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Wunderwaffen looks, on the surface, like a one-versus-all wargame for strictly two OR four players. There are four playable factions in the box: Germany, the United Kingdom, the United States, and the Soviet…
The post Wunderwaffen Game Review appeared first on Meeple Mountain.





A few years ago, we became acquainted with Andrew Rourke through his Coalitions design from PHALANX that went on to a successful crowdfunding campaign and has recently been delivered. He has since been a busy guy with starting his own publishing company called Form Square Games and also publishing the first 5 designs in a new series called Limits of Glory that will take a look at the campaigns of Napoleon and other contemporary conflicts. In Campaign I, which is called Bonaparte’s Eastern Empire, the game is focused on the campaign of the French in Egypt between 1798 and 1801. Campaigns II, III and IV was Maida 1806 and Santa Maura & Capri. Campaign V was Donning the Sacred Heart, which covers the Vendee Civil War, and just recently fulfilled as I have my copy sitting on my gaming table awaiting an unboxing video.
And now, recently, Form Square Games has announced the next entry in the series which is a two-fer with Campaigns VI and VII called Jersey New Jersey and is set during the American Revolutionary War but also including a 2nd game called A Strong War set during the French & Indian War. I think that these games are well timed with this year being the 250th Anniversary of the signing of the Declaration of Independence and I look forward to playing and exploring both of these games. I reached out to the designer of Jersey who is Peregrine Nicholls about an interview to give us a look inside the design and get more information and he was interested in answering our questions.
If you are interested in Jersey, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/form-square-games/jersey-new-jersey–a-strong-war
Grant: Peregrine welcome to our blog. First off please tell us a little about yourself. What are your hobbies? What’s your day job?

Peregrine: I have been a wargamer ever since my Dad came home with a 1912 1st edition of Little Wars by H G Wells, when I was 8. I have very fond memories of us playing toy soldiers on the floor using these rules and firing matchsticks at each other’s troops from toy artillery pieces. I still have the book and even recently bought a Britains 25pdr gun on eBay to add to my display shelf! Wargaming ballooned from there and today 50 years later I have almost 25,000 miniatures and over 400 board games!
Apart from reading (mainly history books or historically based novels), my main other hobby is following my beloved Leeds United, an English football team, whom I always watch on TV and also manage to get to 4-5 homes fixtures per year – a 500 mile round trip from where I live now in south west England.
My day job is working in the family property business, where with my wife & son we buy, sell, manage and develop property.
Grant: What motivated you to break into game design? What have you enjoyed most about the experience thus far?
Peregrine: Andy, that is Andy Rourke of Form Square Games. I was being shown one of his games at a convention and after he had soundly beaten me, we had a beer and I told him about a game idea that had been sitting in my filing cabinet for almost 40 years! After boring him to death for 20 minutes, he said “I’ll publish that!” – at which point I was speechless! But two years later now here we are, at the Gamefound funding stage!
The most enjoyable part of the process has been rediscovering the history. A lot of reading was needed and now having the internet as a tool, (when previous work on the topic was pre-word processing software!), was a massive advantage and led me down countless rabbit holes of historical threads and narratives.

Grant: What is your upcoming game Limits of Glory Campaign VI: Jersey about?
Peregrine: I am responsible for the Jersey game, not the New Jersey game, which is Andy’s baby.
The Isle of Jersey is the biggest of a small group of islands just off the coast of France in the English Channel. When William the Conqueror (as Duke of Normandy, of which Jersey was a part) invaded England in 1066 the Channel Island become part of the English crown. When Bad King John (he of Robin Hood fame) lost Normandy to the French in the early 1200’s, the Channel Islands decided to remain English and they have been ever since – they are now self-governing British Crown Dependencies.
The French did try to capture them during medieval times, but it was half-hearted as the islands really had no particular value at that time. This changed when England and France became constant enemies in the early 1700’s as by then Jersey had quite a merchant fleet (because of its trade with its colony New Jersey) and like all merchantmen when war came, privateering beckoned.
Jersey then became a real thorn in the French side, massively disrupting French coastal trade; after the first year of the American War of Independence the Jersey fleet had captured and brought back to the island over 200 “prizes”. This is what led the French to the two invasion attempts; the 1779 aborted landing and the 1781 successful landing.
The game covers both these actions, with the 1779 scenario allowing a campaign to develop as if the French had actually landed and the 1781 scenario allowing the player to recreate the actual very brief campaign to see if they get the same or a different outcome.

