Lese-Ansicht

Marketable vs Aspirational Funding Goals

In regards to several recent crowdfunded games that either relaunched after an initial cancellation or are struggling to move far past their funding goal, I’ve heard some concerns about trust from potential backers.

For example, if a project has a $10,000 funding goal but after the first few days they only have a few hundred backers and $13,000 in funding, is it a mark of dishonesty if they cancel the project, reconfigure, and relaunch?

Personally, I do not begrudge anyone from learning from a mistake, oversight, or shortcoming and trying to do better. Nor do I consider it dishonest to showcase a marketable funding goal…as long as the creator is transparent about their aspirational goal.

Here’s an example from a related article:

If you want to make a hypothetical game with a landed cost of $20 (manufacturing plus freight shipping) with a trusted long-time producer like Panda, you’ll have a minimum order quantity of 1,500 units (or 2,000 if plastics are involved). Ideally you’ll make more, but that’s the bare minimum you need to cover that MOQ. So that’s $30,000.

Of course, you’ll need to pay artists, graphic designers, playtesters, and proofreaders–those costs can vary greatly based on the complexity of the game and the quantity of the art. At Stonemaier Games, I would say that those costs add up to around $75,000 on average. Added to the landed costs for the 1,500-unit MOQ, that’s $105,000.

I might list the funding goal at $30,000, but somewhere else on the project page I might discuss that I’ve already invested $75,000 in the game and that the funding goal is based on the MOQ of 1,500. So there I might note that we’ll make the game if we reach the funding goal, but my hope is to eclipse $105,000, perhaps marked by a stretch goal.

A creator could also just outright say, “We chose $10,000 as a marketable funding goal, but our aspirational goal is to make at least $50,000. Reaching that aspirational goal will help us cover our sunk costs and will enable us to pay for the first printing without dipping into our savings. If the project has not reached $30,000 a few days after launch, this is a strong indicator the game and/or the campaign are missing something important, and we may consider relaunching to best serve the audience for this game.”

This is essentially what Siclen Studio announced on a recent video about their current Kickstarter, though they took it a step further: They said that as long as they stay above their $10,000 funding goal (as of this writing, the project is at $13,535), they will make the game even though they had much higher hopes for it. I admire that, though I also worry that backer accusations of dishonesty backed Siclen into this corner instead of offering them the grace to relaunch.

I understand that this is a contentious subject, and I also understand that a creator risks losing backer trust if they relaunch. However, we are talking about crowdfunding here: Nothing is etched in stone. Crowdfunding gives creators the opportunity to learn from the crowd while the product and the project are still pliable.

Also, is it not an inherently human trait to set a lower goal with the hopes of surpassing it? I can certainly relate to that.

What are your constructive thoughts about marketable vs aspirational funding goals?


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New Exploding Kittens studio boss sets sights on expanding namesake IP into “long-lasting evergreen brand”

A kitten on an exploding earth illustrating the Exploding Kittens card game

Exploding Kittens has named chief commercial officer Joeri Hoste as its new head of studio, with the long-time game industry exec eyeing further expansion of the company’s namesake hit into a “long-lasting evergreen brand” beyond its big-selling card game.

Hoste joined Exploding Kittens to lead its international business in 2020, following multi-year stints at companies including Hong Kong based board game publisher and manufacturer Ooba Games, toy company BOTI and trading card and collectibles specialist Upper Deck.

He takes the head of studio role at the Asmodee-owned business as former Exploding Kittens CEO Carly McGinnis was named head of the parent company’s global publishing operation last month.

New Exploding Kittens studio head Joeri Hoste

Hoste said in a LinkedIn post that the past six years at Exploding Kittens had been the most rewarding of his career, adding that he was “ecstatic and humbled” to take responsibility for leading the company into the next stage of its development.

He said, “We’ll continue our mission of making great games and creating experiences that bring people together. Exploding Kittens is the game that built its namesake company, and our next challenge will be to develop the IP into a long-lasting evergreen brand that outgrows its original format.

“Exploding Kittens is unique within Asmodee as we combine deep commercial mass market expertise with publishing quirky and irreverent games that disrupt the games category.

“We did not get here by blending in. We succeed because of the talented team that’s willing to be different.”

Exploding Kittens has been a huge commercial success in the wake of its debut title raising almost $8.8m on Kickstarter in 2015.

Last year Exploding Kittens revealed it had sold more than 60 million games as it marked a decade in business – with the company’s growth having already extended well beyond the tabletop.

That has included a partnership with Netflix which expanded the property into mobile gaming and an animated series.

Asmodee bought a 55% majority stake in Exploding Kittens at the end of 2021, and exercised its option to purchase the remaining 45% minority stake last year.

Exploding Kittens has continued to stand out within Asmodee’s portfolio during a difficult period for parts of the US board game market.

Asmodee CEO Thomas Koegler singled the company out last November as a particularly strong performer amid economic uncertainty caused by rising prices and US tariffs, adding that US consumers were favouring lower-priced games. Asmodee again highlighted strong Exploding Kittens growth while discussing a 23% year-on-year fall in its US quarterly sales earlier this year.

The promotion comes as Asmodee is making a wider push into social and party games – a category where Exploding Kittens has been one of its strongest brands.

In March the company agreed to pay up to €250m for French social and party game publisher ATM Gaming, with Koegler saying the acquisition would combine ATM’s strength in Europe with Exploding Kittens’ strong position in the US. Asmodee has said it expects the social games category to grow at between 4% and 8% annually between 2025 and 2030, compared with about 4% for the broader board games market.

It also launched US party game studio Moodbox Games last year, a move de Barros described at the time as strengthening Asmodee’s presence in a category where Exploding Kittens and Zygomatic were already seeing strong success.

The post New Exploding Kittens studio boss sets sights on expanding namesake IP into “long-lasting evergreen brand” first appeared on .

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Everdell Journeys: Kickstarter-Kampagne überfinanziert

Everdell Journeys: Kickstarter-Kampagne überfinanziert

Everdell zählt seit dem Erscheinen 2018 bei Starling Games zu den bekanntesten und mehrfach ausgezeichneten Tableau-Bauspielen der Branche. Tycoon Games hat mit „Journeys: An Everdell Game“ nun einen Ableger mit eigener Mechanik am 8. September 2026 auf Kickstarter gestartet. Die Kampagne steht bei 609.738 US-Dollar von 35.000 US-Dollar Ziel, umgerechnet rund 1.742 Prozent, bei 4.924 Unterstützenden, Stand des Abrufs. Kickstarter führt das Projekt als „Staff Pick“.

Die Kampagne läuft noch bis zum 25. September 2026, 23 Uhr MESZ. Würfelreich hatte sie bereits kurz nach dem Start in der Crowdfunding-Wochenschau erwähnt. Die inzwischen erreichte Größenordnung rechtfertigt jetzt einen eigenen, ausführlicheren Artikel.

Was Journeys von Everdell unterscheidet

Statt Städte per Worker Placement aufzubauen, ziehen 2 bis 5 Spielende als reisende Tiere durch die Welt von Everdell und legen dabei einen eigenen Pfad aus Karten, und Card Drafting steht also im Zentrum. Aktivierte Karten liefern Ressourcen und Punkte für spätere Kombinationen, und ein persönliches Reisetagebuch hält besondere Ereignisse der Reise fest. Die Deluxe-Edition erweitert das Spiel auf 1 bis 10 Spielende und ergänzt Solo- sowie Kooperativ-Modi, die dem Grundspiel fehlen. Laut BGG dauert eine Partie 30 bis 60 Minuten, empfohlen ab 10 Jahren.

Ob sich der Kartenpool zwischen Partien unterscheidet und wie das Automa-System der Solo-Variante genau funktioniert, verrät das verfügbare Kampagnenmaterial nicht. Die meisten Pledge-Stufen enthalten zusätzlich „Gather: An Everdell Card Game“, ein eigenständiges Kartenlegespiel von 15 bis 20 Minuten im selben Universum.

Beim Design ist mit James A. Wilson der Schöpfer des Hauptspiels wieder dabei. Clarissa A. Wilson ist als Co-Designerin neu im Team. Die Illustration liegt komplett in neuen Händen bei Lukas Siegmon. Keiner der drei Illustratoren des Hauptspiels ist beteiligt.

Tycoon Games hat in der Vergangenheit bereits Lizenzen etablierter Titel wie Colt Express, Living Forest und Lewis & Clark übernommen und tritt damit erkennbar als Verlag für bestehende Marken auf, nicht nur als Erstverlag eigener Spiele. Im selben Everdell-Universum hat der Verlag zudem bereits eine eigene Kickstarter-Kampagne erfolgreich abgeschlossen: „Everdell Emerland“ erreichte im Dezember 2025 rund 3.421 Prozent des Ziels bei 7.980 Unterstützenden. Ob die Auslieferung pünktlich erfolgte oder inzwischen erfolgt ist, lässt sich daraus nicht ableiten. Dazu liegen keine belastbaren Angaben vor.

Pledge-Stufen und Auslieferung

Das Grundspiel „Journeys“ kostet 49 US-Dollar (umgerechnet rund 42 Euro, Kurs vom 17. September 2026), die Deluxe-Edition 75 US-Dollar (rund 65 Euro). Für 99 US-Dollar (rund 86 Euro) gibt es die Super-Deluxe-Stufe mit zwei exklusiven Miniaturen, für 159 US-Dollar die Stufe „Travel Guide“ mit zehn Neopren-Spielmatten für die ganze Tischrunde. Am oberen Ende steht „Globetrotter“ für 699 US-Dollar mit der kompletten Everdell-Sammlung inklusive der Erweiterungen Farshore, Silverfrost und Emerland. Die Auslieferung ist laut Kickstarter für August 2027 vorgesehen.

Das Hauptspiel Everdell erscheint in Deutschland regulär bei Pegasus Spiele. Für Everdell Journeys selbst nennt die Kampagnenseite bislang keine deutsche Version. Laut Kickstarter liefert Tycoon Games die Kampagne weltweit aus. Konkrete Versandkosten oder Zollhinweise für Deutschland nennt die Kampagnenseite aber nicht.

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Crowdfunding Campaigns of the Week – 9/14/26

Crowdfunding Campagns of the WeekWelcome 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 […]

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Maestro Media öffnet Overture: Geistesblitz macht mit

Maestro Media öffnet Overture: Geistesblitz macht mit

Der US-Verlag Maestro Media öffnet mit „Overture by Maestro Media“ seine Crowdfunding-, Produktions- und Vertriebsinfrastruktur für andere Verlage sowie Designerinnen und Designer. Den Auftakt macht eine neue nordamerikanische Ausgabe von Zoch Verlags Geistesblitz, international als „Ghost Blitz“ bekannt, die ab Januar 2027 erscheinen soll. Das berichtet das Fachportal BoardGameWire am 10. September 2026.

Overture bündelt laut Bericht Entwicklung und Lizenzierung, Produktion, eine Crowdfunding-Plattform sowie Direktvertrieb und Handelsdistribution unter einem Dach. Designerinnen und Designer können vom 1. bis 30. Januar 2027 eigene Tabletop-Spiele zur Begutachtung einreichen. Zu welchen Konditionen, etwa Gebühren oder Beteiligungen, das geschieht, nennt der Bericht nicht.

Geistesblitz stammt von Jacques Zeimet und erschien 2010 bei Zoch Verlag: Fünf Holzfiguren liegen auf dem Tisch, Karten zeigen falsch eingefärbte Objekte, wer zuerst das gesuchte Original oder die namentlich wie farblich einzig fehlende Kombination greift, sammelt die Karte. Das Reaktionsspiel ist für 2 bis 8 Spielende ab 8 Jahren ausgelegt und hat laut BoardGameWire über eine Million Exemplare in mehr als 20 Sprachen verkauft. Auf BoardGameGeek wird Maestro Media bereits als einer der bisherigen Verlage der Reihe geführt, die neue Ausgabe erscheint nun im Rahmen von Overture.

Weitere Partner und Hintergrund

Neben Geistesblitz nennt der Bericht zwei weitere Kooperationen: das Quizspiel „Half Truth: Second Guess“ von Richard Garfield und Ken Jennings mit Nighthawk Interactive sowie „The Lord of the Rings: Foes of Middle-Earth“ und ein „Justice League Unlimited“-Rollenspiel mit D20 Culture für den weltweiten Vertrieb. Maestro-Media-Gründer Javon Frazier beschreibt die größte Hürde der Branche so: „Das eigene Design vor einen Verlag zu bringen, die Entwicklung zu finanzieren, den Vertrieb zu erreichen und es ins Regal zu bekommen“ (übersetztes Zitat).

Bekannt wurde Maestro Media durch „The Binding of Isaac: Four Souls“, das 2018 zunächst mehr als 2,6 Millionen Dollar und mit der Erweiterung „Requiem“ weitere 6,7 Millionen Dollar auf Kickstarter einspielte.

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Crowdfunding-Wochenschau KW 38: Everdell Journeys & Catvale

Crowdfunding-Wochenschau KW 38: Everdell Journeys & Catvale

In den vergangenen sieben Tagen (7. bis 14. September 2026) sind gleich mehrere neue Kampagnen gestartet, vier davon erreichen die Auswahlkriterien dieser Redaktion. Den Auftakt macht ein Ableger eines in Deutschland etablierten Eurogames, dazu kommen ein Katzenabenteuer, eine Endzeit-Erweiterung und ein Arena-Kartenspiel.

Crowdfunding-Wochenschau KW 38: Everdell Journeys & Catvale

Everdell Journeys

Das US-Studio Tycoon Games hat Everdell Journeys am 8. September 2026 auf Kickstarter gestartet, Stand 14. September 2026 bei rund 1509 Prozent des Ziels von 35.000 US-Dollar (528.284 US-Dollar, 4.230 Unterstützende). Design stammt von James A. Wilson und Clarissa A. Wilson, den Schöpferinnen und Schöpfern von Everdell, die Illustrationen wieder von Lukas Siegmon.

Zwei bis fünf Spielende legen in diesem Ableger keine Städte mehr an, sondern ziehen als reisende Tiere durch die Welt von Everdell und legen dabei einen Pfad aus Karten. Wer eine Karte auf dem eigenen Pfad aktiviert, sammelt Ressourcen und Punkte für spätere Kombinationen, ein persönliches Reisetagebuch hält besondere Erinnerungen fest. Statt Worker Placement steht damit Card Drafting im Zentrum des Spiels. Eine Partie dauert laut BGG rund 60 Minuten, ausgelegt für zwei bis fünf Spielende ab 10 Jahren, ein Solo-Modus ist erst in der Deluxe-Ausgabe mit erweiterten Regeln enthalten.

Die Kampagne läuft noch bis zum 25. September 2026, der Versand ist laut Kampagnenseite für August 2027 vorgesehen. Das Hauptspiel Everdell erscheint in Deutschland regulär bei Pegasus Spiele, eine deutsche Ausgabe von Everdell Journeys selbst nennt die Kampagne bislang nicht.

Crowdfunding-Wochenschau KW 38: Everdell Journeys & Catvale

Catvale

Das polnische Studio FUdice hat Catvale am 8. September 2026 auf Kickstarter gestartet, Stand 14. September 2026 bei rund 1298 Prozent des Ziels von 20.000 Euro (259.596 Euro, 1.961 Unterstützende). Design stammt von Lukasz Berdowski.

Zwei bis sechs Spielende steuern ehrgeizige Katzen durch ein von Runde zu Runde neu zusammengesetztes Kachel-Tableau, sammeln Ressourcen und lösen Quests, um Prestige und Luxusgüter für ihren eigenen Rückzugsort zu erobern. Würfel legen zu Rundenbeginn die Stärke der verfügbaren Aktionen fest, wählbare Spielstile reichen vom Kämpfer über die Bauherrin bis zur Abenteurerin. Eine Partie dauert laut BGG bis zu 180 Minuten, ausgelegt für zwei bis sechs Spielende.

Die Kampagne läuft noch bis zum 8. Oktober 2026, der Versand ist laut Kampagnenseite für Dezember 2027 vorgesehen. Aktuell gibt es das Spiel nur auf Englisch und Polnisch, weitere Sprachen schaltet der Verlag laut eigener Ankündigung erst frei, sobald für sie jeweils 200 Unterstützende zusammenkommen. Eine deutsche Fassung ist damit nicht ausgeschlossen, aber auch nicht zugesagt.

Crowdfunding-Wochenschau KW 38: Everdell Journeys & Catvale

Barbaric: Crown of the Frost

Der Verlag Hexa House hat Barbaric: Crown of the Frost am 8. September 2026 auf Gamefound gestartet, Stand 14. September 2026 bei rund 711 Prozent des Ziels von 20.000 US-Dollar (142.141 US-Dollar). Die Erweiterung ergänzt das postapokalyptische Duell- und Erkundungsspiel Barbaric: After the Apocalypse, das von Thitinan N. entworfen wurde.

