5 Questions with Game Designer Grant Howitt!

Welcome to 5 Questions, our recurring interview series where we reach out to puzzle constructors, game designers, writers, filmmakers, musicians, artists, and puzzle enthusiasts from all walks of life!

It’s all about exploring the vast and intriguing puzzle community by talking to those who make puzzles and those who enjoy them! (Click here to check out previous editions of 5 Questions!)

And I’m excited to welcome Grant Howitt as our latest 5 Questions interviewee!

gshowitt resized

Grant is a prolific tabletop game designer who has created multi-book campaign settings and adventures, but is perhaps best known for his one-page roleplaying games, where he fits an entire game — objectives, setting, characters, rules, and other game details and stylistic flourishes — onto a single piece of paper!

He has built a reputation for clever design, irreverent campaign concepts, and topflight roleplaying experiences, and he’s currently putting all of those creative energies into Heart: The City Beneath, a recent Kickstarter success story.

Grant was gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!


5 Questions for Grant Howitt

1. How did you get started with roleplaying games? When did you start designing your own games?

I got into RPGs back in 2000 – I saw a game of Vampire the Masquerade being played, and while I didn’t take part, I kind of fell in love with the possibility of the thing. I come from a wargaming and videogaming background, so the flexibility available to players blew my mind when I saw it done live. I didn’t actually play regularly for another six years, because my high school friends were too cool to do it, and I can’t blame them.

I started making my own games significantly before that. I wrote my first game in high school, a hack of a game called Zaibatsu that I got off an Angelfire website, and it reflects my 14-year-old obsession with marijuana, shooting two guns at once, and generally dicking about. (I still like all of those things but I feel like I’m expressing it in more subtle ways these days.)

I went on to write a Live-Action Roleplaying system called Zombie LARP at University with my friend Chris Taylor, who I now co-own an RPG business with alongside Mary Hamilton. (I’m married to Mary; it’s pretty cool running a business doing the thing you love most with the people you love most.)

honey heist

[Have you ever masterminded the world’s greatest heist while being a bear?
That’s the goal of Honey Heist, a one-page roleplaying game created by Howitt.]

2. Your games run the gamut from one-page works like the lighthearted Honey Heist and the tension-filled Wake to more complex and detailed games like One Last Job and Spire.

But one interesting thing aspect of your games is that there’s always an abundance of material to inspire the roleplaying part of the game. When designing the mechanics of a game, how do you find the sweet spot between necessity, efficiency, stylistic flair, and going overboard?

That’s a hell of a question! It’s tricky; you get to learn the feel for it after a while. Chris also reins me in a lot and helps me keep a handle on my excesses; he’s very much the yin to my yang. I think the goal is to make something that’s fun to read and that sparks ideas for adventures in the reader’s head – you’re giving them the keys to a fantasy world and guiding them to their own stories, rather than telling them something directly. So you can get loose with it and stitch things together with a theme rather than worrying about, you know, sentence structure and all that stuff.

spire-cover-blue

3. What are two games that have had a strong influence on your own roleplaying experience, either as a player or a game creator? And what two of your own games would you recommend that people try to widen their own gaming experience?

First off: Dogs in the Vineyard by D Vincent Baker, which is out of print now, but it taught me that games can be about one thing and do it perfectly rather than try to simulate any potential actions within a game world. It taught me a lot about abstraction. It’s hugely clever and one player character always ends up shooting another by the end of a session due to an argument about faith, and that’s extremely my bag.

Secondly: Wushu, by Dan Bayn, which is geared towards daft high-action explosive schlocky pulp play, but the system is so monumentally clever because it barely exists. The fascinating thing about Wushu is that it says “yes, you can do that” where most other games say “no, you can’t do that yet” which means that, after about three sessions, you end up burned out because no-one’s keeping you at arm’s length from your potential. I love it. It’s roleplaying cocaine.

And from myself? I think people should buy the most expensive ones, because I need a new pair of boots. (Actually? Read GENIUS LOCI which is about playing a cannibalistic post office god in 1960’s rural Southern England, because it’s not like anything else I’ve read or written, and that counts for something. And HAVOC BRIGADE, which is about an orc “infiltration” mission into a human city, and it’s legitimately some of the most fun I’ve had running a game due to the wild freedom afforded to players.)

heart cover resized

4. What’s next for Grant Howitt?

At the moment we’re getting Heart delivered to Kickstarter backers (you can pre-order it from our site here) and it’ll be delivered sometime in August) and that’s been a big creative drain – we put out the corebook and four sourcebooks alongside it in a few months.

