The Tabletop Game Designers Association has begun scoring and comparing the standard contracts board game publishers offer to designers, with the aim of improving how game creators are treated and paid.
TTGDA’s inaugural review of contracts from more than 50 board game publishers found “several critical areas where many standard publishing agreements fall short of fair practices”, such as 75% of publishers retaining rights to a game’s name after publication agreements end, and 40% able to develop expansions without consulting the original designer.
TTGDA – a professional organisation launched in 2024 to advocate for tabletop game creators in North America – has spent the last year creating what it calls its Contract Scoring Rubric, which assesses publisher contracts against 110 criteria covering advances, royalties, intellectual property, expansion rights and financial transparency.
While individual scores are available only to TTGDA members, the organisation has published industry-wide findings and identified its five highest-scoring publishers – adding that the benchmarking exercise had already prompted changes from publishers who scored less well.
TTGDA said several publishers have revised their standard contracts after receiving feedback during the review process, with some improving their scores by more than 20 points prior to the report being published.
The professional organisation identified 25th Century Games, Fireside Games, Lunarpunk Games, Plaid Hat Games and UP Games as the highest-scoring publishers (in alphabetical order) in its review – adding that the benchmark was intended to help designers negotiate stronger agreements rather than discourage them from working with particular companies.
TTGDA’s inaugural Tabletop Market Contract Analysis report stated, “There is still a wide disparity from publishing contract to publishing contract, and key clauses we believe should be standard are not included in many of them.
“Unfortunately, many first-time game designers are so excited to receive an offer they accept terms that may cause them serious creative and financial issues in the future.
“We encourage all designers, even those signing a game publishing agreement for the first time, to negotiate confidently for their contracts to guarantee fair payment, a formal say in the final presentation of their work, solid protection of intellectual property rights, and control of their names and likenesses in publication and marketing.”
TTGDA pointed to five key takeaways in the report, alongside commentary about why the findings are important to designers. They were:
Only two-thirds of publishers offer a baseline advance above the TTGDA-recommended minimum of $1,000. 20% don’t offer any advance at all TTGDA said, “The publisher should have some “skin in the game” at the start of the project. We have seen situations where the publisher doesn’t pay an advance and then doesn’t start on development or artwork on the game for years. An advance incentivizes the publisher to move toward publication. At least part of the advance should be non-returnable and can be considered minimum payment for the agreement, compensating the creator for tying up the work, even if the publisher ends up canceling the project.
● 40% of publishers can make expansions without consulting the designer TTGDA: “The game concept is the designer’s intellectual property. The designer had a vision for the game and should have the opportunity to design any expansions or sequels, both for creative and financial reasons.
● 10% of publishers have unusual deductions to revenue before calculating revenue, such as manufacturing or marketing expenses. TTGDA: “These types of deductions are very difficult for designers to predict, track, and audit. They leave too much room for the publisher to manipulate figures and unfairly reduce royalties paid.
● One third of publishers do not allow designers to audit their books. TTGDA: “Audits are rare, but they’re an important protection. Without the right to an accounting review of the publisher’s records, the designer has little recourse if they believe they are being underpaid, other than resorting to a lawsuit, which can be lengthy and costly.”
● 75% of publishers hold onto the rights to the game name, even after the licensing agreement ends. TTGDA: “If the game gains any level of popularity, the designer being able to pitch the work to a new publisher under the same name will make it a much easier sale. Authors do not give up the titles to their books when they publish them, even if the publisher helped them retitle. The same should be true with game designs.”
The analysis also suggests designers often have limited approvals on the final product which bears their name.
None of the publisher contracts reviewed gave designers final approval over artwork or graphic design, while just 38% guaranteed designers the right to review production-ready files before manufacturing.
Only 10% allowed designers to remove their name from a game if they disagreed with creative decisions made during development.
TTGDA’s scoring rubric project was initiated over a year ago by its contract and grievance committee, consisting of industry veterans Geoff Engelstein, Elizabeth Hargrave, Matt Leacock, and James Lowder.
TTGDA co-founder and president Geoff Engelstein
Engelstein, president and co-founder of TTGDA, said, “These results are not a call to avoid specific publishers. Rather they are a tool for designers to negotiate terms that include fair payment, intellectual property protection, and a meaningful role in the final product.”
TTGDA vice president Sen-Foong Lim added, “Our intention is to shine a light on these industry practices and lead to more equitable standards.”
The organisation added that it would be releasing model contracts which adhere to the criteria established in its scoring rubric, to help designers and publishers work towards more equitable deals.
It also plans to release semi-annual updates to the Tabletop Market Contract Analysis as more contracts are reviewed and publishers revise their standard agreements.
What’s a better way to spice up your summer travel plans than packing new micro-games from Button Shy’s Summer 2026 collection. I’ll be giving a preview of two of the new titles, Forest Rivals (for 2-players), and The Cursed Cast (for solo play), both consisting of 18 cards and playing in around 10 minutes. Forest […]
Dragon’s Roll is a game that combines three things I love: monsters, dice, and cooperative games.
I’ve already made a game where you play as the monsters trying to catch humans (Monster! Monster! Which is inspired by a book of rhymes I’ve written), so this time I wanted to flip the script. And while I quickly found what has been the backbone of the game since the beginning, developing Dragon's Roll has been a matter of constant tweaking to get the balance and game feel just right.
In Dragon’s Roll you have to protect your town from a boss dragon and its minions. They attack in three short lanes and gradually move towards your town. Every turn you roll your dice and then place some of them on dragons in order to defeat them. Specifically you can only use dice showing one number (so all threes or all ones etc). I got this mechanism from the very excellent Roll For Adventure, and I think it does a great job of limiting the player’s options while still allowing for some tough choices. You want to play a lot of dice, but sometimes just using that one six is the right play. In early versions I had rules for how you could reroll and thus reactivate your dice, but in the end I felt like it created a lot of overhead without adding extra excitement. Instead I settled on simply rolling those of your dice not currently on monsters each turn. This also adds the excitement of hoping for a specific roll which for me is a core part of dice based games. I know I can’t control the roll, but if I think really hard of the two ones I need, then maybe I can.
Testing one of the very early prototypes with my then almost 7-years-old. Yes, I bribed him with candy.
I also tried several different ways of spawning new enemies and moving the ones in play. At first, every time you rerolled your dice, you moved a token on a track which spawned and activated monsters. But it became too predictable and boring, so in the end the solution was simple: an evil dice that can move enemies and spawn new ones. And by giving the enemies different numbers and allowing them to push other enemies forward, suddenly different lanes would behave differently depending on the monsters spawned in them.
Bossing Around
At first the game didn’t have a boss – they are called master dragons in the final game. Instead you just had to clear the lanes in front of the town. It kinda worked, but it felt anticlimactic – especially since you could potentially win if the last monster in the grid attacked the village and then left the grid empty. Also, bosses are fun, but how to incorporate them?