Neu ist unter anderem die Riderin Yrsa mit zwei wählbaren Entwicklungspfaden, dazu kommen weitere Kämpferinnen und Kämpfer samt ihrer Gear-Fahrzeuge für das titelgebende Winter-Setting. Im Kern bleibt das Spiel dabei, was es im Grundspiel war: Ein bis vier Spielende steuern mutierte Tierkrieger, kämpfen um Ressourcen und versuchen, den namensgebenden Energiekern im Zentrum des Spielfelds zu erobern, bevor die Bedrohung durch das Grundspiel selbst zu stark wird. Eine Partie dauert laut Kampagnenseite rund 60 Minuten, ausgelegt für ein bis vier Spielende ab 14 Jahren, ein Solo-Modus ist durch das Grundspiel gegeben.

Die Kampagne läuft noch bis zum 30. September 2026. Eine deutsche Lokalisierung nennt die Kampagnenseite nicht.

Crowdfunding-Wochenschau KW 38: Everdell Journeys & Catvale

Trials of Maya

Das Studio Department of Lore aus Goa, Indien, hat Trials of Maya am 8. September 2026 auf Gamefound gestartet, Stand 14. September 2026 bei rund 400 Prozent des Ziels von 50.000 US-Dollar (199.874 US-Dollar). Entwickelt wurde das Spiel unter der Leitung von Zain Memon im Fantasy-Universum MAYA.

Ein bis vier Spielende steuern Champions mit individuellem Kartendeck durch Arena-Duelle, verwalten dabei ihre Energie und verketten Kartenkombinationen, um im richtigen Moment zuzuschlagen. Vor jeder Partie lässt sich das eigene Deck aus den Karten des gewählten Champions neu zusammenstellen, fünf verschiedene Spielmodi mit eigenen Arenen und Regeln stehen zur Auswahl. Eine Partie dauert laut BGG bis zu 120 Minuten, ausgelegt für ein bis vier Spielende ab 14 Jahren. Das Basisspiel selbst bietet zwei kompetitive Modi, ein Solo- und Koop-Modus namens „Depths of Kaav“ ist als separates Zusatzmodul für 30 US-Dollar erhältlich, nicht Teil des Basisspiels.

Die Kampagne läuft noch bis zum 13. Oktober 2026. Eine deutsche Lokalisierung nennt die Kampagne nicht.

Korrektur vom 17.09.2026: Im Abschnitt zu Everdell Journeys hieß es zunächst, das Hauptspiel Everdell erscheine in Deutschland bei Frosted Games. Richtig ist: Der deutsche Verlag ist Pegasus Spiele.

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CMON warns of ‘prolonged structural downturn’ as it seeks up to $17.5m from investors

CMON has warned that its core business is suffering a “prolonged structural downturn” and is still consuming more cash than it generates, despite a drastic restructuring which has seen the board game crowdfunding major halve its workforce, sell off some of its biggest game IPs and halt new crowdfunding campaigns.

The warning comes amid an extraordinary period of upheaval for one of tabletop gaming’s biggest crowdfunding publishers, which suffered losses of almost $23m across 2024 and 2025 and is still working to deliver a string of heavily-delayed campaigns that raised more than $14m from backers.

CMON has spent the past 18 months attempting to stabilise its finances by cutting staff and other costs, selling high-profile IP including Zombicide, Blood Rage and Cthulhu: Death May Die, divesting its Singapore office and raising fresh money from investors.

Those efforts have now dramatically reduced its losses, CMON’s newly-released H1 financial report shows – with the company reporting a loss of just over $2m for the first half of this year, compared to almost $7m for the same period in 2025.

CMON’s revenue also rose more than 7% year-on-year in H1, up to $3.68m from $3.43m in the first six months of 2025, while its selling and distribution expenses more than halved from $1.83m to $859,000, and its general and administrative expenses fell from $4.37m to $2.37m.

But that improvement has failed to make the underlying business self-sustaining. CMON’s cash reserves, which stood at $3.9m at the end of 2022, had fallen to $2.1m by the end of 2024, and slipped again to just over $900,000 by June 2025.

CMON revealed last month that it had about $368,000 in bank and cash balances as of August 4, which it described as enough to cover less than a month of its daily operating expenses.

Crowdfunding Commitments

Despite the sharp reduction in its losses, CMON’s balance sheet remained under pressure at the end of June – with $7.34m more in short-term liabilities than short-term assets, up from $6.89m at the end of 2025.

A significant part of CMON’s liabilities relates to eight crowdfunded games whose campaigns raised $14m from backers, but which the company has yet to deliver.

They include DC Super Heroes United, which raised more than $4.4m, and DCeased, which brought in over $2.5m. Both of those campaigns were initially due to be delivered last year, but fulfillment has been pushed back several times since and both are now scheduled for the first quarter of 2027.

CMON has not completed fulfillment of a crowdfunding project since Zombicide: White Death in mid-2025, but has managed to deliver pre-orders for Cthulhu: Dark Providence, Marvel United: Witching Hour and Dune: Desert War in the first half of this year.

Four other pre-order titles: Assassin’s Creed Role Playing Game, The Adventurers, The Dead Keep and Super Fantasy Brawl Reborn, all remain undelivered, although the first of those is currently slated for completion in Q3.

Funding Push

CMON said in its H1 report that the liabilities position had caused the company’s directors to give “careful consideration to the future liquidity and performance of the group and its available sources of financing in assessing whether the group will have sufficient financial resources to continue as a going concern”.

Those directors believe CMON will be able to continue operating – but central to that assessment is a major share sale designed to raise up to HK$150.5m – about $19m.

CMON first announced the rights issue fundraise in June, proposing to offer existing shareholders the opportunity to buy three new shares for every share they already owned in an attempt to raise the capital.

The plan was approved by shareholders in late July and the formal offer opened in mid-August – but existing shareholders took up just 7.76% of the new shares offered to them by the August deadline.

That leaves CMON looking to raise more than $17.5m from other investors through the rights issue – a figure approaching 2.5-times the valuation of the entire company implied by its last share sale in February this year.

CMON said it plans to use 40% of the money raised to fund its day-to-day operations for roughly the next year, including staff costs, royalties, shipping and distribution, professional fees and other administrative and operating expenses.

Another 20% is earmarked for repaying debts and other outstanding liabilities, including $2.46m owed to a CMON director and $385,000 of unsecured advances from employees, as well as outstanding production, shipping, royalty and other operating costs.

CMON has earmarked 25% for expansion in existing and new markets, including strengthening the company’s presence in Europe through marketing and potential attendance at events including Spiel Essen and Cannes, as well as targeting growth in Japan and the Philippines.

Digital Ambitions

The company added that it plans to put 15% of the new capital towards potential acquisitions as part of a push into digital gaming, although said it had not yet identified any targets.

CMON said it intends to look for between one and three businesses, primarily in Asia-Pacific, valued at between about $1.3m and $2.5m each, which could help it develop digital adaptations of its existing games, companion apps and other digitally-enabled features.

The publisher stressed that it intends to retain physical tabletop games as its core business, with the digital push designed to complement rather than replace them.

That announcement comes just a few weeks after CMON terminated its planned $2.1m investment in NFT video game maker Blissful Link, an investment it had previously said formed part of a digital shift necessary to remain “relevant” in the games industry and expand its revenue stream.

That plan had included transitioning the company’s titles such as Massive Darkness and Super Fantasy Brawl Reborn into “high-quality digital assets” – with CMON saying the group would “continue to supplement this digital transformation as physical games would still offer a ‘screen break’ for individuals as well as foster direct face to face interaction”.

The proposed investment would have valued Blissful Link at more than $95m. Blissful Link made a loss of about $197,000 in 2024, on revenues of just over $408,000, and had net liabilities of about $889,000, according to unaudited figures provided by CMON in April. It did not include finances for 2025.

CMON said in the rights issue offer, “Under prevailing high-interest lending conditions, traditional bank borrowings and debt financing carry heavy interest and securing such financing would severely strain the group’s remaining liquidity.

“Accordingly, equity financing via the rights Issue is the most viable strategic path to recapitalize the group’s capital base without increasing debt distress.”

The directors’ assessment that CMON can remain a going concern also takes into account continued financial support from some of its directors, progress fulfilling its outstanding contract liabilities and further restructuring aimed at reducing cash outflows.

Revenue Collapse

CMON’s latest figures also reveal the scale of the collapse in its North American and European revenues over the past five years, transforming the geographical make-up of what remains of its business.

North America alone generated more than $8.6m for CMON in the first half of 2021, making up 57% of its roughly $15.1m H1 revenue. By the first half of this year, however, revenue from North and South America combined had fallen to just $642,000.

Europe has undergone a similarly dramatic contraction, with revenue from the region falling from about $4.5m in the first half of 2021 to just $982,000 in the latest six-month period.

Asia has consequently become CMON’s largest market by a considerable margin, generating more than $2m in the first half of this year and accounting for about 55% of its total revenue, compared with less than 10% in the same period of 2021.

That reversal has not been driven by Asian growth, however. CMON generated $3.22m from Asia in the first half of 2022, marking a roughly 37% decline since – but a far more resilient performance than the steep falls recorded in North America and Europe over the same period.

The publisher said in its H1 2026 report, “The group intends to continue developing its distribution and market presence in Asia while supporting its established markets in Europe.

“The group will also continue to monitor trade and tariff conditions affecting the US market, and maintain a prudent approach to allocate resources to markets and projects.”

CMON said in March this year that it intended to resume crowdfunding in the second half of 2026, but its latest interim results stop short of repeating that commitment, saying instead that new titles will be developed and launched selectively depending on market conditions, available financial resources and project readiness.

The final result of the rights issue is due to be announced on September 15.

The post CMON warns of ‘prolonged structural downturn’ as it seeks up to $17.5m from investors first appeared on .

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After making its name with Knizia, Bitewing Games is looking to video games for its next big hits

“Nobody, and I mean NOBODY, trusts two random dentists to make a fantastic board game.”

That was the problem facing Nick Murray and Kyle Spackman, two friends who fell down the board game rabbit hole while at dental school together, when they decided to launch publisher Bitewing Games in 2020.

Bitewing’s efforts to reach out to designers ultimately provided what might have seemed an ambitious solution to that credibility problem: work with one of the biggest names in board games, prolific German designer Reiner Knizia.

Knizia and his team presented the fledgling publisher with seven prototypes to choose from, three of which became its first publishing project: the Criminal Capers Collection.

It proved the start of a defining relationship. Bitewing has since published 16 Knizia games across more than five years, building a particular reputation for digging through the legendary German designer’s enormous back catalogue for overlooked titles it believes can be successfully reworked for today’s market.

Those successes have included Zoo Vadis, Cascadero, Cascadito, Iliad, Ichor, Silos, Ego and Orbit – with Bitewing’s campaigns featuring Knizia titles among games from other designers having raised more than $2.2m between them.

But after a run of six Knizia releases last year, Murray believes Bitewing has now found “most, if not all” of the hidden gems that suit the company’s catalogue – and is increasingly looking towards video games as another route to finding potentially long-lasting hits.

Bitewing Games co-founder Nick Murray

He told BoardGameWire, “There was a period of time where Bitewing was finding some phenomenal hidden gems in Knizia’s catalogue and inspiration struck for how to evolve them, and we were fortunate that Reiner was up for revisiting them with our development goals in mind. That all culminated in a truly wild run of 2024 and 2025 Knizia releases… an explosion that I don’t expect we’ll ever see again.

“Of course we are still finding a few here and there like Gold Country, Eureka, and Escar-GO, but after playing over 200 different Knizia games (and researching hundreds more) I’ve increasingly felt that we’ve found most (if not all) of the hidden gems that are a great fit for Bitewing.

“The other thing worth noting about re-implementing older games is that you are immediately fighting an uphill battle. You see it from gamers, critics, localization partners, and retailers, especially those who have been in the industry for enough years – if a game is perceived as “old”, even it is entirely new to them and dramatically updated, they lose interest.

“Even when we go to great lengths to show how the original designer has improved the gameplay and the art team has enhanced the presentation, helping a game evolve into something even more special and exciting (at least in my opinion), it’s sometimes not enough for certain folks.

“Entirely new games have a huge psychological advantage over reprints, rethemes, and reimplementations – unless that old game is considered a major classic like Ra or Cyclades.”

Successful Roll

Bitewing’s push into video game-inspired titles began with Balatro-inspired Rolling Deep, whose Kickstarter campaign alongside Eureka raised more than $700,000 this summer – more than double the revenue of any of Bitewing’s previous 12 crowdfunding projects.

The publisher is now pushing further into video games with adaptations of two established indie releases – most notably acclaimed 2019 puzzle game Baba Is You, which picked up a string of major industry awards on its release and has sold hundreds of thousands of copies through digital PC distribution platform Steam alone.

Launching alongside it is Party House, one of the breakout games from highly regarded 2024 retro videogame collection UFO 50. Its creator Jon Perry is also designing Bitewing’s tabletop adaptation, adding to a board game CV that already includes Air, Land & Sea, Spots and multiple awardwinning 2025 release Hot Streak – Murray’s favourite board game of last year.

The shift forms part of a significant new phase for Bitewing, which also saw Murray step away from dentistry this year to work on the publisher full-time – making the commercial success and longevity of the games it chooses increasingly important.

Murray told BoardGameWire, “The most deliberate change we are making is shifting our focus from many small passion projects to more carefully selected heavy hitters. Especially now that I’ve stepped away from dentistry this year to go full-time on Bitewing, I want to make games that have the best potential to last more than one or two print runs.

“My family’s livelihood depends on me making smart decisions with the projects we take on. So we’re not only trying to reach new audiences (like the solo gaming community with our Table For One Series, Rolling Deep and Eureka), but we’re also trying to find and create the very best experiences in each genre.”

Murray told BoardGameWire that despite his long interest in video games – he says he has owned every major Nintendo console and handheld since the NES was released in the mid-1980s – making board game adaptations of digital titles “wasn’t really something we were actively seeking”.

He said, “Obtaining licensing rights for established IPs is a rather intimidating challenge. Plus that’s only half the battle – having a great IP to slap onto a game box doesn’t automatically make it a great board game. But we were lucky enough to have a huge opportunity land in our laps, and we’ve fully embraced it.

“The two projects that have really blown the doors open for us have been Rolling Deep and Baba Is You: The Board Game, which are both designed by Peter C Hayward. So if anyone deserves the credit for being a catalyst to Bitewing’s strategic evolution, it’s Peter.

“As a huge fan of Balatro and Baba Is You, and a very capable board game designer, Peter set out to pay homage to Balatro with a dice-crafting roguelike adventure and adapt Baba Is You to a 2-player strategy game, in collaboration with the developer of Baba Is You. When Peter pitched these designs to us, I was hooked. I’m already a huge fan of Balatro and Baba Is You, so those were an easy sell for me.

“With Rolling Deep, I realized that this was also a perfect opportunity to use a watercolor rubber hose animation style for the game – reinvigorated by Cuphead, which I’m also a huge fan of. So the first artist I reached out to was Caitlin Russell [the background artist of Cuphead], and we were extremely fortunate to have her join the project.

“From my perspective, we’re simply doing what we’ve always done… which is pouring all of our passion and excitement as fans of these types of games into the biggest opportunities we can find.

“Of course, despite Reiner Knizia being perhaps the world’s biggest board game designer, even he is eclipsed by so much of the video game industry. So I’m not blind to the fact that titles like Rolling Deep, Baba Is You, and Party House have a much bigger reach straight from day one.

“The longer I’m in the board games industry, the more I realize just how important it is to stand out. With over 5,000 new games releasing each year, it’s no wonder that so many great games are easily overlooked or quickly forgotten.

“While many publishers like Bitewing are fortunate to be sustained by an amazing fanbase, we’re all hunting for that next huge hit. Having one or more ‘evergreen’ titles in your catalogue allows for so much more security and growth.”

Finding Hits

Murray added that Rolling Deep’s success especially had affected how he thinks about selecting future releases.

He told BoardGameWire, “Rolling Deep has proven to me that for designers and publishers, you are much better off starting with something that is popular or widely loved and building a game or product on that.

“That doesn’t necessarily mean that it has to be an established IP or a direct homage to a specific game (like Balatro). Many huge hits have taken one or more popular ingredients and presented them in a thrilling new way: Dune Imperium combines deck building with worker placement (two very popular mechanisms). Magical Athlete takes wacky player asymmetry (another popular board game mechanism) and maximizes it in a highly approachable racing game. Wingspan takes bird watching (an immensely popular hobby) and turns it into the ultimate game for bird fans.

“In the case of Rolling Deep, the concept was ridiculously easy to get folks excited about with just one sentence: A Balatro-style roguelike solo adventure featuring dice crafting and artwork inspired by Cuphead.

“To me, Rolling Deep and other hits like the ones mentioned above have become the gold standard for how marketable we want all of our games to be.”

Murray hopes to continue that success with Party House and Baba Is You, which are due to launch together on Kickstarter on September 15 – and the campaign is already showing signs of reaching well beyond Bitewing’s existing board game audience.

He told BoardGameWire at the end of August that pre-launch follower numbers were tracking alongside Rolling Deep, while trailers for the two games had generated unusually high viewing figures.

