UPDATE: A New Manual for Syncanite Foundation can be found here.
This afternoon, my mailbox delivered a rather pleasant surprise: a review copy of Syncanite Foundation. A new boardgame of cutthroat political conspiracy that was kick-started last year.
Now, to be clear, the surprise wasn’t that the game arrived. I was fully aware it was on its way, having worked with the marketing team handling review copies. The real surprise hit the moment I laid eyes on the box. Before a single component was revealed, Syncanite Foundation was already speaking my language and making a strong first impression with its awesome sci-fi fantasy vibe.
I’m a relatively small-time reviewer, with only occasional appearances in some real journalism, thanks largely to a few connections I have to the game industry by sheer accident. The result of that in the last 10 years has been a loyal audience and a steady group of regular readers, but most publishers I work with that send me review copies tend to be fairly niche affairs. Interesting, often clever, but clearly operating within a smaller production scope. This, however, felt a bit different even though Syncanite Games is indeed a very indie operation. The box alone radiated confidence: polished, striking, and unmistakably professional. This didn’t just feel like a passion project punching above its weight; it was more like a heavyweight newcomer stepping into the ring for the first time. A new kid on the block, sure, but in the immortal words of Micky Goldmil, “You ain’t no bum, you ain’t no chump.”
As I cracked open the box, it became immediately clear that this was a game made with serious intent. There’s a level of care, cohesion, and sheer love in the presentation that demands to be met halfway. This wasn’t something I could casually glance over. If the game was going to put in this much effort, the least I could do was put on my reviewer hat properly and reciprocate.
So, with expectations officially raised and curiosity fully engaged, let’s get into it. This is going to be a two-part article review. First, we will do a sort of first impressions and unboxing, where I will simply look, read, and explore the game, that’s today. The second article will be a full review I will put together after a few play sessions with my local gaming group.
Overview
Cracking open the box, I did what I almost always do first: I reached for the rulebook. Not out of habit alone, but because I genuinely had no idea what Syncanite Foundation actually was. This isn’t a game riding on the coattails of a well-known franchise, yet from the moment you lift the lid, it’s obvious that this thing wants to be more than just cardboard and plastic. There is magic here. My instincts, as it turns out, were right on the money.
Pretty is an understatement; Syncanite Foundation laid out on the table is art.
The artwork immediately suggests a strange crossroads between science fiction and fantasy. At first glance, I caught faint echoes of Final Fantasy in the aesthetic, ornate, confident, and unapologetically dramatic. That impression lasted about five minutes. Once you start reading, it becomes very clear that this isn’t borrowing a skin from somewhere else. Whatever this is, it’s very much its own beast, an original work perhaps inspired by but not photocopied from other sources.
The introduction reads less like a rulebook and more like the opening chapter of a novel. The prose flows, sets a tone, and gently reminds you that you’re stepping into a fully realized world rather than learning how to push cubes around a board. It’s here that the curtain lifts: Syncanite Foundation is set in The World of Arkanite, a setting originally created as a novel and now being expanded into something far more ambitious, all by the confident hand of a designer with a plan. From the looks of it, this isn’t just a board game release; it’s a deliberate attempt to build a larger media universe. With a polished website, extensive lore, and clear narrative intent, this feels like a foundation stone rather than a one-off project. A respectful nod to the designer here: this is how you do worldbuilding.
One of my favorite things that publishers do is to create lore for a board game and give it proper treatment. Twilight Imperium’s Guide To The Imperium is a fantastic example.
I’ll admit, I’m an easy mark for games with a strong narrative backbone. I want my mechanics supported by meaning, my components backed by context. Syncanite Foundation wastes no time delivering exactly that. When I sit down to teach this game, we will be starting with story time, and that is going to resonate with my gaming crew, who are all avid role-players.
So what is this world about?
Without claiming deep knowledge just yet, it’s hard not to see familiar inspirations bubbling beneath the surface. There’s more than a hint of Dune in the way power revolves around a single, world-shaping resource. Touches of Game of Thrones appear in the ruthless political maneuvering, while the shadowy, authoritarian edge made me briefly wonder if a bit of Judge Dredd snuck in through the back door. At its core, this is a game about oligarchs, powerful figures who never sit on thrones, but who quietly decide who does. They pull strings, shape conflicts, and bend the world to their will… all while competing with each other for supremacy.
That competition centers around Syncanite itself: a miraculous, dangerous crystal that fuels industry, progress, and influence. Like the spice of Dune, Syncanite is less about what it is and more about what it represents. Control it, and you control the future. But, and this is important, it’s not the endgame. It’s simply the spark that lights the powder keg.
A steam entry for Syncanite Foundation can be found for a digital version of the game in the works, which speaks to the ambitions of its designers.
All of this lays the groundwork for what feels like a genuinely strong narrative-driven strategy game. Interestingly, while it shares no real mechanical DNA with Twilight Imperium, it gave me a similar vibe. Not in scope, mechanics or length, but in philosophy. War doesn’t seem to be the point here. Conflict is a tool, not a goal. The real game is intention: reading the table, manipulating perceptions, making promises you don’t intend to keep, and choosing the exact right moment to make your final move. This is supported by the core win objectives in the game, there are no victory points or progression-based conditions, it’s a winner-takes-all game, and anyone can win at any time by meeting one of the game’s politically fueled objectives.
Victory conditions are tied to one of five events that trigger under certain board game states. These events alter the rules of the game and can exist simultaneously. This speaks to the potential dynamics of the game and player impact. I love the concept.
Even from a first read-through of the rules, it’s obvious that Syncanite Foundation is going to live and die by table talk. Accusations, alliances, bluffs, quiet deals, and that inevitable moment where someone leans back and says, “Fine. Let’s do this.” All promises between the nuance of rules and the intended playstyle of the game.
All told, this feels like exceptionally solid footing for something special. Expectations are set, curiosity is high, and I am more than ready to get this one to the table.
The Components
Board gaming in the 21st century, especially anything with a Kickstarter pedigree, immediately triggers a small internal alarm for me. Years of experience have conditioned me to be cautious. I’ll say this plainly: I would rather play an ugly-as-sin cube pusher with brilliant design than an overproduced, miniature-stuffed spectacle that mistakes excess for depth. I’m a gamer first. Eye candy is a very distant second.
That said… reality has a way of complicating principles.
If you glance at my collection, you’ll find more than a few games that are undeniably gorgeous. Because the truth is, I don’t want to choose. I want both. I want a sharp design and visual presence. And if I’m being completely honest, even excellent games that are hard on the eyes tend to get passed over when it’s time to decide what hits the table. A game can be good, but if it looks like homework, it’s fighting an uphill battle.
All of which brings us to Syncanite Foundation, a game that wastes absolutely no time announcing itself as a looker.
Whoever oversaw the art direction, component choices, and final production had a clear, confident vision, and more importantly, an understanding of what modern board gamers expect visually. Every decision here feels deliberate. One can only hope (and I genuinely do) that this level of care extends just as deeply into the gameplay.
Because make no mistake: this is a stunning production. Not “nice.” Not “solid.” Stunning. This game is, quite frankly, a work of art.
Component quality is excellent across the board. Cards, tokens, and the main board all feel premium and durable, clearly built to survive repeated plays rather than a single unboxing glow. That said, this level of quality is increasingly the baseline expectation these days. Cutting corners on materials is no longer acceptable, so I’d frame this less as exceeding expectations and more as confidently meeting them.
One thing I always look for in any board game is the ability to assess the game state with a quick glance. The way markets are handled with cubes and a little tray makes looking up prices of goods quick and easy. Simple and straight to the point.
Where Syncanite Foundation truly flexes is in its artistic ambition.
The main board features richly detailed, geographically inspired digital artwork that is nothing short of gorgeous. Despite the visual density, clarity never suffers. Lines are crisp, iconography is readable, and information is presented cleanly, exactly what you want in a game that expects players to stare at the board for hours.