Grant: Why was this a subject that drew your interest?
Peregrine: That’s easy – I grew up in Jersey! The Battle of Jersey was something we learned about, although since I left the island in the early 1980’s its anniversary has been elevated locally to include uniformed re-enactors in the town square and all the trimmings!
Grant: What is your design goal with the game?
Peregrine: To give the player an enjoyable game on a topic about which 99.9% of them will know nothing! That is one of the things I love about our hobby, discovering history, stories, narratives and personalities from military history about which one would have been ignorant, without our hobby.
Grant: How have you modified the Limits of Glory System to fit the American Revolutionary War?
Peregrine: I have not really had to change anything about the series. Andy and I have added lots of small flavor elements, but fundamentally the game will be very familiar to anyone who has played other games in the system.
Grant: How has designing a game in a tested and established system been? How constrained did you feel?
Peregrine: A little, but not hugely, as Limits of Glory is after all a very clever and innovative system, particularly the Event Clock and the Glory concept – so there was lots to work with.
Grant: What elements do you feel is most important to model in a game set in the American Revolutionary War?
Peregrine: The Jersey game really doesn’t have the feel of the AWI, in the sense that it is set in Europe, without all the quirks (terrain, native Americans, divided loyalties, etc.), that the fighting in America involves. It was coincidental really that the French decided to attack Jersey during the AWI, it could have easily been in a period during say the War of the Austrian Succession or the Seven Years War – or in the French Revolutionary & Napoleonic Wars that followed.
We have included John Paul Jones though – so there is an American link!
Grant: What sources did you consult for the historical details? What one must-read source would you recommend?
Peregrine: Lots of sources. The Societe Jersiaise was most helpful with access to the online resources, some of the contemporary documents were brilliant.

For example, we found a set of standing orders (in Jersey French – a local Normandy dialect) issued by the Colonel of a Jersey Militia regiment, specifying what his men were to bring to the muster point (the parish church) at that time when invasion alert was sounded. Once I had found a connection in Jersey, through an old school friend, who could translate it for us, (although there were a few words in the old copperplate hand writing that alluded us), we had a real flavor for the situation and it even led us to introduce a special rule into the game for 1779 – “harrows” – but you’ll have to buy the game to find out what they are and how they can be used by a player to frustrate his opponent!

One “must read” source? The Battle of Jersey by Richard Mayne, Phillimore Press 1981. There are still second-hand copies floating around on the web bookstores.
Grant: What was it about the French invasion of the Island of Jersey that made you believe the Limits of Glory System would work well modelling the campaign?
Peregrine: The Limits of Glory System is a very open one in campaign terms so fitting Jersey into its strategic mechanics was actually very easy.
Grant: What different units are represented in the game and what advantages do they bring to the battlefield?
Peregrine: In Jersey there are only four types – British Regulars, Jersey Militia, French Nassau Legion infantry and French Royal Regular infantry. There is also some light artillery floating about as well.
The troops were all of a similar standard, although the Legion was an inferior unit, represented by their stats on the Combat table.
We did of course incorporate contemporary doctrine, so you will find that a Jersey Militia officer cannot issue command to British Regular forces – “After all Sir, the cheek of the fellow!”.
Grant: What challenges does this campaign bring to the system? How did you address them?
Peregrine: Great question. There were several:
Tides – how were we to represent that Jersey has one of the most difficult tidal systems in the world (it’s tide range is in the top 5 on the planet), and it frustrated the 1779 attempt to invade and had an affect in 1781 also.

Alarm – in 1781, the island was asleep when the French landed, so we had to bring in rules for how the alarm would be sounded, spread, and how local troops would muster, etc.
Hopefully players will feel we have successfully dealt with these issues, with some simple and innovative mechanics.
Grant: What area does the map cover? Who is the artist and how does their style assist in creating theme and immersion?
Peregrine: It covers the whole island. Jersey is not a big place, approximately 45 square miles, so this was not difficult. We also have a separate “break-out” map showing key locations in the capital, St Helier, which will be the focus of the fighting in 1781.