The Baba Is You board game trailer alone has generated more than 240,000 combined views across Bitewing Games’ and Baba Is You video game creator Hempuli’s YouTube channels – far more than any of the publisher’s previous game trailers or videos.

That contrasts with Murray’s experience of the games’ reveal at Gen Con, where he said few of the board game media attending had played either original video game.

He told BoardGameWire, “My expectation is that we’ll see a huge percentage of our backers for this project be from the video game community rather than the board game community. And I’ll be thrilled if our adaptations help any of those people fall in love with board games.

“I firmly believe that board games are for everyone! Anyone who says otherwise just hasn’t found the right game for them (yet).”

But Murray added that attracting an audience from outside the traditional board game market also puts greater importance on getting the adaptations themselves right – preserving what people like about the original games without attempting to reproduce them wholesale on the tabletop.

He said, “I think a lot of adaptations make the mistake of trying to perfectly simulate or mimic the experience of the IP they are based on.

“Instead of embracing the strengths and mitigating the weaknesses of our tabletop medium, they try to cram a square peg into a round hole. Or they take the opposite approach and merely slap a popular brand on a board or card game without much meaningful connection between the two.

“Of course there are many phenomenal exceptions – see Slay the Spire, Mechs vs Minions, and Wilmot’s Warehouse, to name a few.

“With anything IP related, my goal is to wow both the fans and the creators of that IP. The adaptation should preserve the spirit of that IP, but it should also fully embrace and respect its form as a tabletop game.

“And it should stand on its own as an incredible board game experience, even for people who have zero familiarity with the IP.”

Murray added that he hopes Baba Is You, Party House, and Rolling Deep are enough to “get the ball rolling” for other video game adaptations.

The push into videogames does not mean Bitewing is moving away from Knizia, however, with Murray saying its long partnership with the designer “will continue” – adding that the company’s wider slate is also expanding through work with designers including David Thompson, Trevor Benjamin, Brett J. Gilbert, Kasper Lapp and Perry.

Murray said, “Folks will always regard Bitewing and Knizia as close partners, and we’re proud of it! But I’m always seeking opportunities to work with my favorite creators.”

The Kickstarter for Party House and Baba Is You is set to launch on September 15.

The post After making its name with Knizia, Bitewing Games is looking to video games for its next big hits first appeared on .

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Interview with Yoni Goldstein Designer of The Nights of King Ludd: The Luddite War on Industry, 1811-? from The Dietz Foundation Currently on Kickstarter – Part I

As you know, I do love me a good Card Driven Game….or a game that uses cards….multi-use cards. I love cards because it allows for the designer to keep a game going while using a vehicle that incorporates special rules that fit a historical situation but also to be able to use bits of the history itself to teach the players about the topic. A few months ago, I caught wind that The Dietz Foundation was working again with Yoni Goldstein on his second game called The Nights of King Ludd: The Luddite War on Industry, 1811-? that recently launched on Kickstarter (the game has already funded). The Nights of King Ludd is a 2-4 player game that deals with direct oath-sworn secret societies of English Luddites at the dawn of the Industrial Revolution in the English Midlands. Working together, players will build a secret network of saboteurs, ferry provisions and weapons on the black market, assemble raiding parties, and if all goes as planned, smash those “dark satanic mills” to cinders. I reached out to Yoni to get a bit more information about the design and he was more than willing to share.

If you are interested in The Nights of King Ludd, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/dietzfoundation/the-nights-of-king-ludd

Grant: Yoni welcome back to our blog. What have been your feelings about the reception of your great game Chicago ‘68?

Yoni: I’ve joked that I’ve taught this game now more than I’ve played it (of course this is only true if one just counts the last couple years!). Since 2024, I’ve taught it to a diverse and intergenerational cohort of non gamers, grognards, peace activists, veterans, and even a few spooks. Inevitably players relate the experience they are having on the board to what they see in their neighborhoods: protests and tear gas, troops deployed into cities, election interference, and so on. Those conversations are still ongoing and I’m heartened that Chicago ‘68 is facilitating a space for that.

Grant: What lessons did you learn from that experience that have helped you with your new game?

Yoni: I’m grateful that Joe Dewhurst, who developed both Chicago ‘68 and the upcoming The Nights of King of Ludd, guided me through the design, testing, and development processes. Ludd is my second game and it went through a number of iterations, but this time we had a proper methodology in place. Likewise, The Dietz Foundation was very transparent with the manufacturing and publishing side of things, which gave me a deeper understanding of the timeline and proofing / editing process that accompanies those final stages of production.

Grant: What is your new upcoming game The Nights of King Ludd about?

Yoni: The Nights of King Ludd is a collaborative game for 2-4 players about the Luddite revolts in the English Midlands. Set roughly around 1811, the game tells the story of local workers in the textile industry (“weavers”) forming secret societies and leading armed raids against mills and factories in their communities. Players command an oath-sworn organization of conspirators working with the Luddites to achieve the collective goal of machine wrecking while also attempting to meet their individual motivations (which may include assassinating the local manufacturer, spurring a republican revolution, or just avoiding an Australian exile).

In terms of game mechanics, you are building a dice pool while also maneuvering pieces and collecting multi-use cards to modify your roles. Collectively you are building a tableau and operating it together to mount a series of raids against the three Mills on the map.

Grant: What is the meaning of the title of the game? What should it convey to players about the game and the history it represents?

Yoni: The title of the game is borrowed from a chapter in Gavin Mueller’s book from 2021, Breaking Things at Work. Mueller is among a cohort of authors, including Kirkpatrick Sales (Rebels Against the Future), Brian Merchant (Blood in the Machine) and Cory Doctorow, who are working to reconsider the Luddites’ reputation in the age of AI and the gig economy. Rather than seeing them as misguided revolts against the inevitability of technological progress, these writers appraise the Luddites in their historical context as severely desperate labor movements against tech oligarchies. The Luddites’ aims were, ultimately, to raise the minimum wage, cease child labor, and to maintain a higher standard of craftsmanship and quality in the production of textile goods. At every point their appeals to authority were spurned. So they turned to mob justice. “You may call the people a mob,” remarked Lord Byron before Parliament, “but do not forget that a mob too often speaks the sentiments of the people.”

The subtitle of the game, “The Luddite War on Industry, 1811-?” is also a cheeky nod to Volko’s Labyrinth: The War on Terror, 2001 – ?. While these games don’t share a mechanical similarity, they both explore the ongoing and unpredictable nature of insurgencies. 

Grant: Why was this a subject you wanted to focus on?

Yoni: My area of interest in game design, broadly speaking, is movement politics on an operational scale. As with Chicago ‘68, the Luddite war on industry feels an under-explored subject matter in historical gaming. While there are certainly titles about the Industrial Revolution from the perspective of barons and magnates (especially in the Euro game niche), little is mentioned about the social, political, and ecological costs of these endeavors for progress. 

Moreover, the story of the Luddites and their “secret societies” is about the tensions of modernity. New technologies combined with extensive wars abroad drove a rise in food costs and detonated an affordability crisis in the imperial homeland. Communication media (handbills, newspaper editorials, and pseudonymous letters) was an instrument of persuasion, vitriol, and threats. Suspected Luddites and their sympathizers were surveilled by the state, which increasingly saw its interests entwined with industrial capital. We’ve seen this all before! 

Grant: What are the unique features with the system used for the game?

Yoni: The Nights of King Ludd has a unique framework for collaborative engine building. Initially, players draw from “The Commons” (a shifting card pool) where each card has the same “trade cost.” On your turn, you may activate a Conspirator (spending an action point) to draw a card into one of the columns in your tableau. Each column upgrades your actions with a permanent ability. If you specialize your actions, you can harmonize a collective strategy between players and hone in on the steps you need to take to sabotage the mills. 

In the Commons we are evoking the notion of a shared economy. But this may shift dramatically when decreasing wages and increasing productivity converge. Then, the Commons transforms into the “Common Market.” Now, players are building their tableaux with an increasing cost, similar to the Pax Series (for example, Pax Pamir or Pax Renaissance). Each player is now facing a decision: overwork their cabal of conspirators or draw on the labor power of the workers in the textile industry (which drains their militant power on the map).

Grant: What does the collaborative portion of the subtitle mean for the game? How do the players cooperate?

Yoni: I choose “collaborative” not “cooperative” as a descriptor to emphasize the multi-victor nature of the game. In The Nights of King Ludd, each player chooses not only their persona and their role in the Luddite struggle (with asymmetric abilities and effects), they also put forward a “Motivation.” Motivations are personal victory conditions that unlock if the collective win condition (destroying all three mills on the map) is met. This gives shape to the degree of player friction in the game. For example, Lord Byron’s motivation is to turn down the heat from the ruling Regency. His motivation is in conflict with George Mellor’s, the famed assassin, whose attempts at the Manufacturer’s life will ratchet up the crown’s crackdown. But pair John Baines, a republican agitator, with the Molyneux sisters, two young women destined to labor in the mills, and the gameplay will tilt more toward cooperation. In this case, Baines is working to regulate the industriousness of the mill (keeping productivity low and wages high) while the Sisters are interested in keeping workers employed. So the degree of cooperation is up to the players, and as often happens, someone may have to make a noble sacrifice for the collective good.

Grant: What did you need to model regarding the English Luddites at the dawn of the Industrial Revolution?

Yoni: As EP Thompson (The Making of the English Working Class) notes, the history of the Luddites is, at best, “opaque.” We are grappling with a story about secret societies in an era where workers associations were illegal and damaging weaving frames was a capital offence. As such, we have dubious claims from government spies, confessions before “hanging judges,” and pseudonymous letters and handbills. Consequently, the model had to be expansive enough to capture the granular nature of these conspiratorial operations, but also open enough to allow for the plausibility of a broad range of player actions.

For example, one of the core actions is to “rally local weavers,” which is a form of recruitment. In game terms, this means moving one of the Employed Weaver cubes into an Enclosure where they can contribute to your force strength. This action may represent members of your secret society swearing in sympathetic workers in local pubs, or calling a clandestine meeting in the nearby woods. We don’t know precisely how the Luddites organized themselves, so the language has to be inclusive of these possibilities. Players then “assemble a raiding party”, which is to move the cubes from the enclosure into a nearby Mill. Each cube in the Mill space adds a die to the Sabotage roll (which is the primary means of wrecking machines). So here is a group of raiders hiding in the hedge and awaiting the signal from King Ludd. They are spurred on by the Mobs who have surrounded the site, represented by these Mob tiles. Matching a die roll to the symbol on the Mob Tile is how you roll a “hit.” The intention is to shape a series of amorphous and difficult to historicize chain of events into a familiar wargaming mechanism: rolling a handful of dice representing an “attack” and applying modifiers to the results.

Grant: What is your design goal with the game?

Yoni: My overall aim was to develop a system that could express a relationship between an abstract economic system, worker uprisings, and the coming together of industry and aristocracy to form a ruling class. But on a purely design level, I wanted to work within the framework of a Pax Series style market that you encounter in games like Pax Pamir and Pax Renaissance. That is, a shifting market of cards that players can purchase and place into their tableau. It’s an evocative description of history as a bazaar of possibilities and counterfactuals. The Nights of King Ludd tweaks this vision of history as somewhere between a commons (a gift economy) and a market (which costs worker power as in-game resources).

But really, I want this to be a “raiding party game.” Beneath the heady layers of history and theory is a brisk experience featuring dice odds, clever combos, and cooperation with your friends (while slyly pushing your own agenda!).

Grant: What other games did you use as inspiration?

Yoni: John Company from Wehrlegig Games is certainly one of the biggest inspirations, taking place in a similar era of British imperial economic imperialism (Ludd is at the tail end of JoCo’s later scenarios) and drawing on the satirical printworks of the time. Like John Company, players are asked to intervene in an existing ecosystem. In both games, player actions accelerate a system that will simultaneously reward and punish everyone at the table. How this is doled out is uneven, so players have to weave and dodge to make best of a collapsing infrastructure. 

Grant: What sources did you consult about the history?

Yoni: An invaluable resource for all things Luddite is the Luddite Bicentenary curated by Richard Holland. This is a comprehensive digital archive of historical ephemera devoted to Luddism, including handbills, court transcripts, and other images and texts. I also quote extensively from Rebels Against the Future by Kilpatrick Sale and The Risings of the Luddites: Chartists and Plug-Drawers by Frank Peel, E.P. Thompson, as well as The Making of the English Working Class also by E.P. Thompson.

Other reference texts include: 

Writings of the Luddites edited by Kevin Binfield

Ben o’ Bill’s, The Luddite: A Yorkshire Tale by Daniel Frederick Edward Sykes, George Henry Walker

Breaking Things at Work: The Luddites Are Right About Why You Hate Your Job by Gavin Mueller

The Luddite Rebellion by Brian Bailey

Blood in the Machine by Brian Merchant

Women in Protests 1800-1850 by Malcolm Thomis

Convict Lives at the Launceston Female Factory (A swing rioter: Elizabeth Studham by Keryn Rivett), edited by Lucy Frost & Meredith Hodgson,

Grant: What is the dice pool building mechanic and how does it work in the design?

Yoni: At the core of the game is a fairly straightforward dice mechanic for resolving raids against the three mills on the map. Throughout the course of the round, players add “saboteur dice” to the dice pool, representing the Luddite’s militant capacity. These are D6’s with the following icons: gun, hammer, and torch (matching the “mobs tiles” – armed rabble surrounding the mill). The remaining three sides are blank and always result in a miss.

When a sabotage operation is initiated, the number of dice rolled is determined by the number of raiders you’ve positioned at the mill and what constitutes a possible hit is determined by the matching icons on the nearby mob tiles (again; gun, hammer, or torch). All misses are returned to supply but if at least one hit is rolled, you may push on and carry out multiple raids, striking at other mills as well.  

As your readers can deduce, the purpose of the tableau building and the card engine is to modify the odds of the roll in your favor, i.e. the more raiders you assemble the more dice you will roll, and the more mobs you’ve fomented the more likely you are to roll a hit.

Grant: What is the general Sequence of Play?

Yoni: As neighboring societies of Luddites, you have three rounds before the Crown musters its army and crushes the revolts. Each round is structured the same: 

  1. Dawn: Industry Operates – at the beginning of the second and third round your adversaries in London will take actions against you, sending the militia on patrols and accelerating industrial production.
  1. Day: The Manufacturer Speculates – during this phase, the local manufacturer will take an action, depleting the Commons of its resources.
  1. Night: The Luddites Conspire – this is the main phase of the game, where each player takes turns resolving a Conspiracy action by spending a Ready Conspirator cube on their boards. Each player takes a primary Conspiracy Action and resolves any secondary effects on Cards tucked into the Column of that Conspiracy on their Player Boards. In this phase, players can attempt a sabotage roll to destroy the Mills.
  2. Round’s End – when there are no Ready Conspirators (or all players pass) players reset the components for the next round. 

Thank you for your time in answering our questions Yoni! I am very much interested in this game and its efforts to tell this very interesting story of resistance. While this is not a traditional wargame, in my opinion it certainly merits a serious look from wargamers who are interested in CDG’s and games that use cards and that are interested in seeing these type of non-traditional historical subjects represented. I have backed the project and look forward to getting my copy next year!

If you are interested in The Nights of King Ludd, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/dietzfoundation/the-nights-of-king-ludd

In Part II of the interview, we will dive more into the makeup and uses of the card, concepts of Breaking the Oath, profit and market manipulation.

-Grant

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Crowdfunding Campaigns of the Week – 9/7/26

Crowdfunding Campaigns of the WeekWelcome 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 […]

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Crowdfunding-Wochenschau KW 37/2026: Fief France & Reverie

Crowdfunding-Wochenschau KW 37/2026: Fief France & Reverie

Auch in der zweiten Septemberwoche bleibt es bei Kickstarter, Gamefound und Spieleschmiede eher ruhig, die großen Neustarts der letzten sieben Tage (31. August bis 7. September 2026) waren bereits eigene Meldungen dieser Redaktion. Zwei weitere Kampagnen erreichen zusätzlich die Auswahlkriterien: eine Jubiläumsausgabe eines Verhandlungs-Klassikers und ein Kunstschul-Spiel, das sein Finanzierungsziel um mehr als das Vierzigfache übertrifft.

Crowdfunding-Wochenschau KW 37/2026: Fief France & Reverie

Fief: France 45th Anniversary Edition

Der französische Verlag International Team hat Fief: France 45th Anniversary Edition am 1. September 2026 auf Gamefound gestartet, Stand 7. September 2026 bei rund 273 Prozent des Ziels von 30.000 Euro (82.043 Euro). Design stammt von Philippe Mouchebeuf, der die Fief-Reihe ursprünglich entworfen hat.