The tokens follow suit. Each is visually distinct, satisfyingly weighty, and just tactile enough to invite idle fiddling. They come surprisingly close to that coveted “poker chip” feel, the universal gold standard of board game tactility.
But the real showstopper here is the cards.
The artwork, line work, and layout are lavish to the point of indulgence. These aren’t just functional components; they’re miniature paintings. Each card feels like it deserves a pause, a moment to be appreciated before being put to work.
The cards are beautiful, there is no doubt, but the black cards with glossy, foil text make reading them very painful. Fortunatetly only select cards are done in this foil style, but as a whole, the legibility of cards is a pain. Its a real shame.
One problem this game will always have is that even with glasses, I struggle to comfortably read the cards, a terrible sin and flaw that undoes some of that extraordinary artistic effort. The choice of white text on a black background, while undeniably stylish and maybe even thematically appropriate, is a nightmare. Add to it that some cards are black with gold foil writing, and you’re quite literally pulling out a magnifying glass to read some of the cards. It’s a bit of a tragedy.
The Rules & Rulebook
The original rulebook that came with the game was a bit of a mess, but an updated rulebook was released (v 3.2) as of this writing that attempts to address the issues of the original.
As it stands, the rulebook included in the box does not actually teach you how to play Syncanite Foundation. Nor does it provide functional setup instructions. What it does offer is a high-level overview of the game’s ideas and intentions, almost as if it assumes the existence of a second, missing document that handles the practical business of actually getting the game to the table.
That overview, despite lacking instruction, is genuinely well written, the manual laid out well, and worth a read as a preview to the digital document available online (here).
A manual with a nice presentation that sets the tone, gives a good overview of a game, and sets the stage for an exciting tabletop experience is absolutely critical to the success of a game, in my opinion. I see it as something extra that should come in addition to a rules reference. Some companies have normalized this, and I would love to see more of it.
It’s evocative, inspiring, and a pleasure to read. It successfully communicates tone, ambition, and theme, and it left me excited to play. Unfortunately, when you reach the final page, that excitement gives way to confusion. You’re left wondering if a rules reference accidentally fell out of the box. As a teaching document, it’s simply insufficient. You cannot set up or play the game using this book alone. Fortunatetly the, the updated digital rulebook is the answer; it brings the game into alignment with the ambitions laid out in the one that comes in the box and gives you the needed instructions.
At its core, Syncanite Foundation appears to operate across a series of structured phases where players claim territory, gather resources, and leverage those resources to advance long-term agendas tied to distinct victory conditions. Much of this is done by manipulating the board state through influence cards and effects.
Where the game truly seems to come alive, however, is in its free-form political layer.
Negotiation, table talk, and outright manipulation aren’t just encouraged, they’re assumed. Influence cards can be played at almost any time, regardless of turn order. You can interrupt, retaliate, or derail plans mid-conversation. There’s something delightfully unhinged about the idea that someone can cut you off mid-sentence with a card that completely alters the situation. Conceptually, I love this. It carries a strong role-playing energy and leans hard into player-driven narrative.
You can see that clarity of writing is not Syncanites Foundations strength. Even in the game material like the Cycle Chronicle Guide, English and German are commonly mixed up, with elements not translated properly. In reality, this is not a big deal, but it illustrates a rush to release, rather than to perfect.
It also firmly places the game in what I’d call the “mean” category.
This is not a gentle experience. If the rules deliver on their promise, Syncanite Foundation will sit comfortably alongside games like Diplomacy or Game of Thrones: The Board Game, where betrayal isn’t a possibility; it’s a requirement. Ruthless play isn’t antisocial here; it’s the engine that drives the game.
For my group, that’s pure gold. We enjoy confrontational designs with sharp edges and “take that” mechanics, provided everyone at the table understands the social contract: this is a game, not a personality test. But years of gaming have also taught me that not every group can handle that style of play. If you tend to take setbacks personally, or if direct player aggression sours the mood, this game may very well bounce off you, though it’s far too early to make any final judgments. We will see how this pans out when I do the final review after a few play-throughs.
Mechanically, though, I’m deeply intrigued.
While comparisons are inevitable, Syncanite Foundation ultimately feels like a bit of a white elephant design, something unusual, ambitious, and difficult to neatly categorize. In that sense, it reminds me strongly of the work of Vlaada Chvátil, particularly titles like Through the Ages, Galaxy Trucker, and Mage Knight. Games that are unapologetically themselves, full of bold ideas, and largely incomparable to anything else on the shelf.
That kind of ambition is exactly what excites me as a gamer.
Conclusion
Syncanite Foundation is, without question, a visual feast. It presents a bold, confident concept and carries with it an enormous amount of potential. I genuinely want this game to succeed, and I’m eager to get it to the table. But art and enthusiasm alone doesn’t make a game playable or good. I can be a tough critic when it comes to gameplays, especially if you get my hopes up and make no mistakes, you’ve got me excited, Syncanite Foundation, the pressure is on!
An extraordinary amount of effort has clearly gone into the presentation, the worldbuilding, and the physical production. All admirable and original efforts worthy of praise and attention. Now it’s time for the real test, the mechanics and gameplay, to see if the game delivers on its promise.
With an updated rulebook freshly printed out, a game session scheduled and an excited crew already hyped up from my depiction of the game, it’s time to play some Syncanite Foundation!
UPDATE: A New Manual for Syncanite Foundation can be found here.
In the modern board-gaming landscape, new releases don’t just “come out”, they burst forth in a tidal wave, fueled by Kickstarter dreams, indie ambitions, and the eternal hope that this design will finally be the one that breaks through. With hundreds of amateur publishers and small creators tossing their hats into the ring, it’s become all but impossible to keep up with everything hitting the shelves.
To put it in perspective: this year alone, over 500 new board games dropped on BGG. Five hundred! Even if you made board gaming your full-time job and played a new title every single day of the year, you’d still fall short. And you’d also probably lose all your friends, because scheduling that many game nights is basically a war crime.
In this chaotic release environment, countless titles slip through the cracks, many deservedly so… but plenty of these are absolute gems that simply never found their audience. And that’s where today’s list comes in.
We went spelunking through the forgotten tunnels of board-game obscurity to dig up 10 fantastic games you’ve probably never even heard of, but absolutely should have.
Welcome to today’s topic: 10 Board Games No One Knows About. Let’s shine a light on the lost, the overlooked, and the criminally underplayed. In no particular order!
New Angeles (2016) – BGG Rank 1561
New Angeles is what happens when you mix corporate greed, city management, light backstabbing, and a cooperative game night that absolutely won’t stay cooperative.
Set in the Android universe, players take on the roles of mega-corporations shaping the future of a glittering sci-fi metropolis. Everyone has the same broad goal, to keep the city from collapsing into chaos, but each corporation has very different ideas on what “helping” looks like. And, of course, one player is secretly a Federalist whose only job is to watch the city burn.
Mechanically, it’s incredibly approachable. Each round, players propose agendas, essentially the policies the city will follow that turn, and then argue, plead, negotiate, and occasionally bribe their tablemates into voting for their preferred option. The whole experience plays out like a futuristic city council meeting where everyone is both a lobbyist and a special interest group.
The fun isn’t in complex systems or dense rules, the fun is in the conversation. Every vote becomes a mini political debate. Every agenda becomes a chance to sway the room. And every round becomes a tense balancing act between helping the city, helping yourself, and trying to figure out if that one player who keeps making bad decisions is incompetent or just the Federalist.
It’s dynamic, it’s social, it’s narratively rich, and it’s honestly one of the most underappreciated designs of 2016. If you love games where interaction is the real engine, New Angeles is a masterpiece hiding in plain sight.