The first boss was placed at the bottom of the monster deck. You had to grind through monsters and then finally defeat it. It was okay, but it felt like you were just going through the motions in the first half of the game. And if the boss moved just like other monsters, it could risk only being in the grid for a few turns.
The solution was to place the boss outside the grid and to give it a special abiilty that is always in danger of activating depending on the roll of the evil dice. That way you can attack it on any turn so you feel you progress towards victory, and you get the sense that you are actually pitted against the boss. And because bosses are tough, you have to defeat it twice to win the game.
The prototype I pitched to HABA. Note the character on the right hand side with abilities that needed to be activated with dice before use.
It’s the Number of Rules, Stupid!
When I pitched the game to HABA, they liked it, but felt like the game had too many rules. Basically each monster not only had a combination of dice needed to defeat it, a lot of them also had special abilities. They asked me to make a simpler version without all the special rules, and it led to a much more streamlined game where reading the board state is easy, and with a tighter focus on the core game play loop.
Another thing we simplified was the help you could get. In the game I pitched, you could use your dice to build structures or activate personal character abilities. It added depth and extra choices too the game, but it also made the board state a bit cluttered. And when playing with young and new players, they would often forget about activating their cards with dice. Instead HABA came up with the idea of one time-use magic scrolls the players share. It’s a very small change, really, but it had a big impact. It made balancing the difficulty easier, it made it easier for new players to understand their options (I can use this card vs. I can spend dice on this card and then use it later), and it also opened a new conversation between players about when to use the abilities. Of course you could also dicuss whether or not to use a personal ability, but if the abilities are shared, you have to. For me one of the core joys of playing coop games is discussing options and asking my kids if they think we should do a given thing like, for instance, use a scroll to defeat a pesky dragon.
A New Theme
HABA suggested making the game a part of the world introduced in King of the Dice and I happily agreed. As a relatively new designer, being able to piggyback on an established game is a great opportunity. And when I saw all the dragons that would make up the enemies, it became even better.
Render of the final cards. One of the village cards has been flipped to the burning side, so if two more dragons attack, the game is lost. And with dragons at the bottom of all three lanes and no dice placed, it looks pretty bleak.
From there on out it was a lot of back and forth on minor tweaks. Maybe spawns should happen on 5-6 instead of 4-6, maybe the order should be first spawn and then move, and so on. And since it was a co-op game, I could test a lot of the stuff concerning balance and game feel myself in my kitchen and then involve testers to make sure.
Finally HABA had an idea for a campaign, so the final step was to fine tune it. In the campaign you have to defeat the master dragons in a set order with each victory unlocking scrolls for the next fight. We had to make sure the bosses were in the right order, and that it was actually winnable. The campaign is very simple, but it adds a puzzly aspect to the game and just a hint of an evolving story which I’m quite happy with. And yes, I have won it, eventually.
I started designing Dragon's Roll more than three years ago, and I’ve played it regularly ever since - both alone and with lots of other players. I’m still looking forward to rolling dice in my next game, and I hope you’ll like it as much as I do.
My initial thought was that FlipToons was an inoffensive filler that I had an unfortunately bad experience with. Having played a second time, I am revising my opinion.
It offends.
Rating — Avoid.
FlipToons 2 sucked the joy out of my life when the first card I bought (the only one I could afford) I randomly lost on the next flip, meaning my purchasing power was roughly half of everyone else for the next several turns. Towards the end of the game, when I randomly got one good turn, the best card I could buy was ranked #3 (from #21-#1 with higher being generally better). The person before me had bought a #15 …. leaving 1/1/1/2/3 after replacement.
This might have been humorous at 15 minutes1 with the right crowd. But at 40 minutes?
Can I blame the game for the crowd? Yes. Yes. I can.
Michael Hardacre’s Rattlesnake, a two-player card game about a gun fight in the wicky-wicky-wild Wild West, is a fabulous marriage of setting and mechanisms. This thing is lean, mean, and jumpy. More sting than a scorpion and more bite than a…well, you know. It is tense enough that the components list should include brow sweat. And it’s so small! For form factor, this no-frills set of cards—with a gun token for flavor—is my favorite thing to come along sinceHigh Tide. There’s nothing quite like a big game in a small box.
The goal of the game is simple enough: kill your opponent. Well, I shouldn’t say “kill.” Pokémon has taught us that death isn’t always the end result of [checks notes] running out of health. Strictly speaking, your goal is to hit your opponent four times. Death is not the dictated outcome. Maybe all those hits grazed you. Maybe they missed organs. Maybe your opponent rushes you off to a hospital, where the gangrene can do its slow, ante-antibacterial work. I’m not a historian.
With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.
#89: Frederick Douglas from For the People 25th Anniversary Edition from GMT Games
For the People is a strategic level Card-Driven wargame about the whole 4+ years of the American Civil War covering the conflict from Texas to Pennsylvania, from the firing on Fort Sumter to the end of the war at Appomattox Court House. Players take on the role of either President Abraham Lincoln or President Jefferson Davis and command armies, promote and relieve generals, conduct amphibious assaults, dispatch cavalry raids, and even battle incompetency and political intrigue among members of your own cabinet.
As a Card Driven Game, For the People includes a deck of strategy cards that are used for conducting campaigns and incorporating the many events and personalities of the war. The Confederate player can build ironclads, naval mines (torpedoes), submarines, conduct overseas purchases and work towards foreign intervention. The Union player can build up his naval blockade, his ironclad fleet, fight draft riots, secure the Border States and issue the Emancipation Proclamation. The cards are used in the classic sense of a CDG for either the Operations Points to fuel various actions or for the printed event. According to the designer Mark Herman, “The cards are designed to present the player with his political and operational options. The use of Strategy Cards as political instruments will slow the operational tempo of military operations. The converse is also true. Both sides spent the first year of the war, 1861, mobilizing and organizing their war efforts.
The game is extremely interesting and I recently had my first experience with it and very much enjoyed what it was that I was doing even though I really had little idea about my proper strategy for the Union and what it is that I should be focused on in the game.
The Frederick Douglas card from For the People really is a bit misnamed. While Frederick Douglas was a major influence for abolitionist activities as well as progressive thinking amongst the politicians of the North, the card really should have been named for the Negro soldiers who gave so much, their lives, their backs and their families, to volunteer and fight on the side of the Union during the American Civil War. The card’s text reads “Union receives five SP’s for raising freemen Negro troops. The SP’s can be placed in any single Union controlled space with an LOC in NJ, DE, PA or Washington, D.C. that does not contain Confederate SP’s or a fort”. This card gives a huge boost to the Union side especially if it comes up early in the game as Union SP’s on the board are spread out and defense of Washington is not as stout as it needs to be. In my recent play, I got this card in my opening hand and was able to place the 5 SP into Frederick, Maryland to add to the already existing 5 SP there. Along with the Army of the Potomac and its SP stationed in Washington, D.C. this effectively discouraged the CSA from invading the North and attempting to go for a capture of the capital. You will notice that the card is a 3 OP’s card, which is very valuable in and of itself, as most of the Union Generals at the start of the game, with the exception of Burnside, have a 3 Strategy Rating and require a 3 OP’s card to activate.
