Saturday, August 16, 2025

Canadian game company hits mark with kobold minis

If you are an avid role player you probably crave new miniatures to get onto the gaming table.

At least that’s the general case with most members of our ‘Meeple Guild’ each of us having dozens of minis we have gathered through the years – admittedly some never glued together, others never or barely painted, and many never seeing game play – but we always look longingly at the next one we want.

Well mini fans Canadian company Helios Tabletop has just ramped up things in terms of our collective collecting addiction.

This company really has burst on the scene in the most exciting of ways.

In a world where increasingly minis are purchased as stl files and you are left to print them hoping your printer is up to the task Helios still produces physical minis.

But they have taken that a step further creating what are essentially ‘theme packs’ releasing a small set of related minis monthly. You can get in on a month delivery schedule and this little white box – nothing fancy in the packaging – of mini joy arrives in your mailbox.

And, better yet the minis inside are complete. No gluing which we all know is the absolute worst part of miniatures.

Now this review specifically is looking at the Cavern of Kobolds, Mythic Box.

Now kobolds are what we might term an under-appreciated dungeon denizen, but one look at this box of kobold baddies will change that. These are fierce defenders of the dark which will have your RPG characters wishing they were back in the local tavern with a mug of grog.

“The decision to do a Kobolds Mythic Box came about for a few reasons,” offered Nick Di Scipio with Helios via email.

Canadian company

“First, they're classic fantasy enemies and almost everyone has faced them before in their campaigns.

“Second, we meet a lot with local DMs and players and during a specific round of interviews with local DMs it was one of the enemies a lot of DMs wanted to see in our Mythic Box line and so we took that input and decided to make it the next Mythic Box encounter at the time. Since many players have encountered kobolds before, we knew we had to make our version stand out and get people excited about Kobolds again. We didn’t want it to feel like just another throwaway skirmish - so we set out to create something that felt fresh, dynamic, and memorable.

“That meant bringing a lot of depth to the encounter like tasking the party with a time-sensitive objective of interrupting a shamanic ritual to prevent the awakening of an ancient dragon, incorporating environmental puzzles that players must solve to progress through the encounter, and designing unique combat mechanics that push beyond the usual kobold tactics.”

Oh yes, Helios makes integrating their mythic boxes into a campaign – at least a D&D 5e one with an included ‘combat encounter’ a more or less random encounter to drop into a dungeon as a very good excuse to get these beauty minis to the table.

“The idea for the Mythic Boxes came from a desire to make Dungeon Master's lives easier so they could focus on the parts of DMing they love without all the stress and time that comes from the hours of prep before a session,” explained Di Scipio. “We wanted to create immersive, ready-to-run encounters that deliver both high-quality miniatures and a range of DM tools like stat blocks and story hooks in one package. With two-thirds of the Helios leads being Dungeon Master's, we know how time-consuming it can be to prep all the aspects needed to run an exciting and unforgettable encounter - so we wanted to make it much easier to deliver a consistently exciting experience for their party, while still allowing the DMs to keep their creative freedom intact.”

So what does The Meeple Guilder in charge of 3D printing, and a mini-painting addict think of the Helios minis.

“I did some work on those kobolds last night, I need to know what resin these guys use it's pretty resilient,” Jordan noted in a  group chat we have going. “Tiny bit of support clean up but no printing errors and the detail is pretty good on them.”

The detail drew praise from Jordan as well, noting he “appreciated the fancied up cave bases for the kobolds.”

When asked about a fav kobold, well Di Scipio has one.

“Most people would probably say the Kobold Shaman is the best piece in the set with his potions, crude staff, and skull mask but I personally think it's the Kobold Thief as his design is quite unique and we wanted to incorporate the bag he carries as part of his combat mechanics by giving him an ability to 'scoop up' smaller players,” he said. “I'm sure DMs will be delighted to work this into their combat and snatch players away when they fail the dexterity save because we sure enjoyed that!”


Overall the kobolds are very nice, and can be very useful for an DM or D&D table, which is really what Di Scipio said was Helios’ goal.

“Just like all our Mythic Boxes, we hope the Cavern of Kobolds set offers DMs a plug-and-play encounter that’s easy and enjoyable to run while giving their players an exciting, cinematic experience filled with surprises, clever enemy mechanics, and meaningful choices that go beyond simple combat,” he said. “Overall if the players are happy, the DMs are happy and we want to help to create that satisfaction.”

Toward that goal Helios hit the target dead centre.