Condottiere (1995) – BGG Rank 1034
There are a lot of trick-taking games in the world, enough to fill a small museum or at least a very judgmental shelf. But I’ll say this without hesitation: Condottiere is the best trick-taking game that ever briefly shined, vanished, and left most of the hobby tragically unaware of its brilliance.
It’s themed around the late-medieval Italian Renaissance, but does not require a working knowledge of 15th-century mercenary politics to enjoy it. That odd theme, however, is probably why half the gaming world missed this one entirely. But do yourself a favor, don’t let the dusty history-book veneer scare you off.
What makes Condottiere special is its razor-sharp blend of trick-taking and area control. Winning battles on the map requires winning tricks, but the real strategy comes from managing your hand over multiple rounds, playing the long game, and anticipating how every card you commit or hold back, will shape your eventual path to conquest. It’s a simple to learn, deeply strategic card game, filled with the kind of “I can’t believe you just did that” table moments that only smart card games can produce.
Despite its rules fitting into a three-minute explanation, Condottiere is a game you’ll return to for years, trying to unravel its layers. Psychology plays as big a role as the cards themselves. Bluffing, tempo, reading opponents, timing your retreats, it all matters.
It’s beautiful, elegant, endlessly replayable, and somehow still the trick-taking masterpiece no one talks about. If you love the genre, this is the one game you absolutely need in your collection. This is THE trick-taking game lovers of the genre must own!
XCOM: The Board Game (2015) BGG RANK 1003
Based on the beloved (and occasionally soul-crushing) XCOM PC series, XCOM: The Board Game takes the digital classic’s signature panic-inducing time pressure and somehow makes it even more stressful, in a good way. While the video game might not be universally known outside PC circles, it’s still a major piece of gaming history, and the board game leans hard into the two core pillars that made its digital ancestor so memorable.
First, XCOM has always been about time. The alien invasion escalates, the clock is ticking, and you’re constantly forced to act before you’re really ready. That’s central to the video game, and brilliantly recreated on the tabletop.
Second, it’s about scarcity. Not enough money, not enough soldiers, not enough satellites, and certainly not enough calm among the players as they frantically try to hold the planet together with duct tape and prayer.
The board game captures both elements by doing something almost unheard of in traditional strategy titles: it’s played in real time with an app barking orders at you. No leisurely planning, no “give me a minute to think,” no zen-like strategizing. Instead, players take on specialized roles, Commander, Squad Leader, Central Officer, Chief Scientist, and must make rapid decisions that directly affect each other, often without enough time to actually talk things through. You simply have to trust your teammates… or at least hope they won’t accidentally doom the planet.
Surprisingly, the app remains unpredictable even after multiple plays. Unlike many app-driven titles that eventually fall into patterns, XCOM keeps the tension high and the threats variable.
The result is a glorious mash-up of party-game panic and cooperative strategic depth. It’s fast, frantic, and far more engaging than most people expected, which makes its lukewarm reception all the more baffling. Honestly, the only thing missing is a hidden traitor role. A saboteur would have been chef’s kiss, especially once a group has mastered the basics and the difficulty starts to dip.
Still, even without the extra chaos, XCOM: The Board Game is a wildly underrated gem that delivers one of the most unique cooperative experiences out there.
Red Rising (2021) BGG Rank 1035
A lot of games on this list make me raise an eyebrow when I see how low they rank, but Red Rising? Honestly, I get it. My first play left me pretty unimpressed, and if someone in my group hadn’t insisted we give it another shot, I might have walked away thinking it was all style and no substance. Thankfully, I was very wrong.
The theme certainly didn’t help its visibility, Red Rising is based on a relatively obscure sci-fi novel series of the same name (which, for the record, is fantastic and absolutely worth reading). But don’t worry: prior knowledge of space aristocracies and color-coded castes is not required to enjoy the game.
Mechanically, Red Rising is a deck-crafting card game with a dash of resource management, but the real hook is the interplay between the cards you pick and the cards you leave behind. Every card in your hand is a potential point engine, combo, or strategy, but everything you don’t take becomes an opportunity for someone else. The board develops into a kind of communal buffet where every choice you make can feed an opponent if you’re not careful.
There’s a subtle push-and-pull as you manipulate the stacks on the board while shaping your own hand, and the tension ramps up thanks to an intentionally fuzzy end-game trigger. You never quite know how many turns you have left to perfect your hand, so there’s constant pressure to stay flexible and ready for the game to end at any moment.
It’s surprisingly thinky. The pieces themselves aren’t individually mind-blowing, and the first play or two can feel chaotic, almost random. But once you understand how the card synergies mesh and how the timing works, the game snaps into focus. Suddenly, it becomes a fascinating little puzzle with far more depth than you’d expect.
I won’t claim Red Rising is a misunderstood masterpiece, but it is a clever, unique card game doing things you rarely see elsewhere, and it deserved far more attention than it ever got.
Nations The Dice Game (2014) BGG 1237
Nations: The Dice Game belongs to a very sacred category I like to call: “Games That Replace Games I Despise but Non-Gamers Keep Asking For.” And in this case, the villain is Yahtzee, a game I have played far more times than any human should, entirely against my will, simply because people like rolling dice and praying for six-of-a-kind.
Enter Nations: The Dice Game, a civilization builder that also involves rolling dice and hoping for the best… but with this miraculous addition: actual strategy. You can mitigate luck. You can plan ahead. You can shape your civilization in ways that reduce dependence on the Dice Gods. In other words, you can actually make decisions that matter, something Yahtzee has never heard of.
The theme is fun, the rules are dead simple, and it scratches the same “roll dice, get stuff” itch while being roughly a 1,000% improvement in every possible aspect over Yahtzee. It plays fast, works perfectly as a filler, and it’s endlessly replayable. And if you end up loving it, there’s even an expansion (Unrest) that adds a bit more punch.
It’s quick, clever, and, most importantly, it’s the perfect antidote to another forced evening of Yahtzee.
Starship Catan (2001) BGG Rating 1627
I can’t say I’m shocked to see Starship Catan ranked as low as it is. Honestly, for a title this obscure, its ranking is practically generous. And normally, I’m not a big fan of Catan-branded anything—Settlers has never been my jam, and most of its spin-offs tend to stretch out a simple formula into games that last twice as long as they should.
But Starship Catan is different. This two player Catan game actually has some chops, in fact I would say to put it bluntly: this is the best Catan game ever made. Better than Settlers, better than Starfarers, better than any variant with sheep, grain, or plastic rocket ships. And the fact that it’s strictly a two-player experience is just icing on the cake, because it avoids the #1 problem most Catan games suffer from: taking forever despite offering fairly basic decisions.
Starship Catan takes the familiar Catan concepts, trading, upgrading, resource management and transforms them into a tight, engaging two-player race. The game gives you multiple ways to mitigate, improve, or outright remove dice luck, which alone makes it feel like a breath of fresh air compared to the usual “roll and pray” Catan experience.
It’s short, smart, and surprisingly replayable. I bought my copy back in 2001, and somehow, after nearly 25 years, it still hits the table regularly. My daughter now plays it too, this is one of those games that proves staying power doesn’t come from flash, but from clean, clever design.
It’s fun. It’s simple. And it’s absolutely overlooked. If you enjoy Catan, or even just wish Catan was better, this is a must-own.
Age of Civilization (2019) BGG Rank 1716
I’m a sucker for a good civilization-building game. I own plenty, I play plenty, and I love when a designer manages to cram the essence of a sprawling 4X epic into something you can knock out in the time it takes to make a cup of coffee. Age of Civilization fits that description perfectly.
This game is a tiny, abstracted Civ-builder that manages to feel strategic, tense, and satisfying, all in 15 to 30 minutes. It’s a bit of a race, a bit of an efficiency puzzle, and a whole lot of clever design wrapped into a filler-length package. And full disclosure: I don’t even own a physical copy. I’ve played it relentlessly on BoardGameArena, which should tell you how good it is despite its humble size.
