Monthly Archives: January 2018





A preview by


2-4 Players

All images are from the prototype copy and do not reflect finished game quality

Space Me.

Disclaimer: The copy of Warpgate I received was an early prototype. As such components are not finalised. Some of the content was also not finalised and the Rulebook was still a work in progress. The designers plan to improve upgrade and enhance all the content shown in the images in this article. This will include miniature ships, more cards, improved card stock, text and rules change and upgrade. Even allowing for this I am pleased to say that what I have been able to experience gave me a good overview of the game and allowed me to form a valid and honest opinion of the preview..

Warp Me.

Explore, Expand, Exploit, Exterminate. Warpgate is what I would call a 4X lite. But that does not mean there is no depth. The modular board is set-up based on the number of players. This is to allow growth but not give you too much space.

Players select from one of 4 Alien races (colours) they are also given a random player board which is double sided. Each side has a different player power (special ability) and a combat and action deck.

The number of Planet and Technology cards are scaled to reflect the number of players. This allows a nice balance to maintained. All players will start at their “warpgate” You are now ready to explore.

Adventure Me.

So what is the premise in Warpgate? You have discovered some ancient technology, created by some mysterious alien race left derelict in space. As you approach the derelict artifact activates. It is in fact the titular Warpgate which leads to uncharted space. So begins the competitive race for galactic conquest. Lead your race to victory by having, control of trade routes, researching technologies, completing missions and claiming glory in battle.

Action Me.

The way actions are taken in Warpgate is a clever mechanic in that each player draws a hand of action cards. All of the action cards have two actions to choose from. This in effect gives 8 potential actions to choose from. Once a player has selected their card they place it onto their player board. This is where things start to get strategic. Each of the 4 spaces on the player board have a multiplier ranging from X1 through to X4 for turn four. This means that the longer you leave it to take a particular action the more times you can take that action. A simple example could be “Draw X cards” turn one you draw 1 card but wait till turn four and hey presto 4 cards. Deciding when to take an action will possibly be tension inducing.

Move Me.

Movement in Warpgate is selected by use of the action cards. You must always finish your movement on a planet space. So a bit of forward planning is needed. As well as movement of your ships other actions you can select from the cards are,

  • Control→ Establish an outpost on a planet.
  • Research→ Acquire new technology.
  • Draw→ Yep draw cards.
  • Trade→ Claim trade routes.
  • Attack→ beat up some ships.

Fight Me.

OK so you have been exploring and expanding. You have set up trade routes. All is going well, until. You bump into a rival. How dare they try to muscle in on your territory. You need to show them who is boss. Good but how. Thankfully it is a very simple affair. Each player draws some combat cards and chooses 1 in secret. When both players have chosen, cards are revealed. Each card has multiplier that works with number of ships in a fleet. This determines the outcome of the battle. After resolution of battle the card effect text is resolved.

Warp Me.

  • OK how do I win Warpgate?
  • You will collect Victory points from Completing missions, Claiming trade routes, Researching technology, Combat.
  • Once the Technology deck or Planet deck is exhausted the player with the most VP wins.

Star Me.

My Views.

  • Warpgate is a light space 4X style game that does not take all day to play (looking at you TI3).
  • I found Warpgate easy to learn and did not find I had many questions over gameplay.
  • While gentle and easy to access there is still a chance for strategic depth.
  • Gamers looking for heavyweight depth might find themselves a little disappointed. Everyone else should find a nice way to pass an hour or so.

I was provided with a copy of WARPGATE to preview as part of the BGE group. I have now passed this copy on to another reviewer in the group. This has no bearing on my review or my final thoughts on the game.





A review by


  • 1+ Players
  • 5 Minutes+
  • 8+ Age


Normally when I review a game or an expansion it will boil down to a simple. Like or Dislike, Good or Bad. Wibbell++ (yes the ++ is part of the name) is not a game it is a number of games limited only by your imagination. So Like, Dislike, Good or Bad is all down to you. What you have in actual fact is, A game system. Let me explain.