The artist is from 1795! We were lucky that a contemporary map – The Richmond Map – has been digitized by the Societe Jeriaise and is available through their web portal, so were able to use that. Andy worked his usual graphic magic to clean up the color and tones and we are really pleased with the result. Little details like the fact that we have put the parish crest by the church for each of the 12 Jersey parishes (very important in the cultural & contemporary heritage of the island), is very pleasing and really adds to the period feel.

Also, the picture on the box cover and superimposed behind the map & the player aids is contemporary too – being the painting The Death of Major Pierson by John Singleton Copley which was created in 1782-3 and now hangs in the Tate Britain gallery in London.

Grant: What purpose do the various numbers appearing in each space on the board serve?
Peregrine: These are “difficulty” ratings – the lower the number the more difficult it is going to be to move your forces out of an area. You will notice that the Jersey map has some land and sea spaces that are rated “0” – we built some special rules in for those!
Grant: For those that are not familiar, what is a Glory Rating? What role does it play in the game?
Peregrine: It is a major part of all the Limits of Glory Series games – every Leader has a glory rating. It represents the ability, resources, luck and circumstance of each Leader and is used by them to mitigate failures or to turn success into better success. It becomes intuitive to use after a few game turns.
Grant: What was the process like assigning these ratings to the commanders on both sides?
Peregrine: Fun and difficult! Glory must be set to be playable as well as accurate, so we tinkered and play tested until it felt right.

Grant: What Commanders are included for each side? Are there any real interesting personas here?
Peregrine: Lots – I’m not quite sure where to start, so I’ll give you a few from 1781.
Major Pierson – the British hero, who has a St, Helier street and a pub named after him. At 24, he was young for a Major and because the two Colonels on the island were in England on Christmas leave when the French landed (12th night, 6 January, 1781), he found himself the most senior British officer on the island. He defied a written instruction to surrender his troops from the Governor of the Island (who had been captured by the French), mustered his men and some militia, assaulted St Helier, won, and was killed at the climatic moment of the final assault! Hollywood where are you!
Baron de Rullecourt – the French commander in 1781, who had been the 2IC for the 1779 expedition also. Not a Baron at all, but rather a clever charleton & adventurer who had ingratiated himself in the right circles and persuaded these people to let him command the invasion and had secured a promise he would become the new Governor on the island if successful. A good planner, he pulled off the daring night landing and marched to the capital without detection, capturing the governor in his nightgown! At this point though success went to his head and he assumed all the Jersey & British forces would just surrender as ordered – they didn’t! He was also killed in the climatic battle, at about the same instant as Major Pierson. Some very interesting artifacts were found in his travelling trunk after the battle – I’ll leave the reader hanging here!
Emir Said – a mysterious Indian Muslim “prince”. He accompanied De Rullecourt, dressed in full flowing Arab style dress, turban, the “works”, including a nasty looking large scimitar on his belt. He stood behind De Rullecourt making unintelligent but threatening noises during the surrender negotiations. We have brought him into the game as an NPC – he is fun and unpredictable!
John Paul Jones – a single source identifies the AWI hero as the commander of the naval flotilla for 1781, (following his success at the Battle of Flamborough Head), so of course we had to include the “Father of the American Navy” in the game!

Grant: What is the makeup of the Combat Table?
Peregrine: It is pretty standard for the Limits of Glory System with different troop types (British Regulars, Jersey Militia, Nassau Legion & French Regulars) being given different abilities and success ratings.
Grant: How does combat work in the design?
Peregrine: Again, pretty standard for the Limits of Glory System – although that said there may be some slight changes to reflect the continual nature of the running fights, in what is a truly small campaign in terms of time span.
The big change for Jersey is that there are no sieges. The time span of the campaign is tiny where compared to other games in the system. The actual 1781 campaign lasted less than 1 day; and had 1779 resulted in a landing, 1-2 days would have brought the campaign to a conclusion. That doesn’t mean there are not castles & forts in the game however – we just have a different way of them possibly being captured!