I can’t say I’m shocked that it’s overlooked. Fillers almost never climb high on BGG rankings. Still, it’s wild to see heavyweight short games like 7 Wonders Duel and The Crew sitting comfortably in the top 100 while brilliant little titles like this one languish in the 1700s. Don’t get me wrong, those are great games, but if they are in the top 100, so should Age of Civilization.
Age of Civilization is tight, thinky, and surprisingly competitive. Every decision, literally every single one, matters. There’s almost no randomness; most of the information you need is visible from the very first round, which means the game rewards planning, timing, and adaptability over luck.
Even better, while most strong fillers are two-player affairs, this one works beautifully at 2, 3, or 4 players, and remains highly replayable across all counts.
Short, strategic, and punchy, Age of Civilization is an underappreciated gem that deserves far more love than it gets.
Aristeia! (2017) BGG Rank 1903
I’m convinced part of the reason Aristeia! is so overlooked is because at first glance it looks like some kind of Japanese anime gladiator game. The art style is loud and unusual, and I never would’ve bought it for myself. But sometimes being a reviewer means you get surprises in the mail, occasionally great ones.
Case in point: Corvus Belli sent me a review copy of their newest miniature game (Warcrow), and tucked inside the box was Aristeia!. And here’s the twist: while Warcrow was solid and fun, it was Aristeia! that absolutely stole the show.
The game is a fast, competitive, sports-arena skirmish played on a hex grid. You control a small team of unique characters, complete with minis, each with their own abilities. Gameplay mixes clever card-driven tactics, slick movement mechanics, and objective control into a tight, engaging package. The whole thing feels like a tactical TV bloodsport, and it sings on the table.
What surprises me the most is that this never became a hit among miniature gamers. It’s practically engineered for them. It’s like a miniatures skirmish game in filler form: Don’t have time for a full game of Warcrow or Infinity? No problem, play a best-of-three match of Aristeia! in under an hour.
The rules are straightforward, the gameplay is fast and tactical, and there’s plenty of list-building and team customization. And if you fall in love with it, there are expansions galore.
It ended up being one of my favorite discoveries of the year. My daughter and I play it constantly.
A fantastic, tightly designed, and criminally underrated game.
Illuminati (1987) BGG Rank 2607
This one, I have to admit, frustrates me. Not because the game is bad, quite the opposite. Illuminati is one of the all-time greats. It has been in print almost continuously since 1987, and despite that longevity it still sits criminally under-appreciated. Practically a gaming injustice.
I can almost forgive its low profile, though, because Steve Jackson’s design reputation has always been a bit niche. Old-school gamers like me, who cut our teeth in the ’80s on Axis & Allies, Dune, Advanced Civilization, and other titans, know these classics well. But many of them, including Illuminati, have remained somewhat obscure despite loyal cult followings.
To me, Illuminati is the ultimate psychological competition. It is an argument waiting to happen. Betrayal, manipulation, and cut-throat mind games aren’t just possibilities, they’re the core mechanics.
You’re trying to build a growing power structure by adding organizations to your Illuminati web. But the stronger you become, the more exposed you are. The only way to rise is to make someone else fall. Every decision is a balancing act of threat perception, convincing others you’re harmless while quietly setting up the perfect final strike.
Its a mean game and that might explain why it’s struggled in the modern age of friendlier, more cooperative designs. Illuminati demands ruthlessness from everyone at the table, and not all gamers enjoy taking (or receiving) a knife in the back.
Still, it remains, without question in my mind, a stone-cold classic. Bold, unique and fiercely interactive. A true original that deserves far more love than it gets.
War Room (2019) BGG Rating 2198
Alright, my bias is about to show. War Room is my favorite board game of all time. I consider it dangerously close to perfect in how it executes its design goals, and it is an absolute blast to play.
That said, I’m not remotely surprised to see it sitting in the 2000s on BGG. Honestly, I’m a little surprised it ranks that high. The reasons are obvious: this is a massive, all-day event game that practically demands 4–6 players and devours 10–12 hours. Add in its truly eye-watering price tag, and yeah… I get why it’s not climbing the charts.
But leaving it off this list would be dishonest, because War Room is responsible for some of my most cherished gaming memories. My group plays it every year on my birthday, no questions asked. When Chris’s birthday rolls around, everyone knows what we’re doing: we’re setting up War Room.
Epic doesn’t even begin to cover it. You and your allies reenact the most iconic and devastating conflict in human history, World War II, in all its tragic, sprawling intensity. Hidden orders, bucketloads of dice rolling, resource management, and breathtaking large-scale planning combine into an experience unlike anything else I’ve ever played.
Nothing matches its scope. Nothing comes close to its ambition.
For All Mankind, the Apple TV series, is without question one of my favorite shows of the last decade. It’s an alternative-history epic about what might have happened if the space race never ended, if humanity kept pushing, competing, and occasionally tripping its way across the solar system.
It has everything I love in a good story: speculative history, grounded sci-fi, drama, and just enough “this could almost happen” futurism to make you glance suspiciously at NASA’s latest press releases. But what I enjoy most is that it feels less like science fiction and more like future history, a glimpse into a world that could have been ours with just a few different turns of the wrench, without infusing it with the magic of made-up future tech that most science fiction relies on.
I love a good historically based what-if story, and For All Mankind hits those beats with perfection in my humble opinion. No question, one of the best shows in years.
So when the marketing team at Mongoose Publishing reached out and asked me to take a look at their upcoming RPG, The Pioneer, the very first thing that came to mind was, naturally, For All Mankind. One paragraph into the description, and I was already hearing the opening theme in my head.
Today, we’re going to take a peek into Mongoose Games’ latest Kickstarter: a rather unusual, yet deeply intriguing, near-future Earth RPG about humankind’s next great adventure, exploring our own solar system. If you’ve ever wanted a game that sits somewhere between hard sci-fi realism and “what if we just kept going?”, this might be exactly your trajectory.
Overview
The Pioneer is built on the classic Traveller system, which, for long-time sci-fi RPG fans, should trigger an immediate nod of recognition. Traveller is the granddaddy of science-fiction tabletop gaming, the venerable elder around the campfire telling stories about starships before most of us were even rolling dice.
But that pedigree isn’t the real selling point here.
I haven’t tried the modern Traveller, though I do have nostalgic memories of playing this one back in the Jolt Cola days. I regret nothing!
What makes The Pioneer interesting is the opening it offers for a story-first RPG focused on near-future exploration beyond just the “adventure gaming” elements. You’ll be heading out into the solar system, and yes, there’s some delightful technobabble sprinkled throughout (it is a sci-fi RPG, after all), but this isn’t just a game about rockets, trajectories, or micromanaging oxygen levels. It’s got this presence defined into the game, like a grand stage on which modern space exploration stories can unfold and it’s this part of the game that has me intrigued.
Your mission isn’t just “go do the space thing.” Instead, The Pioneer opens the door for character-driven drama you’d expect from a prestige TV series. Motivations will matter. Politics will matter. The planning, the pressure, the PR disasters waiting to happen, the game leaves room to weave these elements into the action parts of the narrative just as much as the EVA repair scenes. It’s a game where you will tell the whole story, including the behind-the-scenes footage usually reserved for the documentary crew. An exciting proposition for a guy like me who loves NASA stories that happen between the lines.
A 200-page hardcover means that this RPG doesn’t fall into the “Light” category as far as game systems go. Not surprisingly, as neither does Traveller, but it is a modern system, so I think we can probably expect a relatively approachable game system.