Wibbell++ is a set of 48 cards. Each of these cards has two large letters on it in the centre. On the bottom of each card is a number. On the top are the two letters repeated. There is around the edge of each card a patterned border. These borders come in six different patterns. Thus creating a large amount of variation. Each of the letter combinations is based on top letter is a more common used while the bottom is a less frequently used letter. What is nice to see is that every part of the card is clear and easy to read. There is no ambiguity over the designs, numbers or letters. Making this one of the most accessible game systems around. Colours are a straight white card with black text. So very totally colour blind friendly.


Thankfully you do not have to try to invent games straight out of the box. That would be just ridiculously daunting and off-putting to many. When you open the box you will find yourself presented with five games and some variants. Along with this there is also an online resource of games created by both Bez and other players all using the Wibbell++ system. This is updated quite frequently so the resource of games is growing. Even before you venture online you will be playing the included games and those are.

  • Faybell. A storytelling game using the centre letter combinations.
  • Alphabetickell. Creating an alphabetical, sequential row of letters longer than your opponent.
  • Grabbell. Letter and Pattern matching game using the centre letters and border patterns.
  • Phrasell. Using centre letters to create themed phrases.
  • Wibbell. Competitive word making using letters from two different cards.


All of the included games are quick to play and easy to learn. You will be making your own variations up within minutes. This is actively encouraged. You will also be surprised at the variation of online games playable with the Wibbell++ game system. You ultimately love or hate Wibbell++ based on how involved you want to get with it. Spend some time and you will be making up several new games.


Yes I did come up with a game myself in the short time I had Wibbell++ for review.

  • Tribbell. A drafting word making game. 2-8 players. Deal all cards. Each player selects a card and places it in front of them face up. Pass remaining cards to the right. Repeat process using following rules. You may pass on a selection on your turn.
  • If pattern matches you must include it with the previous matched patterns in one word. Different patterns can be used to create different words until you have up to 6 different words. Keep passing and playing until all cards are selected or all players pass.
  • Score based on number of cards included in a word using 1/3/5/7/10/15. highest score wins.

I was provided with a review copy of Wibbell++ through the BGE network. This is now being forwarded on to another reviewer. This in no way affects my review or my final thoughts on the game.



by Alcyon creative

A review by Mawihtec

  • 1-4 Players
  • 60 minutes
  • 10+ Age


Join Jason and the Argonauts on their search for the Golden Fleece. If that does not whet your whistle, STOP go away and watch some of the classic 1963 film (Not the remake). Pelias tells Jason to travel to Colchis to find the Golden Fleece. Jason follows his advice and assembles a sailing crew of the finest men in Greece, including Hercules. They are under the protection of Hera, queen of the gods. Their voyage is replete with battles against harpies, a giant bronze Talos, a hydra, and an animated skeleton army. OK your back, yes yes calm down. You will control at least two heroes. Dependant on number of players up to 8 in a solo game. You will steer the Argo across the known ancient world. Encounter mythical foes, trade, hunt and pray to the gods for help in finding the Golden Fleece.

The Argo.

The lovingly art styled small form box contains all you need for this historical saga,

  • Game board,
  • Hero cards,
  • Legendary encounters,
  • Merchant tiles,
  • Exploration cards,
  • Argo Event cards,
  • Port City cards,
  • Squad tokens,
  • Equipment tokens,
  • Relic tokens,
  • D12 die,
  • Wooden ship,
  • Golden fleece tokens,
  • Resource, Favour, Crew and Damage tokens.