The issues of emancipation and military service were intertwined from the onset of the Civil War. News from Fort Sumter set off a rush by free black men to enlist in U.S. military units. They were turned away, however, because a Federal law dating from 1792 barred Negroes from bearing arms for the U.S. army (although they had served in the American Revolution and in the War of 1812). In Boston disappointed would-be volunteers met and passed a resolution requesting that the Government modify its laws to permit their enlistment.
The Lincoln administration wrestled with the idea of authorizing the recruitment of black troops, concerned that such a move would prompt the border states to secede. When Gen. John C. Frémont in Missouri and Gen. David Hunter in South Carolina issued proclamations that emancipated slaves in their military regions and permitted them to enlist, their superiors sternly revoked their orders. By mid-1862, however, the escalating number of former slaves, the declining number of white volunteers, and the increasingly pressing personnel needs of the Union Army pushed the Government into reconsidering the ban.
As a result, on July 17, 1862, Congress passed the Second Confiscation and Militia Act, freeing slaves who had masters in the Confederate Army. Two days later, slavery was abolished in the territories of the United States, and on July 22nd President Lincoln presented the preliminary draft of the Emancipation Proclamation to his Cabinet. After the Union Army turned back Lee’s first invasion of the North at Antietam, MD, and the Emancipation Proclamation was subsequently announced, black recruitment was pursued in earnest. Volunteers from South Carolina, Tennessee, and Massachusetts filled the first authorized black regiments. Recruitment was slow until black leaders such as Frederick Douglass encouraged black men to become soldiers to ensure eventual full citizenship. Volunteers began to respond, and in May 1863 the Government established the Bureau of Colored Troops to manage the burgeoning numbers of black soldiers.
By the end of the Civil War, roughly 179,000 black men (10% of the Union Army) served as soldiers in the U.S. Army and another 19,000 served in the Navy. Nearly 40,000 black soldiers died over the course of the war. Black soldiers served in artillery and infantry and performed all noncombat support functions that sustain an army, as well. Black carpenters, chaplains, cooks, guards, laborers, nurses, scouts, spies, steamboat pilots, surgeons, and teamsters also contributed to the war cause. There were nearly 80 black commissioned officers. Black women, who could not formally join the Army, nonetheless served as nurses, spies, and scouts, the most famous being Harriet Tubman, who scouted for the 2nd South Carolina Volunteers.
Imagine playing your very first indoor bowls game, but there is no jack. Everyone simply rolls a bowl towards an imaginary target. Somehow, your experienced opponent seems remarkably confident, while you try to copy what they do and hope for the best. At the end of the first end, someone reveals where the jack had been all along and awards the points accordingly. Then the second end goes in the same fashion, with a target that no one can see. Every end, you know how well you've done, but you never have any hope of getting better. Learning to bowl that way would feel practically impossible because every bowl would be complete guesswork. Surprisingly, some board games seem to want us to learn them in very much the same way.
The blue tables of Thames & Kosmos were busy with folks clamoring for more of what they like. The newest title in The Crew line, Journey to the Ends of the Earth and the deluxe version of The Gang were … Continue reading →
Omens Designer: Maxime Rambourg Publisher: Spiral Editions Players: 4-6 Age: 14+ Time: 30 minutes Played with review copy provided by publisher You’ve found a mysterious box filled with strange cards. As you try to decipher their meaning, you soon … Continue reading →
There was a run there, between the aughts and the teens of the current century, when Victory Point Games published multiple of the best solitaire board games ever. Banger after banger. Then it was sold and chopped up for parts.
Perhaps the best title to emerge from that golden age was Hermann Luttmann’s Dawn of the Zeds. This baby merged the strategic considerations of the States of Siege line with some cinematic flair. So much cinematic flair that its overstuffed third edition aped not only the dramatic beats of cinema but also the notion that it was a movie being directed by the player. A tonal mismatch if ever there was one.
Here’s the good news: Hermann Luttmann is back with a new version of Dawn of the Zeds. Dubbed the Designer Edition, and divorced from the vultures who gobbled up Victory Point, it’s a revamp of the system from top to bottom. It isn’t as good as I remember. It’s better.
The heroes we need. And deserve. And got. Cool.
Unlike any number of internet specialists, I have no idea what a “real” zombie apocalypse would look like. But the scenario presented by Dawn of the Zeds feels real enough, at least in the moment. It begins on the periphery, slowly, Farmingdale’s outlying communities stubbornly refusing to listen to reason. Then the levy breaks and the tidal wave comes all at once. Defenders panicking over the radio. Refugees crowded on the interstate. Infections concealed among the survivors, ready to bloom into a fresh horde of killers. It isn’t long before the bodies are piling against the barricades.
Drawing on its lineage from the States of Siege system, Dawn of the Zeds offers a bird’s eye perspective that lends it a certain credence. At a tangible level, you play as a specific group of survivors. There’s some wiggle room there, including a multiplayer mode, but the classic setup is four heroes selected at random from a generous pool. These heroes, to put it bluntly, are not created equal. One session might provide Professor Agee, already on the cusp of inventing an antidote, and Captain Piazza, the sniper whose ranged attacks and booby traps make her a force of nature at any range. Then the next will give you Pickles the dog. Poor dumb Pickles. He’s the best boy. Just not, you know, the best at zombie invasions.
But these inequalities — some might call them “imbalances” — are not only to be expected from Dawn of the Zeds; they’re the whole reason it works. Better get used to it, in any case. Every round begins with an event card that dictates not one but four phases. One of them, the RRRR phase, is really four phases folded into one, letting you usher refugees to safety, shove raiders across the countryside, and invite any passing Army Rangers to help your community. There’s a fourth R in there, but I’ll be damned if I can remember what it stands for. Compared to that, the actual action phase, which usually sees your characters taking a measly one action each, is often brisk. Certainly you’ll wish you had more time. What do you mean Emily Orozco, golf pro, can drive balls into an oncoming horde or shuttle defenders around in her golf cart, but not both?
The sense that you’re drowning in a rickety submarine, four new leaks springing each turn while you only have enough hands to patch three, has been the default state of solitaire and cooperative gameplay ever since Matt Leacock standardized it in Pandemic. But where Dawn of the Zeds excels is at making that formula feel more natural than elsewhere. Flipping an event card doesn’t merely present a problem; it hits you with a full-spectrum crisis. Whether refugees can retreat. The threshold for yet another outbreak that will bring new zombies onto the board. How far you can stretch your tins of beans. Whether your heroes can muster some extra oomph today, that little bit of extra effort to earn a more generous action allotment.
There’s nothing quite like an event deck.