A great example in the preview is Rescue at Low Earth Orbit. On the surface, it’s a classic space-rescue scenario with plenty of “uh… Houston we we have a problem” moments. But underneath, there’s a deeper narrative thread open to explore, one with enough emotional and political gravity to anchor an entire campaign. I won’t spoil the potential twists, but let’s just say there’s more going on than simply “complete the mission.” It immediately grabbed my attention and, once again, made me think of For All Mankind in all the best ways.
The Kickstarter
The Pioneer is launching through Kickstarter, and I always feel obligated to sound the traditional warning horn when entering that particular sub-market. We’ve all heard more cautionary tales than success stories, Kickstarter can be a magical place, but it can also be where good intentions go to die.
That said, Mongoose Publishing is not some first-time, two-person garage operation trying to figure out where the print PDF button is. These folks are seasoned veterans with a long, reliable track record. If there’s a spectrum of Kickstarter risk, this one sits comfortably on the “you can relax” end of it. You can check out the Pioneer Kickstarter here!
The even better news, at least in my humble opinion, is that this Kickstarter has already blasted past its funding requirement, so The Pioneer is definitely happening. And not only that, the most exciting stretch goals have already been unlocked, giving the project a strong launch trajectory (pun fully intended).
Of course, one of the first things anyone wants to do in a near-future space RPG is stage a mission to Mars. Luckily, this Kickstarter has anticipated that very impulse. Ares Ascendant, a full-length campaign covering the entire mission from A to Z, is already included. So if you’ve ever wanted to make the Red Planet your problem, you’re in good hands.
I think this book is the key to the game. Most people, I think are willing to try alternative RPG experiences to the standard stuff like D&D, but creating a campaign for a game like this, I think, would be tough, so releasing it with a solid campaign like a mission to Mars was a very smart move, it’s exactly what this game needs.
Is this a good game?
One question people love to throw at me, as if I’m shuffling tarot cards behind the scenes, is: “Will this be a good game?” And as always, I have the same answer when it comes to RPGs.
RPGs are good games because they’re not really games. They’re experiences. An RPG is only ever as good as the group you sit down with. That is the secret truth of the hobby. So the real question with The Pioneer isn’t “Is it good?” but rather: Does its subject matter excite you and the people you play with? Because if it does, the rest tends to take care of itself.
My advice to all role-players, especially those who’ve spent their entire hobby life inside the comfortable walls of Dungeons & Dragons, is simple: explore. For gods’ sake, explore other RPGs. There’s an entire universe of creativity out there. Designers are pouring their imagination, innovation, and occasionally their sanity into projects like this. And I can say with near certainty: if the theme speaks to you, you will find something to love in the game, whatever it is.
So go out there, support your community, and give games like The Pioneer a chance. This is a wonderful project, and absolutely one worth investing in.
As a general rule, I don’t touch Kickstarters with a ten-foot wizard’s staff. Too often, they feel less like scrappy dream-fueled projects and more like corporate “fund me” jars rattling for coins, a kind of alchemy I find, frankly, a bit of hogwash. If you’ve got the treasure hoard to make a game, then by the gods of dice and destiny, make it, release it, and I’ll happily toss my gold pieces into your coffers for a completed product. Misuse of the platform is as common as goblins in a mushroom glade, it irritates me to no end.
But every so often, a true conjurer of words and worlds appears, someone who uses Kickstarter exactly as it was meant to be: as a lantern-lit path for dreamers without publishers, great houses, or corporate dragons backing them. These are the brave creators weaving wonders with nothing but ink, imagination, and maybe a touch of faerie dust.
Dolmenwood is one such marvel, sprung from the mind of Gavin Norman of Necrotic Gnome. For a few years now, Gavin has been quietly brewing some of the most curious, creative, and downright enchanting projects in the roleplaying sphere. These are the kinds of things that would never survive the soulless glare of a big publisher’s boardroom, too niche, too strange, too delightfully weird. Exactly the sort of creations adventurers like me crave.
From the spellbinding Old School Essentials (a meticulous, love-drenched re-edit of Basic/Expert Dungeons & Dragons) to a treasure trove of smaller adventures, the cheeky and delightful Carcass Crawler zine, and now an entirely new game built around his own fairy-tale fever dream: Dolmenwood.
I have talked a lot on this blog about Old School Essentials. I ran a 3 year campaign using the system and it performed beautifully. It made me a fan of Gavin Norman. He makes a lot of good stuff.
I’ve been waiting for this one. Patiently, well, mostly, for nearly two years, ever since I pledged back in September 2023. And now, at long last, the package has arrived on my doorstep like a mysterious parcel left by a mossy-footed pooka. To say I’m buzzing would be an understatement. I tore into it with the giddy energy of a halfling spotting second breakfast.
One of the many charms of this whole journey is that Gavin has been an absolute wizard of communication, keeping us updated since day one with missives, sneak peeks, and development notes that felt like dispatches from the enchanted woods themselves. He gave us that personal touch, so even before my box of goodies arrived, I already felt like I’d been walking alongside the project every step of the way. I had been watching the trailer for two years, now I finally got to see the full production.
Today, we’re diving headlong into Dolmenwood. I’ll tell you what’s in the box, we’ll explore the game and its myth-soaked setting, and, most importantly, we’ll discuss who this game is for. So grab a cup of something hot and spiced, lean back in your favorite chair by the hearth, and settle in, because this is going to be a BIG article.
What is Dolmenwood About?
The very first question my friends asked, before I’d even cracked open the box, was: “Okay, but what exactly is Dolmenwood?” A fair place to start, I think, though a simple question this is not.
The best way to answer is to split Dolmenwood into two halves: first, how it works as a game system, and second, what it is as a fantasy world and story engine.
Dolmenwood as a Game
At its heart, Dolmenwood feels like a curious blend of two schools of design. On one side, it clearly draws heavily from Old School Essentials (OSE), Gavin Norman’s brilliant revival of 1980s Basic/Expert Dungeons & Dragons. On the other, it borrows the best lessons of modern narrative-first RPGs, which put storytelling, character invention, and immersion ahead of crunchy rules.
Now, that might sound like oil and water to some. After all, when many people hear “1st edition D&D,” they picture a rules labyrinth: THAC0 charts, descending AC, bizarre subsystems, and the heavy hand of the dice. Dolmenwood is not that. It doesn’t replicate old-school rules, it reimagines old-school concepts, polishing them into something that feels sleek and accessible to modern tables, but secretly, yes its old school rules. Confused?
To old dogs like me, this is just my adolescent stomping grounds, but I’m not blind to the fact that you have to really be glutton for punishment to still use systems that look like this today. There are better ways.
Ok so to be clear, there are no THAC0 charts, no wargame math, no headaches of deciphering unclear and unforgiving rules for which old school D&D is famous. For anyone coming from 5e, the rules will feel familiar and welcoming, even though for all intents and purposes, these are in fact old school rules. Imagine if a modern game designer, could travel back in time and advise Gygax on the fundamentals of rules writing and game design. Most of the decisions here are common sense for todays standards, but there is a clear focus on capturing the core concepts of these old school rules which (some of us old school guys) really do love. So its the good parts of these rules, without all the non-sense, which, when you get right down to it starts to look very much like a light, alternative, but modern version of D&D.
What Dolmenwood does carry forward from its old-school ancestry is the philosophy: this is not a game of superhero characters with endless feats and powers. It is low fantasy, low magic, high peril. A sword to the gut will probably kill you. You’re fragile mortals, not demigods, and that fragility is what makes your bravery meaningful. In Dolmenwood, you are heroes not because of your hit points, but because you willingly risk your tiny candle-flame lives in a world full of wolves, witches, and weirder things still.
Dolmenwood is not completely absolved of old school gaming shenanigan’s that deserve to stay dead and buried. For example, getting an XP bonus or penalty for having too low or too high prime ability score is just silly. There is some logic to it, but it dirties the waters in my opinion unnecessarily.