So at present Chris and I are taking time to recharge, keeping the business ticking over (I’m still writing one game a month and don’t intend on stopping any time soon), commissioning works from other authors, and trying to centre ourselves to get perspective and write the Next Big Thing. We have a few ideas at present; maybe something set in the same world as Spire and Heart, maybe some sort of Deep South ghost-hunting game, or maybe something about eating magical materials to cast neat spells. I dunno just yet.

5. If you could give the readers, writers, roleplayers, aspiring game designers, and puzzle fans in the audience one piece of advice, what would it be?

Make stuff! It’s fun. Then of course the next part, which is just as important, is to release it. You have to get stuff out there, get eyes on it, help people make a relationship with your work.

I see a lot of games which have been in development for, like, a decade – and that’s too long for most projects, you wind up with something weird and ingrown and self-referentially exclusive. So release stuff that you’re unsure but excited about, because nothing is ever perfect, and try to have fun with it.


A huge thank you to Grant for his time. You can follow him on Twitter for updates on his latest projects, visit Rowan, Rook, and Decard for his impressive library of games, and if you enjoy his roleplaying creations, please consider joining his Patreon! There is literally no telling what he’ll create next!

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Kickstarter Roundup!

Oh yes, it’s that time again.

For years now, crowdfunding platforms like Kickstarter and Indiegogo have been hotbeds of innovative puzzle and game design, and I’m always happy to spread the word about worthy projects that I think will delight and intrigue my fellow PuzzleNationers.

So let’s take a look at some projects that are currently seeking funding and see if any pique your interest! (This time around, we’ve got twice as many recommendations as usual! So much puzzly potential!)


atoz crossword

The first is a project by Fireball Crosswords and Fireball Newsflash Crosswords constructor Peter Gordon, entitled A-to-Z Crosswords Volume 2: More Petite Pangram Puzzles.

The project is easy to explain, but mindblowing to think about. Every single day for 24 WEEKS, you get a 9×11 crossword puzzle that contains all 26 letters. The puzzles range from easy to medium in difficulty, arrive by email, and are constructed by Gordon and professional puzzler Frank Longo.

This is a very cool project that deserves your support — they’re a little more than a third of the way there, with 9 days to go — and you should definitely check it out!

puzzle postcard

The next project is Puzzle Postcards: Season Two by the Enigma Emporium.

Last year, Wish You Were Here was part of our Holiday Puzzly Gift Guide, and it’s fantastic to see that the Enigma Emporium is Kickstarting another puzzle postcard mystery this year.

Essentially, an entire mystery is concealed within a handful of postcards, challenging you to mine them for every scrap of information as you uncover a series of coded messages. It’s spycraft in an envelope, very clever stuff.

Already funded with 12 days to go — and carrying a solid track record of previous successful Kickstarter projects behind them — I cannot recommend this one highly enough. I loved Wish You Were Here, as well as the follow-up series.

fuzzies

For a change of pace, our next project is The Fuzzies.

Basically, this is a Jenga-style dexterity game, but made out of little fuzzy balls instead of pieces of wood. And instead of choosing which piece you remove and place on top, that is determined by a deck of cards instead.

I don’t know how it works — actually staying upright in the first place — but apparently it does.

This family-friendly game has already tripled its funding goal with 29 days to go, so it might be right up your alley.

enigmas

The next project we’re sharing today is the ENIGMAS deck of puzzle playing cards.

David Kwong — constructor, magician, and all-around puzzly fellow — has masterminded a puzzle mystery and a series of hidden messages and ciphers, all contained within a deck of cards.

ENIGMAS marries some of the ideas from his Enigmatist show — specifically the historical aspects — with an ingenious puzzle hunt to create an intriguing solving situation. Plus, once you’ve cracked all the puzzly elements, you’ve still got a beautiful deck of cards to enjoy.

This project has blasted well past its funding goal, and with 9 days to go, they’ve added a special limited-run deck of red cards (to compliment the standard blue deck) that will only be offered to Kickstarter backers and never sold in stores. With a pedigree like David’s, you can’t go wrong!

sherlock

Our next project is bigger and no less ambitious. It’s Sherlock’s Mysteries: An Interactive Puzzle Adventure (not to be confused with another Sherlock-based Kickstarter running right now).