Not least of all, which lanes will come under assault today. This being a glorified States of Siege game, the entire map is divided into four lanes that spiral around and eventually terminate at Farmingdale. If any zeds reach the town, it’s game over.
So you play football. Or tug of war. Some calorie-burning metaphor is appropriate. Each lane has its own tendencies, not to mention spaces that are crucial to your survival but which will very quickly succumb to the horde. The suburbs are defensible but populated with noncombatants who must be protected lest they turn into zombie chow. The interstate is mostly open but for the town’s nuclear plant. The mountains and farmlands both feature zones where food and ammunition can be harvested more readily, if only you can hold them. It doesn’t help that zombie territory must be painstakingly reclaimed lest any future zeds spawn that much closer to your town center.
For the most part, this turns Dawn of the Zeds into a game of fire response. One of your outlying settlements’ defenders falls too soon, so you send loony old Mister Johnson and his shotgun to help bushwhack the zeds back a few steps. Supplies are dwindling, so it’s time for Big Wheels Carter to plow through the crowd with his big rig to bring a few crates back home. Injuries are piling up, so Agent Carter retreats from the front lines to help out in the hospital. Too many zombies are at the gates, so Pickles runs out and ignores the zombies, but also doesn’t really help behind the lines either. Good job, Pickles. Who’s the best boy?
Fortunately, there are plenty of tools to aid in these efforts. Barricades can be erected. Refugees can be rearmed and turned into zed-killing professionals. Antidotes and super-weapons can be manufactured. Indeed, it’s now pretty rare to not leave at least one hero back in town, at least for the first half of the session, just to keep a handle on the hospital and laboratory.
The Designer Edition’s biggest change… dice.
In the meantime, the underlying logic has changed somewhat from the game’s previous incarnations. Since its earliest days, Dawn of the Zeds betrayed its wargaming roots by employing old-school combat results tables. The dreaded CRTs. Anytime zeds entered a space with humans, you would compare their relative values, then check those values against a table that would tell you the outcome. It was a question of sums. My defenders have two strength, plus one for defending a named location, plus another for that supporting unit, plus two for Colonel Kingman’s enhanced barricade… against the combined zed strength of three plus four… now check the table… and that means we inflict two hits and the zeds retreat one space, but we take two hits in return. Wait, since Deputy Schmidt is on the scene, we get a positive shift on the table. Even better. Except, wait, we were looking at the ranged table when we were in hand-to-hand combat.
In other words, the combat system was functional, but not always very exciting.
It seems Luttmann has learned a few tricks in the years since the third edition, perhaps courtesy of experiments like The Plum Island Horror. The CRTs are out. And I mean all the way out. Nowhere to be seen. Instead, zeds now deal a static attack value — usually two to five — that can be blocked with shields, while human forces roll dice to inflict injuries or trigger special abilities.
The consequences are far-reaching. First of all, hero abilities are more manageable. In the third edition, heroes had half a dozen abilities each, all written in long-form text, all necessary for using them to their fullest capacity. Now heroes have two passive abilities plus perks that trigger when they get the right results on their dice. It’s tidy by comparison, preventing those obnoxious “oh shoot, I forgot to do this one thing” moments that were so common in previous editions, but also ensuring everybody feels like their own member of the team.
More importantly, combat is no longer something that can be summed out in advance. No longer can you park the right cluster of heroes and town defenders on a space and trust the CRT to provide. Sometimes you’ll roll five dice and flub the whole set. Other times Pickles will pounce on a pair of chits and somehow obliterate the entire stack with his lone yellow die. This can be frustrating, and there’s a whole optional reroll system in there for those who are, like me, little brats about bad tumbles. But this also pushes the game in a direction that’s more organic, more freewheeling, with unexpected twists and turns. It feels more like a series of triumphs and catastrophes and less like we’re pausing every thirty seconds to look at another dang chart.
It helps, too, that combat now includes little moments of player agency, especially where retreats are concerned. Previously, the CRT was everything. Injuries, retreats, the CRT might as well be God handing down tablets from Mount Sinai. Now it’s up to you whether to retreat from a space to ignore an injury or suck it up and hold your ground. This still won’t save a squad from a total overrun, but it’s a nice decision to leave in the player’s hands. Will you absorb a few extra losses to hold onto that important district, or cut your losses and hopefully outrun the zeds? It’s a toughie.
Want to ambush a zombie horde?
To be clear, Dawn of the Zeds is still a cluttered design in some ways. There are still tables, just not combat results tables. You check separate rubrics to see if your hero succeeded at foraging, healing, or researching the zombie virus. Chits still show little letter codes that designate their special abilities. Above all, there are still absolute heaps of special modifiers that might be applied to units. What’s the difference between flaming zeds, smelly zeds, and beta zeds? That isn’t the start of a joke. Those are actual traits that might be added to a chit to modify the threat it poses to Farmingdale’s defenders.
For the most part, though, the beauty of the Designer Edition is that it hits the sweet spot between complexity and ease of entry. It’s a little easier than before, both complexity- and difficulty-wise. But for all its streamlining, there’s still texture here. Flaming zeds are incredibly dangerous, but they’re also self-damaging. Smelly zeds repel your defenders if they share a space after combat. Beta zeds move faster and hit harder. Now that you know those ones, what about infected vermin, dirty zeds, smart zeds? Most of these traits won’t appear in a single session. But the beauty of this system is that they might. This is still a kitchen sink design, but it’s a kitchen sink design by a kitchen sink designer who’s come to really know his kitchen sinks.
And what a kitchen sink it is. After all these years, I had some trepidation going back into Dawn of the Zeds. Like its comrades in the old Victory Point Games catalog, it was a product of its time. That second edition, arguably the high-water mark for the old versions, shipped in a folio-sized ziplock. Its cutouts smelled of wood smoke from the workshop laser cutter. The rules were scattered and frenetic, a little homebrew. Opening the box for this edition, I wasn’t exactly thrilled to discover that that’s apparently how Luttmann’s brain functions.
But even after all this time, Dawn of the Zeds feels fresh. Fresher, actually, now that the States of Siege titles are a thing of the past rather than regular attendees of the alternative wargaming scene. The closest comparison from the past few years is The Plum Island Horror, but while that game has left a few visible fingerprints on this one, the two are more like cousins than siblings. All in all, this has the hallmarks of the same game Luttmann designed fifteen years ago. It’s still weathered and wild-eyed, the buttons of its overcoat still loose, but it’s every bit as indomitable as ever.
“You’re under arrest, Dr. Mabuse!”
At least I hope it is. Some part of me wonders if Dawn of the Zeds has grown too far out of step with the modern hobby scene. It’s challenging and woolly and random. Even more random thanks to the dice combat.
But it’s also one of the most exciting and interesting solitaire games of its age. Once a week over the past month or so, I’ve sat with it in the evening, watching my defenders fail or rally, my heroes dart from one peril to the next. And it was perhaps the most relaxed I’d been in as much time. It felt like coming home. Not to the janky and over-stuffed version that I’d grappled with when I reopened the third edition last year. Instead, a version that was still expansive in what could happen, but more manageable and vivid in the moment. The past as I remember it rather than the past as it was.