Check it out at https://heliostabletop.ca/products/cavern-of-kobolds-april-2025-monthly-mythic-box

Thursday, August 14, 2025

Project 8x8 & 48 - #5 3 Crowns


Over the coming weeks I’ll offer a few short reviews of what I see as the best games to be played on an 8x8 checkerboard with the added constraint you have only two sets of 24 pieces – basically you buy two matching common checker sets.

This is #5.

Three Crowns, a game designed by Larry Black created back in 2000 is certainly one of the lesser known games to make this little project, but certainly deserves to be included.

With Three Crowns you begin with each player (as all of the games in this project it is for two) having 10 pieces which are placed around the outer edge of the board (see photo).

In the game you are trying to create Triokas. A Troika is formation of three or more ‘uncrowned’ stones in a row, all belonging to the same player, in an orthogonal or diagonal direction.

To alleviate a first-player advantage the first player must move the same stone on the first two turns.

On a turn a player has a few options depending on the in-game situation.

The first is to move either a crowned or uncrowned stone – more on that below. Pieces move to an adjacent empty cell – think a king in chess. 

If an uncrowned stone becomes part of a 'Troika' after moving, it becomes crowned – add an off board piece as in creating a checker king.

You can also make a jump with any piece. The jump though must make a double jump over two opponent stones.

However, there are some restrictions here, and the real depth of the game comes out. There’s a lot to digest but therein lies the attraction of this game.

Crowned stones can only jump over opponent uncrowned stones, and uncrowned stones can only jump opponent crowned stones. 

So a jumping move consists of moving a stone two cells in a direction (orthogonal or diagonal) into an empty cell while passing directly over the opponent stone. After making one jumping move, a stone must make a second. The second jumping move can be made in the same direction, or in a different direction. 

Also a third jump move is not permitted. 

If no second jumping move is possible, then the first jumping move cannot be made.

Jumping moves are not compulsory.

When two uncrowned stones are jumped then the second jumped uncrowned stone is captured and removed from the game. 

When two Crowned stones are jumped, as long as it would not become part a 'Troika', the second jumped crowned stone becomes uncrowned. If a 'Troika' would result from uncrowning, the second crowned stone is captured and removed from the game – so when to jump is a big decision at times.

If an uncrowned stone becomes part of a 'Troika' after making the double jump, it is crowned.

You win if you are the player that first captures three stones, or makes a crowned Troika (i.e., a Troika with three crowned stones).

The more recent LoT (Lines of Three), a 2012 design from Néstor Romeral Andrés reminds quite a lot of this one, it being simpler and Three Crowns more ‘thinky’

Again if you are going to explore the basic premise of this ‘list’ then Three Crowns is a must to try. Just make sure you give it several plays because initially this one can be a bit hard to absorb in terms of its intricacy.

Wednesday, August 13, 2025

Time for some inner reflection as a robot


To begin this week’s review, I will admit that while I have played a number of solo games over the years You Were Made: A Solo Journaling RPG is unique in my spectrum of experience.

So to define this one I went to the Kickstarter teaser page where it stated “You Were Made is a minimalist, rules-light solo role-playing game crafted to inspire introspective storytelling and creative journaling.

“You take on the role of an Echoform, a synthetic being built by humanity in its final days. Not a servant, not a conqueror, but a vessel of memory.”

At this point I was thinking Isaac Asimov’s I, Robot, and there is a sense of that here, you play a construct which is on something of a path of self discovery – with a somewhat understated but also apparent element of learning something of yourself in the process.

Canadian designer

So this one is from Canadian designer Deny Trudel – as regular readers will know that’s a bonus in my books, and Trudel was good enough to answer some questions via email for this one.

An obvious question was why a solo RPG where journaling is its core?

“Over the last few years, I’ve been encouraged to journal for mental health and mindfulness, but I could never really get into it,” offered Trudel. “I’d sit there staring at the page, scribbling a few mundane thoughts, then just stall out. 

“So instead, I built myself a journaling game engine (complete with lore) to help me write through a narrative lens. And that actually worked. It felt like I was keeping a diary from the perspective of a sentient android, but somehow the process still let me explore my own emotions and experiences. I was packaging my own stuff into a story and it felt honest and fulfilling.

“And since making stuff is literally what I do, I decided to turn that little journaling tool into a real game. You Were Made is my first full-fledged TTRPG. I’d done Kickstarter once before (two years ago) for Little Worlds Dice, a line of polyhedral dice sets. It was successful, but the production headaches and the intense competition kind of drained the joy out of it. This time, I wanted to make something personal. Something I was proud of. And it gave me the chance to source most of the materials locally (or semi-locally. lol), which honestly feels like a huge win.”

Not surprisingly there is a lot of Trudel within the game.