Combining board game and escape room elements, this project contains 10 mysteries (described as chapters) that combine into one interwoven narrative where you try to save the life of Sherlock Holmes!

By combining murder mystery-style solving with puzzles like ciphers and deduction puzzles, this project definitely tries to encapsulate the experience of being the Great Detective from the comfort of your own home.

About halfway to its goal with 21 days left, this project isn’t a lock (given the price tag of $135 to experience the entire story), but it’s definitely worth a look. (I’m especially intrigued by the fact that certain levels offer “refill kits” that allow the experience to be played more than once!)

shivers

For something just as puzzly but more immersive from a roleplaying point of view, there’s The Shivers.

In this game, someone has gone missing in the house owned by the Shivers family, and you play one of the family members trying to solve the mystery and defeat dangerous foes at work in various sinister and creepy scenarios.

This gameplay is bolstered by pop-up 3-D models of the various rooms of the house, bringing the setting and different stories to life right before your eyes.

This is a very clever combination of puzzle hunt, roleplaying game, and pop-up book that I’ve never really seen before, and like some of these other projects, it has blown past its funding goal with strong support from interested gamers and puzzlers.

legacy

Following the escape room/puzzle mystery at home template, Legacy: Quest for a Family Treasure is our next project to discuss.

You receive a black box in the mail, and inside, you discover in your estranged father’s will that there is a family treasure hidden somewhere in Europe. And you’ll have to unravel secrets of the past in order to secure your future.

This immersive mystery involves audio and video clues, physical evidence to pore over, and even incorporates Internet searching into the gameplay. I’ve been thoroughly impressed with the level of depth and attention to detail in this one, and clearly I’m not the only one, as the project has already met and surpassed its funding goal with 10 days to go.

The familial element adds a neat twist to the mystery-at-home genre, and I suspect this project will do very well.

labyrinth

The last project we’ll be sharing today is The Labyrinth: An Immersive Multi-Platform Puzzle Challenge.

There’s a lot of stuff included in this one: puzzle boxes, ciphers, maps, tools. They’re sending you a CRATE full of material here. The goal is to move through the various chambers of a labyrinth, solving puzzles as you go.

With 55 puzzles included — and an expected solve time of 8-10 hours — this is a breathtaking amount of puzzly paraphernalia. So there’s cost to consider here. The full puzzle costs $195 (there’s even a more expensive deluxe edition), so although that easily makes it the priciest project we’re discussing today, but also one of the most visually impressive.

And yet, with 14 days to go, they’ve already passed their funding goal nine times over. Check it out and see what you think of the expansive puzzle selection offered here.


Have any of these games or projects hooked you? Tell us which ones you’re supporting in the comments section below! And if there are any campaigns you’re supporting that we missed, let us know!

Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

Updates From Alex Trebek on His Health and Plans for Jeopardy!

One of the biggest news stories of the last few years in the world of puzzles and games has been Jeopardy! host Alex Trebek’s ongoing battle with pancreatic cancer.

If you somehow don’t already know, Trebek was diagnosed with Stage IV pancreatic cancer early last year, and he has been giving fans and well-wishers periodic updates on his condition.

Back when he first announced his diagnosis, Trebek stated, “I plan to beat the low survival rate statistics for this disease,” then joked, “I have to because under the terms of my contract, I have to host Jeopardy! for three more years.”

Despite the hardships both obvious and unseen during his treatment, Alex has continually proven to be a beacon of strength and support for those suffering with similar ailments.

Recently, Alex has been offering updates on both his health and the future of Jeopardy! during the pandemic.

In this video, he discusses his optimism regarding returning to his hosting duties, as well as plans to open the vault for the first time and re-air old episodes of the show:

In fact, last night, the very first episode of Jeopardy! Alex hosted was aired. (To be clear, I mean the official debut episode from September 10, 1984, not the 1983 pilot.)

It’s quite a blast from the past:

And that’s not all he shared with his loyal viewing audience.

Yesterday, in an exclusive interview with Good Morning America, Alex opened up about several topics, including his ongoing cancer treatment, looking forward to resuming his hosting duties, and what comes next.

He revealed some details on his upcoming memoirs. Not only will the autobiography beat an unauthorized biography to market, but the proceeds from the book’s advance and sales will all go to charity.