Of course as was the case in classic D&D, magic remains the great equalizer. Power often comes from what you find: a scroll, a wand, a ring, a talisman, the coveted equipment that often makes the difference between life with bags of holding full of treasure and horrifically tragic death at the end of a spear. Dolmenwood leans into that old-school rhythm where exploration and treasure-hunting matter to your prospects of survival and success. In fact, equipment is survival; resources are power, the story is about that glorious rise from a mere nobody to a powerful agent in the world.
Dolmenwood as a Story
Where Dolmenwood really unfurls its colors, though, is as a setting-first game. The rules exist, yes, but they feel more like a stagehand pulling ropes than the star of the show. Storytelling and atmosphere take center stage. In that sense, it leans closer to narrative-driven games like Vampire: The Masquerade or newer experiments like Daggerheart, where the drama lives in the back-and-forth between Game Master and players, rather then execution of rules.
This is why Dolmenwood’s books are so massive. The books are mainly tapestry of herbs, fungi, folklore, factions, fairies, pipeweed blends, oddball traditions, and richly described places. (Yes, there’s literally a two-page spread on different varieties of pipeleaf, and another on common fungi. You don’t need these details, but oh, how they make the world breathe.)
The game invites players not just to survive, but to inhabit. Characters don’t begin with a scripted epic or a railroad adventure paths. Instead, they’re handed a living sandbox, an open world alive with secrets, strange folk, and tangled politics.
At the start, you know almost nothing. You’re level 1 peasants with little more than a rusty sword, a pocketful of pipeweed and big dreams. The world is wide, mysterious, and dangerous, and you must carve your own path in it. The magic lies in how your choices, what goals you set, who you befriend, and which factions you side with slowly shape your story. The game doesn’t hand you a narrative; it hands you a place, filled with people with their own motivations and events brimming with fairy tales, and trusts you to grow a narrative out of it.
Dolmenwood is a stage ripe for theatre, something made clear from its evocative art and the writing style, even though theatre is not really traditionally an old school core ideology.
Over time, as you explore deeper, you begin to see the strings: the larger story of Dolmenwood itself. The factions, the plots, the creeping powers behind the veil. Small adventures tie into greater ones, and before you realize it, your once-humble would be adventurer is entangled in the grand weave of politics, prophecy, and faerie mischief.
And every inch of this playground is meticulously detailed. The campaign book runs a staggering 465 pages, stuffed with lore, locations, NPCs, and oddities. Every hollow, every hamlet, every mushroom ring feels like it has a story waiting to be uncovered, it feels that way because it is that way.
So yes, Dolmenwood is a game of rules. But more than that, it is a world, a moss-carpeted, fungus-studded, pipe-smoke-wreathed world, ripe for infinite exploration.
The Dolmenwood Setting
Let’s be clear: as a game system, Gavin Norman hasn’t reinvented the wheel. The “open world, make-your-own-adventure” style of play has been part of the D&D tradition for decades. But Dolmenwood tips its mossy cap to those old-school roots while polishing them for a modern audience, and I’m delighted to report that this approach is making a hearty comeback across the hobby.
Where Dolmenwood becomes something truly unique, where the real fairy-dust sparkles, is in its setting. This is no cookie-cutter fantasy world. In fact, I don’t think anything like it exists in today’s RPG landscape. It’s bold, strange, and deeply imaginative, so much so that it might even feel a little unsettling to players who are used to the safety blanket of Tolkien-inspired worlds.
Most fantasy settings lean heavily (sometimes lazily) on the Tolkien template: elves, dwarves, orcs, kingdoms, repeat. Dolmenwood gleefully shatters those expectations while still remaining recognizably “fantasy.” Its fairy-tale woods are bizarre, whimsical, and very dangerous. Nothing unfolds quite the way you expect, there are fewer recognizable fantasy troupes that players will connect with from other familiar settings. It’s geared towards real exploration, not the exploration of yet another alternative version The Forgotten Realms.
If I had to reach for an analogy, I’d say Dolmenwood is like a strange potion brewed from equal parts Harry Potter, Narnia, Legend and The Never Ending Story, with just enough Tolkien sprinkled in to keep it grounded. Fey folk, enchanted groves, and peculiar traditions abound, Gavin Norman delights in breaking expectations whenever possible.
The 1980’s classic Legend is a mostly forgotten film despite the fact that it was directed by Ridley Scott and stared a young Tom Cruise. It depicts a truly original fantasy world that departs from the Tolkien roots while still remaining oddly familiar as a fantasy world. It’s kind of the same effect Dolmenwood has when you read it.
Even at the character-creation stage, the game asks players to embrace the unusual. You can play a proud goat-headed Breggle, or a small, pipe-smoking Mossling, who feels like a halfling raised in a damp mushroom hollow. Sure, there are humans and elves, but they aren’t the focus. Dolmenwood itself is the wilderness, the edge of the map, the place where weirdness is the default.
The strangeness continues with classes. While you can still pick a Fighter or Cleric, you’ll also find uniquely Dolmenwood roles like the Enchanter, the wandering Friar, the cunning Hunter, and the noble Knight.
Magic, too, is peculiar and deeply rooted in folklore. While there are plenty of familiar things like the generic fireballs of high fantasy, spells draw on fairy glamour, rune-carved standing stones, ley lines, herbal concoctions, and fungi with names that sound like they were whispered by trickster spirits. It feels less like a spell list and more like a hedge witch’s grimoire.
But what elevates Dolmenwood above all else is the way the world itself is built. Nothing is random. Every ruined keep, every ancient shrine, every mossy mound is tied into the greater tapestry of Dolmenwood’s history. Stumble upon an abandoned tower in the woods, and you’ll eventually learn how it connects to the factions, politics, and hidden stories of the land. Nothing is throwaway. Nothing is meaningless. There is purpose and often you will not understand that purpose until later in your adventure, these locations become future lightbulbs for the players to connect in a larger story.
For players, this creates a delightful sense of discovery and self-importance, a logical puzzle where every new clue makes the world sharper and more comprehensible, known only to them. Knowledge that they can leverage in pursuit of their own success if they are clever.
For DMs, it’s a godsend: a pre-built web of places, people, and events that all interlock seamlessly. Players will feel clever as they connect the dots, while you’ll always have the tools to support their choices.
All of this is brought together in the Campaign Book, a masterpiece of editing and design. It combines event-driven encounters with location-based hex maps, giving you the freedom to run Dolmenwood as a true sandbox.
The one page layout approach of the campaign book is perfect for use at the table, you are a 2-3 minute read away from being able to run any area with plenty of flavor and direction, there is no need to read anything in advance even though you will not be able to help yourself.
What makes it brilliant is its clarity. You don’t need to read 100 pages ahead or memorize obscure lore. Every location is laid out in a simple, precise format: history, features, atmosphere, day/night differences, and the secrets that might be uncovered. No wasted words, no bloat, just clean, evocative notes that give the DM everything they need without scripting the events of an adventure.
Take The Craven Mounds, for example. In just a single page you’ll learn what the mounds look like, their unsettling history, the strange shrine hidden among them, the difference between visiting by day or by night, and which creatures prowl there. It’s enough to spark a full evening of play, while leaving room for you to weave it into the larger story. It’s connection to lay lines give it deeper meaning that might become important to the players later and then there is of course the real question, what are they for? The answer is not nothing and its this sort of intrigue that drives the Dolmenwood drama, a purpose in everything.
This structure repeats across the entire book: compact, flavorful descriptions that give you narrative cues and storytelling beats without ever tying your hands. The result is that your players can go anywhere, chase anything, and you’ll always be ready. It’s the kind of prep support most DMs dream about.
Dolmenwood is a sandbox done right: players get freedom, you get preparation, and the world itself does the heavy lifting.