Grant: What is the general Sequence of Play?
Peregrine: If the player has played any Limits of Glory Series game they will be right at home.
Each turn starts with an event, followed by momentum rolls, followed by alternate turns for the players to move or initiate combat, until both players run out of momentum.
Grant: What multiple strategic decisions are presented to the player every turn in this campaign?
Peregrine: Like all Limits of Glory Series games the player must focus in on the objective and get cracking with their plan or they will run out of time.
Who do I move? Where do I move them to? Can I risk it? Have I got the Glory to mitigate a failure? Where do I muster forces? Do I go and attack the French now, or do I wait until I can rouse more militia out of their beds?
Decisions, decisions, decisions!
Grant: How is victory achieved?
Peregrine: In 1781 the key to the whole game is Royal Square in the center of St Helier (this is where the real climatic battle took place) and whoever holds this location when the time clock runs out, wins.
In 1779 taking overall control of the island is the objective for the French and denying this to them is the Jersey players goal.
Grant: What are some basic strategies for the French and the British players?
Peregrine: That is probably too detailed to go into here, but Andy has promised that I can have multiple pages in the rulebook to walk players thorough some basic ideas for strategies for both games.
In essence though the French must successfully negotiate the tides & coastline to get their force ashore in a concentrated way and then either push for St Helier with the Governor & Royal Square as their prizes in 1781; or spread across the island capturing & holding militia mustering points & forts, whilst also beating the resident troops in battle in 1779.
For the Jersey player it is all about getting your troops mustered and then into strong enough groups to deny the French their objectives – in the words of Wellington, “give them a damned good thrashing!”
Both sides have equal chances of winning the game and with the fluid nature of the Limits of Glory System, replayability is high.
Grant: What type of an experience does the game create?
Peregrine: Tense, with an increase in this tension as the game proceeds – and hopefully fun! This has certainly been the experience of the scores of play testers we have played it with.
Grant: What are you most pleased about with the design?
Peregrine: All of it! The idea to bring a game about my childhood home to market has sat in my filing cabinet for almost 40 years, so brushing the dust off and making it a reality has been a dream come true for me. To think that the history of this obscure, globally unimportant, battle will be available to a wider audience is fabulous, as it has a fascinating and vibrant narrative with great characters and heroes that deserves to be better known.
I particularly love the map and the use of the John Copley painting in the game also, as a copy of this painting has hung in my home for as long as I can remember.
Grant: What other designs are you working on?
Peregrine: Wow, give me a chance! Just working on this one has been a major task! Let the dust settle on Jersey New Jersey and I’ll cogitate from there!

If you are interested in Jersey, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/form-square-games/jersey-new-jersey–a-strong-war
-Grant

Let's sample another handful of designs debuting at Game Market Spring 2026
by Justin Bell
Quick takes on Wabanti, One Mind, dnup, Up or Down?, and Big or Bang
We have done quite a few board game assisted biographies on this blog. Today, we are going farther back in time than ever to cover the life & games of the Roman statesman whose life is half shrouded in myth: Quintus Fabius Maximus Verrucosus. You might know him as Fabius Cunctator – Fabius the Delayer. Without further delay, we’ll get right into the first part of his life – his origins, early career, and, when he was already one of the pre-eminent Roman statesmen of his time, the defining event of his life: The war against Hannibal in which he took on an extraordinary office. Let’s go!
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You may have wondered about Fabius’s long name above. This is a good opportunity to look at Roman naming customs, which tell us a little about Fabius, and a lot about the Romans. Quintus was his given name (the Romans used only around 20 given names for boys, and the five most common names (Quintus being one of them) already made up more than three quarters). Fabius was his family name, marking him as a member of the gens Fabia. The three remaining names were various kinds of nicknames – Maximus (“the greatest”) was a name he had inherited from an ancestor, Verrucosus (“the warty one”) he had received himself for a wart on his upper lip, and Cunctator (“the Delayer”) he earned for… well, we’ll get to that.
The Romans were big on family, and so the second name would have been the most important one to them. We’ll thus stick to calling our protagonist Fabius. He might have been even prouder of his family than the average Roman, as his was the patrician gens Fabia, one of Rome’s great aristocratic families. From his birth around 280-275 BCE on, Fabius was thus destined for a political and military career.
We do not know much about his early life. Fabius’s ancient biographers assert that he was deliberate to the point of slowness, but this seems like projecting his later fame of “delaying” back to his youth to maintain unity of character. In any case, Fabius was anything but slow in his career.
Young Roman nobles were expected to gain some military experience. Fabius could do so in the First Punic War, a protracted struggle (264-241 BCE) with Carthage over the control of Sicily and Sardinia. Rome won, mostly due to the almost bottomless manpower from which it could recruit – in addition to the city itself, Rome had founded many colonies all over Italy, and was allied to almost every other city on the Italian mainland. Fabius’s insights into generalship and Rome’s system of alliances would come in handy later.