“From the start, I wanted You Were Made to touch on some of the philosophical and psychological themes that mattered to me at the time,” Trudel said. “I tend to build ideas around overarching concepts, and I knew early on that I didn’t want combat in the game.

“I also scrapped the XP system pretty quickly.

“What I really wanted was a game that gave space for reflection, something that let players explore feelings like loss, uncertainty, and quiet resilience in a world designed for introspection.

“Based on the play-tester feedback I’ve received, I think I managed to hit that emotional core. And honestly, that core is what holds the entire experience together. Without it, the game wouldn’t work. 

“But I also wanted it to be fun. A creative tool that’s easy to jump into (just a d20, the prompt deck, and a journal) and go. The kind of game that invites you to tell beautiful stories and slowly build your own little world. And really, bottom line, making stuff is just plain fun!”

At this point I will note my experience with this one has been more superficial than I would like. Now maybe if I were at a secluded cabin for a couple of weeks You Were Made would be a good fit, but summer is busy and extra writing journaling is not a good fit. But, the taste was still intriguingly sweet and I am looking forward to winter when time for such an endeavour will be more readily available.

When asked what players can expect Trudel noted, “Simplicity. Reflection. Creative sparks to keep the story moving. At its heart, You Were Made is a journaling game and journaling remains the core of the experience. But the game surrounding it is intentionally solid, even if it leans into simplicity by design.

“I also put a lot of thought into supporting that journaling with a lightweight power system: Fragments. They serve two roles: 1) boosting your rolls and 2) acting as a kind of currency to “buy” special cards that shift, enhance, or twist the narrative. The goal was to give your mind something to grab onto, something to play with, without bogging you down in a bunch of rules or mechanics. If I did my job right, you won’t need to reference the instructions for long. More importantly, I wanted the game to feel freeing, not like a set of rules you have to obey, but a set of tools you can use however you want. The ultimate goal was to create something that opens the door for the writer, not something that locks them in.”

Therein lies the flexibility to be yourself as a gamer and that is important.

Some RPGers will no doubt lament that there are no battles, yet might you recall fragments that harkened back to battles? Who can say what others might discover as the journey is the players own.

In the designer’s mind what is the best element of the game and why?

“At the heart of You Were Made is an emotional core that’s all about healing through memory,” said Trudel. “The adventure deck (the prompt cards) does a great job of tapping into those universal feelings that tend to linger and resurface as we get older. It’s therapeutic without being therapy. It gives you space to sit with your thoughts, to process, without ever feeling clinical.

“On a more practical note, I’m in love with the art. I worked with an amazing illustrator to craft the visual identity of the game, and I think we landed on something really special. I honestly couldn’t pick a favourite piece, but the artwork ties the whole experience together. It brings emotional weight and presence to the game, and when you sit down with the cards, the die, the tokens, it just feels good. There’s a real tactile joy to it.

“Almost all of the components are sourced here in Canada, too, with just a few exceptions (tokens from the UK, packaging from the U.S.). Being able to keep production close to home has made the whole thing feel even more grounded and intentional and helps support the Canadian economy during a difficult time.”

Trudel likes some of the elements built into the game to broaden the experience too.

“I think our dual Fragment system is one of the more unique aspects of You Were Made. Fragments serve a dual purpose: they’re both a power-up and a currency, which forces the player to make meaningful decisions. Do you hold onto them to boost your rolls? Or spend them to twist the story with special cards? That tension adds a nice layer of strategy to what’s otherwise a very introspective game.

“One of my key design goals was to build in multiple layers of choice. First, you draw a prompt: that’s your predetermined event. Then you choose how to respond: that’s personal agency. And finally, you roll to see how it resolves: introducing a bit of luck. That middle step, that choice, is critical. It ensures that the game isn’t just a prompt deck, and it’s not just a dice fest either. It’s a blend of structure and freedom, giving players space to shape their own story while still feeling the push and pull of chance.”

As for what is the most unique mechanic within the rules, Trudel said, “I think of our specialty cards as the spice that kicks the flavour up a notch: Companions, Paradoxes, and Code Augments. Each one adds its own dimension to how the game unfolds.

“Companions let you shift your point of view: You get to respond to a prompt through another voice, another lens. Someone who sees the world differently than your Echoform might. Paradoxes are the wild cards: They throw a wrench into your instinctual response, forcing you to answer in a way that feels off, inverted, or emotionally messy.

“Code Augments are your upgrades: They stick around and grant special permissions that reshape how you play. For example, letting you draw three cards and pick the one that resonates most. They’re core tools that deepen the narrative and open up new angles for play.”