Even when Pickles showed up only to promptly hurl himself into an unwinnable fight. Especially then. Good boy, Pickles. Good game, Dawn of the Zeds.
A complimentary copy of Dawn of the Zeds: Designer Edition 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 the next installment in my series Talking About Games, this time tackling the topic of what makes a good list! Naturally, the piece includes a list.)
Peter explains how to play Grimcoven, then tells you what he thinks of it!
At last, my Grimcoven review is here! Before I got a copy, I heard a lot about the difficulty of this new boss battler from Awaken Realms and assumed I’d find it very frustrating, but instead I’m very pleasantly surprised by all the choices it gives me. If you’re ready to make the commitment, this game is ready to deliver. So let’s dive into it as I explain how it plays, and my opinion of it!
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Australia’s biggest gaming convention is growing its tabletop exhibition space yet again amid the ongoing global boom in TCGs.
Pax Aus has featured tabletop games since the Melbourne-based con was launched in 2013, with the segment having grown over the years to take up a significant share of the show’s floor space.
The convention’s event director Lauren Luciani told BoardGameWire Pax Aus is expanding its dedicated tabletop hall by 7% for this year’s show, which takes place from October 9 to 11 – adding that even with that extended footprint, a waiting list had emerged for tabletop exhibitors.
Luciani said about 70% of exhibitors from last year’s show were returning for 2026 – although she would not reveal overall exhibitor numbers, or even an overall attendance for last year’s event, describing both figures as “confidential”.
Pax Aus’ announcement of this year’s show was once again dominated by major TCG publishers, underscoring the huge and growing popularity of a swell of different collectible card games over the past few years.
Asmodee ran a large booth at last year’s show, while other stands included board game distributors Let’s Play Games and Asmodee-owned VR Distribution (which rebranded to Asmodee in Australia last September), as well as a first-ever appearance from Warhammer publisher Games Workshop.
Other board game publishers with dedicated booths were few and far between in 2025, however, with much of the remaining tabletop section made up of retailers and a handful of stands for media outlets.
Update August 12, 2026: Pax Aus contacted BoardGameWire to add that TTRPG veteran Chaosium has just announced it will be attending, hosting free game sessions and showing off its co-op board game Horror on the Orient Express.
The event does include a large area for indie game developers on both the video and tabletop sides, however, called Pax Rising – expected to host more than 80 independent creators this year.
The Pax Rising section of Pax Aus 2025
That segment also includes an Indie Showcase competition to highlight games from Australia’s independent design scene.
When asked by BoardGameWire whether Pax Aus now sees TCGs as the primary growth area for the convention, Luciani said, “The trading card game category continues to experience significant growth globally, and PAX Aus is committed to reflecting the interests and passions of our community in the content and experiences we deliver.
“While TCG will have a strong presence at this year’s event, there are still a number of tabletop announcements to come, and attendees can expect a diverse range of tabletop gaming experiences on offer.”
This year’s event will include a segment where fans can meet Australian game designers Jay Bendixen, Ryan Boucher, Natalie Delaney-John and Cam Jasson during special sessions for Gretchen’s Garden and That Dicey Word Game.
Pax Aus also appears to be attempting to broaden its appeal to the collectibles market. eBay Australia returns as presenting sponsor of the Tabletop Hall for a second consecutive year, expanding its presence with the debut of eBay Live, live-streamed collector content and a dedicated Collectors Club programme.
Australia remains a long, expensive trip for European and North American attendees, of course. But for international publishers weighing whether the expense of exhibiting in Australia can be justified, Luciani argued that the value extends beyond direct sales.
“PAX Aus provides tabletop exhibitors with access to one of the largest and most engaged gaming communities in Australia,” she said. “Beyond direct sales opportunities, exhibitors benefit from brand exposure, community building, hands-on product experiences and the ability to engage with both existing fans and new players.
“As tabletop gaming continues to grow, PAX Aus remains a unique platform for publishers, retailers and creators to showcase their products alongside the broader gaming culture that brings tens of thousands of fans together each year.”
Welcome to this week’s batch of crowdfunding campaigns. We have a variety of offerings here, so we hope you will find something that catches your eye. Also, if you want to chat with the BGQ team, join our Discord Server where we talk about games, movies, sports, and other fun stuff. Check it out and […]
I’m going to hop into this review and almost completely agree with Andrew’s review of Nature. I don’t have that much to add to his assessment. I’ve played Evolution, Oceans, and now this, and I like what this series does mechanically, I think it provides a sharp, competitive experience that scales well with player count, and offers the possibility of drama without requiring players to understand a billion card interactions to jump in and start kicking each other in the teeth.
I’ll cover what the upcoming Climate module adds to the experience, and then I’ll play around in my ivory tower and conclude with some thoughts about edutainment products. I’m going to assume you have a sense of how the game works.
Get cooked (or frozen)
The Climate module for Nature adds variability to the amount of food that appears each round. Because of the game’s modeling of timescale, it’s doing big chunks of time between each round, so you have some pairing of the setting of the game with a mechanism. When the climate tracker moves toward an ice age or a scorching age, there will be less food available for everyone to compete over, and there is a new survival mechanism that every player will…
Crowdfunded eurogames from smaller board game publishers had a banner year at the latest Dice Tower Awards, accounting for half of the wins at the high-profile prize ceremony.
The biggest success of the night was Kinson Key Games’ Galactic Cruise, which was crowned game of the year in addition to picking up gongs for best strategy game and best game from a new designer.
Galactic Cruise, designed by TK King, Dennis Northcott and Koltin Thompson
Fellow indie publisher Paverson Games was also a standout winner in this year’s Dice Tower Awards, with its classical music-inspired title Luthier picking up awards for best theme, best production and best game from a small publisher.
Other crowdfunded titles honoured by the awards were mid-weight euro Critter Kitchen for best artwork thanks to the work of Sandara Tang, and 20 Strong: Tanglewoods Red for best solo game – the latter the only one which raised money through Gamefound rather than Kickstarter.
The string of crowdfunded successes is significant given the notable shifts which have taken place on Kickstarter and Gamefound in recent years, with a rise in larger publishers using the sites, and more campaigns focused around big-budget releases, miniatures heavy projects, deluxified components and major licensed IP.
CMYK scored a second success in this year’s awards with Hot Streak, which won best party game, while Stonemaier Games took the most innovative game prize with Vantage and Tag Team won best 2-player game.
Presented annually during Gen Con, the Dice Tower Awards are among the board game hobby’s highest-profile jury-voted honours, given the winning titles gain exposure with the veteran reviews giant’s more than 360,000 YouTube subscribers.