Well-born Roman men with ambitions could not but go into politics. The Republic offered several elected offices for which they competed. Usually, these were taken one after another in a fixed sequence (the cursus honorum (“course of honors”)), but the rules were not as fixed in Fabius’s 3rd century BCE as they would become later. Thus, Fabius was elected to the lowest office (the quaestorship, responsible for financial administration) twice (first in 237), but, after climbing the second rung on the ladder (the aedilate), he skipped the third (the praetorship) altogether. Instead, he ran the highest office (the consulate) only four years after his quaestorship. The people of Rome elected him consul for the year 233. Fabius had fulfilled all ambitions which a regular Roman noble could have.

Yet Fabius was not content to be just any Roman noble. While his domestic pursuits were unremarkable – he unsuccessfully opposed a law introduced by the tribune of the plebs Gaius Flaminius which distributed lands in northern Italy to military colonists – he defeated the Ligurians during his consulate and was awarded a triumph for it. That was an extraordinary honor, rarely bestowed. Given that his victory was won against a rather minor enemy, that spoke of Fabius’s political clout.

Fabius left his consulate as one of the first men in Rome. He consolidated his political power even further, attaining the censorship (an office elected only every five years and correspondingly rare, even amongst former consuls) in 230 BCE, and, in contradiction to traditions prohibiting the repetition of high offices, became consul again in 228. Then, he used his good contacts to the Greek world to ensure that Romans could, for the first time, participate in the Isthmian Games. Two consulates and a censorship would ensure Fabius’s political primacy for the rest of his life.
Ten years after the end of his second consulate, Hannibal invaded Italy.
Carthaginian-Roman relations had remained difficult after the end of the First Punic War. With Rome in control of the islands, the Carthaginians had diverted their energy to Spain. Their leading family, the Barcids, had carved out a large and prosperous colonial empire there. To avoid conflict with Rome, the two empires agreed on a division of spheres of influence. When the Carthaginians clashed with the city of Saguntum, it applied to Rome for help. The Romans resolved to aid Saguntum, even though the city lay in Carthage’s sphere of influence. Some of the ancient authors report that Fabius led a senate faction which favored negotiations over war with Carthage, others – like the generally reliable Polybius – oppose this interpretation. In any case, the hawks prevailed and war was declared on Carthage. The Romans sent an army to Spain, but the Barcid commander Hannibal seized the initiative by skirting the Roman force and crossing the Alps into Italy. Hannibal defeated a Roman army under Publius Cornelius Scipio (the father of Scipio Africanus) at the Trebia river and allied himself with the Gallic tribes in upper Italy. Fabius counseled that Rome avoid engagement with Hannibal and instead rest on its superior strength to wear him out.
In the second year of the war, the two Roman consuls (one of them Gaius Flaminius, Fabius’s opponent from his first consulate) each awaited the Carthaginian army in defensive positions on either side of the Apennine mountains, ready to support each other. Yet Hannibal snuck through the mountains, got into Flaminius’s back, and annihilated his army in a surprise attack on the shores of Lake Trasimene.

One of Rome’s consuls was dead, the other cut off from the city by Hannibal’s army. The Romans resorted to this leadership crisis with an emergency measure: There was one office whose holder did not have to consult with a colleague – the dictator. Now was the time for such a man.
Traditionally, a dictator would be appointed by the two consuls. Yet one of them was dead and the other cut off from Rome. The remaining senators took matters into their own hands and had the popular assembly elect Fabius dictator. Having an additional experienced general in a crisis offers some advantages, as the Roman player in Hannibal & Hamilcar (Jaro Andruszkiewicz/Mark Simonitch, Phalanx) can attest: The Dictator event places an additional general (whose requirement of a strategy/battle rating of 3-3 makes it likely that it will be Fabius, as there is only one other general of this kind in the game) in Rome, and, as the advantages of unified command are lost in a game which has unified command (the player) anyway, also gives three combat units as a boon.