Now this game will not be for all. If you are not a writer at all this may be a hard pass.

But, if you like to think a bit differently about things, and enjoy keeping a diary or writing stories, well here is a framework to work within while still offering creative flexibility.

Watch for this one on Kickstarter as it might be just the winter escapism you need.

Historic original tedious but Kanare Kato offers interesting variants

 

Up front this week is an admission I have a soft spot for the very old games.

There is something very satisfying to be playing a game that people were playing decades, and in some cases centuries ago. I suppose I feel somehow connected to the long tradition of board gaming.

So when Queen’s Guard arrived from Kanare_Abstract I was happy in the sense this is a game which dates back to 1842.

Queen's Guard, also commonly known as Agon, is played on a hexagonal board – cloth in this case -- comprised of 91 smaller hexagons, six to each side of the board.

The central hex is known as the throne; most Agon boards feature alternating colours of hexes in rings, starting from the six hexes surrounding the throne.

Each player has one queen piece and six guard pieces, which are wooden here, and the queen has an actual little crown.

Pieces start in alternating starting positions on the board's outer ring.

Pieces move only a single step, either along the ring they are on, or closer to the centre.

Pieces may be captured if they are surrounded on two sides in a straight line – custodial capture. The captured player must then relocate his piece to the outer ring of the board.

To win the game, a player must have his queen on the throne and surrounded by all six of his guards.

This game with the rules – simple as they may be – is a tedious slog to nowhere good. It is a game where the win condition is almost impossible to achieve.

Now Kanare Kato with Kanare_Abstract does offer up a couple of variant suggestions in this small box edition which help – largely that captured pieces leave play and you win if your queen is in centre spot surrounded by whatever guards she has left – which breathes a level of playability into this one the core rules do not offer.

Check it out, and the full range of generally fine games offered, at kanare-abstract.com

Tuesday, August 12, 2025

Project 8x8 & 48 - #4 Murus Gallicus

Over the coming weeks I’ll offer a few short reviews of what I see as the best games to be played on an 8x8 checkerboard with the added constraint you have only two sets of 24 pieces – basically you buy two matching common checker sets.

This is #4

Murus Gallicus is a wee cheat I suppose here, in the sense this fantastic game plays on an 8x7 board, but players can easily remember the one row is out of play.

Like most games that will ultimately be included in this undertaking Murus Gallicus is one easily made at home – even for the least ‘crafty’ among us.

The game rules exist, but no publisher has picked up the game, so if you want to play, you have to fashion the board and pieces. It's not that such games are poor. In fact many are better than some you pay good money for. Understanding the vagaries of why some get published and others do not is fodder for a treatise best left to other outlets than this.

And, then there is a third option for finding a great board game to play, and that is the realm of games where rule sets are created for games utilizing existing game boards and pieces.

Most gamers will own a checker/chess board and a set of checkers. It is about as fundamental element of a board game collection as you can get.

With those simple items there are a wide range of games which can be played simply by accessing online rules and digging out the board and checkers.

Murus Gallicus is one such game.

The game is played on a rectangular board consisting of 56 cells (8x7). A standard checkerboard is 8x8, so you simply ignore one row and away you go.

Each player starts with a set of 16 tokens referred to as stones (the checkers).

At the start of the game, each player takes a set of stones and stacks two stones on each of their eight squares nearest them.

The game is supposed to reflect Romans versus Gauls, so the Roman player uses the light pieces, and the Gaul player uses the dark ones.

The basic units of the game are towers and walls. A tower consists of two like-coloured stones in a cell (the starting formation is all towers), and are the only pieces which can move in the game.

A wall is a single stone in a cell. Walls block movement and can also act as stepping stones which can be used later in the creation of new towers.

A tower moves by a sowing method. Pick up the two pieces and seed forward, one each in consecutive spaces, which can include on top of single wall pieces of the same colour.

Tower stones can be used to remove adjacent opponent walls, through a sacrifice, so both players lose a piece sacrifice.

A player is stalemated if unable to move/sow or sacrifice at the start of his or her turn.

The game sounds simple, and it is in terms of rules, but elements such as set formations, learned as you gain experience, make strategy important.

As examples there is the Gallic Wall consisting of orthogonally connected walls (and sometimes towers) requiring the opponent to go around the wall or blast his or her way thorough using a sacrificed stone; The Chariot consists of a tower, wall and empty space aligned, and the battering ram consists of two towers and an opponent wall aligned whereby sacrificing a tower stone, the opponent's wall can be removed.