Winners are selected from the previous year’s games by a panel of more than 60 Dice Tower contributors, reviewers and content creators. The awards celebrates its 20th anniversary next year.
In November 2024, while attending the SDHistCon, we sat down with designer Sam London to play his upcoming game called Common Sense (it was originally called Absolved from All Allegiance), which was announced on GMT Games P500 last year. The game is an American Revolutionary War Strategic Level game that uses trick taking and is a struggle over the Will to Fight Track that measures the level of commitment by both sides to the fight. We recently reached out to Sam to get some more details to share about the design and he was very glad to oblige our request.
*Keep in mind that the design is still undergoing playtesting and development and that any details or component pictures shared in this interview are for prototype purposes and will definitely change prior to final publication as they enter the art department.
Grant: Sam welcome back to the blog. How are your other announced game projects coming along?
Sam: Thanks for having me back! Things are going well. I am hands off on Firefight Tactical at this point. All of the content art is complete and we are just working on things like rulebook layouts. I am very much looking forward to getting it out the door and into people’s hands. Microverse has most of the art complete. I am doing a few tweaks to the bot still to get it to a point I am happy with it, but in truth it is not tracking far behind Firefight Tactical. They both have been wonderful experiences from a development and production stand point and I cannot speak highly enough of the various teams I have worked with at GMT on these games.
Grant: How have you changed as a designer over the past few years?
Sam: This is an awesome question and I am grateful to be asked it as it forced me to do some introspection. To explain I will have to make some references to film making. As I have stated previously I have been designing games for a couple of decades at this point and only started trying to get my designs out there after Covid. The truth is that while this gave me lots of opportunities to refine my design chops, it was ultimately just me learning in a bubble. Coming into the hobby as a designer rather than a gamer, I fancied myself as a sort of auteur designer. For those not familiar with the term in the context of film making, this is an approach to creative endeavor where everything is made to conform precisely to one person’s specific vision. After getting to work with so many fantastic people, decidedly outside of my bubble, I have taken a bit of a 180. While I still own the ultimate vision, I now recognize that the odds that I understand the optimal route to get to that destination are unlikely, and that pretending I do will often result in an inferior game. This isn’t to say that I am going to incorporate every bit of feedback I receive into my designs. It does mean that I am more able to recognize weaknesses in my designs as conceived and solicit feedback from others to get around my blind spots.
Grant: What specific lessons have you learned about design?
Sam: The big one would be about systems pruning. Most people, myself included, understand academically that design complexity for complexity’s sake is not good. Putting that principle into practice, especially retroactively, is far more challenging. Every mechanism in the game has to serve the player’s enjoyment without making the cost of entry too daunting. This can often mean cutting mechanisms that I am particularly passionate about, but for which I am the sole audience (or close to it). This is especially difficult for me because I consider myself a systems designer, and I virtually always approach the mechanics of a design first.
Grant: What is your newest project Common Sense about?
Sam: Common Sense: An American Revolution, 1775-1783 is a card driven strategic level wargame covering the American Revolution. It attempts to offer a comprehensive view of the conflict, all the way from the battlefield to the halls of the Continental Congress and British Parliament.
Grant: Why was this a subject that drew your interest?
Sam: I always knew I would want to do an American Revolution game. The problem was that I needed a system that would fit my thesis of the conflict. A few years back I was working on a Barbarossa game and every step of the way I was thinking I would rather do that system in the American Revolution. The more passionate I became about that, the more I started to flesh out the system in ways that didn’t make sense for Barbarossa. Eventually that game ended up in the trash bin and Common Sense got my attention instead. I think the American Revolution is such a fascinating subject because it’s a real David and Goliath story. I of course am keenly aware that in reality it was more of David vs Goliath while Goliath is arm wrestling another giant while also trying to solve a Rubik’s cube, but there is still a lot of inherent heroic optimism to that history. Also, everyone loves a good underdog story.
Grant: What is your design goal with the game?
Sam: My design goal for the system was to see how much personality I could give to the belligerents without making their asymmetries require too much rules overhead. We have all played asymmetrical games where you feel like after you read your rulebook you need to read the other player’s rulebook to have a comprehensive understanding of the game. Here, while there are some mechanisms that are specific to each side, the asymmetry is more in terms of each player’s strategic concerns rather than their tools to execute upon them. All of these relate back to this unifying concept of “resolve” which is an abstraction that allows us to relate the varying strategic concerns into a single mechanism.
Grant: How did you focus on creating asymmetry on each side? What are some basic examples of these differences?
Sam: As noted above, I viewed each side in terms of what was unique about their concerns and what was unique about their tools to address them. For the British as an example, they are tremendously constrained by supply. It isn’t just a supply line (though it is that too), it’s a currency they spend to move and battle with units. Obviously historically supply was a concern for the Colonials as well, but it did not hamstring them to the same degree, so the Colonials don’t have to worry about it at all. What’s more, this opens up strategic opportunities for the Colonial player to attack the British in other areas to force the British player to split their limited resources. An example for the Colonial player is Attrition Combat. Each time the Colonials battle in a space they control on their turn, they have the option to resolve Attrition Combat, in which they cede control of that space to the British but as a result can resolve the battle without risking return fire. At the beginning of the game this must be used strategically and sparingly, but as certain key personalities in the Colonial Deck, from George Washington to Francis Marion enter play it becomes far more powerful.
Grant: How does the game use trick taking? Why was this a good choice for your vision of the game?
Sam: I am actually trying to get away from that term, as I think it causes people to think that Common Sense is a lighter game than it is. It invokes pithy card games rather than sweeping strategic affairs played out on a map. The final rulebook will likely make no reference to standard trick taking terms. I chose it as a core mechanism though for a variety of reasons. One I will cover in a future question, but the other reason is because I became very interested in the question of card balance. If I have a card driven game with a variety of card effects, and I want them to vary in their power, they have to be balanced in some way. The most common way this is handled in game design is to make them have a proportionate cost to play using some in-game currency. I was more interested in making the powerful cards more difficult to play. In fact, I wanted to take a step beyond that and say that not only are they more difficult to play, but they are never guaranteed. This gave me a simple way to inject far more personality into the cards and make some have a tangible weight to them when they manage to enter play. “Ha ha, I play King George. You’re in trouble now.” Trick taking was a natural fit for this as the rules overhead for it is comparatively light and the cards come with their own intrinsic value based on the ease with which they can be used to win tricks.
Grant: What is the makeup of the cards? Can you share a few examples with us and explain their use?
Sam: Each year players will begin their turn with a ten card hand. They can perform a strategic mulligan of up to 5 cards each year. This is not in case a player got a “bad hand” but rather so they can try to postpone getting cards that do not fit their strategic objectives at the start of the year. The year is then played out over a series of ten “clashes” in which the initiative player plays a card face up and then the other player does the same. The initiative player’s card sets the suit for the clash and the non-initiative player must follow the suit of that played card if able. Then the player who played the card with the higher initiative value (ties going to the non-initiative player) resolves their card.