Drei bis sechs Spielende führen eine Adelsfamilie im mittelalterlichen Frankreich und kämpfen über Bündnisse, Heiraten, Wahlen, Kirchenämter und offene Kriege um die Vorherrschaft im Königreich. Mechanisch verbindet das Spiel Verhandlung, Gebietskontrolle, Würfelwürfe und ein Bestechungssystem, dazu kommen geheime Truppenbewegungen und Abstimmungen im Kronrat. Zum 45-jährigen Jubiläum der Reihe überarbeitet diese Ausgabe einzelne Abläufe und bündelt Inhalte aus früheren Erweiterungen der Vorgängerausgabe. Eine Partie dauert laut Kampagnenseite rund 120 Minuten, ausgelegt für drei bis sechs Spielende ab 14 Jahren, einen Solo-Modus gibt es bei dieser Spielerzahl nicht.

Die Kampagne läuft noch bis zum 17. September 2026. Eine deutsche Ausgabe ist bestätigt.

Crowdfunding-Wochenschau KW 37/2026: Fief France & Reverie

Reverie: Symphony of Colors

Das US-Studio Dux Somnium Games hat Reverie: Symphony of Colors am 1. September 2026 auf Kickstarter gestartet, Stand 7. September 2026 bei rund 4609 Prozent des Ziels von 5.000 US-Dollar (230.460 US-Dollar, 1.434 Unterstützende). Design stammt von Amy Droz und Dusty Droz.

Ein bis vier Spielende schlüpfen in die Rolle angehender Künstlerinnen und Künstler an einer viktorianischen Kunstschule, sammeln Pigmente, erlernen neue Techniken und knüpfen Freundschaften, um daraus eigene Meisterwerke zu schaffen. Punkte gibt es über die sogenannte Euphorie, ein Maß für die persönliche Entwicklung und die geschaffenen Werke im Spielverlauf. Eine Partie dauert laut BGG rund 70 Minuten, ausgelegt für ein bis vier Spielende ab 8 Jahren, ein Solo-Modus ist enthalten. Details zu einem eigenen Automa-System nennt die Kampagne nicht.

Die Kampagne läuft noch bis zum 1. Oktober 2026. Eine deutsche Lokalisierung ist bislang nicht angekündigt.

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Clank!: Cube of Holding und The Forgotten Vault

Clank!: Cube of Holding und The Forgotten Vault

Dire Wolf startet zum zehnjährigen Jubiläum von Clank! eine Kickstarter-Kampagne für „Cube of Holding and The Forgotten Vault“: eine neue Erweiterung, eine Deluxe-Aufbewahrungsbox für die Sammlung und aktualisierte Karten und Komponenten zur Master Thief Edition. Die Kampagne läuft vom 3. bis 29. September 2026, bei einem Ziel von 50.000 US-Dollar steht sie bereits am ersten Tag bei 327 Prozent (163.700 Dollar, 593 Unterstützende, Stand: 3. September 2026). Kickstarter selbst hat das Projekt zusätzlich als „Staff Pick“ ausgezeichnet, eine redaktionelle Plattform-Auswahl, kein unabhängiges Qualitätsurteil.

Clank!: A Deck-Building Adventure von Paul Dennen (Dire Wolf/Renegade Game Studios, 2016) ist ein Deckbuilder für 2 bis 4 Spielende ab 12 Jahren, eine Partie dauert 30 bis 60 Minuten. Wer sich in die Höhle eines Drachen schleicht, sammelt Artefakte, während jedes laute Manöver den Zorn des Drachen steigert.

Was „The Forgotten Vault“ bringt

„The Forgotten Vault“ führt in die verwunschenen Ruinen einer alten Bibliothek: Zwei neue Spielpläne, „The Ancient Archive“ und „The Clocktower“, versetzen laut Verlag den Dungeon in Bewegung, etwa über Pendel und Seile, in Study Rooms lassen sich mit Secret Tomes dauerhafte Verbesserungen freischalten, dazu spuken Geister durch die Gänge. Wie viele Erweiterungen die Cube of Holding tatsächlich fasst, beziffert die Kampagne nicht näher. Zu einer deutschen Lokalisierung von Erweiterung oder Cube of Holding äußert sich die Kampagne bisher nicht.

Pledges und Lieferung

Die Pledges umfassen, mit den von Dire Wolf angegebenen Ersparnissen gegenüber dem Einzelkauf: Birthday Wish ab 10 Dollar (individuelles Baukasten-Paket über BackerKit), A Journey Continues für 115 Dollar (Cube plus neue Erweiterung, 8 Prozent), Dungeon Delver für 205 Dollar (zusätzlich das komplette Master-Thief-Edition-Set, 9 Prozent), The Treasure Chest für 210 Dollar (11 Prozent) sowie Dragon's Hoard für 435 Dollar beziehungsweise 395 Dollar ohne Basisspiel, das größte Paket mit 21 Prozent. Nur bei Dragon's Hoard unterscheidet die Kampagne explizit zwischen den Varianten mit und ohne Grundspiel, bei den übrigen Stufen bleibt offen, ob das Basisspiel jeweils enthalten ist. Der BackerKit-Baukasten soll im Dezember 2026 geliefert werden, alle übrigen Pledges im August 2027.

Zum Versand nach Deutschland äußert sich die Kampagne nur allgemein: Laut FAQ zählt die EU zu den regulär belieferten Regionen, der Versand erfolgt dort aus einem Fulfillment-Zentrum innerhalb der EU. Eine Liste einzelner Länder nennt die Kampagne nicht.

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Wargame Watch – What’s New & Upcoming – September 2026

The year is quickly fading as we are nearing the start of the 4th quarter of 2026. Man the year has just gone by so quickly and I still have so many great games awaiting us to give them the attention they deserve. But there are always new games and they are also equally deserving. This month, I was able to find 19 games to share (including 6 games from our sponsor). I was also able to find 3 games being offered on Crowdfunding through Kickstarter and Gamefound.

If you missed the August Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/08/03/wargame-watch-whats-new-upcoming-august-2026/

Again this month, we have a sponsor for the Wargame Watch post in Neva Game Press. This is Neva’s 3rd time sponsoring this post and they are very busy as they have a ton of new games upcoming. Neva Game Press is a new publisher who appeared on the scene 2 years ago. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games!

Big Experiences, Small Footprint: New from Neva Game Press

At Neva Game Press, we believe great games don’t require massive boxes. Our ‘Hardcover Book’ box policy delivers premium components and deep, innovative mechanics in a shelf-friendly format—without compromising playability. We recently rebranded from Neva Wargames to Neva Game Press to reflect our expansion into thematic titles, though our commitment to wargaming remains stronger than ever.

End-of-Year Releases

We are closing 2026 on a high note with two major releases. After the rapid sell-out of Iwo Jima: Hell on Earth—the first volume of our Blind Valor Series—we are thrilled to bring it back as a Revised Edition, and we are grateful for the community’s support. We are also releasing an Iwo Jima: Hell on Earth Update Kit for owners of the original 1st Edition. Finally, we are launching our new tactical wargame, Peking: 55 Days of Fury—the first volume in our Breach Point Series.

Peking immerses 1–2 players in the 1900 Boxer Rebellion for a tense, 90-minute experience. Whether defending the International Legations or leading the attack, you’ll need to master our unique fog-of-war mechanic and hybrid system (featuring event cards and operation points split into two phases) to secure victory.

You can pre-order these titles via our Pre-orders section at the following link: https://nevagamepress.com/pre-order/

Looking Ahead to 2027

Our commitment to the community continues with an ambitious slate for 2027, featuring: Valls: Battle of the Goi Bridge, Spartacus: Rome under Threat, 1806: The Elbe Campaign and Reformation: Fire and Faith.

Discover all the details on our Upcoming Releases page: https://nevagamepress.com/upcoming-releases/

Pre-Order

1. The Great Anglo-Boer War: The Battle for South Africa 1899-1902 from Cadet Games Currently on Kickstarter

A few years ago, I came across this interesting looking wargame from a new company Cadet Games called They Were Soldiers: Battle of the Ia Drang Valley that was heading to Kickstarter at the time. The game was a 2-player turn-based operational level design based on the battle for LZ X-Ray during the larger Battle of the Ia Drang Valley in Vietnam, 1965. Since that successful campaign, Cadet has designed and completed several other successful campaigns including Nguyen Hue ’72: The 1972 Easter Offensive in VietnamLinebacker II: The Historic B-52 Strikes Against North VietnamArmies & Alliances: Arnhem ‘44 – Operation Market Garden and Armies & Alliances: Blitzkrieg ’40 – The Battle for France.

They recently announced their next Kickstarter project that would take their system to the Anglo-Boer War called The Great Anglo-Boer War: The Battle for South Africa 1899-1902. The game is currently on Kickstarter and appears to be a very important addition to the many games on the period.

From the game page, we read the following:

The Great Anglo-Boer War is a grand-strategic level game of the war between the British Empire and the Boer Republics in South Africa from 1899 to 1902. The Boers were armed like no other adversary the Empire had ever faced. By October 1899, war had become inevitable—and both sides were equipped for the first ‘modern’ conflict. Both sides had rifled breech-loading artillery, machine guns, bolt-action magazine rifles, trenches, barbed wire, and more.

The war started as a conventional contest but morphed into the first modern guerrilla war of the 20th century. In the end, the Empire overwhelmed the Boers, but by 1910 all of South Africa (including the contested republics of 1899) was granted self-government as a Crown Dominion, with Louis Botha as the Prime Minister. The Boers can be said to have lost the war but won the peace. A fascinating bit of history but an even more interesting study in military history.

The game places you in the position of the military commanders of both armies. Political events are largely beyond your control, but may influence what you are allowed to do. There are three scenarios – the Conventional War, the Guerrilla War, and the Grand Campaign Game. The full campaign is THE ULTIMATE BOER WAR EXPERIENCE – from the first desperate siege defenses of 1899 to the treaty of Vereeniging (or maybe not?) – and everything tactical and otherwise in between. Battles, blockhouses, farm-burnings, evasions, escapes, raids, concentration camps, sieges, drives, armoured trains, 1-pdr automatic “pom-poms”, surrenders, entrenchments, typhoid, barbed-wire, native spies, night marches, supply wagons and more. If it was part of the real Boer war – it is in the game. If you know about the war – this is the one you’ve been hoping someone would make, and if you are learning about it – this IS THE GAME for that. With a 44×34 map at 9 miles/hex scale, monthly game turns and an accurate order of battle, this is a game that truly does justice to the topic.

We published an interview with one of the developers named Kevin Talley and you can read that at the following link: https://theplayersaid.com/2026/08/31/interview-with-kevin-talley-developer-for-the-great-anglo-boer-war-the-battle-for-south-africa-1899-1902-from-cadet-games-currently-on-kickstarter/

If you are interested in The Great Anglo-Boer War: The Battle for South Africa 1899-1902, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/647106057/the-great-anglo-boer-war?

As of September 1st, the Kickstarter campaign has raised $7,389 toward its $12,900 funding goal with 86 backers. The campaign will conclude on Tuesday, October 20th at 1:38pm EDT.

2. Combat! Vietnam from Compass Games

This month we had another pretty big downloading of new pre-order games from Compass Games that I have affectionately referred to in the past as “Pre-Order Palooza”. This one was not their normal 6-10 new titles but there were 4 new games offered and they all looked very good. The first game that I am highlighting here is the next volume in the highly thought of Combat! Series of solitaire wargames. These games represent man to man combat where typically each of the counters on the board represent a single soldier. They have focused exclusively on World War II previously but now they have announced this new game set during the Vietnam War called Combat! Vietnam. I have yet to play any of the previous volumes in the series, even though I own 4 of them, but they are high on my want to play list and I am very much interested in this system because I love Tactical level games, very much enjoy man to man combat in games and also enjoy games that are set in during the Vietnam War.

From the game page, we read the following:

Combat! Vietnam is a stand-alone solitaire game of man-to-man combat in the Vietnam War, covering the years from 1965 to 1972. This game depicts the countless small actions that were fought during those years, with the player commanding a squad of American, Communist, or South Vietnamese soldiers. In the 11 scenarios, the fighting rages across the widely varied terrain of Vietnam, from dense jungles to city streets.

The comprehensive Random Scenario Generator (and Campaign Game) further expands your gaming possibilities. With this tool, players can generate a limitless supply of unique scenarios for Combat! Vietnam.

Combat! Vietnam also includes Armor rules, allowing the player to relive iconic scenes such as T-54 tanks charging south during the Easter Offensive or Marine Patton tanks battling through Hué.

If you are interested in Combat! Vietnam, you can pre-order a copy for $105.00 from the Compass Games website at the following link: https://www.compassgames.com/product/combat-vietnam-pay-later/

3. Viking Dawn: A Game of Viking Exploration & Expansion 800-1040 A.D. from Compass Games

The 2nd game from Compass Games today is a good one. And I know that because I have played it. But, our friend Gregory M. Smith is a solitaire game designing genius and has done many of these solo, narrative driven style wargames that we have all enjoyed for hours on end while we have been unable to find an opponent or just because we want to play a game on our timeline. We have interviewed him many times for his games such as Zeppelin RaiderInterceptor AceThe HuntedWestern Front AceAmerika BomberDefending AmericaAmerican Tank AceBritish Tank AceRebel TideSinking Yamato and most recently for a magazine wargame called B-52D Linebacker II. But Greg is a versatile designer and also has done many great 2-player games as well. He always has something cooking in his game design kitchen and recently we spoke with him about his new design with Kevin McPartland called Viking Dawn: A Game of Viking Exploration & Expansion 800-1040 A.D. from Compass Games. I was able to play this 1-4 player game while at the World Boardgaming Championships last month and you can read about my experience at the following link: https://theplayersaid.com/2026/07/27/world-boardgaming-championships-2026-daily-debrief-series-day-3/

From the game page, we read the following:

Viking Dawn is a low-complexity strategic game, with rules for two, three, or four players, each controlling a faction of Vikings (Norse, Swede, Dane, and optionally Geat). Inspired by SPI’s game Conquistador! from the 1970’s, Viking Dawn has exploration, trade (both internal and external), and minor leaders. The game also contains rules for solitaire play with the Danes or Norse.

Faction descriptions:

Norse – closest to the New World, they have the additional advantage of two Explorers, Erik the Red and Leif Eriksson.

Danes – closest to the lucrative raiding and settlement targets of England, they also have the advantage of having several early leaders.

Swedes – although further from England, they are closest to several Russian settlement areas, and river portage routes to the east and Constantinople.

Geats – ostensibly the weakest faction, as they must pay tribute to the Swedes for protection, they have the best trading advantage in the game.

Players compete to raid lucrative settlements and explore the world with longships and warbands. Each faction has named historical leaders, who have an impact on combat and exploration. Players may trade with each other or nonplayer-controlled areas and establish settlements. Includes rules for settlements gaining independence, leader burials, and establishment of the Varangian Guard.

We published an interview with Greg Smith on the blog and you can read that at the following link: https://theplayersaid.com/2026/08/24/interview-with-gregory-m-smith-designer-of-viking-dawn-a-game-of-viking-exploration-expansion-800-1040-a-d-from-compass-games/

If you are interested in Viking Dawn: A Game of Viking Exploration & Expansion 800-1040 A.D., you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/viking-dawn-pay-later/

4. Tunnel Rats: The Vietnam War Underground from Compass Games

Game 3 in this month’s mini-Pre-Order Palooza from Compass Games is another very interesting looking game set during the Vietnam War called Tunnel Rats: The Vietnam War Underground. This game is a solitaire game, which I think makes a lot of sense historically and thematically and actually gets me very excited for the possibilities, and I very much look forward to seeing how this one works. I have great hope for this one. The designer is Lisa Smedman who has done several recent popular solo games including Trench Raid.

From the game page, we read the following:

Tunnel Rats is a single-player game set during the Vietnam War. You will control two American “tunnel rats” who have been tasked with exploring an underground tunnel complex created by the Viet Cong. This complex is made up of tiles representing tunnels and underground rooms in which the enemy may be lurking. In this claustrophobic environment, the tunnel rats need to be as quiet as possible to avoid alerting the enemy. Tense firefights and hand-to-hand combat feature a unique initiative system, and encounters are fast and furious.

With a procedurally generated map, nine tunnel rat characters to choose from, and a variety of weapon and equipment load-outs, each “run” will provide a new and dynamic challenge. Your team’s objective will vary, shifting the focus of play depending upon which lieutenant is in command of the team. Tunnel Rats also includes rules for campaign play, allowing surviving tunnel rats to gradually hone their skills over time – if they survive.

Be on your guard, as the tunnel rats never know what they will encounter down in “the black”. It might be a hidden punji stake pit, a Viet Cong command center filled with valuable documents, a venomous snake slithering along a tunnel, or a water trap they must swim through without drowning!

If you are interested in Tunnel Rats: The Vietnam War Underground, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/tunnel-rats-the-vietnam-war-underground-pay-later/?sfw=pass1788184209

5. Against the Reich Deluxe Edition from Compass Games

Game 4 from the Compass Games mini Pre-Order Palooza is a classic hex and counter operational level wargame set in World War II called Against the Reich Deluxe Edition designed originally by Joseph Balkoski.