Argonauts is a co-operative game. What makes it different is that there are simultaneous actions and point to point movement. You start off with the Argo (your ship) on Iolkos and each player is dealt four random heroes for their squad. Each turn you will move the Argo consuming rations as you go. On each space their will be either, an Argo Event. This could range from stormy seas to dead calm. Attacking monsters through to more success collecting fish. You might instead find a port which will allow you several actions. Trading with merchants, repairing your ship, seeking favors from gods, hold a meeting with the city lord or explore. Not all of these options will be available in every port. Add to this the fact you will only have up to two actions in the port, you will be constantly juggling your options.


Right you want to know what you do with the heroes? Most activities in Argonauts will require you to use hero cards. Your heroes have various skills that could be in areas such as combat, diplomacy, stealth or sailing (there are more to discover). Not all heroes have access to all skills a sailor might not be a good hunter or diplomat for example. The available skills will have different values depending on your characters proficiency. Each player will choose the hero that they think will provide the best chance of success. Once you have all chosen you compare the skills against the target skills required. Exceed the number to achieve a success. You might on occasion need to roll the die to see if your actions have pleased or angered the gods. Each hero has two gods listed on their card, one that favors them and one that is less keen. These will modify your results to possibly have an effect on your result.


All of this makes it seem very simple doesn’t it? Of course things are never as easy as they seem. When you select a hero you exhaust them and they will not be available for at least the next two rounds. You place the selected hero on the exhausted side of your squad board. Hero-ing is a very tiring business after all. They will remain there unavailable until you use another hero for an activity (exhausting) this will cause the first hero to move to the resting side of your squad board. This leaves you with only two heroes to choose from for the next round. Once you exhaust the next hero this will cause the resting one to be moved back to your hand ready for selection.


At various points you will experience Legendary encounters. These will consist of famous mythical enemies like Harpies, Talos, Dragons and more. You will have to make a choice between rushing headlong with combat or trying a more stealth approach. This will involve meeting or exceeding one or more skill targets. Win the encounter and be rewarded with relics. Fail however and you might lose Argonauts or suffer damage to your ship. Warning if at any point your number of Argonauts drop to zero or your ship reaches four damage and it is game over, you lose, your all dead.


Your ultimate aim is to find the Golden Fleece and return to your home port. This is not as easy as it seems. In four run through’s I was able to achieve this only once and that was with a very fortunate one Argonaut and 3 damage to my ship. Not exactly the heroes return I envisaged.


I think you will be pleasantly surprised by the balanced level of difficulty provided here. Even though winning is hard and failure is easy. At no point did I think it was “too” difficult I always felt like I could have done better. The gameplay flows in a very simple manner which makes it fluid and easy to follow. Set-up is simple and quick and no excessive “bits of card”


Gameplay at one player is just as easy as at four players. I do have one hesitant note. Apart from the selection of heroes for each challenge, I question the need for four players. With one player going through the four squads each round can be a bit tiresome. Where this game shined for me was at two players with each player running two squads each. There was plenty to discuss and decide throughout. Overall another solid game from Alcyon Creative following up from Deus Ex Machina. Look out for their next outing, a space Co-op IRONCLAD

Let the dust settle.

  • Expansion is included in the box.
  • Best with two players.
  • Gorgeous artwork.
  • Balanced challenge.

I was provided with a copy of Argonauts to review as part of the BGE group. I have now passed this copy on to another reviewer in the group. This has no bearing on my review or my final thoughts on the game.

Word Slam



A review by Mawihtec

  • 3-99 Players
  • 45 Minutes
  • 12+ Age


Yes you read that right. 99 player games are not only possible, I actively encourage them (more if you can). OK just to rewind a moment. I do not enjoy party games. I have never found one I enjoyed. I would have gone as far as saying it was never going to happen. Then Word Slam hit my desk. Here is a game that hit me over the head with the fun stick. Word guessing from 3 players up, but do not panic. You do not need to have a scrabble dictionary in your pocket. Here you will find “storytellers” who have a deck of cards with “story” words on them. Using only these cards and not speaking at all they will try to get “their team” to guess the correct answer words


Inside a box that looks like it has run through a paint factory you will find,

  • 4 Card Holders,
  • 1 Die,
  • 1 90 Second Timer,
  • 200 Answer Cards,
  • 210 Story Cards (105 per team),
  • Rule book.