What’s In The Box
While I don’t usually do kickstarters, if and when I decide to donate my hard-earned gold coins to a project, I don’t fuss about; I go all in for the full monty. I went for the limited edition loot box which includes pretty much everything except for a few of the “non-game” related items like T-shirts, buttons and stuff like that. It was a $200 dollar box and includes everything that is designed for the full Dolmenwood experience.
The Books
Let me say this right out of the gate: if you pick up these Dolmenwood books and are not utterly gobsmacked by their quality, then I’d like to meet the little green gremlins piloting your brain. The production values are jaw-dropping, perhaps the best I’ve ever seen in tabletop RPG publishing. The only comparable recent release is Daggerheart, and honestly, Dolmenwood still wins the duel, particularly when it comes to editing and layout.
These books are a dream to reference. The language is clean, concise, and direct, no wading through two paragraphs of purple prose just to extract one useful rule. Everything you need is right where you expect it to be.
Gavin Norman has always had a sharp editorial hand, OSE already proved that, but here, he’s outdone himself. This feels like divine work, a new gold standard for RPG book design. From this point forward, anything less will feel like sloppy wizardry. Work like this makes Wizard of the Coast publications look like incompetent goblins are running the company.
The Player’s Book
One of the trickiest challenges in RPG design is convincing players to actually read beyond the rules. When a game has a unique setting, as Dolmenwood certainly does, the danger is that players learn just enough mechanics to roll dice and stop there, never really tasting the flavor of the world.
The Players Book is a very handy reference for pretty much everything you need to know about Dolmenwood as a game, but its a bit light on giving players story based direction in my humble opinion.
I think Gavin understood this problem. The Player’s Book takes a deliberate approach: keep it short, sharp, and reference-friendly, while leaving the bulk of the lore and storytelling muscle to the Campaign Book. On one level, it works brilliantly. This is a book you don’t need to read cover-to-cover. Instead, it’s a handy companion that breaks the game into digestible chunks, how to make a character, how adventuring and combat work, how the physical universe ticks along. As a quick-start guide to “what is this game, mechanically?” it’s flawless. Often players books that are filled with lore between the pages, create an issue when you actually just want to look up some rules at the table, you won’t find problems like that in this players book.
But here’s the rub: Dolmenwood isn’t a system-first game. Yes, the rules matter, but the beating heart of the experience is the setting. It’s the moss, the pipeweed, the grimalkin, the fey bargains, the eerie ruins waiting in the mist. And I worry the Player’s Book doesn’t give enough of that to the people who arguably need it most, the players themselves. They need the inspiration for character creation and the grounding for their plans because this is after all, a open world game where players are expected to seek out the adventure on their own. How can they be expected to do that if they don’t know much about the place where that adventure is to take place?
Sure, there are delightful sprinkles of flavor scattered throughout. The races and classes ooze personality. The languages, gear, food, and drink entries all sneak in playful, flavorful cultural details. And there’s a particularly excellent chapter called “The Adventure” that does a stellar job explaining what role-playing actually looks like in Dolmenwood, complete with examples that make the difference between “rolling dice” and “telling a story” crystal clear.
Still, I can’t help but wish for just one more chapter, a lore dump, a short but rich introduction that gives players a real sense of what Dolmenwood feels like to live in. There is a kind of two page layout of major factions and settlements as a reference but its just not enough.
This is because while mechanics get us rolling, it’s the setting that inspires us to play. We don’t pick between Alien and Star Trek Adventures because of their initiative systems, we pick them because one is about horror in the void and the other is about utopian space diplomacy. It’s the story behind the game that drives the whole thing.
And Dolmenwood, for all its mossy brilliance, deserves that same up-front love and it should be in the first chapter of the players book. It’s absence I think in particular with players like mine, will be a bit of a problem.
As it stands, the Player’s Book is beautifully illustrated, brilliantly organized, and a joy to use, but I’d argue it’s just shy of being the perfect guide for players. A little more lore, and it would be flawless.
The Campaign Book
Ah, the Campaign Book. This towering tome isn’t just a rulebook, it’s a storybook atlas of wonder, equal parts practical GM guide and enchanting fireside read. From the very first page, I was grinning like a mischievous faun. Gavin’s writing is clever, breezy, and endlessly readable, just enough flourish to make it fun, but never so much that you lose track of the game-ready details. It’s splendid, cover to cover.
This is the meat and potatoes of Dolmenwood, written in a style that makes this entire book a page turner you will want to read cover to cover.
Now that I’ve got the finished version in my hands, with all its lavish illustrations, it feels like a treasure pulled straight out of a mossy chest. The art captures the words perfectly: whimsical, eerie, and evocative all at once. The character portraits especially are so vivid you can practically hear their voices, quirks, and mannerisms leaping off the page.
At first glance, one might assume Dolmenwood’s open-world, West Marches–style design means there’s no central story, just a big faerie sandbox. But that’s a trick of the briars. Hidden among the hexes and hamlets is an overarching narrative, an honest-to-goodness tale threading its way through people, places, and events. I won’t spoil it here (the delights of discovery belong to the reader!), but trust me: it’s there, and it’s wonderfully easy for a GM to weave into play.
The ink art is absolutely amazing, crafted to depict the bizarre world of Dolmenwood with a nod to classic D&D that is unmistakable.
The settlements section alone deserves applause. Each one feels like its own mini-campaign in a bottle, bursting with unique cultures, strange laws, and peculiar inhabitants. There’s no generic “town” or “city” here, every settlement is a little gem of fairy-tale worldbuilding, more bizarre and enchanting than the last. Its like reading Harry Potters version of England, except you have a wide array of cities from all over the world to explore, each wildly different from the next. They’re richly described in the Campaign Book and beautifully backed up in the accompanying Maps Book.
And then there’s the heart of it: the hex-crawl. A full third of this 460+ page grimoire is devoted to detailed hex locations, and they are a masterclass in design. Each entry can be digested in a couple of minutes, giving you just enough to run the area with confidence, but always laced with hints and connections that pull you deeper. It’s impossible to flip through without “cheating” as a DM, sneaking ahead to peek at how people, places, and events intertwine. Those connections are exactly what players will discover in play, and they’re intoxicating. You’ll want to run Dolmenwood the moment you put the book down.
Of course, the Campaign Book also comes stocked with the GM essentials: magic items, curious equipment, random tables, charts, and all the toys you need to answer the question, “What if my players…?” Whether your party sets out to plunder dungeons, open a tavern hawking strange ales, or establish a kingdom in the mist, you’ll have what you need within a page flip. That’s the real magic of this book, it makes running Dolmenwood feel effortless.
In short: I absolutely love this book. Honestly, if Dolmenwood had shipped with only the Campaign Book, it still would have been worth the price of admission.
The Supporting Tools
Dolmenwood comes with its share of frivolous extras (see below), but the real treasures for a GM are the supporting tools, clever, practical, and brimming with utility.
The Monster Book
This volume is a delight. The illustrations are gorgeous, the entries lean hard into roleplay cues, and the mechanics always come with a twist or two. Many of these creatures aren’t meant to be generic foes but unique denizens of Dolmenwood, weird, singular beings with their own origins woven into the setting’s lore.
An fantasy RPG is incomplete without a monster book, but frankly I have so many of these you have to do something really special to make it worth are time. In my humble opinion, Gavin nailed it, you cannot run Dolmenwood without this book and maintain it’s unique character.
That’s the real trick here: every monster’s backstory matters. Their histories and methods of creation often double as clues for how clever players might deal with them.
One of my favorite touches is the chart of monster rumors, half true, half deliberately false. They’re perfect for seeding tavern gossip, confusing players, or foreshadowing a lurking horror in the woods. It’s playful and practical, like the rest of the books.
The thing about most monster books for me personally is that I find that they are usually generic replications of pretty standard fantasy monsters that I have seen scraped together based on everything that has come before in D&D. This book is unique to the setting and you could not run Dolmenwood without it. Its a must have to do this setting justice and t ensure its well executed.