Although Trebek was honest — devastatingly so, at points — about the bad days he has endured, there is a strong thread of optimism throughout the interview. When the interviewer asked if Trebek had ever considered that he might have already hosted his last episode of Jeopardy!, Trebek replied that the thought had never crossed his mind.

You can watch the full video here:

No matter what the future holds for one of television’s most prolific hosts, you can be sure that we’ll be watching.

All our best wishes to you, Alex.


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It Was a Dark and Stormy (and Puzzly) Night…

dark and stormy

Long-time readers know that we often host in-house wordplay contests. Not only do we invite our friends at Penny/Dell Puzzles to participate, but our fellow puzzlers and PuzzleNationers as well!

This month, the challenge was to pen a Penny/Dell- or puzzle-inspired opening line in a novel!

Participants could create new opening lines from whole cloth or twist a classic opening line in a puzzly direction. Bonus points for any punny references to Penny/Dell puzzles or magazines!

With both text and art submitted, let’s check out what some clever puzzly minds came up with!


Some of our contributors went the parody route, so here are some familiar lines with a puzzly twist!

“Somewhere in La Mancha, in a Number Place whose Crypto-Name I do not care to Remember When, a gentleman lived not long ago.”Don Quick-quote

“All Four One this happened, more or less.”Slaughterhouse-Fancy Fives

“Here & There was no possibility of taking a walk that Daisy.”Jane-saw Square

“I had the story, Brick by Brick, from various people, and, as generally happens in such cases, each Timed Framework it was a different story.”Ethan Fromework


Others chose to craft a new line with puzzle references!

Brick by Brick, the Shadow, Spellbound, Wheels Bits and Pieces to the Crossroads.

***

It’s Your Move: In a Word, How Many Triangles does it take to solve How Many Squares?

***

Chrissie knew that that something was wrong when her Codeword was missing an X: Gerald never made mistakes that affected the basic rules of a puzzle. Something would have to have really affected him deeply for him to miss something like that.

***

“This is where I draw the line,” I said, trying to keep myself from using a few choice words; just because I had family ties with the local diamond mine didn’t mean I was ready to take on their case, but I’m not called the codebreaker for nothing and I knew I had to beat the clock if I was going to come face to face with the man called The Shadow, the one and only.


One intrepid solver submitted a series of opening lines from a fictional puzzle-novel series!

All first sentences were taken from the deluxe slipcase edition “Suddenly, a Shot Rang Out: the Best of Whitslocke’s Puzzling Adventures.”

***

Whitslocke’s mind reeled in shock as she struggled to make sense of the shocking discovery: she had a secret identical twin, but one who preferred Word Seeks to Crosswords!

Whitslocke gasped as she spotted the man in the threadbare suit several tables away from her in the Parisian bar as she realized that the Place Cards inventor must have faked his own death and created a new identity, but why?

Whitslocke saw the Deduction Problem’s answer in the reflection of her Bengal cat’s eye and thought, “My god, the prophesy is coming true!”

Whitslocke was painstakingly filling out her Logic grid when she saw a long shadow appear over her desk as a gravelly voice intoned, “I told you I’d be back.”

Whitslocke had just finished her lunch and her Letterboxes when she heard the thump of a package delivery right outside her door as she wondered, “But I didn’t order anything.”

Whitslocke squinted at the hieroglyphics in the Egyptian tomb, “Why, it looks just like a Cryptograms puzzle: soon all that treasure will be mine!”

Whitslocke took her coffee to her cafe table, sat down, and pulled out her Classic Variety puzzle magazine and a pencil when she heard a cheeky voice murmur, “I thought you’d be more of a Sudoku type, actually.”

Whitslocke despaired over the possibility of never finding her missing framed Logic Art puzzle, when she put on her coat and gloves, opened the door, and saw the most stunning sight imaginable.

Whitslocke returned to her study where she saw her prized macaw reach one talon out to snag her latest Masters Variety magazine and start to drag it into her cage, and thought, “Could he be my secret weapon?”

It was a dark and stormy night as Whitslocke stood at the front of the packed conference hall during the puzzle tournament – suddenly, a shot rang out!