Another perspective on the office is found in The Republic of Rome (Richard Berthold/Don Greenwood/Robert Haines, Avalon Hill): As all players represent individual Roman factions, putting a dictator in charge can save the Republic from all too many military challenges – but it also runs the risk of making the dictator too powerful to be contained in the political competition of the republic.
Fabius, for one, was all taken up by the current crisis when he was named dictator. He identified the crisis as not only military, but also psychological: The catastrophe at Lake Trasimene had shaken the Romans’ confidence that they would eventually win through their own courage, the help of their allies, and the benevolence of the gods. Fabius began at the latter end. As the highest public official, he was also responsible for attending to religious rites, and he made sure to give them immaculate attention. His ostentatious piety included vowing large public sacrifices to the gods in the coming season, and personally, he promised to build a temple to Venus Erycina, a goddess associated with the gens Fabia.
The religious aspect of Roman life is rarely well understood by modern, secularized, audiences. Board games also don’t get it right very often. The Republic of Rome includes priesthoods which can be conferred on characters (the historical Fabius was a member of the priesthood colleges of both the augurs and the pontifices), but the in-game effect is abstract – it just increases their voting power. Only the pontifex maximus (Rome’s highest priest, literally the “greatest bridge-builder”) has an additional function, as he can veto political proposals (on the grounds that the omens are not favorable). Omens are also the only way in which religion features in Hannibal & Hamilcar: The Good Omen event allows the player to manipulate a die roll.

The two games thus present two differing interpretations: Republic of Rome’s priests are – much like any other Roman aristocrat, from whose ranks they are recruited – concerned with the political advancement of their faction and will use their religious powers as an other tool in this political competition. Hannibal & Hamilcar’s recipient of “good omens” seems to be in fact blessed by the gods (as the omens can manipulate the impact of crossing a difficult mountain pass or the likelihood that a Carthaginian fleet carries reinforcements over the Mediterranean Sea). Neither the former opportunism nor the latter true belief captures the social and cultural importance of ancient religion (without subscribing to the particular Roman form of polytheism) fully, pointing to a certain blind spot in board games.
Fabius’s religious restoration has found less attention among modern readers than his military response to the crisis at hand. In short, after the defeats at the Trebia and Lake Trasimene, Fabius refused to meet Hannibal in a pitched battle. Instead, his army shadowed Hannibal’s, hoping to chip away at his supplies. Such a gradualist, but tenacious approach continues to be referred to as a “Fabian strategy” until today.
Despite Rome’s bad experiences with field battles against Hannibal, the strategy was unpopular. Romans were used to fighting – and winning – battles. Refusing them smacked of defeatism, if not straight-up cowardice. Fabius’s nickname Cunctator (“the Delayer”) stems from the early days of his dictatorship, and it wasn’t meant as a compliment.
The strategy was also initially not successful. Closely observing Hannibal’s army from unattackable positions did nothing to the counter the desolation the Carthaginians visited on the lands of Rome’s allies whose loyalty to Rome now faded. And the one time when Fabius had Hannibal cornered at the plains of Ager Falernus (in September 217 BCE), the Romans were duped: Hannibal feigned a nocturnal attack on the pass by tying wooden torches to the horns of 2,000 oxen, lightly guarded by some of his troops. which resembled an advancing army at night. The Romans, led by Fabius’s second-in-command Marcus Minucius Rufus, engaged in a confused melee in the dark (against Fabius’s explicit command) while Hannibal slipped away by another route with his main force.
Fabius’s reputation reached its nadir after the battle of Ager Falernus. Minucius Rufus was among the Dictator’s many critics. Fabius’s tenuous political position is evidenced by the senate practically appointing Minucius Rufus his co-dictator with an independent command of part of the army – but both parts were to operate in conjunction. Minucius Rufus eschewed Fabius’s careful positioning of the army on the hills to avoid battle and moved into the plains at Geronium to engage Hannibal. He got his wish… but not the way he wanted: Hannibal’s small force at Geronium turned out to be bait, and the reinforcements which Hannibal had hidden nearby started mauling Minucius Rufus’s army. Fabius swept down from the hills with his army. Now Hannibal was under attack from both sides and retreated. While Minucius Rufus’s army had suffered outsized casualties, the battle had not turned into a third disaster.
With Minucius Rufus taken down a few notches – he had to come to Fabius’s camp after the battle and hail him as his second father for the gift of his life – the challenge to Fabius’s authority was met. Yet Fabius was still not popular, and after his six-month term as dictator expired, he returned to private life.
You know who didn’t return to private life? – Hannibal, that’s who. And thus we’ll have a second post on Fabius’s life… soon.
Hannibal & Hamilcar (Jaro Andrusziewicz/Mark Simonitch, Phalanx)
Commands & Colors: Ancients (Richard Borg, GMT Games)
The Republic of Rome (Richard Berthold/Don Greenwood/Robert Haines, Avalon Hill)
Plutarch’s biography of Fabius (which prizes unity of character over historical accuracy) can be found in an English translation here.
Polybius’s Histories which deal with the rise of Rome in the Mediterranean including the Second Punic War are online in an English translation here.
Fabius has found remarkably little attention by modern biographers. If you read German, I recommend this short, but insightful piece on him: Beck, Hans: Quintus Fabius Maximus. Musterkarriere ohne Zögern [Quintus Fabius Maximus. Model Career without Delaying], in: Hölkeskamp, Karl-Joachim/Stein-Hölkeskamp, Elke: Von Romulus zu Augustus. Große Gestalten der römischen Republik [From Romulus to Augustus. Great Characters of the Roman Republic], Beck, Munich 2000.