Rulebook is probably stretching the definition. 4 sides of A4 gives you all the information you could ever need. Including variants and clear picture examples. This is a very easy game to learn.

To start, split into two teams of roughly even numbers. Each team will have their own deck of 105 story cards and 2 card holders. Each team also elects a storyteller. The two storytellers secretly look at the top answer card and roll the die. Each card has 6 answers on it the die result tells the storytellers what this rounds word is.

Once everyone is ready the timer is set and the fun begins. Storytellers must go through their deck looking for words to lead their team to the correct answer. As they find words that could help their team they place them onto the holders. Remember they are not allowed to speak or communicate other than through the cards. As cards appear the team will start to shout out answers. There is not limit to guesses so non stop calling out will ensue. Once a team gets the correct answer or the time runs out. Correct answers get the winning team a card. Unsolved cards are removed from the game.


Now this might not sound like a lot of fun. On the surface of it you would be right. Where the fun actually starts is with the story cards. The section headers in this review are actual words from the story cards. Can you work out the answer? Now think of a group of people of different ages all yelling out random answers. Add onto this, the opposing team will also be calling out their answers. Will they help you? OR will you shout out a few random off-putting answers to confuse them. While your thinking of the answer to the section header story. Hear is another example for you.


Hmm pancakes? Pineapple rings?

Wait another card,


so something you eat that is yellow that is a divided circle?



Word Slam is a difficult game to write a review for. This is only because the fun is only going to really come out as you play. Conveying teams of people calling out random words as fun is a tough ask.

I can only say BUY THIS GAME.

It is suitable for family groups, good for larger game groups, good for conventions, team size is truly irrelevant as long as you can see the cards you can play. In fact I could easily see myself involved in a mega game at a convention or large meet-up where the teams are fluid as people drop in and out or even swap teams. This is one of those games where “winning” is secondary (at least at the start). You will instead be more concerned with thinking “how the hell where we supposed to guess H.G. Wells from LITERARY WATER CONTAINER?

Another nice touch is that the creator has scaled the difficulties of the answer cards from beginner through easy and experienced all the way to expert. A challenge for any age. This is also a game that is suitable for a kids party. Or a drinks party (after a few drinks).

I was wrong

A party game can be fun to play.

You just need the right game.

This is the right game.


Long story short.

  • More fun with more players. Good for all ages. Good in many different settings. Worth having in the collection- Yes.

I received a preview copy of “Word Slam” through BGE to preview. This game will now been forwarded onto another reviewer. I have tried not to let this influence my review.

The correct answer was:- The Smurfs

Donning the Purple

Donning the Purple

From Tompet Games

A preview by Mawihtec

2-3 Players

update 20th February 2018: Donning the Purple is now live on Kickstarter.


193AD The might of Caesar is long gone. The madness of Caligula has subsided. The Roman empire is no longer the mighty force it once was. Well past its heyday. The cut and thrust of politics is more often discussed at the pointy end of a knife. You find a power vacuum, the previous Emperor has been assassinated by his own praetorian guard. You and two other families have decided to take this chance to seize the day and the power while your at it. Do you have what it takes to not only grab the throne but also hold onto it? All the while opposing forces are attacking the empire, famine is widespread and you associates are helping you while holding a knife at your back.

Carpe noctem.

Component quality in Donning the Purple is looking promising. The art currently on show in the preview prototype is looking attractive and thematic, especially the game board. The quality of the final game components will all depend on what the final funding achieved is and which Stretch goals are reached.

You will encounter Forum cards, Event Cards, Hidden agenda cards, plot cards, a game board, Enemy troops, Roman Troops, Buildings, Aqueducts and Dice of different types. With possibly more to come.