From the game page, we read the following:

In June of 1944, the world held its breath as land and naval forces of six Allied nations launched the largest amphibious assault ever attempted. The long-awaited second front, the Western Front, was finally open. The Allies had to force the unconditional surrender of Nazi Germany by crossing the great Rhine River into the Reich itself. Adolf Hitler was confident that the battered but undefeated Wehrmacht could hold two enormous fortified zones (the Atlantic and Westwalls) and repulse any attempt to cross into the German homeland. Against the Reich is the first game in years to cover the entire Western Front campaign. The players are in the positions of Eisenhower and Hitler, making the grand decisions that control the course of the campaign.

  • A Quick-Playing Simulation: Designer Joseph M. Balkoski, whose specialty is the Western Front, has provided an accurate, realistic simulation that plays like a game. With short and long campaign games, you can choose the length of the simulation.
  • Headquarters and Supplies are Realistically Linked: Players must decide where to concentrate their resources. Limited supplies make the placement of headquarters and depots a critical factor in the campaign.
  • Choice of Invasion Sites: The Allied player must decide where to invade – do you strike a lightly defended area and accept a long, grinding ground campaign, or strike close to the Rhine and risk quick destruction?
  • Historical Overview: Russel F. Weigley, author of Eisenhower’s Lieutenants, the definitive history of the Western Front, has analyzed the strategic options facing Eisenhower and Hitler – and the players.
  • Loaded with other Features: A short “Battle of the Bulge” scenario, Second Invasion, Flooding Holland, Port Repair, The Roer Dams, Rail Movement, Mediterranean Front Reinforcements, Amphibious and Airborne Assaults, and much more.

If you are interested in Against the Reich Deluxe Edition, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/against-the-reich-deluxe-edition/

6. Enlightenment Empires: Power and Politics in Eastern Europe, 1725-1795 from GMT Games

One of my favorite parts about historical wargaming is that I get exposed to and am able to learn about some of the more obscure parts of our world’s history. Now you might be saying to me that the subject of power politics in Eastern Europe form 1725-1795 is not obscure and I think that you would be correct if I was from Eastern Europe. But as I am from the United States, this is not a period or locale that we learned much about in grade school. That being said, I am very much interested in this concept and history and am glad to see Brian Asklev taking another crack at a topic that focuses on some of the history from his neck of the woods. When Enlightenment Empires: Power and Politics in Eastern Europe, 1725-1795 was first announced a few weeks ago, I was immediately interested because I do love games where several nations have to compete economically, politically, diplomatically and through force of arms. I also recently played Brian’s Baltic Empires at WBC and very much enjoyed that game and this one appears to be in a similar style and uses the very interesting Dramatis Personae cards to inject historical characters with their abilities into the game play.

From the game page, we read the following:

Enlightenment Empires is an approachable 2-5 player strategy game about conflicts between the states of Central and Eastern Europe region during the Enlightenment era, a transformative period of political upheaval, large-scale warfare, and constant struggles for power. Players will have to develop their economy, decide their internal policies on the ideas of individual liberty and effective governance, secure trade deals and financial assistance within the context of the global rivalry between Britain and France, and finally build armies to become the dominant power of Central and Eastern Europe. Russia, Poland-Lithuania, Prussia, Austria, and the Ottoman Empire will fight for hegemony, using variable victory conditions that reflect their respective historical objectives.

Building on the solid foundation provided by Baltic Empires, highlights of Enlightenment Empires include:

  • Five new asymmetric factions with unique abilities and objectives, including a new “Constitution” objective reflecting the pinnacle of Enlightenment political ideals.
  • Another highly thematic deck of historical Dramatis Personae to constitute your royal court, now also including random events that can disrupt players’ plans…or present them with new opportunities.
  • A simplified, yet still deep and political, economic system that forces players to make tough decisions regarding their state’s internal policies (serfdom, noble privileges, and military spending) and its diplomatic relations to the superpowers of the period, England and France.
  • The same streamlined battle system based on custom dice per unit type, now modified by military reforms.
  • More detailed minor powers that players may form alliances with.
  • Variable player counts (from 2 to 5 players), with scenarios ranging from a tight duel to a tense multiplayer conflict replete with alliances and betrayals.

If there is a word that could define the whole of 18th century, it would be the Enlightenment. The philosophical thought that applied reason to all spheres of life guided the social and political developments of the 1700s, and intellectuals, scientists, politicians, and rulers alike acted either in support of it or against it. And while in Western Europe the republican ideals of enlightenment brought about the French Revolution, in Central and Eastern Europe enlightenment became a tool for state-building for the absolutist monarchs, including the Holy Roman Emperor and Archduke of Austria Joseph II, King Frederick II of Prussia, or Empress Catherine the Great of Russia. The mid-18th century period was formative for these powers, with Prussia and Russia continuing to struggle to establish their dominance in the region, while Austria and the Ottoman Empire fought to preserve their status, and the weakened state of Poland-Lithuania struggled to reform its constitution before meeting an unlucky demise. Three of the traditional “pentarchy“ of Great European Powers (namely, Russia, Prussia, and Austria) were Eastern powers that achieved this status during the 18th century. Their dominance in the region was forged by the work of bureaucrats and reformers, as much as by the soldiers and generals on the fields of the Seven Years‘ War.

Keep in mind that these type of games can sometimes be very complex and have lots of moving parts. And I am not saying that this doesn’t have them but Brian has said that the game is very approachable.

Enlightenment Empires presents these political and military conflicts in a fun and accessible format, while also doing justice to the fascinating history of the region during this period. The game features five asymmetric factions with different strengths, internal political conditions, military forces, and historical objectives, along with the capacity to develop their states by conducting reforms along (or against) Enlightenment ideals, investing in economic infrastructure, and recruiting key historical characters that offer unique game effects. The game also includes several scenarios for variable player counts and durations, offering additional flexibility and replayability.

If you are interested in Enlightenment Empires: Power and Politics in Eastern Europe, 1725-1795, you can pre-order a copy for $79.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1256-enlightenment-empires-power-and-politics-in-eastern-europe-1725-1795.aspx

7. The Last Hundred Yards Volume 6: The Forgotten Hell from GMT Games

If you didn’t know we really enjoyed The Last Hundred Yards as well as Volume 2: Airborne Over Europe. The system is extremely interesting for a tactical game and uses some novel elements in regards to how victory points are scored including a focus on time to complete missions as well as the casualties incurred. Really an excellent system with lots of crunch and potential! Now, even though there are a total of 5 other volumes that have been released, Mike Denson has forged ahead with the next entry in the series which gives us a look at the operations in New Guinea and the Northern Solomon Islands during WWII with The Last Hundred Yards Volume 6: The Forgotten Hell.

From the game page, we read the following:

The Last Hundred Yards: The Forgotten Hell is Volume 6 in The Last Hundred Yards Series. This game examines the Allied campaigns against Japan in 1942, focusing on U.S. operations on Guadalcanal and Australian fighting in Papua New Guinea. 

In New Guinea, Australian militia and the Australian Imperial Force troops fought a brutal and desperate delaying campaign along the Kokoda Track from Port Moresby to Buna, Battling through jungle, mountains, rain, mud, hunger, disease, and exhaustion, they resisted repeated Japanese advances and flanking attacks. Their stubborn defense slowed the enemy, shielded Port Moresby, and eventually helped reverse the campaign. At Milne Bay, Australian forces pushed the Japanese back and shattered the belief that the Imperial Japanese Army was invincible. 

On Guadalcanal, U.S. Marines and Army troops fought equally savage battles, destroying Ichiki’s force at Alligator Creek and later assaulting entrenched Japanese positions around Mount Austen. There, the enemy used caves, rocky ridges, and concealed strongpoints to prolong the struggle.

Together, these engagements reveal the intensity of jungle warfare in the Southwest Pacific, where endurance, small-unit leadership, and relentless attacks under terrible conditions shaped the early Allied offensive against Japan. These actions also showed how terrain, logistics, and morale could decide campaigns as surely as firepower across the battlefields of the Solomons and New Guinea alike.

If you are interested in The Last Hundred Yards Volume 6: The Forgotten Hell, you can pre-order a copy for $47.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1255-the-last-hundred-yards-volume-6-the-forgotten-hell.aspx

8. Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864 (Stonewall in the Valley and Sheridan in the Shenandoah) from Multi-Man Publishing

A BIG and well respected American Civil War operational system is what Great Campaigns of the American Civil War (GCACW) is and the newest volume in the series is called Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864. One of the things that I very much appreciate about this system is the fact that they use some of the best art out there for their covers.

From the game page, we read the following:

Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864 is the latest design in the award-winning Great Campaigns of the American Civil War (GCACW) Series. It contains both a complete redesign of the Stonewall in the Valley (SIV) game covering Stonewall Jackson’s 1862 valley campaign and a completely new game module Sheridan in the Shenandoah that depicts Sheridan’s 1864 valley campaign. The game is designed by Joe Balkoski (the original GCACW Series creator) and Chris Withers. The original SIV game maps have been upgraded to contain the latest GCACW map features, with map design executed by artist Charlie Kibler—whose work on the series dates to its creation in 1992.

Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864 uses the latest version of the GCACW Standard Basic Game Rules, which also apply to all other games in the series, and these rules are now printed at an increased 11-point font size instead of 9-point. After more than a quarter-century of refinement, these rules are extremely well organized and relatively easy to learn, even for series newcomers. The Advanced Game rules cover situations specifically applicable to these unique campaigns such as “The Burning” that depicts the desolation of the valley by Union cavalry in 1864.

Stonewall in the Valley includes one new Basic Game scenario, the four original Basic Scenarios rebalanced, and the original Advanced Game campaign scenario extensively revised:

  • The Battle of Kernstown (March 23, 1862; 1 turn): Introductory scenario on the battle of Kernstown – ideal for beginners.
  • My Last Council of War (March 10 to March 23, 1862; 14 turns): Heavily outnumbered, Jackson moves south from Winchester thru Strasburg to Mt. Jackson. A Union force of three divisions follows to Strasburg while sending two divisions out of the Valley to reinforce McClellan. Jackson races back north and attacks the remaining Union division at Kernstown but loses the battle.
  • God Blessed Our Arms at McDowell (April 30 to May 11, 1862; 12 turns): Historically, Jackson moves west from Staunton and causes the Union force at McDowell to retreat north to Franklin. He briefly pursues them but then returns to the Valley. This scenario postulates what might have happened had Ewell’s division and Banks’ two divisions become involved in the McDowell campaign instead of holding fast in their camps in the south of the Valley.
  • Rebel Blitzkrieg (May 21 to June 2, 1862; 13 turns): Jackson and Ewell advance north on the Luray Pike and surprise the small Union force at Front Royal. A Union division entrenched at Strasburg to the west belatedly discovers it is in danger of being cut off and just beats Jackson north to Winchester. Jackson defeats the Union at the first battle of Winchester and pursues to Harpers Ferry. Meanwhile strong Union forces are moving in behind Jackson from both the east and the west. Jackson turns south, marching to Strasburg and then Mt. Jackson and barely avoids the trap.
  • Our Beautiful Valley Will be Cleansed (June 6 to June 11, 1862; 6 turns); Two Union columns, separated by the Shenandoah River, pursue Jackson south from Strasburg. Fremont’s force engages the Confederates at Harrisonburg and then two days later battles them at Cross Keys. Meanwhile Shields’ division advances into Jackson’s rear and almost captures his wagon train. Jackson turns his army from Fremont to Shields and defeats Shields in the battle of Port Republic causing both Union forces to pull back north.
  • Jackson’s Shenandoah Valley Campaign (March 7 to June 19, 1862; 105 turns): The entire Valley campaign is covered in this scenario. Both sides typically have forces moving all over all three maps in exciting maneuvers and with forces coming and going due to external events. The scenario plays quite fast due to lulls where sets of 5 turns are skipped. The original advanced rules have been simplified, and the scenario has been extensively playtested and re-balanced.

Sheridan in the Shenandoah includes twelve Basic Game scenarios and two Advanced Game campaign scenarios, all extensively playtested:

  • Second Winchester (June 13 to June 15, 1863; 3 turns): Ewell’s corps leads the Confederate army thru the Valley to invade Pennsylvania and routed the Union division at Winchester. The Rebels cut off the Union retreat and captured most of the Union division. The route was now clear for Lee’s invasion of the north.
  • The Battle of New Market (May 15, 1864; 1 turn): Introductory scenario on the battle of New Market – ideal for beginners.
  • Piedmont (June 4 to June 6, 1864; 3 turns): Picking up the after Sigel’s debacle at New Market, Union General David Hunter marches south from Winchester. With Breckinridge, Confederate hero of New Market, aiding Lee at Cold Harbor, defense of the Valley falls to a ragtag collection of troops that are rushed to the area under General W. E. “Grumble” Jones. The forces battle at Piedmont, Jones is killed, the Rebels are routed, and the Union captures Staunton.
  • In the Valley Again (July 23 to August 5, 1864; 14 turns): Early’s army moved back into the Valley in mid-July after retreating from the outskirts of Washington, D.C. On July 23, Confederate scouting revealed that Early was only opposed by Crook’s forces and not the VI and XIX corps, which had returned to D.C. Early attacked Crook at Kernstown and routed the Union forces which retreated across the Potomac. Confederate infantry destroyed the B&O RR at Martinsburg and threatened to invade north. Two Confederate cavalry brigades advanced north towards Chambersburg, burned it, and were chased by 2 Union cavalry divisions. Meanwhile, the VI and XIX corps had been recalled to the Valley, but then along with Crook’s force, moved east to protect against an assumed invasion again by the Confederates. The Union force soon countermarched back to Harpers Ferry and the Confederates retreated south.
  • Second Kernstown (July 24, 1864; 1 turn): A simple scenario covering the second battle of Kernstown – ideal for beginners.
  • Sheridan Takes Command (August 10 to August 14, 1864; 5 turns): Sheridan took command of all forces in the region on August 7th. His orders were “wherever the enemy goes let our troops go also”. The plan was to trap the Confederate infantry in the northern valley, but Early knew the danger and moved south just ahead of the Union. Both sides marched rapidly south until the Confederates setup a strong line at the Fisher’s Hill. Sheridan prepared to attack but halted his plans when a strong force under Anderson entered the Valley at Front Royal.
  • You Must Be Cautious (August 17 to August 21, 1864; 5 turns): With the Union infantry camped along Cedar Creek and the Confederates entrenched in a strong line at Fisher’s Hill just to the south, Sheridan learned of the approach of Kershaw’s division. This elicited a new directive from Grant warning Sheridan he “must be cautious and act on the defensive until movements … force them to detach” troops. Therefore, Sheridan conducted a night march to Winchester. From there the Union briefly defended at Berryville and then at Charlestown. The Confederates pursued and eventually tried to bring on a battle at Charlestown. However, Sheridan was cautious and followed the new defensive strategy and disengaged to retreat into a strong, compact line at Halltown, just in front of Harpers Ferry.
  • Third Winchester (September 19, 1864; 1 turn): This scenario depicting the third battle of Winchester is only one turn but still features lots of maneuver and combat.
  • From Winchester to Fisher’s Hill (September 19 to September 22, 1864; 4 turns): This scenario encompasses two significant battles in the valley campaign. The Union army attacked the Confederate defensive line just east of Winchester and eventually drove the Rebels back to Winchester. This final Confederate line collapsed, and they retreated south all the way to a formidable defensive position at Fisher’s Hill, just south of Strasburg. The Union pursued and then rolled the west flank of this line and routed the Confederates.
  • Early’s About Played Out (September 23 to September 26, 1864; 4 turns): After the battle of Fisher’s Hill the Confederates retreated south. The Union pursued with their entire army, but the action for the next few days was limited to cavalry and rear-guard skirmishes. The Confederates safely made it to Brown’s Gap, while the Union infantry stopped at Harrisonburg and Union cavalry started burning the countryside.
  • Tom’s Brook (October 9, 1864; 1 turn): This solitaire scenario is filled with cavalry action and is an excellent learning scenario for beginners.
  • The Battle of Cedar Creek (October 19, 1864; 1 turn): While this is only a 1-turn scenario it is filled with the action that took place in the battle of Cedar Creek. The Confederate player starts with a Night March and a Surprise Attack. The Union responds with a special “Sheridan’s Ride” action to enable counterattacks.
  • Sheridan Moves South (September 19 to October 20, 1864; 32 turns): This scenario spans the battles in the campaign from when Sheridan attacked the Confederates at Winchester, to when the Confederates were defeated at the battle of Cedar Creek. This campaign can be easily played in a weekend.
  • The Last Valley Campaign (July 21 to October 20, 1864; 92 turns): This scenario encompasses the entire campaign from when Early’s army returned to the Valley after his raid on Washington, to when he was defeated at the battle of Cedar Creek. There is maneuver and combat all over all three maps in this scenario. The action often starts with a Confederate offensive and advance to the Potomac. The Union then gets significant reinforcements to launch counteroffensives.