In this example (all placeholder art at this point in the game’s development by the way), the Colonial player has initiative and plays the Artemis Ward card into the clash who is a 6 value of the Battle suit. The British player then plays Battle of Quebec into the clash which is a 7 value of the Battle suit. Battle of Quebec then resolves.
The British player immediately gains a supply (the orange wagon in the upper right corner). This is a special bonus effect present on some cards. The equivalent effect for the Colonials is to go up on the Continental Congress Track. They now have the option to cancel the resolution of the card to perform any one of their available actions. If they choose to continue to resolve the card they resolve its event first. Battle of Quebec’s event is of the type “special action,” which offers additional effects to the action on the card. In this case, if the Battle action is used to resolve a battle north of the Winter Line, the Colonial player must reroll all their successful hit dice once. The last piece is the yellow star under the Battle suit icon which indicates Battle has “advantage” over the Special suit. This means that if the non-initiative player does not have a card of the clash’s suit to play into the clash, any Battle card will always beat a Special card.
Grant: What different suits are included? What use does each have for players?
Sam: There are three common suits which are universals and one special suit which is player specific. The three common suits are March, Battle, and Recruit. March is used to move armies about the board, Battle is used to fight, and Recruit is used to get more units to fight with. There are asymmetries in how these resolve but the goals of their use are the same, which is why they are considered the common suits.
Grant: What is different about the Special Suit? How does it benefit players?
Sam: The Special suit is different for a couple of reasons. First all of the actions contained in the Special suit cards are unique to that player. The Colonial player can train their militia units into the Continental Army and negotiate with the French, eventually bringing in and performing actions with French pieces once they enter the conflict. The British player can recruit, move, fight, and raid with Native units and move and battle with the British navy. A lot of the flavor of the two sides are contained in the Special suit. The other thing that is different about the suit is that the Special suit allows you to resolve any combination of these actions. For example a Battle x 3 card allows you to resolve up to three Battle actions. A Colonial Special x 3 on the other hand will allow them to perform a mix of any 3 train and French actions which offers flexibility.
Grant: What is the purpose of the Resolve Track?
Sam: I mentioned the Resolve Track earlier when I was describing how most of the asymmetrical concerns of the players coalesce into a singular concept. The Resolve Track serves three purposes. Firstly, it is the game clock. While the game can end in the event that you completely resolve the year 1783, it will more commonly end when the British and Colonial Resolve markers cross. Each player’s Resolve marker starts on opposite ends of the track and moves towards the other end as they lose resolve. Once they cross, the year is completed and final scoring occurs.
Grant: How do players manipulate this track? What benefits or detriments does it provide to players?
Sam: This is where the other functions of the Resolve Track come in. The second purpose is that many of the points for determining final score and victory come from the Resolve Track. Finally, resolve has a tremendous impact on both sides’ ability to recruit new units, the Colonials in particular. This is another demonstration of the game’s asymmetries actually, as the Colonials are far more impacted by resolve loss both from a scoring perspective and a recruitment perspective than the British. In regards to how the track is manipulated, common track manipulations only cause a loss of resolve. There are several ways resolve is regained, but they are all due to specific card effects. The British primarily lose resolve by losing British Regulars in battle and by being overcommitted to the American conflict at the expense of their other global conflicts. They can also lose resolve by overusing Hessian mercenaries, who are good and reliable but cost money that parliament is loath to spend. The Colonials on the other hand will lose resolve mostly due to the British seizing control of colonies, Winter Attrition, and failure of the Continental Congress to offer a believable alternative as a governing power to the crown.
Grant: What is dynamic about the initiative system?
Sam: I said I would come back to this when I was describing why I went with trick taking as a core mechanism. Essentially, you are the active (initiative) player for as long as you continue to win subsequent clashes. For the duration the other player is what I would consider a “reactive” player. They still have choices to make of course, for example which card to play into clashes, whether to resolve combat as a siege or not in fortified spaces, how much supply to commit to a protracted battle, etc. The point however is that while by sheer odds you are guaranteed to eventually get your turns in, the duration of the runs of turns is strongly connected to the skill of the player and their familiarity with the game. This is very much a game where a player will become far better after repeated plays. The other cool thing about this is that the events on cards require skill and forethought to combo them together. You may have the thought that if cards A, B, and C resolve in order you will have all but won the game, only to lose the clash for card C and have to pivot. This dynamism does a lot to keep the game fresh and challenging rather than thinking “I have cards A, B, and C so I already know how I will play this out.”
Grant: What different unit types does each player have access to? How does each type benefit them?
Sam: Again pursuing asymmetry I wanted to give each unit type its own character. Each unit has a potency and a resilience but this is just the tip of the iceberg. Militia are able to pop up virtually anywhere and are able fire first in battles where they are the aggressor, but they are poorly trained and can’t leave where they are recruited unless they are picked up by an army. British navies can contribute to naval sieges and amphibious assaults while they are also required end points for British supply lines. French regulars are able to operate as a distinct force while also being able to launch coordinated actions with the Continental Army, offering them incredible command flexibility. British Field Artillery is powerful, but is unable to retreat quickly when the battle is lost, meaning it will be commandeered by the Colonials (and may exchange hands several times over the course of the war). There are also Continental Army, Native Warband, Hessian Mercenary, French Navy, Tory Loyalist, Colonial Artillery, and British Ranger units. Each has its own complement of traits to figure out how to employ them optimally.
Grant: How does combat work in the design?
Sam: As I have alluded to, there are a variety of special combat resolutions possible like Attrition Combat, Sieges, Naval Bombardment, Raids, and Surprise Attacks. I will just be describing the standard battle procedure here though. Each unit has a number of dice they grant during battles. The British player will have to pay a supply for each unit they want to activate to gain dice this way. Players then roll all their dice simultaneously. Dice come in three flavors, red, white, and blue (see what I did there?). Red dice hit on 3 or better, blue on 4 or better, and white on 5 or better. No matter the die color, a 6 counts as 2 hits. The other player then takes as many dice as they have incoming hits (at this point color doesn’t matter) and rolls them. For each 6 they roll, they discard the lowest die among their rolled dice. They then go from their lowest rolled die to their highest, assigning dice to their units if possible. Each unit has a limited range of dice values they can be assigned which represents their morale. For example, the British and French Regulars are a professional army and so they can only be assigned 1s and 2’s. The Colonial Militia and Tory Loyalists on the other hand can be assigned anything from a 1 to a 4. After all dice have been assigned or there are no more rolled dice that can be assigned to any units legally, all units with a die assigned to them are eliminated. Then, if the resolving card grants additional Battle actions, the initiative player can choose to either resolve another round of battle in this space, or not, potentially beginning to resolve another battle in a different space. If no further battle rounds will occur in the current space, the total number of casualties is compared. If one side took fewer casualties and did not control the space, they gain control of the space. Then, if the side that took more casualties lost at least as many units as half the size of their army (stack), they are forced to retreat from the space.