Another solver created the first page (and cover!) of a puzzly children’s book!

gopher1

gopher2


Finally, another contributor tackled perhaps the most famous opening line in literature, and went above and beyond to capture the entire sequence:

A Tale of Two Cities at a Time
by Charles Brick by Brickens

It was the best of Rhyme Times,
it was the worst of Two Times Three,
it was the Camouflage of wisdom,
it was the Mirror Image of Roulette-ishness,
it Beat the Clock of belief,
Around the Block of incredulity,
it was the season of Double Delight,
it was the season of Marquee Malarkey-ness,
it was the spring of Kaleidoscope,
it was the winter of Cross Pairs,
we had Everything’s Relative before us,
we had nothing beFore ‘n’ Aft us,
we were going In All Directions to Heaven,
we were all Coming and Going direct the other way –
in Short Stretch, the period was so far like the present period,
that Some of the Parts of its noisiest authorities insisted on its being received,
for Good Deal or for evil,
in the Superscore-lative degree of comparison only.


Did you come up with any puzzly opening lines for novels, fellow puzzler? Let us know in the comments section below! We’d love to hear from you.

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You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

Weird Versions of Monopoly, Part 2!

Last week, we ventured on a deep dive into the expansive world of Monopoly. Yes, that most ubiquitous of games that everybody knows. That quintessential board game that comes in many different flavors, but only one texture.

In last week’s post, we strolled up and down the game’s historical timeline, covering curious updates, odd revamps, and truly baffling licensing deals that made for a cavalcade of dice-rolling piece-moving strangeness.

But we restricted ourselves to official releases authorized by either Hasbro or Winning Moves UK. That still leaves a world of unofficial, unauthorized, and third-party variations on Monopoly out there to be covered.

andy mangold monopoly

[Check out this incredibly classy repackaging of Monopoly
by designer and artist Andy Mangold.]

So in part two of this trip down a Marvin Gardens path of peculiarity, we’re casting a wider net and seeing what we catch.

These are the weirdest, least likely, and most envelope-pushing versions of Monopoly I could find. (Oh, and I’m excluding purposely offensive versions, so versions that mention ethnicity or sexuality have been left out of this post.)

Without further ado, let’s enjoy!


anti-monopoly

Anti-Monopoly

Let’s start with perhaps the most famous unofficial version of Monopoly to ever hit shelves. Anti-Monopoly starts where a traditional game ends — with many properties held by a few wealthy entities — and challenges the players to break up the monopolies. Both a smart inversion of the original and an interesting gameplay experience in itself, Anti-Monopoly kicked off an infamous legal battle.

In fact, after two appeals, the inventor was forced to let Parker Brothers buy him out, rather than go bankrupt himself defending his creation. That is the saddest sort of irony.

web-lovers-monopoly

Web Lovers Monopoly

A game that plays like Monopoly but bends some of its classic elements to fit the gimmick, Web Lovers Monopoly replaces properties with websites, including swapping Boardwalk for Yahoo and placing Facebook, Google, and YouTube fairly early on in the board, which makes me wonder when this game was produced.

Also, free parking is now free wireless and jail has been replaced with the real world. Other than mentioning websites and lightly ribbing internet users, I’m not really sure what the point of this game is. If it’s a satire, Monopoly for Millennials had more bite than this.

bibleopoly

BibleOpoly

Using a game representing one of the classic seven deadly sins to teach younger players about the Bible is certainly a curious choice, but hey, we’re not here to judge. (Okay, maybe we are, a little bit.)

In BibleOpoly (a name that does NOT flow off the tongue), players travel through Biblical cities in order to earn the bricks and steeple necessary to build a church. Instead of selfish or greed-fueled acts, you succeed by helping fellow players, making offerings, and doing Community Service (their version of Community Chest), which is nice.

But the less said about The Abyss being listed as a place alongside spots like Nazareth and Bethlehem, the better. Yikes.

photo-opoly

Photo-opoly

Yup, it’s a DIY Monopoly board where you select 22 photos to incorporate into the game. This is actually a cool idea — once you get past the whole “Here, I bought you this, now YOU make it” aspect of the game.

Of course, it makes one wonder about the consequences of making a family version of this game, then having another child, and then that child discovering they’re not included in the family Monopoly game. Or who gets the game in the divorce.

Let’s move on, shall we?

medical monopoly

Medical Monopoly

Yup. The for-profit medical industry in Monopoly form. The first player (er, doctor) to fill their hospital with patients wins.

I feel gross just writing about this game. And that was before I read the instructions:

The object of the game is to introduce and inform young people to the cause and treatment of common physical problems that have a solution known as First Aid. Office Visits to a doctor are also explained for both common and serious problems, giving a better understanding to the patient.