If you are interested in Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864, you can pre-order a copy for $75.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/shenandoah-jackson-and-sheridan-in-the-valley-1862-1864-p-470

9. Okinawa: The Last Battle of WWII Reprint from Best with 1

I love a new and interesting way to tell the story of a key battle and I found a very interesting one called Okinawa: The Last Battle of WWII from Best with 1 earlier this year. This is a solitaire only game and for each game the player will draw four objectives from a possible 12 that you must survive and capture before time runs out. On your turn, the player will roll special dice and then spend those to take actions such as movement, attack and take special actions from different unit action cards that will be set up in a square from from 1 to 10. The numbers coincide with the dice of the attacking Japanese and as the player moves through the rondel they will be able to activate and use their different soldiers to attack the Japanese defenders or use their special abilities to gain tokens that can be used for rerolls or healing of wounds

I think that the best part of the game is the concept of resource management as you have to use the dice appropriately to move and fight and also to manage your troops as you can upgrade certain cards as you pass the midway point of the round as well as when special actions are granted via the special resource chits. Upgrading units is very important as this will unlock things like heavy weapons in the form of bazookas, a Sherman tank and planes to be able to take out the Japanese armor units defending the island. The game is about efficiency of movement and doing the most with what you have. The dice determine what you can and can’t do and movement is optional as you don’t have to move unless you feel it is advantageous. But remember, that you have to defeat the defenders and the various objectives to be able to advance to your final objective and sitting in one space too long is not advisable.

The different units have various functions including attack, such as the Rifleman, Machine Gun Team and Sniper but also have secondary functions to remove the fog of war, heal your damaged units or gain additional resources. The Japanese defenders are well hidden and also have various defenses such as pill boxes and caves that will require the player to defeat these before moving to attack the units located inside.

In the end the game is about defeating the Japanese defenders while doing so in a set amount of revolutions around the rondel setup. This can be as few as 2 times around or as many as 4 and knowing when to use your resources to reroll your dice, as you either didn’t get the run of consecutive numbers you were looking for or just need a specific number, you will run out of resources quickly and you must plan them out as best you can to win the game. This one is really fun and I have played it about a dozen times winning about 70% of the time. The game plays in about an hour and the action is fast and furious and you are immediately beset by the staunch Japanese defenders and must act quickly.

Here is a link to our unboxing video:

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Okinawa: The Last Battle of WWII Reprint, you can pre-order a copy through the Hero Bound Gamefound Campaign on the Add-Ons page found at the following link: https://gamefound.com/en/projects/gabe-barrett/herobound-solo-game-of-the-month#/section/addons

You do not have to buy the Hero Bound game but can order the game as an Add On.

10. Tank Clash: Eastern Front from Ameba Games

I love to highlight these little campaigns that I find on Kickstarter and this month there is a new company, or at least that I am not familiar with, called Ameba Games that is offering a small game called Tank Clash: Eastern Front. This games appears to be the 2nd game in the series with the 1st being called Tank Clash: Western Front.

From the game page, we read the following:

Tank Clash is back with new iconic World War 2 tanks!

The Red Army is spearheaded by the powerful Soviet armoured units like the T34, SU100 and IS2. Germany pins its hopes on the last of the panzer divisions to halt the Soviet advance. The Wehrmacht fields its fearsome tanks like the Stug III, Nashorn and Tiger II for the coming battle.

The stage is set for the largest clash of late-war heavy armour.

Tank Clash: Eastern Front is a standalone tactical tank warfare game for 2 players, designed for both newcomers and seasoned strategists. Easy to learn yet rich in tactical choices, it combines its signature checkers-style armour tracking system with dice rolling and hand management for intense skirmish battles.

Already own Tank Clash: Western Front?  

Built with modularity in mind, Eastern Front is fully compatible with its predecessor. Combine both games to command 12 unique tank types across expansive battlefields with up to 4 players. Eastern Front’s new features – including new missions, battlefield tokens, event cards and enhanced gameplay elements can also be incorporated into Western Front for an even richer combat experience.

I know what you might be thinking, as the art is a bit cartoony, but I am going to give this one a chance. I think that any wargamer likes to use tanks and this one appears to be focused on these metal monsters and I am going to give it a go. Plus the components are really nice, including some very well made poker chips that are used on the board, and frankly the price of $40 is probably worth what you re getting.

If you are interested in Tank Clash: Eastern Front, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/ameba/tank-clash-eastern-front

As of September 1st, the Kickstarter campaign has funded and raised $9,054 toward its $3,928 funding goal with 108 backers. The campaign will conclude on Wednesday, September 16th at 9:00pm EDT.

New Release

1. A Hellish Fight: The Battle of Fort Sumter – 1863 from High Flying Dice Games

I love lesser gamed subjects. Or even sometimes games that have never seen the light of day and never touched certain subjects. It is always nice to play something unique and interesting while learning new parts of history. High Flying Dice Games does this exceptionally well as they have made their living on doing lesser (or even totally) unknow battles in their small format games. This month they have released a game that focuses on the 2nd siege of Fort Sumter in Charleston, South Carolina in 1863 called A Hellish Fight: The Battle of Fort Sumter – 1863. This one looks pretty interesting and appears to focus on the iron clad battles and bombardment of the ruins of the fort that were still held by the Confederates.

From the game page, we read the following:

Following the capture of Fort Wagner on September 7th, and the protracted bombardment of Fort Sumter by the Union navy’s ironclads as well as army land batteries, an assault to take the fort’s ruins was planned. Admiral Dahlgren and General Gilmore both felt that securing Fort Sumter’s capture would not only lead to Charleston’s surrender, but send a clear signal that the Confederacy’s days were numbered.

If you are interested in A Hellish Fight: The Battle of Fort Sumter – 1863, you can order a copy for $18.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/sumter.html

2. Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942 from Dan Verssen Games

The Valiant Defense Series designed by David Thompson has been one of my favorite solitaire wargame series of the past nearly 10 years. Each of the volumes in the game address very specific situations and always have a very interesting take with fun mechanics, great art and fantastic production. The torch for the series though has been passed to a new designer in Vincent Cooper. He has designed Volume 5 Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942 and it has finally fulfilled off of Kickstarter.

From the game page, we read the following:

Take command of the valiant Marines of the 1st Marine Division, supported by Soldiers of the 164th Infantry Regiment, desperately defending Henderson Field against waves of Japanese troops. Guadalcanal: The Battle for Henderson Field is a solitaire and cooperative tactical wargame published by Dan Verssen Games (DVG) as Volume V in the Valiant Defense Series.

Here is a bit of a designer diary/commentary from the designer Vincent Cooper:

This all started about 3 1/2 years ago when I first played Pavlov’s House. I say played. I ‘played’ the game for about 10 minutes…and then I sat there in stunned disbelief at how a game could be sooooo good!!!!

By the time I finished there were two very clear ideas for games fully formed. I contacted DVG to see if there was any interest and they put me in touch with David Thompson. I didn’t hold much hope. There was no reason for him to trust his IP to me, a person he didn’t know.

But I gave it a try and David, it turns out, is one of the nicest people you can ever come into contact with. After some back and forth, the idea for Guadalcanal – The Battle for Henderson Field was born (not, in fact, one of the original ideas, but we’ll see what the future holds for them…).

The game has been through various stages of development and now stands ready to KS!! 🙂 I will be giving more details in the future about the various variant play options, but have no fear: This will keep you scratching your head looking for the right decision for MONTHS!!

Art by the supremely talented Nils Johansson 🙂 🙂 🙂

Thank you to all the play testers, and in particular Glenn Saunders, Shane Freshwater and Martin Fenwick Charlesworth 🙂 🙂 Much more to come from out design team in the near future!!!

We published an interview with the designer Vincent Cooper on the blog and you can read that at the following link: https://theplayersaid.com/2024/07/29/interview-with-vince-cooper-designer-of-valiant-defense-series-volume-v-guadalcanal-the-battle-for-henderson-field-oct-23-26-1942-from-dan-verssen-games-coming-to-kickstarter-july-30th/

If you are interested in Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942, you can order a copy for $79.99 from the Dan Verssen Games website at the following link: https://dvg.com/products/guadalcanal?_pos=1&_psq=Guadalcanal&_psid=70d962a51&_ss=e

3. Road to the Rhine from Compass Games

A few years ago, Road to the Rhine designed by Frank Chadwick was announced and it is now ready to ship.

From the game page, we read the following:

In the cataclysmic battle of the Falaise Pocket, the Allied forces defeated the German army and drove them back across France in disorder. In the south of France, American and French troops of the 6th Army Group have stormed ashore and driven the remnants of the German 19th Army north toward the border.

Road to the Rhine covers the Allied pursuit of the German Army following the Normandy breakout through fierce fighting at the West Wall and bridging the Rhine River. The campaign game covers the period from September 1944 through April 1945, while separate shorter scenarios include Operation Market-Garden and the Battle of the Bulge. The game includes two battle games (one-turn scenarios), two longer scenarios, and one full campaign game. The game also includes extensive designer notes from original game designer Frank Chadwick and a historical play-through of the Bulge battle game.

Road to the Rhine is another classic by Game Designers’ Workshop, re-mastered by Compass Games. Originally designed by Frank Chadwick, this edition pays tribute to the classic by honoring the original game system while introducing many enhancements for gameplay purposes. In terms of presentation, we upgraded all components, including completely new full-color maps, new reinforcement and new unit displays, expanded turn and supply tracks, enhanced charts, a rulebook with incorporated errata, and larger counters.

This one does have two 22″x34″ maps but with only 2 countershafts so it is large in scope but not necessarily in scale as it appears to be fairly low counter density. One to keep an eye on though as it is designed by Frank Chadwick and is a remastering of the classis GDW release in 1979.

If you are interested in Road to the Rhine, you can order a copy for $69.00 from the Compass Games website at the following link: https://www.compassgames.com/product/road-to-the-rhine/

As usual, thanks so much for reading along and sticking with me this month as I navigated through the many websites and game pages looking for new and interesting games to share.

Finally, thanks once again to this month’s sponsor Neva Game Press!

-Grant

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Interview with Kevin Talley Developer for The Great Anglo-Boer War: The Battle for South Africa 1899-1902 from Cadet Games Currently on Kickstarter

A few years ago, I came across this interesting looking wargame from a new company Cadet Games called They Were Soldiers: Battle of the Ia Drang Valley that was heading to Kickstarter at the time. The game was a 2-player turn-based operational level design based on the battle for LZ X-Ray during the larger Battle of the Ia Drang Valley in Vietnam, 1965. Since that successful campaign, Cadet has designed and completed several other successful campaigns including Nguyen Hue ’72: The 1972 Easter Offensive in Vietnam, Linebacker II: The Historic B-52 Strikes Against North Vietnam, Armies & Alliances: Arnhem ‘44 – Operation Market Garden and Armies & Alliances: Blitzkrieg ’40 – The Battle for France.

They recently announced their next Kickstarter project that would take their system to the Anglo-Boer War called The Great Anglo-Boer War: The Battle for South Africa 1899-1902. The game is currently on Kickstarter and I reached out to my contact there Kevin Talley who acts as one of the Developers on the team for his input into the design to give us a better picture of how this new game plays.

If you are interested in The Great Anglo-Boer War: The Battle for South Africa 1899-1902 you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/647106057/the-great-anglo-boer-war

Grant: What is the focus of your new upcoming game called The Great Anglo-Boer War?

Kevin: The Great Anglo-Boer War is a grand-strategic level game of the war between the British Empire and the Boer Republics in South Africa from 1899 to 1902.

Grant: Who is the designer and what is their goal with the game?

Kevin: As with all of our designs, R.J. Mills is the designer. He has always been fascinated with the Boer War and the goal was to make a really good hex-and-counter wargame to cover the whole conflict.

Grant: What is important to model from the history of the Anglo-Boer War?

Kevin: Well, the Boer War was very unique. It began as an asymmetric conventional contest in 1899 between the relatively small citizen militia forces of the two Boer Republics (they had no standing professional armies) and nearly the entire army of the British Empire! Then, once the Empire had captured both Boer capitals in 1900, the Boers refused to surrender and instead decided to fight a guerrilla war (and that went on for 2 more years). So, given the dynamics of this truly unique conflict, making a realistic game presented some serious design challenges. The design had to accurately simulate the conventional period, where the fractional Boer forces soundly defeated the British in several key battles during the early months, and it also had to credibly represent the guerrilla phase of the war, where very small numbers of Boers roamed (often unseen) and raided (always with surprise) throughout a vast area nearly twice the size of Texas. For this phase, the Empire forces had 250,000 troops deployed unsuccessfully trying to defeat 20,000 guerrillas! It all ended (finally) 31 May, 1902, with the Treaty of Vereeniging.

Grant: What other games inspired this design?

Kevin: We had not intended to make a Boer War game here at Cadet until after we started seeking a good grand-strategic/operational game about the Boer War to play. We got the “Boer War bug” playing Geoff Noble’s Redver’s Reverse: The Battle of Colenso, 1899 from Legion Games and decided we wanted to play a game of the whole war. We had pledged the KS Campaign for Joseph Miranda’s The Boer War from Canvas Temple Publishing and were hopeful, but it wasn’t what we’d hoped for in the end. Then we tried all the other Boer War games out there, or at least those we knew about, but there just wasn’t a good, realistic, strategic level/operational game of the whole war – especially not with the kind of depth we were looking for. We wanted something more like Nick Karp’s Vietnam: 1965-1975 from Victory Games – but for the Boer War – something with that kind of simulative value, historical chrome and especially guerrilla war operational mechanics. The closest thing we found was the old 3W game from 1991 (Eric Faust and Lew Fisher) called The Boer War. It had a lot of what we were looking for, but it was under-developed, errata-riddled and had too many issues to list. Still, that game had some brilliant design ideas, so we decided to start with that framework and make our own game. We were surprised that this topic didn’t have more published games already.

Grant: How did warfare change during the Victorian Age? How did you capture these changes?

Kevin: The British Army was fighting in drill book formations all the way through the 19th century. Consider that, just a year before in 1898 at Omdurman, the infantry stood in close order (just like in the movie Zulu), easily repelling the 50,000-strong army of the Khalifa with Lee-Metford volleys, Maxims and quick-firing breech loading artillery. This all worked very well when the enemy had swords, spears or primitive firearms. But the Boers had Mausers. And Krupps. And Maxims! Tactics had to evolve to meet this new level of lethality and the British Army was not initially prepared to face an enemy that was equipped with the same weapons as they. And an enemy that chose trenches and concealment – inflicting severe losses on British troops in drill formations. The combat system in the game realistically models the advantages of entrenchments, terrain, unit formation posture, night marches and even artillery effects. The Boers on defense can be very tough. A typical attack will be costly. Best to use open order and artillery to great effect – even better to use maneuver and avoid the prepared defense altogether. It took the British some time to learn their lessons.

Grant: What sources were consulted for the historical details?

Kevin: The bibliography for the game is included in section 26 of the rulebook. We used 20+ books on the topic to get the information for the design, and of course those include all the most important works published about the war: Rayne Kruger, Pakenham, Farwell, Arthur Conan Doyle (who was there), Barthorp, Reitz (a famous Boer Journal of the war), Maurice’s official history, Amery (Times history) and more. Someone who has researched the war and knows the historiography will truly appreciate this game.

Grant: What is the scale of the game? Force structure of units?

Kevin: The map scale is 9 miles to a hex. The map is huge. 34″ x 44″ on the table. The unit scale can be as little as a half battalion on the Empire side (500 men) and a single commando element of as few as 333 for the Boers. But the system is so flexible that a single leader’s counter in a hex on the map could represent as many as 30,000 Empire soldiers (with supporting artillery) and up to 13,320 Boers with several batteries of their guns as well. The game scale works for both large conventional battles (early war) and small guerrilla actions (later war).

Grant: What is the layout and anatomy of the counters?

Kevin: The counters are the typical ½” variety, printed on both sides. There are Entrenchment markers that, when flipped, double as “Scorched Earth” markers; Rail markers (early war) that also double as Blockhouse Line markers (guerrilla phase); Boer Control markers that can also be used as Strength Point counters; Number markers that flip to various increments; dozens of Empire Detachment markers which flip to show either Infantry or Cavalry or Artillery Strength Points (and the rotated position of these markers indicates the detachment strength in the hex); Armoured Train unit counters; Supply Wagon unit counters; Unit Status markers for multiple conditions like Retreated, Disordered, Demoralized, Invasion VP’s and more; and of course the Empire and Boer Leader counters, which are the basic units of maneuver in the game.

Grant: What different types of units are available to both sides?

Kevin: A Leader counter on the map typically indicates a ‘Force’ (which is a leader and the Strength Points of soldiers and artillery in their command) for both sides. These Forces are the maneuver units that move around on the map. There are also Detachments, which are Strength Points of soldiers and artillery without a leader (these secure and patrol an area, with a ZOC but without the counter moving). The Empire Strength Points can be Infantry, Cavalry or Artillery, with each point equating to 500 soldiers or a battery of field guns. The Boers are basically all mounted infantry militia, with each Strength Point representing 333 Boers or one battery of their artillery. The Empire also has Armoured Train units (we kept the English spelling), which function as ‘line of communication’ forces that police Empire-controlled rail lines. The Boers also have their Republic Presidents (Steyn and Kruger) and their small government staffs, which serve to score Victory Points by avoiding capture and maintaining their presence as head of state, either in their capitals or out on the veldt.