Carpe diem.

OK so you fancy Donning the Purple of the Emperor. What is involved? A game is played over 4 years (rounds) each year is split into 8 phases. Your goal is a simple one. Get as many VP as you can. The other players will be doing their best to ruin your chances. All the while you will be forced to work together. Because if the invading forces ever gain control of your regional capitals or manage to place all their forces. It is game over you all lose.

Ad portas.

8 Phases! I hear you exclaim. While this might initially sound daunting. It is nowhere near as bad as you might think and all of the phases follow a natural progression.

1: Enemies appear and move. Each turn two enemy forces appear in each region. A die is used to determine which province (area). Once placed all enemies move following a set pattern. If they encounter a weaker Roman force they destroy it.

2: Harvest. Each round a region is allocated as a famine spot so produces no food. All the other regions grain goes to the Emperor to allow him to feed the people. Enemy forces stop production.

3: Card Draw. Event cards are drawn and resolved in order. Usually 5 but certain cards can change this. This is followed by a Forum card. This is essentially a new action space for the next round.

4: Action round. This involves players spending precious stamina to build monuments, estates, move on the map or even assassinate the Emperor.

Imperium in imperio.

Half way through the year. Onwards to phase,

5: Place buildings. Where you place buildings (you did not see that coming) this is dependent on their location on a build track.

6: Feed Rome. It is time for the Emperor to feed the people. If he manages to feed all the provinces everyone is happy and all is well. If not happiness drops. Let it drop too far and it is curtains for the Emperor.

7: Tax. Money money money. You collect money from your estates. While the Emperor will collect extra for each province without any enemies.

8: End of year. This is essentially the clean up section of the year.

Felix culpa.

So how does it all feel. Given the number of phases in a round it is surprisingly fluid. Once you have played 1 round you will be pretty much au-fait with the rules. The mix of co-op and Vs mode seems to blend in well with the theme of this game. You will constantly be thinking, “hmm If I do this it will help me but it helps the Emperor as well?”. “OK I wont do it I will try to kill the Emperor instead”. While as the Emperor you really are walking a knife edge. You can do more each turn and you can earn more. But the players your relying on can’t be trusted as they plot against you. In my plays I found the balance seemed to flow nicely with some good decision making. The use of hidden agenda and plot cards to throw spanners into the works is a nice addition. While enemy movement is predictable and can be planned for (but not always managed due to back stabbing plotting senators).

Cui bono?

In short. A very interesting game with lots of potential. Only being 2-3 player might hurt it. A fourth player as the enemy option might have been a nice addition but logistically a more difficult proposition. I will be interested to see this on Kickstarter and suggest it as a definite one to watch at the start of 2018.

For those who’s Latin might be a little rusty.

  • Et-tu – And you
  • Carpe noctem – Seize the night.
  • Carpe diem.– Seize the day.
  • Ad portas – At the gates..
  • Imperium in imperio – Empire within the empire..
  • Felix culpa – Happy fault.
  • Cui bono? – Who benefits?

I received a preview copy of “Donning the Purple” through BGE to preview. This game will now been forwarded onto another reviewer. I have tried not to let this influence my review.

Spirits of the Forest

Spirits of the Forest

From Thundergryph Games

A preview by Mawihtec

  • 1-4 Players
  • 20 Minutes
  • 14+ Age


Mythic winds lift the veil. The Spirit world and ours connect. Seraphs who are whimsical by nature. Find themselves drawn to the life force of an ancient forest. They descend through the clouds. Eager to resume their games from time immemorial. You are one of these spiritual Seraphs you posses great power but also great curiosity. You find yourself fascinated by the life force of this ancient forest and eagerly collect Plant, Animal and Sprite. Driven to add them to your mystical menagerie. But you are not alone you must compete with other spirits to collect the best specimens.