Grant: What is the British Commitment Check? How does it work?
Sam: The British player uniquely tracks the number of clashes they win each year on their own “British Perception” Track. At the end of the year, they add their current level on this track to the number of British Regular and Navy units outside of the American Colonies available to fight the French and the Spanish. If this total is less than 10, they lose 1 level of resolve for each point of shortfall. This means that if they have run the table the entire year, they are free to overcommit to the colonies, thematically because the optics are good back home. If however they have a rough year, they may have to hold some forces back to avoid the war being cut short by Parliament because opinions have turned against it.
Grant: What is the Continental Congress Level? How does it work?
Sam: On average, every card in the Colonial deck is one initiative value lower than every card in the British deck. However, every card in the Recruit suit grants the Colonial players levels on the Continental Congress Track. Levels can be spent from the track as cards are played to increase the initiative value of the played card. The problem is that at the end of the year, the Colonial player is expected to have an ever increasing level on the Continental Congress track or they will lose resolve equal to the shortfall. This obligation is an even bigger potential headache for the Colonial player as the Continental Congress isn’t just a track on the board, it’s also a piece on the map. If the Continental Congress is forced to relocate (retreat) because their current space falls into British control, the Continental Congress levels reset to 0. Done later in the war this can be devastating to the Colonial player. Even worse, if the Continental Congress would have to retreat, but it has no valid place to do so since it is surrounded by British Controlled spaces, the Congress surrenders and the Colonial player loses the game outright with no points counted.
Grant: I have seen where you describe the game as a sandbox. What does this mean and how does it benefit the design?
Sam: I think this can best be demonstrated by the card I showed earlier, Battle of Quebec. Now of course, the Battle of Quebec occurred when Richard Montgomery and Benedict Arnold attempted to siege Quebec City on December 31, 1775. The Colonials suffered heavy losses and were soundly defeated by the elements as well as the British. Nowhere in that card does it specify that the battle needs to occur on a specific date, or at a specific location, just that it must be north of the Winter Line for the event to have an effect. There have been plenty of times in playtests where the card has been resolved in 1775 in Canada, but also many times where it hasn’t. This approach enables me to inject historicity into the game without shackling the player to recreate historical decisions. I think many historical gamers want experiences where they can recreate history, but they are not obligated to do so. Roughly paraphrasing what Gene Billingsley said about the game, “all the events are there, all the major players, and the outcomes, even though potentially very different from history, are entirely conceivable.” Put differently, it’s like the game hands you a toy box filled with American Revolution action figures to play with as you will. There will of course be some players who will miss some rigidity holding them to a more strictly historical course. However, I think this sandbox approach offers an opportunity to sink your teeth into the history and better appreciate the moving parts by seeing the different ways they could have fit together.
Grant: What are some general strategies for both sides?
Sam: From a general strategy perspective things are very historical. The British want a quick war. The fastest way to do this is to take the more valuable northern colonies which will tank the Colonial resolve and secure most of the significant strategic locations. By doing this they can force the Continental Army to suffer brutal winters away from the cities and put enough pressure on the Continental Congress that their resolve rapidly drains and they are forced to surrender. The Colonials want the opposite. They just want to hold out long enough using delaying tactics to organize a proper army, get the French into the war, and retake whatever key fortified locations they ceded to the British in the early war so they can force the British to the bargaining table.
Grant: What is the layout of the board?
Sam: Again, this map is placeholder art. The game uses point to point movement, with some spaces representing precise fortified locations and some representing large tracts of land (even entire colonies in some cases). Spaces are grouped into colonies that each have an associated hit to Colonial resolve if they are lost. There is also a British “in Europe” area and a number of tracks tied to the various game mechanics.
Grant: Why did you feel point to point movement was best?
Sam: The only two contenders here were point to point vs area based movement. Given the level of abstraction the system uses, any sort of hexed based representation was never an option. I decided to go with point to point because the game’s focus is really on the narrative more than anything else. An area based map would have forced me to have the visual importance of areas be at least somewhat to scale by the size of the colony. Instead by doing point to point I can give a colony as many spaces and fortifications as are thematically appropriate for the importance of that colony in the actual conflict.
Grant: What type of an experience does the game create?
Sam: The game is punchy. It is very competitive and intentionally so. You are only able to achieve so much on a given turn, and at the end of each turn you have another clash and a chance for your opponent to seize the initiative. The elation when the other player plays a card out and you realize you can beat it and put out Benjamin Franklin when you thought you weren’t going to get a turn for at least 2 more clashes is fantastic. It also plays very quickly for a game of its weight. Most games between players who know how to play will be under 2 hours.
Grant; What are you most pleased about with the design?
Sam: I would say three things. First, because it’s top of mind as I just finished it, the solo play. I knew how I wanted the solo to feel, but I wasn’t quite sure how I was going to make it happen mechanically. I will be putting out some videos soon showing how it works, but suffice it to say for the moment that I am very pleased with it. Second, every game I design, I design to create stories at the table. If it always tells the same story it isn’t memorable. If there are never any surprises it isn’t memorable. Common Sense succeeds in both of these areas to a tremendous degree. Each time I catch up with a player I have played Common Sense with before they are able to remind me of our whole game by invoking strange or exciting moments from our game a year ago like it happened yesterday. Finally, when I design a new game I generally try to think about what aspects of it are specific to the topic and which could be modified slightly to make it work for other topics. I have my own plans for a Vietnam War version of this system that I am very excited about. What surprised me though was how many great designers have been inspired by the system and want to do their own designs with it. At the moment I am only at liberty to say that Ananda Gupta wants to do a French Revolution game with the system, which is such an incredible honor since Twilight Struggle is the primary inspiration for it.
Grant: What other designs are you working on?
Sam: I am always working on something. I have a non-historical game I am working on that has been picked up but I cannot talk about it yet. I have a train game that I may be able to talk about more publicly soon and an American Civil War game that I will be debuting at HistCon North. Oh, and I have a Sengoku Jidai wargamer’s party game that I am tooling around with. There are more, but that’s enough of a teaser. Thanks for the interview!
Thank you Sam for your thoughts on your game and for the effort you have obviously put into it. Having played the game while attending SDHistCon ta few years ago, I can say that we had a great time with the game, felt all of the aspects you discussed and very much enjoyed the way cards were played, how the initiative kept with the winner and the various frustrations of the asymmetry of each of the sides. I think that this one will be a winner and I look forward to playing it further in the future!
For a bit more information, we posted a quick video interview with Sam while at SDHistCon and you can view that at the following link:
2026 saw the third iteration of Roll The Dice Cornwall’s South West Cornwall Games Expo, and it was the best yet. The first time was at a small church hall in Helston. The second was in a bigger hall on the outskirts. This time it basically took over the old Cattle Market Building and Coronation Park. and it was brilliant. Hot sunshine, vendors selling anything and everything geek…