Yeah, they try to pass off this soulless cash-grabbery as a learning experience. ICK.

communist-monopoly

Queue

Now let’s look at a strange version of Monopoly that actually is educational. Queue, the creation of Karol Madj, is set in communist Poland and designed to educate folks on daily life at the time.

Yes, it’s Communist Monopoly. Which is interesting, since Fidel Castro ordered the nationwide destruction of Monopoly games upon taking power in Cuba.

Anyway, the goal of Queue is to line up in an orderly fashion to buy goods and services, including bread. It’s a sobering take on the traditionally cash-flashy game, and one that really immerses you in a different cultural experience.

And like many educational games, it is boring as all get out.

onopo

Onopo

Let’s close out today’s post with a visually fascinating variation of the famous game.

This is Onopo, the minimalist’s approach to Monopoly. An art project by creator Matthew Hollet, Onopo was designed to boil Monopoly down to basics in a visual sense, stripping away the traditional design elements but leaving behind a playable result.

onopo-4-460x460

There’s no geography and virtually no text in the game, but even a cursory glance at the gameboard and the cards reveal just how effective the minimalist approach can be. After a few seconds of confusion, you figure it all out.

onopo-3-460x460

Although Onopo was never commercially released, it’s worth including both for its ambitious design and the statement it makes about branding. In a game that increasingly remains relevant by draping itself in other popular trappings and logos, it becomes less interesting than this bare-bones version of itself.


We hope you enjoyed this two-week trip down the many avenues (and occasional places) that Monopoly has traveled.

Is there a strange or noteworthy version of the game that we missed? Let us know in the comments section below! We’d love to hear from you.

Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

PuzzleNation First Look: Everything Board Games Magazine

cover

The world of board games is expanding and evolving in new ways every day. Encompassing everything from traditional board and dice games to card games, roleplaying games, and more, we’re talking about an ever-expanding universe of gameplay possibilities.

So when I heard about a new publication called Everything Board Games Magazine, I simply had to investigate. Based on the ambitiousness alone, I was intrigued.

The debut issue of the magazine is now available for free on their website, and I’ve gotta say… I’m pretty impressed.

It’s 82 pages, a full-color reading experience that is vibrant, visually engaging, and absolutely jam-packed with content. I’m pretty plugged into the board game world, and I discovered half a dozen games I knew nothing about.

hot shots

After a few pages of ads, we’re greeted with a letter from the editor, and you immediately get a sense of the passion and excitement that permeates every page of the magazine:

Thank you for taking the time to read through the first ever issue of Everything Board Games Magazine! We know there are a lot of voices vying for your attention in the wonderful world of board games. We’ve strived to produce something that will bring value and joy to the gamer in every walk of life. Our team of board game fanatics have scoured the wide-world of gaming to bring you a diverse and interesting selection of articles, interviews, game reviews, previews and more! It is our hope and desire to connect with you once every two months, filling your mind with gaming pleasures.

Every piece in the magazine — whether it’s a game review, informational article, or interview — is loaded with enthusiasm. The writing crackles with excitement, and every contributor clearly loves the world of board games.

And honestly, in a world where a lot of genre-focused content seems to drip with sarcasm and know-it-all condescension, it’s refreshing to read pieces full of sincerity and affection, even when offering constructive criticism.

The magazine has teasers for upcoming games and Kickstarter campaigns, loads of reviews (though many reviews are just links to the full reviews on their website), as well as interviews about hobby gaming, board game design, running a board game cafe, and more.

Giveaways, polls, board game art, a bi-monthly top 5 games countdown… every page is packed with content.

preview

And every last page is interactive. Links with more information, links to websites, links for ads, links for email, links to contribute or suggest content or offer feedback. Interactive everything. (And thankfully, no auto-play ads or videos or audio clips to spoil the experience.)

In this first issue alone, they featured games based on history, monsters, latte art, the golden age of sci-fi, theme parks, mythology, war, painting, and crime-solving.

They even managed to throw in a free print-and-play stock trading game AND a free RPG adventure for Dungeons & Dragons.

Aside from a few typos here and there, the debut issue of Everything Board Games Magazine was a brisk, engaging, thoroughly enjoyable read. The only bad thing is waiting two months for the next one.

You can check it out and sign up for your free subscription here.


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