The box art of Spirits of the Forest is beautiful and has an almost ethereal look to it. Inside you will find,

  • 1 Single player Favor card,
  • 12 Gemstones,
  • 14 Favor markers,
  • 48 Spirit tiles,
  • 1 Rulebook.


A game of Spirits of the Forest begins with the layout of all 48 spirit tiles in 4 equal rows. These tiles each depict 1 or 2 spirit icons, with some of them also showing one of three “Power” icons (Sun, Moon or Fire). Straight away you see all the information. No hidden luck of the draw which is a nice surprise from a small box game. Each player takes a number of gems based on player count. The Favor are shuffled and 8 are randomly placed face down on tiles. The remaining ones are put back in the box. You are then ready to begin.


Your aim is to collect as many of each type of spirit and power icon as you possibly can. With points being awarded based on the number collected but hefty penalties for missing some out. You can use your gems to “reserve” certain tiles to help you out. You get these gems back when you collect the tile. However if you want to take a tile with an opponent gem on it, You can. At a cost, they get their gem back while yours is removed from the game. So use it wisely. Collecting the “Favor” tokens will give you extra spirit or power icons, You might even get the special token to retrieve a discarded gem.


OK so just how to collect these spirits? Well it is surprisingly easy to play, But what was pleasantly surprising was the amount of thinking that could be involved. On your turn you can choose tiles from either end of the rows only. You are allowed to take 1 or 2 tiles only and they must match and have no more than 2 spirits between them. e.g. 1 tile with 2 spirits or 2 tiles with 1 spirit. These will open up the next tiles in those rows for selection. So when faced with multiple choices of tile. It can be very worthwhile making note of what each players situation is. Also judicial use of your gems can force others to make decisions that will help you later on. At the end of the game each player totals up individual colours with only the highest total scoring of each colour. Failure to collect any of a particular type is -3points to you which is a tough amount to lose..



  • The base game is going to be approx 10euros which is a great price if I am honest.
  • The next level will have a magnetic box and Player stones not gems making a huge improvement to look and feel.
  • There will also be a collectors edition with colouring books signed posters table cloths and limited edition extra stones to name a few upgrades.

Right then that is the basic bones. But the big question is just how does Spirits of the Forest come together as a whole?

Well lets start with component quality. The copy I played was a preview copy and as such was not retail quality. That being said there was evidence that it was being seriously considered.

What about play itself? This is a very gentle game to play. It is very light with only a few choices available each turn. The chance to play strategically is there but not in a heavy Analysis Paralysis way. Nobody is going to melt their brain on this one. This game is listed as 14+ I think this is purely for a CE testing sake as it can very easily be played by much younger 9+ would be my rating.

What about group suitability? Family play is a definite winner here with no heavy take that or overly cerebral decision making. It is not a long play game either so attention span suitable, for the younger family members. Game group as a filler is a possibility but I do think given its lightness other options would be more likely. Meet-up is another possibly good call not a big table hog short quick play suitable for occasional but not regular appearance.

Theme is very stuck on. Change the spirits to armies or weapons and you have a game about military might.

The creators have included a solo play mode which is very much a solitaire feel beat the deck to gain the most points but most cards are hidden making completion a lot more luck based. Nice to have not missed if not there.

In short

  • Nice light easy to play.
  • Can sit happily on most shelves.
  • Worth a look on kickstarter? one to watch.

I received a preview copy of “spirits of the Forest through BGE to review. This game will now been forwarded onto another reviewer. I have tried not to let this influence my review.

Infinities: Defiance of Fate


Defiance of Fate

From VATAL Entertainment Studio

A preview by Mawihtec

  • 2-4 Players
  • 20-30 Minutes per player
  • 13+ Age


We all know the theory of alternate timelines (if you do not, go and watch Back to the Future 2). Here we look at that very thing two alternative timelines that are connected by rifts in the space time continuum. Temporary tears in the fabric of reality allowing the travel between the worlds. You along with up to three others will control avatars in these worlds Either in the form of adventures or going head to head in a skirmish. What will your timeline hold for you


Normally at this point I would run through the various components of a game. However as this is a pre-production prototype I will not be doing that. However the pictures accompanying this piece should give an indication of art style.

