Review: Betrayer’s Banquet

Review: Betrayer's Banquet

[Good news, everyone! We were clearing out Quinns’ stuff and we found something he was apparently too scared to publish. By way of showing respect, we’ve published it here in full.]

I’ll be honest, I didn’t really want to write about this event. In the words of one of the people I ate with, I come out looking like a “c*nt.”

Last month SU&SD was invited to the Betrayers’ Banquet, another London-based installation, perhaps a little sexier than Pip’s recent adventures of being locked in a room for an hour. It is, essentially, Satan’s dinner party. At one end of the table you’re served course after course of wonderful food. Down at the bottom, you get inedible slop. But you can improve (or potentially ruin) your position by engaging in the prisoner’s dilemma with the diner sat opposite you.

As a pro boardgamer, surely this would go well for me. Surely.

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Kotaku Article: Top 5 Friendships-Ruiners

Kotaku Article: Top 5 Friendships-Ruiners

Quinns: This month I gave Kotaku a powerful gift. The top 5 board games to play if you want to leave your friendships as cold and laced with poison as old scorpion shells. It starts like this…

“One piece of trivia orbits modern board gaming like a dark, sexy star. Someone who doesn’t really play them will always have heard from their friend, who heard it from another friend, that something like Game of Thrones or Battlestar Galactica is mean it ruins friendships.

“But Game of Thrones? Battlestar Galactica? These are games where the backstabbing and twists of the knife are expected. If you really want to test your friendships, these are the games you should be playing.”

…and rapidly moves on to the five games I think should be handled with care. I’d recommend you all go and peruse my warnings, before it’s too late.

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Pip Escapes A Room

Pip Escapes A Room

[Is everyone aware of the swelling “escape the room” genre of videogames? When we heard about a London-based installation offering the opportunity to escape a real-life room, we were intrigued. So much so we activated Pip, freshly-internet famous from our Let’s Plays of The Resistance, Memoir ’44 and Twilight Imperium, to go and see if it was any good.]

“What if someone needed the toilet?”

My friend Simon has been on the receiving end of a “what I would have done differently” monologue for the last few minutes and has decided to leap in with a question. The monologue revolves around HintHunt — a real-life room escape game in the vein of Crimson Room.

Except is it a room escape game, Simon? IS IT A ROOM ESCAPE GAME?

HintHunt gives you exactly one hour to get out of the locked room in which you find yourself. The solution can only be found by discovering clues scattered hither and yon and using them to solve a chain of puzzles. You could also just break the door down and leave but they ask you not to do that before you start. There is backstory for the scenario but it’s just there to offer an excuse for you clambering around a room shouting words and numbers at each other and glaring suspiciously at all surfaces within reach.

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Lord Smingleigh On… House Rules, Pt. 2

Lord Smingleigh On... House Rules, Pt. 2

[Did you all catch Lord Smingleigh’s Introduction to House Rules last week? Naturally, an exploration on making games simpler should be followed with notes on making them trickier…]

No time for a long introduction! Grab your hat, coat, and thrashing-stick and come with me. This time I maunder about some house rules the Gaming Chums use to ratchet up the tension and increase the complexity of games, and possibly to increase the conflict and turn the finest of friends turn into slavering killbeasts*.

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Interview: Plaid Hat Games

Interview: Plaid Hat Games

[Everybody likes Colby Dauch. After starting Plaid Hat Games at the ripe age of 27 with a game of his own design, he’s managed to publish one very interesting game a year (from different designers) in each of the four years since, and has grown from Heroscape fanboy to capable and committed entrepreneur — a transition that many designers-turned-publishers make with far less aplomb.

With the publication of BioShock Infinite: The Siege of Columbia, Dauch’s young company is suddenly much higher — brighter? — on many more radar screens. We sent Actual Journalist Mark Wallace to find out what makes Colby such a nice guy. Instead, he came back with this interview.]

Mark: I want to jump right in by mentioning BioShock. You’ve just released the board game of the hit video game. It looks like you’re sitting on the edge of what could be a huge mainstream success. How does that feel, to go from being an unknown publisher four years ago, to shepherding one of the coolest, most high-profile game franchises into cardboard?

Colby: It’s pretty shocking. The interesting story there is that they approached me. That they sought out a board game rather than being pitched on it means that they know about this world, and they’re into it. Video gamers is a growing market for board games, so a project like this is right there in the sweet spot of growth for the industry. To be a growing company and be right where we feel the cusp of that growth is of course immensely exciting.