Overall Murus Gallicus plays like a much older game. You actually get the feeling Romans might have played this in the shadow of the Hadrian's Wall. That is praise, at least in my books, for game developer Phil Leduc who captured such a classic feel when designing Murus Gallicus in 2009.

So if the checkerboard has been gathering dust search Murus Gallicus online for the full rules, pull out the board and pieces and explore a new game with simplicity and depth. (There is a commercial set available through a European company, although why one would invest in one given the easy use of a checker set escapes me).


-- Parts of this review initially appeared in Yorkton This Week newspaper (Saskatchewan) Sept 21, 2011

Saturday, August 9, 2025

Patience re-made for D&D fans


The old saying goes that imitation is the greatest form of flattery.

Well then whoever created the ever-popular solitaire card game patience back in 1783 – no designer is known -- according to Board Game Geek must be quite flattered by Canadian game designer Ryan Dawson’s Cavern Shuffle: Maze of the Minotaur.

Now over the years I have played literally hundreds of ‘hands’ of patience. It’s a repetitive time filler where you know you will succeed rarely, but you always seem willing to play just one more hand. It’s perfect for rainy days at the lake, minus-40 winter weekends and when you just need a diversion.

From a Canadian designer 

So when Cavern Shuffle arrived and I saw it likened itself to the classic solitaire card game except with a ‘dungeon crawling’ theme,  I dove right in.

For a guy who found and fell in love with Dungeons & Dragons as a role playing game some quarter of a century-plus ago, delving into dusty caverns in search of treasure, battling baddies along the way is almost in the gaming blood.

But getting our current RPG group together is like herding cats as they say, with dad’s with kids and wives, and jobs. Finding a date for the seven of us to gather is about as easy as finding hen’s teeth.

But a solitaire card game that has something of the same ‘feel’ and is based on something as familiar as Patience, what could be better?

As it turned out a great deal – at least in regards to solo games.

This one is pretty straight forward Patience in terms of rules – albeit with unique cards. Gone are typical card suits, for sets featuring four rather standard D&D archetypes; ranger, rogue, cleric and barbarian, with art which is thematically fine by Bodie H.

Where this one diverges is that along the way you will reveal ‘items’ that can be set aside and used to help you later in the game, or you encounter enemies and obstacles that you must best to basically clear them from the board so you have access to other cards to continue your quest.

The Minotaur is the big baddie and it actually moves around the piles, creating an issue which is more difficult to deal with.

It’s a pretty slick idea Dawson has come up with, and it works pretty smoothly, in large part because Patience is so well-known going in.

That said I will note that Cavern Shuffle is probably one best-suited to fans of D&D and similar games, as it tends to provide some of that experience.

Certainly in my case I’ll likely make this my regular Patience option moving forward because it really is more fun than a bunch of hearts, clubs, diamonds and spades.

Check it out through Gravy Boat Games (gravyboatgames.com).

Friday, August 8, 2025

Project 8x8 & 48 - #3 Lines of Action


Over the coming weeks I’ll offer a few short reviews of what I see as the best games to be played on an 8x8 checkerboard with the added constraint you have only two sets of 24 pieces – basically you buy two matching common checker sets.

This is #3.

Lines of Action, at least for me, is arguably the best game that will be included in this exploration of games playable on an 8x8 checkerboard with only 48 checkers to use.

This one actually only uses 12 pieces per player so is fully playable with a common check set, making it so easily accessible. In the past commercial sets were available, but you certainly don’t need to search one out to play this beauty.

Each player starts with six pieces set on facing sides.

The object of LoA is to get all your pieces into a single connected group. A group of pieces is connected if they occupy an unbroken chain of adjacent spaces, horizontally, vertically, or diagonally.

To do that pieces move in any direction, but with the caveat the piece moves exactly the number of squares as there are pieces in line of intended movement.

Pieces may move over friendly pieces but not land on them.

Pieces may land on enemy pieces but not move over them. When they land on an opponent piece it is removed from the board. Captures can be a two--edged sword, advantageous to disrupt an opponent’s connections, or open a path for yourself, but also reducing the total number of pieces the opponent must connect.

Canadian designer

That’s it for rules.

A variant mixes the starting positions for a little change of pace -- it's called 'Scrambled Eggs'.

Everything about this absolute classic created by Canadian Claude Soucie in 1969 is super simple – well except being really good at it.

Games of LoA tend to be dances where one must balance offence and defence as you try for the win condition.

I’ll conclude by adding I have created a ‘geeklist’ on boardgamegeek.com listing Canadian-created abstract strategy games – now more than 70 – and I would put LoA at the top of that list if rating them for ‘best’ of the bunch.