Grant: What is the off-map Arrow/Wheel used for?

Kevin: There are “Unit Displays” for both sides. These typically show a small picture of the Leader next to a pair of Strength Point numbered ‘wheels’. The players use counters with little arrows on them to indicate on the ‘wheels’ how many SP’s of soldiers are in a Leader’s Force, with any artillery batteries indicated by using a number marker. This keeps the counter-density on the map low, since the battalions, regiments, batteries or commandos are indicated using these off-map strength displays, and only the Leader’s counter moves on the map.

Grant: What was the inspiration for this mechanism?

Kevin: This came from the 3W game. Some players dislike this method for managing unit strength, and it took some getting used to, but we eventually decided it was the best mechanic we had seen in any design for this aspect of the game. Now we love it. Especially because of the flexibility it allows once the war changes from conventional to guerrilla. Historically the forces changed from divisions and brigades fighting large Boer commandos to much smaller columns of Empire troops chasing small Boer units of a few hundred all over the map.

Grant: How does it show the importance of Leaders in the game?

Kevin: I think this whole method of organizing the armies of both sides by each “Leader’s Force” really works perfectly to simulate the Boer War. It matches the real history. Everything a Force does boils down to the influence and command capabilities of the Leader. And forces of widely varying strength and unit composition were assigned to different leaders on both sides at different times throughout the conflict.

Grant: What is the Leader specific initiative rating system? How does it aid in your telling of the Anglo-Boer War?

Kevin: A Leader has to ‘roll for initiative’ to do most actions. Each Leader has an initiative rating which either helps or hurts their odds of a successful die roll, and the ratings are based on the historical performance of that Leader. This represents more than simply a Leader’s tendency to act decisively or not, but also his relative command influence for scarcity of resources, typical Victorian-era officer rivalries, orders and communications variables, bad intelligence and other typical “frictions” of war. The history of the war is full of instances where orders didn’t get communicated, sometimes weren’t given at all, or were ignored. Battles were lost many times because this leader or that failed to act on their own initiative or had some other priority override their commander’s intent. There are some Leaders whose rating is so good, they can nearly always do anything the player wants (and those are almost exclusively Boers). Other Leaders are reliably ineffective, and special care must be taken by the players to choose the right missions for these people. The realism of the design is greatly enhanced by this aspect – a player might have a great plan, but there is no guarantee that their Leaders will enact it. As Lord Roberts said after the battle at Poplar Grove, “In war you can’t expect everything to come out right.”

Grant: What is the layout of the game board?

Kevin: The Game Map contains almost all of the area of the war, from the eastern Transvaal and much of Swaziland and Zululand all the way to the Kalahari desert in the west; from 150 miles west of Port Elizabeth on the coast all the way up past Durban in Natal – and all of the mountains, ridges, rough and veldt of South Africa contained therein. It is a very large area and the map scale is 9 miles per hex. Using .625 hexes (for standard ½” counters), the map is 34″ x 44″ on the table.

Grant: What key terrain features are included and how do they affect maneuver and tactics?

Kevin: The terrain types for hexes include mountain, rough and veldt. Special hexside types can be ridge or river, bridge or rail. The mountain ranges are all there, as are the ridgelines and heights, rivers and rail, towns, ports and capitals. Even the passes and “neks” are indicated. The actual escarpment of the Drakensberg are all mountain hexes, but the Biggarsberg north of Ladysmith, as an example, is treated as ridge-type hexsides with rough terrain hexes. There is a real distinction between mountains and typical rough country/hills. The geography of South Africa was a serious factor in the conduct of the war and the terrain effects for both movement and combat are significant in the game.

A Force attacking across a river hexside is reduced by 50%; a Force attacking across a ridge or into mountains is reduced by 25%; a Force defending in mountain terrain is doubled; a Cavalry Force crossing a river pays 2 extra movement points to do so, while an Infantry Force pays 3; a veldt hex costs 1 point to enter, a rough hex 2, a mountain hex 4, and crossing a ridge hexside adds 2 points. Geography is key. Often, the only way to effectively dislodge an enemy Force from a position is to maneuver them out of it, because the odds for a successful attack are slim based on the terrain. The Tugela River line in Natal is a famous example of a natural fortress, and so it is with the game. To get past a competent Boer defense there, it will take an Empire player who understands the map and the combat system (plus some good dice and a card or two).

Grant: What type of cards are included? Can you share a few examples.

Kevin: The cards are great. Mostly they modify the combat odds or DR’s by providing for an odds-column shift or a DR mod for one of the many on the Battle Board (the Empire Attack Scouting Effect, the Artillery Effect or the actual combat DR). But there are also many cards that influence very specific game actions – like evasions or recruiting, siege surrender extensions or supply situations, armoured trains or movement or initiative effects. Some cards influence the unit formation or entrenchment posture during a battle, while some may determine the outcome of night marches. Some are related to intelligence and reveal hidden enemy units or prevent unknown strength in a combat event. Others influence scouting and observation, signals and orders, escapes and ambushes…I could go on.

All the cards were created based on actual events that happened during the war. Here is an excerpt from the Campaign language and the “design notes” section of the rulebook: “The game cards are designed to build historic realism into the game, especially for the combat system. As in all wars, small instances of chance – moments of decisive leadership (or not) – a thunderstorm – an oil-less signals lamp – a wire fence – a flooded drift – a poorly drawn map – a mistaken guide – an enemy surprise…all these historic events and elements of chance are represented in our design by game cards for both sides. We think this adds to the design immensely, since these can account for odds column shifts and DR mods that the players cannot anticipate. Like their historical counterparts, the players cannot know exactly what their odds are until the battle is joined and the card(s) are revealed!”

Grant: How does combat work?

Kevin: The combat system uses an odds-based CRT and a combat die roll to determine battle results, so it is fairly typical of a hex-and-counter wargame. What gives the system the right depth is that combat can happen during the movement as well as the combat phases. Combat can also be initiated by the non-phasing player using a reaction mechanism – so it isn’t nearly as simple or predictable as “I go / You go”. Based on the history, we felt the combat system (even at this scale) needed to incorporate strength ratios, unit tactical formations, weather, visibility, unknown Boer strength, artillery strength and effects for both sides, leadership, scouting and intelligence, terrain, night march outcomes, unit morale, “dummy” defensive positions, entrenchments and more.

Grant: How does the Battle Board work?

Kevin: There are so many effects and modifiers that contribute to the combat system that we decided the only way to keep everything straight was to have a Battle Board. For example, an Empire attack vs. a defending Boer Force would look like this: First, the Force attacking commits their desired number of Strength Points to the battle using the Attacker’s SP display, then the defending Boer unit’s SPs are indicated on their display. Any unit status particulars (Disordered, Demoralized, Retreated) are also indicated. The next step is to see how many unknown Boer SPs there are, so a die is rolled and that number goes on the Board (usually the Empire player cannot know their exact combat odds until after they commit their SPs to the attack because of this “unknown SP” die roll). Then any terrain or supply state modifiers are applied (there are markers for these) for both sides to establish the initial combat odds, and a counter for that ratio is placed in the appropriate box on the odds track (always rounded in favor of the defender). Next, any factors that modify the combat odds are noted and applied (entrenchments, the Empire Attack Scouting Effect DR, any other enemy units in the attacker’s ZOC, a Demoralized defender, any cards – attacker first). Now a marker is placed for the final combat odds on the final odds track. The last bit is to calculate what modifier (if any) is going to apply to the combat DR. The Artillery Effect is determined with a DR, if the Empire is using a night march there is another DR, the Empire Force’s Leader combat rating is applied, if the attack is made from a rail-move ZOC it matters, and finally any cards that modify the DR – attacker first. Once the Battle Board has been completely and correctly configured, the combat die is rolled and the CRT consulted to determine the result. The Battle Board is really essential to keep track of all of it.

Grant: What role does scouting and intelligence play in the game?

Kevin: The British generals were famously ignorant of the Boer dispositions in the early battles, for they had almost no intelligence organization in their army corps and they were especially short on mounted troops for effective scouting. The Empire Attack Scouting Effect is built into the combat system to reflect this. If the “E.A.S.E.” DR is greater than the number of Cavalry SP’s in the attacking Force, there is an odds-column shift to the left for the combat on the CRT. Later in the guerrilla phase, there is a “mystery movement” dynamic which keeps the Empire player guessing about which Boer commando markers are real units and which are only decoys. Some of the game cards confer valuable intelligence by allowing the Empire player to reveal a “mystery” commando of their choice (and native spies can help both sides).

Grant: How is artillery used?

Kevin: There is an Artillery Effect Track on the Battle Board which compares the arty strength of the two sides in a battle – whomever wins this comparison gets a modifier that applies to the combat DR. The Boers get a DR to add to their battery count, so even an Empire Force with 8 batteries of guns might not win the Arty Effect Bonus if there are 3 Boer batteries (if they roll a 6, they have 9). This “Boer Arty Effect” DR does not necessarily represent additional unknown batteries/guns, but more simulates the Boer tendency to use superior artillery tactics, multiple prepared positions, gun re-positioning during a battle, indirect fires and hidden gun positions with range and target fire preparation. In addition, the British firepower was often wasted against cunningly prepared “dummy” trenches and positions such that seemingly impressive preparatory fires were completely ineffective. The Boer Arty DR serves to simulate both aspects. The Empire has far greater potential weight of fire, but qualitatively the Boer Arty is superior (as with the historical truth). There are cards for both sides that impact the Artillery Effect for a battle.

Grant; What is the role of Scorched Earth?

Kevin: As the Boers turned more towards guerrilla tactics, the Empire forces began burning farms and killing or confiscating livestock (and especially horses) as reprisals for Boer attacks and to destroy potential shelter and supply sources for the guerrillas. This often resulted in the re-settlement of the Boer women and children in concentration camps, where thousands perished from disease and hunger. There are several game mechanics during the guerrilla phase that simulate this aspect of the war, and one is the “Scorched Earth” program. If the Empire player chooses, they may assign Forces during a game turn to “Scorch” one or more district areas in the Boer Republics. A marker is placed, and Boer movement point costs in that district are doubled, while guerrilla recruiting is halved. Once “Scorched”, a district can no longer provide Boer VP’s during the District Control segment of the VP interphase. But there is a potential cost to this kind of “scorched earth” policy: every turn this is done the Boer rolls a die – if the result is equal to or less than the number of newly “scorched” districts for the turn, the Boers get 5 VP for each. These VP’s reflect negative public opinion, parliamentary outrage and press coverage back in England, as well as increased Boer resentment and dedication to fight to the bitter end to avenge the destruction of their homes and families. The Empire player must balance the military benefits against the possible consequences of the policy (and be careful).

Grant: How does the Attrition Phase work?

Kevin: There is a lot going on during the Attrition and VP interphase. Hundreds of the Boers in just about every Force will simply leave to go home (they are all volunteer militia, not regulars); The Empire may have thousands of losses to typhoid (it was a big deal during the war); Boer family deaths in the concentration camps may cause desertions in the commandos (and uproar back in Britain); Besieged Empire garrisons may suffer losses or surrender; Railheads may advance or be pushed back: Forces might entrench; Unit statuses (like Demoralized units) get updated; VP’s for the game turn are tallied and losses counted, and the totals for the war (or scenario) are arrived at. It gets even busier if a Boer capital has been captured during the turn, as this can drastically increase the number of Boers who choose to “take leave” and go home (low morale). At the end of the phase, the players advance the game turn marker and start the next month of the war.

Grant: How is victory determined?

Kevin: Victory Points are awarded to both sides for all kinds of events. Mostly major or minor battle victories, but also for siege outcomes (relief or surrender), Boer invasions of Empire territory, capture of Leaders and capitals, control of districts, consequences from the scorched earth policy and concentration camps, and even penalties for over-stacking. There is a VP table on the back of the rulebook so the players can double-check during the VP interphase, and there are handy player-turn and interphase record sheets to use as well. Whoever has the most VP’s at the end of the scenario wins, unless an automatic victory for either side ends the contest early.

Grant: What different scenarios are included in the design?

Kevin: There are three scenarios – the Conventional War, the Guerrilla War, and the Grand Campaign Game. Here’s an excerpt from the Campaign language: “The full campaign is the ultimate Boer War experience – from the first desperate siege defenses of 1899 to the treaty of Vereeniging (or maybe not?) – and everything tactical and otherwise in between: Battles, blockhouses, farm-burnings, evasions, escapes, raids, concentration camps, sieges, drives, armoured trains, 1-pdr automatic “pom-poms”, surrenders, entrenchments, typhoid, barbed-wire, native spies, night marches, supply wagons and more. If it was part of the real Boer war – it is in the game.”

Grant: What does the game do well in modeling the Anglo-Boer War?

Kevin: We feel the game succeeds in modeling just about every aspect of the war, but there are a few particulars. Again, from the Campaign language: “For our design, we wanted a more granular scale of both movement and combat than any other strategic-level Boer War game yet published. Rayne Kruger, in chapter 23 of his “Good-Bye Dolly Gray” pointed out that, perhaps more than any other Boer advantage, the Empire was fighting “a war against space.” We ended up having two 22″ x 34″ map sections at 9 miles/hex to pull this off. A very large game on the table – but very typically “Cadet.” As it goes here, bigger is better. More hexes = more realism.”

Also, the Empire forces during the war were especially dependent on the rail lines for supply, while the Boer forces were far less dependent on any supply system to keep their forces in the field. The supply rules in the game really do justice to history, as everything the Empire player wants to do will be substantially constrained by their proximity to a rail line. In fact, some remote districts simply cannot be effectively garrisoned by Empire forces or detachments, because those units will be out of supply. Moreover, the scarcity of draft animals (oxen and mules) during the war meant only a handful of supply wagon units were available to extend an Empire LOS away from any rail line, and so it is with the game. These few substantial wagon convoys are also prime targets for the marauding Boers (as with countless examples from the war).

Grant: What has been the experience of playtesters?

Kevin: The game plays very well, indeed, but there were a few unexpected outcomes from the initial design, especially the combat system. In our first run of the conventional war scenario, we discovered that the “Boer unknown SP DR” mechanic needed a change. The Boers simply fought too well. Every time the Empire committed SP’s to an attack, the Boers would essentially be ‘reinforced’, owing to their unknown SP die roll. It always added SP’s to the Boer Force, since it wasn’t designed to subtract them. True, this kept the Empire player uncertain as to the combat odds until the forces were joined, but it had the effect of representing the Boers as ahistorically disciplined regular troops – prepared to fight to the death and hold their ground even when attacked by 15, 20, or even 30,000 British with 50+ field guns. The Boers just didn’t do that. There are far more examples of the Boer volunteers fleeing in droves from large Empire forces (in spite of exhortations and even threats by their leaders and even presidents) than examples where they stood their ground. In many ways this tendency served to preserve their forces and denied the Empire the showdown battles they hoped for during the second phase of the conventional war. A small rearguard of hardcore Burghers (farmers) would usually hold off the exponentially larger Empire forces, allowing their thousands of fleeing comrades to make their escape. They traded ground for time and blood, almost always avoiding any decisive loss.

So, we amended the rule so the DR can go either way, depending on the size of the attacking Empire force and on another DR modified by the Boer Leader rating of the defending force. This solution made a huge difference and resulted in the historical outcomes we wanted. If you attack Botha with a large Empire Force, he will likely motivate several hundred more Burghers to join the defense. Attack Prinsloo, though, and he’s likely to have several hundred of them (or more) run away before the battle is joined. There is a card in the Empire deck that prevents the unknown SP DR altogether, and now freshly retreated or Demoralized defenders don’t roll either.

Grant: When can we expect the game to be fulfilled?

Kevin: We are optimistic that the community will support our Campaign for this one (gotta get successfully funded first), and we will start the production sample and the rest of the process immediately afterward. Our anticipated timeline is to have the games shipping to the backers by August of next year.

Grant: What projects are in the near future for Cadet Games?

Kevin: We would really like to get our Hamburger Hill game produced. The design is 100% done and it is a really detailed sim of that famous battle. We ran it on Gamefound back in 2025 but it didn’t hit the goal. So, we will likely run that one again to see if we can’t get that produced here sometime soon. We have a ton of other projects in the works, one of which is a solo design covering the Mayaguez incident and the battle for Koh Tang Island from May, 1975. We have been really immersed in the Boer War since the middle of last year, so this one has had almost all of our attention (and still does for now, since we are playing through multiple rounds of the guerrilla phase and all of its intricacies)! We also have Barbarossa ’41 on deck for our Armies & Alliances Series of WWII ‘miniatures and monster map’ designs. Thanks again for helping us get the word out about our passion for military history and wargames!

Thank you for your time in answering our questions Kevin and for the great care you guys are taking with these games to tell a fun and interesting part of history.