by Rosco Schock
I think many of us in the tabletop media space have a particular set of rules when it comes to reviewing games; everyone takes a different approach.
One of my big things is to get my three, maybe four, plays of a review copy with different groups as often as I can, ideally at different player counts. This is especially true with new game properties (expansions are a little easier to cover, and usually I have superfans of a base game who are better equipped to share their thoughts on an expansion if they know the original game).
I played the upcoming Mighty Boards game Yotei (up on crowdfunding now) with three different groups: my review crew on a Monday, then three friends from my Wednesday gaming group, then my nine-year-old on Saturday. That meant three plays with three different groups spread across six days in the same week, thanks to a tighter-than-normal turnaround time to get this review up.
As a result, I had a range of opinions to measure against my own. Here’s the only thing everyone agreed on: the card and token illustrations by Maria Kato are absolutely gorgeous.
But after that?
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Yotei is a tableau-building set collection game for 2-4…
The post Yotei Game Review appeared first on Meeple Mountain.
From the rulebook:
“Welcome to Yellowstone Park, the home of many wild animals. Impressive geysers spray their hot fountains into the blue sky. The players go on a trip through the park, which is shown on the game board. Each player has a hand of animal cards with different colors and numbers. During the game the players try to put their cards down as skillfully as possible on the game board to avoid penalty points.”
Yellowstone Park is played on a 7x7 grid laid on top of an illustrated overhead view of the titular park. The rows are numbered from 1 to 7 in ascending order, starting from the lowest row and moving upwards. There is a score track running along the left side of the grid. Each player’s score marker begins at the number 5 spot on this track.
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There is also a deck of 56 Animal cards. Each card is one of four colors (red, green, yellow, blue) and one of seven numbers (1 through 7). For each number, there are two copies of that number + color pair (two copies of green 1, for instance). Every card features a cartoonish image of an animal, but these illustrations are unimportant for the purposes of the gameplay.
The post Ave Uwe: Yellowstone Park Game Review appeared first on Meeple Mountain.

In early 2024, Worthington Publishing announced a unique 2-pack of games on Kickstarter that were marketed as easy to play travel friendly solitaire games. And you know that I love a good solitaire wargame! And when I heard that these games were small, even portable, then I was even more interested. One of the games covered the Pacific Theater of WWII called Pacific War 1942 Solitaire and the other covers the War of 1812 called (you guessed it) War of 1812 Solitaire. These games are designed by Mike and Grant Wylie and each game has 4 pages of rules, a beautiful mounted board and double sided counters. I played both and really very much enjoyed the experience.
I wrote a fairly in-depth First Impression post and you can read that on the blog at the following link: https://theplayersaid.com/2024/08/20/first-impressions-pacific-war-1942-solitaire-travel-game-from-worthington-publishing/
-Grant