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Lord Smingleigh On… House Rules, Pt. 1

Lord Smingleigh On... House Rules, Pt. 1

[Following the tremendous success of Lord Smingleigh’s inaugral column on the nature of play, we invited gaming’s most storied gentleman to stick around! And then culled “The Ludological Investigation Society” as a title because it broke our headline box. Nobody tell him. I’m serious. He won’t shut up about it.]

It is a fact universally acknowledged that all board games are perfect. Who are we to stick our fallible thumbs in the board game pie? We have come for the experience the chef has planned through years of experience and talent, not the thrown-together improvisations of short-order cooks.

Except, no. This view is to disregard the most vital of components in board gaming: Humans. Sometimes it is necessary to change the game to suit the players. It is my honour to present to you an excerpt from an early draft of my life’s work and legacy: A Treatise on the Taxonomy of House Rules.

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Kotaku Article: Days of Wonder Interview

Kotaku Article: Days of Wonder Interview

Quinns: Almost forgot about this! Board game publisher Days of Wonder last month declared that Ticket to Ride, their family train game, had overtaken Settlers of Catan in monthly sales. There’s a new biggest board game in town! I set up a phone interview to see what DoW do differently, then loaded it all into my monthly Kotaku column, slipping fact after fact into that hot gaming skillet.

“Part of our brand,” explains the sonorous French voice on the phone, “is coming from the fact we do very few things. Porsche is the most successful car company in the world from the business standpoint, but they do very few models… we take the same approach in the board game business.”

Founder Eric Hautemont also talked about vinyl records, the role of mobile devices in boardgaming and how his company works the exact opposite way from America’s other big publisher, Fantasy Flight. Really interesting stuff. Go read!

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Review: Gen Con 2013

Review: Gen Con 2013

Indianapolis is a city generally known for auto racing and being the birthplace of America’s first 20th-century outlaw. Every August, though, it hosts almost 50,000 people who care little for either of those things.

They come for the sweet aroma of freshly punched cardboard counters, for the textured heft of rank upon rank of miniature figures, for the piles of weird dice slimed with the cast-off condiments of terrible convention center food, and for the sight of dozens on dozens of costumed geeks, scantily clad and otherwise, who’ve traveled from all over the nation and beyond for an event that’s billed as “The Best Four Days in Gaming,” and which does in fact give tabletop gamers and steampunk airship captains alike a formidably long weekend on which to celebrate their passion and ours: tabletop games.

This is Gen Con. Its origins lost to the mists of time, the nearly half-century-old gaming party — for that’s what it is — is probably the largest annual gathering of tabletop gamers outside Germany’s Spiel. I arrived midday on Thursday, just as Day One was getting into full swing. The Indiana Convention Center is a massive place, and, as is the habit among Actual Journalists, I wandered into it unaided by map or signpost, following the flow of musky t-shirts into the first exhibit hall I could find. The simple elegance of what greeted me there felt both surprising and inevitable at once. Because what’s special about Gen Con is that it’s about the one thing most important to the cardboard arts: playing games.

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Designer Interview: Zach Gage

Designer Interview: Zach Gage

[Zach Gage is a New York-based game designer, artist and friend of SU&SD whose work recently saw a change in direction. After success in the App store with SpellTower and such high-profile experiments as a videogame that penalises failure by deleting files on your computer, he’s started working with table games. Guts of Glory is his post-apocalyptic eating contest, and is arriving very, very soon. We got in touch to find out where the shift came from.]

Quinns: Can you explain how the New York University Game Centre came to commission Guts of Glory?

Zach Gage: Sure thing!

Actually I think they wanted me to make a weird artsy game. They commission a few people each year, and typically, one of those people is the type of person who sometimes makes really odd games. Robin Arnott and Terry Cavanagh filled this roll in years past. I think Charles was expecting something closer to Lose/Lose or Killing Spree from me, the card game came a bit out of left field.

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The Ludological Investigation Society: A Story

The Ludological Investigation Society: A Story

[SU&SD is hugely proud to introduce the Ludological Investigation Society. A regular column on not just what we’re playing, but how we play, written by none other than England’s own Lord Custard Smingleigh.

In this inaugral column Smingleigh offers a heartfelt tale of play, galactic war, and more beautiful boys than he.]

It was the end of the school year at St. Punishment’s School for Boys, and we had finished our end of year exams. Our school work was done, but our time still belonged to the school until it had finished forcing the oldest boys through the educational sausage machine that is the GCSE system, so the teachers allowed us to bring something in to entertain ourselves.

Some brought in decks of cards (with strict gambling prohibition enforced by form master Dr. Blandshaw), some brought in books and magazines, some brought in Game Boys (I’m dating myself here, aren’t I?), and I brought in a board game.

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