If you are interested in The Great Anglo-Boer War: The Battle for South Africa 1899-1902 you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/647106057/the-great-anglo-boer-war

-Grant

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Crowdfunding-Wochenschau KW 36/2026: Aberration & Orbitstar

Crowdfunding-Wochenschau KW 36/2026: Aberration & Orbitstar

Nach der Gen Con ist es rund um Kickstarter, Gamefound und Spieleschmiede spürbar ruhiger geworden. In den vergangenen sieben Tagen (24. bis 31. August 2026) erreichen nur zwei neue Kampagnen die Auswahlkriterien dieser Redaktion, die deutsche Spieleschmiede liefert in diesem Zeitraum keinen neuen Brettspiel-Kandidaten. Dafür kehrt bei Gamefound ein kooperatives Tower-Defense-Spiel mit Reprint und zwei Erweiterungen zurück, während ein Kickstarter-Projekt auf einen fremden Planeten führt.

Crowdfunding-Wochenschau KW 36/2026: Aberration & Orbitstar

Aberration: Oblivion's Embrace

Der australische Verlag Ghostfire Gaming hat die Kampagne zu Aberration: Oblivion's Embrace Expansion & Reprint am 26. August 2026 auf Gamefound gestartet, Stand 31. August 2026 bei rund 794 Prozent des Ziels von 20.000 US-Dollar (158.823 US-Dollar). Design stammt von Andy Collins und Peter Lee, Letzterer bekannt für Lords of Waterdeep, Tyrants of the Underdark und Horrified.

Ein bis vier Spielende verteidigen kooperativ das Dorf Bürach gegen eine wachsende Bedrohung aus Monstern und Verderbnis im Grim-Hollow-Setting des Verlags. Mechanisch verbindet das Tower-Defense-Spiel Worker Placement, Bag Building und asymmetrische Heldenfähigkeiten mit einem Fog-of-War-System, das Teile der Gefahr zunächst verdeckt hält. Die Kampagne bringt neben einem Reprint des Grundspiels zwei neue Erweiterungen: Oblivion's Embrace mit zwei wiederholt spielbaren Roguelike-Kampagnen und Arcanists & Abominations mit vier neuen Zauberklassen. Eine Partie dauert laut Kampagnenseite rund 90 Minuten, ausgelegt für ein bis vier Spielende ab 14 Jahren.

Ein Solo-Modus ist enthalten, die Kampagne läuft noch bis zum 17. September 2026. Ghostfire Gaming hat mit dem gleichnamigen Grundspiel Aberration bereits eine erste, eigene Kampagne durchlaufen, die laut Gamefound bereits vollständig produziert und ausgeliefert wurde. Eine deutsche Lokalisierung nennt die Kampagnenseite bislang nicht.

Crowdfunding-Wochenschau KW 36/2026: Aberration & Orbitstar

Orbitstar: Expedition to Darwin IV

Das neuseeländische Studio Arkus Games hat Orbitstar: Expedition to Darwin IV am 25. August 2026 auf Kickstarter gestartet, Stand 31. August 2026 bei rund 216 Prozent des Ziels von 30.000 Neuseeland-Dollar (64.712 Neuseeland-Dollar). Design stammt von Bobby Hill, Welt und Artwork gestaltete Illustrator Wayne Barlowe nach seinem eigenen Buch „Expedition“. Arkus Games hat seit der Studiogründung 2020 bereits mehrere Kickstarter-Kampagnen realisiert, darunter Shelfie Stacker, Storm Raiders und Dreadful Meadows.

Ein bis vier Spielende schlüpfen im Jahr 2358 in die Rolle von Forschenden, die den fremden Planeten Darwin IV erkunden und laut Verlag insgesamt 49 außerirdische Spezies dokumentieren. Dabei kommen Bag Building, Bewegung über verschiedene Biome und der Ausbau der eigenen Hovercone-Fahrzeuge zum Einsatz, während Wetter und Raubtiere die Expedition erschweren. Eine Partie ist laut BGG für ein bis vier Spielende ab 14 Jahren ausgelegt und dauert rund 90 Minuten.

Ein Solo-Modus ist vorhanden, Details zum genauen Ablauf nennt die Kampagnenseite nicht. Die Kampagne läuft noch bis zum 16. September 2026, der Versand ist laut Kickstarter weltweit vorgesehen, die Auslieferung für September 2027 geplant. Eine deutsche Lokalisierung ist bislang nicht angekündigt.

Beide Kampagnen sind reine Nischenprodukte für den deutschen Markt: englischsprachig, ohne angekündigte Lokalisierung, mit den üblichen Kickstarter- und Gamefound-typischen Zusatzkosten für Versand und Einfuhr nach Deutschland. Wer auf deutschsprachige Neuheiten wartet, muss sich diese Woche gedulden. Die Spieleschmiede blieb in den vergangenen sieben Tagen ohne neuen Brettspiel-Kandidaten.

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Avalon: The Riven Veil: Auslieferung läuft an

Avalon: The Riven Veil: Auslieferung läuft an

Shadowborne Games' Artus-Fantasy-Spiel Avalon: The Riven Veil steht auf Platz 3 der aktuellen BGG-Hotness-Liste, fast zwei Jahre nachdem die zugehörige Kickstarter-Kampagne 935.112 US-Dollar einspielte. Die Auslieferung läuft inzwischen an. Das Gebietskontroll- und Erkundungsspiel siedelt seine Handlung nach der Schlacht von Camlann an: Artus liegt gefallen auf Avalon, doch auch der totgeglaubte Mordred hat einen Weg auf die Nebelinsel gefunden.

2 bis 5 Spielende führen rivalisierende Fraktionen durch den Schleier zwischen den Welten, erkunden die Insel, bergen legendäre Artefakte und suchen den Gral. Im Zug spielen die Fraktionen Karten für Bewegung, Kämpfe und Sonderaktionen aus und sichern sich damit Mehrheiten in umkämpften Gebieten. Dazu kommen asymmetrische Fraktionsfähigkeiten und Multi-Use-Karten mit mehreren Funktionen.

Eine Partie dauert 60 bis 120 Minuten, empfohlen ab 14 Jahren. Lead Designer ist Jamie Jolly, für die Illustration zeichnen Pedro Nuñez und Aitor Sebastián verantwortlich. Einen Solo-Modus gibt es nicht, die Spielerzahl beginnt bei zwei.

Kickstarter-Erfolg mit fast 1.900 Prozent

Die Kampagne lief vom 12. November bis zum 10. Dezember 2024 und sammelte bei einem Finanzierungsziel von 50.000 US-Dollar am Ende 935.112 US-Dollar von 6.198 Unterstützenden ein, eine Finanzierungsquote von rund 1.870 Prozent. Kickstarter zeichnete das Projekt zusätzlich als Staff Pick aus.

Neben Kickstarter listet auch Gamefound das Spiel unter demselben Namen. Über die dortige Pledge-Manager-Phase mit zusätzlichen Late Pledges wuchs die Gesamtsumme des Projekts inzwischen auf über 2 Millionen US-Dollar von 8.886 Unterstützenden.

Auslieferung und deutsche Verfügbarkeit

In den Pledge-Beschreibungen nannte Shadowborne Games ursprünglich Dezember 2025 als Auslieferungstermin für die Retail-, Core-, Deluxe- und Collector's-All-In-Pledges. Tatsächlich startete die Auslieferung erst am 14. August 2026 offiziell in den USA, gut acht Monate später als ursprünglich angekündigt.

Für deutsche Spielerinnen und Spieler ist vor allem ein Punkt relevant: Eine deutsche Lokalisierung hat der Verlag bisher nicht angekündigt. Avalon: The Riven Veil bleibt damit vorerst ein englischsprachiges Importspiel, das Shadowborne Games direkt über den eigenen Webshop als Kickstarter-Edition führt.

Konkret kaufbar ist das Spiel hierzulande trotzdem schon: Der Händler Fantasywelt führt die englischsprachige Kickstarter-Edition als Vorbestellung, das Core Game Pledge Bundle für 148 Euro und das Collector's All-In Pledge Bundle für 299 Euro, Stand 27.08.2026. Zusätzlich steht Avalon: The Riven Veil auf der Preview-Liste der SPIEL Essen 2026 vom 22. bis 25. Oktober und soll dort am Stand von Shadowborne Games spielbar sein.

Dass das Spiel weiterhin auf Platz 3 der Hotness-Liste steht, deutet auf anhaltendes Interesse in der Community hin. Für deutsche Interessenten heißt das: Wer die fehlende Lokalisierung in Kauf nimmt, kann das Spiel schon jetzt vorbestellen oder im Oktober in Essen selbst antesten.

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Solis Game Studio makes ‘major step forward’ through US retail distribution push with Southern Hobby

California tabletop publisher and game development studio Solis Game Studio is expanding its reach into US hobby retail through a new distribution deal with Southern Hobby, following several years of building its own catalogue through crowdfunding and direct sales.

Solis, which was founded in 2020, has published games including Pocket Paragons, Space Lion, Treat, Please! and The Massive-Verse Fighting Card Game, while also carrying out development and production work for other tabletop companies.

The Massive-Verse Fighting Card Game, designed by Brian McKay, from Solis Game Studio

Its contracting work has included projects such as the Cyberpunk TCG, with Solis having led game design and development of a prototype that secured licensing for a new game.

The Cyberpunk TCG ultimately raised more than $28m from 50,000 backers through a huge Kickstarter campaign by publisher WeirdCo earlier this year.

Solis also did development work on Emerson Matsuuchi-designed Metal Gear Solid: The Board Game, and last month announced it would be the developer for the official card game of battle royale video game PUBG.

The company said Southern Hobby will distribute new Solis release Six-Sided Seas, as well as Treat, Please! and The Massive-Verse Fighting Card Game, describing the deal as a “major step forward” for the business.

The publisher has previously used crowdfunding to bring several of its games to market, with its biggest success to date 2024’s licensed Massive-Verse Fighting Card Game, designed by Brian McKay, which raised just over $50,000 from about 800 backers.

Its first Pocket Paragons Kickstarter raised around $22,000 from 432 backers in 2020, while Space Lion: Divide and Conquer raised just under $18,000 from 343 backers and Treat, Please! brought in about $14,000 from 169 backers.

Solis has also already been selling directly to retailers through its own wholesale programme.

The publisher’s newest release, push-your-luck worker placement game Six-Sided Seas, will enter US distribution on October 2 with a $24.95 MSRP.

The two-player pirate game, designed by Kroze Kresky, is built around an unusual component format, consisting of 32 dice and a 14in by 24in edge-stitched playmat which is rolled inside the game’s box – allowing the title to be presented vertically, horizontally, or with a collapsible hangtab in retail.

Solis has previously said the idea grew from a visit to game stores in Thailand, where Chris Solis saw a store employee laminating a game board to protect it and began considering whether the board itself could instead be made from playmat material.

He said in the blog post, “When I returned home I issued an internal design challenge to my community. What does a game that is a playmat and single component look like?

“We explored a ton of really interesting designs and even did a limited release for one of them but none captured me like Six-Sided Seas by Kroze.”

Solis launched the game at Gen Con earlier this month, and said it sold all the copies it brought to the convention. Several of its scheduled learn-to-play sessions at Gen Con also sold out, according to the convention’s event listings.

In addition to founder and owner Chris Solis, the studio’s team includes developer Bryan McKay, business operations specialist John Brieger, graphic designer Katherine Boils, marketing manager Courtney Shernan, convention manager Sara Jordan and community manager Antonio Gil.

The post Solis Game Studio makes ‘major step forward’ through US retail distribution push with Southern Hobby first appeared on .

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Crowdfunding Campaigns of the Week – 8/24/26

Crowdfunding Campaigns of the WeekWelcome 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 […]

Source

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Little Rocket Games kündigt Solo-Dungeoncrawler Z Horde an

Little Rocket Games kündigt Solo-Dungeoncrawler Z Horde an

Little Rocket Games, der Verlag hinter dem Solo-Kartenspiel One Card Dungeon, kündigt auf Kickstarter mit „Z Horde“ einen eigenständigen Dungeoncrawler im Zombie-Setting an. Das Spiel nutzt das One-Card-Dungeon-System als Basis, kommt aber mit eigenem Setting, eigenen Mechaniken und einer 12-stufigen Kampagne.

In der Solo-Partie weisen Spielende laut Verlagsbeschreibung auf BGG in jeder Runde Energiewürfel den Bereichen Bewegung, Angriff und Verteidigung zu und müssen dabei taktische Kompromisse eingehen. Fünf spielbare Überlebende, ein Marktsystem zwischen den Levels, wiederverwendbare Waffen und verbrauchbare Gegenstände sollen für Abwechslung über die gesamte Kampagne sorgen. Design stammt von Giampaolo Razzino, der zuvor bereits an der Erweiterung One Card Dungeon: M'Guf-yn Returns mitgearbeitet hat, Illustrationen kommen erneut von Marco Salogni. Z Horde ist für 1 Spielenden ausgelegt, dauert 30 bis 60 Minuten und ist ab 14 Jahren freigegeben.

Die Kickstarter-Seite zu Z Horde ist aktuell eine reine Ankündigungsseite, in den Titel-Metadaten steht „Coming soon: Z Horde“. Weder Kampagnenstart noch Enddatum, Finanzierungsziel oder Pledge-Stufen sind bislang hinterlegt, auch ein Beschreibungstext fehlt noch. Wer sich für den Titel interessiert, kann sich derzeit nur benachrichtigen lassen, eine laufende Kampagne mit Preisen oder Stretch-Goals gibt es noch nicht.

Der BGG-Eintrag listet Z Horde bislang nur unter den kommenden Neuheiten, ohne Bewertungen oder weitere Community-Daten. Würfelreich verfolgt die Ankündigung und meldet sich, sobald Kickstarter konkrete Zahlen zu Laufzeit und Zielsumme veröffentlicht.

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Horror on the Orient Express: Deutsche Ausgabe noch offen

Horror on the Orient Express: Deutsche Ausgabe noch offen

Chaosiums kooperatives Cthulhu-Brettspiel „Horror on the Orient Express: The Board Game“ führt aktuell die BGG-Hotness-Liste an. Für die Kickstarter-Unterstützenden bleibt trotzdem eine andere Frage wichtiger: wann die deutsche Ausgabe tatsächlich ankommt.

Das Spiel überträgt die gleichnamige Call-of-Cthulhu-Kampagne aus dem Rollenspiel in ein kooperatives Brettspiel für 1 bis 4 Spielende, ausgelegt auf 90 bis 120 Minuten und ab 14 Jahren. Auf BGG liegt die Komplexität bei 3,59 von 5, ein Wert für erfahrene Gruppen. Ob sich die Spielzeit auf ein einzelnes Kapitel oder die gesamte Kampagne bezieht, benennen die Quellen nicht. Die Ermittelnden reisen in den 1920er-Jahren mit dem Orient-Express durch die Traumlande, müssen Kultisten aufspüren, bevor diese ein Ritual vollenden, und dabei Monster abwehren, die den Zug angreifen.

Mechanisch setzt das Spiel auf Action Retrieval, Deck-, Beutel- und Pool-Aufbau, ein modulares Spielbrett und asymmetrische Charakterfähigkeiten, dazu einen Modus mit eigenem Solo-Spiel. Das unterscheidet den Titel spürbar von Fantasy Flights älteren Cthulhu-Kooperationsspielen wie Arkham Horror, die auf Würfelwürfe, Ereigniskarten und Feldbewegung über den Stadtplan setzen. Design stammt von Michał Gołąb Gołębiowski und Adam Kwapiński, laut Kampagnenbeschreibung Autoren von Nemesis, Frostpunk und Destinies.

Was die Kickstarter-Kampagne zeigt

Die Kickstarter-Kampagne endete am 19. April 2024 mit 13.201 Unterstützenden und 1.654.362 US-Dollar bei einem Ziel von 50.000 US-Dollar, das entspricht 3.308,72 Prozent Finanzierung. Kickstarter selbst führte das Projekt als Staff Pick. Als Liefertermine nennt die Kampagnenseite nur noch vergangene Daten, den 1. Mai 2024 für den Zugang zum Pledge-Manager und den 1. August 2025 für die eigentlichen Spielpakete. Ein aktuelles, noch ausstehendes Lieferdatum weist Kickstarter für das Projekt derzeit nicht aus.

Was zur deutschen Ausgabe bekannt ist

Verlag der deutschen Edition ist laut BGG-Versionsdatenbank Schwerkraft-Verlag gemeinsam mit Chaosium, nicht Pegasus. Eine eigene Produktseite zum Titel lässt sich auf der Schwerkraft-Verlag-Website derzeit nicht finden, ein sprachspezifischer Liefertermin für die deutsche Fassung ist damit ebenfalls nicht belegt. Ob die deutsche Auslieferung an die bereits verstrichenen internationalen Termine anschließt oder eigenständig läuft, bleibt offen.

Wer die deutsche Ausgabe verfolgt, sollte sich in den kommenden Wochen auf ein Update von Schwerkraft-Verlag einstellen. Der erste Platz in der BGG-Hotness zeigt vor allem, dass die internationale Auslieferung gerade viele frühere Unterstützende erreicht, über den Stand der deutschen Fassung sagt das für sich genommen nichts.

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