  • Please note that ALL components are liable to change and improvement prior to publication
  • The components received show that a lot of thought appears to have gone into the design and execution of “Infinities: Defiance of Fate” (Infinities from hear on). The Hex tiles appear to be near production with some attractive and distinctive art work. All tokens and pawns are non finalised but were well suited to use.
  • The dice supplied were not screen printed as is the intention for the final production dice.
  • Artwork what was on show was very appealing. There was still a fair bit of “place holder” art on boards and cards. Some of the cards had minor errors (example reference card).
  • The adventure book only contained 3 scenarios from one side of the adventure and the rule book also needed some further proofing.
  • I say all of this for clarity and because the developer is continually in the process of fine tuning and improving. All these should be addressed by the proposed Kickstarter launch of 20th February 2018. and if enough stretch goals are unlocked who knows how sweet this could end up looking


OK. So a game is not just about looks. We all know that. Just how does Infinities play? All players start on the Rift tile you then uncover various tiles based on the scenario or set-up as required. You will then have your avatars player boards. These will be used to keep track of your

  • Power (attack value) used to attack damage and destroy.
  • Tide (momentum) used to activate abilities or prepare and play cards.
  • Fortitude (preservation) used for blocking movement and manipulation of map tiles.
  • Gambits (unique special abilities) Each of the twelve (yes 12) avatars have 4 special abilities that gambit tokens will allow access to and fuel for.
  • Health (toughness) this is the life of your units or how much damage they can take. Different abilities will allow modifying this amount.
  • Influence (turn order) This is a figure normally represented by the tile your currently on.

You will also have a hand of cards (5 initially) that will contain units to bring into play or abilities to be used. These cards will be able to be played directly for their face cost or you can for a potentially lower cost prepare them. This is like a pre-play section. Then for an extra cost bring them into play. Why would you want to do this? Well some cards have a prepared ability which activates while they are waiting to be brought into the play area.


or Adventure?

When you play the Skirmish mode you will be attempting to complete objectives from one of the randomly drawn Skirmish Scenario cards. These have 2 Objective Sets on them and you need to complete the first part of one objective to be able to complete the second. (Think of it like primary and secondary objectives).

When attempting the adventure side of Infinities you will start of with the adventure guide setting out the scenario and telling you the objective. At the end of the game the scenario is concluded based on certain conditions and this will dictate the various resolutions to allow for the next part of your adventure. (this is a little like a choose your own adventure style except the decision is defined by the result of the game).


What I have experienced so far from Infinities: Defiance of Fate. Has to me shown a lot of promise. While the artwork and component quality is not finalised I see a lot of potential for promise here.

In respect of the Skirmish mode I liked the scenario cards they reminded me a little of combat video games. Skirmish combat is not the highest of my attractions to gaming be it board or video. Even allowing for that I still found myself enjoying this aspect. This was down to the strategy of card use and movement affecting starting order. I hope to see this fleshed out a little more in the final release.

Adventure mode was the aspect that most appealed to me with Infinities and I felt this shows a huge amount of promise. We were only able to experience a taster of this but what was evident was that lots of thought has gone into it. If this quality continues we could be looking at a very good adventure romp.

The theme is not the usual overused tropes. This is so refreshing as too many designers fall back on the Cthulhu, Alien, Dungeon crawl aspect so common in the board games industry.


INFINITIES: Defiance of Fate. Lots of promise. Looking forward to seeing if the designers can deliver on this promise when it launches in February 2018. My advice is put it in your diary and stay up to date on their Facebook page.

I received a preview copy of “Infinities through BGE to review. This game has now been forwarded onto another reviewer. I have tried not to let this influence my review.