The Maps Book
Think of this as a stack of enchanted lenses. Each map presents Dolmenwood filtered through a different lens: political boundaries, faction domains, herb and fungus distribution, shrine locations, ley lines, and more (no spoilers!).
This is without a doubt a luxury, not really something you need, but having a lot of material that is easy to reference allows you to answer wacky questions that might come up unexpectedly and that is a nice touch to making the world feel lived in for the players. I like it.
For a DM, it’s an absolute luxury. Need to know which lord rules the next region? Or which strange herb grows in that hex? Flip a page and it’s there. The book also includes full-page settlement illustrations, styled to reflect local culture. They’re mostly for flavor, but oh, what flavor. Pull one out mid-session, and your players instantly feel the character of the place.
It’s not a necessity by any stretch, but its cool and I can definitely see myself using it.
The GM Screen
I’ll be honest: I’m not usually a GM screen fan. It can feel like a wall between me and the table. But if ever there was a screen that earns its keep, this is it.
I don’t use DM screens generally, but so far as they go, this is a pretty useful one.
Printed on thick, sturdy board, it’s packed with genuinely useful reference material: combat reminders, weapon traits, faction names, settlement lists, and those regional pronunciations you’re bound to butcher under pressure.
Again, not a necessity, but sure, why not.
The Adventures
The box also comes with four stand-alone adventures tailored to Dolmenwood:
Winter’s Daughter
Emelda’s Song
The Fungus That Came to Blackswell
The Ruined Abbey of St. Clewyd
Each one can be prepped in about fifteen minutes and run on the fly, short, sharp, and clearly laid out so you’re never bogged down in text when you should be running the table.
They’re tied into Dolmenwood’s broader story web, but they also work independently as bite-sized campaigns. And while I haven’t run them yet, I backed Dolmenwood largely because of Gavin Norman’s adventures. His style is unpredictable, evocative, and brimming with creativity, exactly the kind of storytelling that surprises even veteran GMs.
Winter’s Daughter is probobly THE adventure that made me a fan of Gavin Normans creativity and led to me buying Dolmenwood.
More importantly it doesn’t overcook your prep. This isn’t a story laid out point by point, or just a bunch of location place descriptions, its more of an adventure guide that gives you the basics and you fill in the rest. Though it gives you enough so that you don’t have to plan or think about it in advance, you’ll be able to run these on the fly.
That’s the mark of a good adventure writer: giving you something you couldn’t have conjured up yourself. These adventures hit that mark. Brilliant work, full stop.
The Frivolous Fun Stuff
Beyond the core treasures of Dolmenwood, the box also comes sprinkled with a handful of whimsical oddities, frivolous, yes, but delightful all the same. Think of them as the shiny baubles and enchanted trinkets you might find tucked into a mossy hollow after a long woodland ramble.
First up: funny dice. Yes, Dolmenwood blesses you with a set of charming polyhedrals, your trusty click-clack friends, ready to be rolled in fury or folly. Then there’s a jaunty little Dolmenwood patch, perfect for sewing onto a bag, cloak, or perhaps the satchel you take into the woods when mushroom-picking. Add in access to a digital soundtrack (more on that in a moment), and, most surprisingly, a full set of miniatures.
I tend not to use miniatures in my RPG sessions, mainly because I want combat to be just an extension of role-playing rather than a “mini combat game” we play periodically when a fight breaks out. But I love collecting and painting miniatures so these are going to get some paint regardless, because they are pretty unique.
Now, as a longtime lover of pewter and plastic adventurers, I must say the minis were the most delightful surprise, mostly because I had completely forgotten they were included! These are single-mold game pieces already perched on bases, sturdy and practical. No, they’re not dripping with hyper-detailed resin flair, but they’re absolutely paintable, and more importantly, they embody Dolmenwood’s curious cast of races and classes. Goatfolk, moss dwarfs, grimalkin, and other odd denizens you won’t find in your average fantasy bestiary, they’re here in charming form, ready to stalk across your tabletop. For anyone who likes to use minis in play, these are a genuine boon.
The soundtracks, meanwhile, are a touch of magic I didn’t realize I needed. I adore setting the mood at the table with music, and Dolmenwood’s offerings are wonderfully distinctive. There’s a proper “music” soundtrack, full of strange rhythms that feel like a cross between old-school video game tunes and eerie X-Files-esque mystery. Then there are the atmospheric tracks, which I think are the real gems. These are subtle soundscapes, whispers of wind, the patter of rain, the creak of branches, the low murmur of something uncanny just beyond sight. Many are region-specific, perfectly tailored to accompany particular areas of the setting.
Together, they capture the peculiar, otherworldly vibe of Dolmenwood in a way that words alone can’t. You can practically smell the damp moss and hear the flap of a nightbird’s wings.
So yes, these extras may be the garnish rather than the feast, but they’re flavorful little morsels all the same. Cool stuff, and wholly in keeping with Dolmenwood’s knack for enchanting the senses.
Conclusion – Who Is Dolmenwood For?
I’d love to say Dolmenwood is for anyone who loves fantasy and role-playing games, but that would be too broad, and not entirely fair. This is a unique world and a very particular system, and not everyone will vibe with it.
If you grew up with old-school Dungeons & Dragons, particularly the stranger, more experimental settings of 1st and 2nd edition, Dolmenwood will feel like a nostalgic return to form. It has the same bold departure from Tolkien tropes that made worlds like Dark Sun and Planescape so compelling, while still carrying that classic sense of story-driven adventure that made D&D a phenomenon in the first place.
For modern audiences raised on 3rd, 4th, or especially 5th edition, the appeal is more complicated. The setting, whimsical, fairy-tale, tinged with Narnia, Harry Potter and Neverending Story, may hook you immediately. But mechanically, this is not a game of heroic power curves, feat chains, or endless character builds. Dolmenwood is not about gaming the system, it’s about dynamic narrative play. Growth is slower, victories are hard-won, and characters are fragile. If you try to play it like 5e, leaning on dice and mechanics to bail you out, you will die. Often. This is a game that rewards planning, cunning, and creativity over brute force.
And yet, this might be exactly what modern players are looking for. Many D&D players openly admit they find the modern rendition of the game too easy, too bloated with safety nets, too focused on “powers” rather than theatre. Dolmenwood offers a refreshing change of pace: a system that strips things back, trusts the players, and invites you to rediscover role-playing as a collaborative story first and foremost.
That’s why Dolmenwood matters. It’s not just a curiosity, it’s part of a broader movement in the hobby. Games like Blades in the Dark, Shadowdark, and Daggerheart, along with the OSR revival, are all pushing role-playing back toward dynamic player-driven experiences. Dolmenwood stands proudly in that lineage, and in many ways raises the bar for what a modern fantasy RPG can look like despite its nostalgic nod to classic D&D play.
Now I would personally argue if you really want to experience a modern RPG as a design, Daggerheart is just pure magic. But as a built in story, combined with clever writing and an amazing set for theatre, Dolmenwood is also a fantastic choice.
So yes, I recommend it. Wholeheartedly. Not because it will replace D&D at every table, but because it reminds us that fantasy role-playing can be stranger, braver, and more imaginative than the well-worn Tolkien mold. Dolmenwood is extraordinary, a design triumph, a storytelling feast, and a bold step in the right direction for the hobby.
I don’t usually go around waving a banner that says I have self-published material for Dungeons and Dragons fifth edition on the DM Guild. It has always felt a little strange, even though it makes perfect sense. This is a gaming blog; I live and breathe this hobby, and every so often, I even create something new for it. So if I’ve been busy writing books, I should probably share them here.
So forgive me for a moment of self-indulgence. Imagine me as a slightly overexcited dungeon master showing off the treasure hoard I have put together. I’m rather proud of what I have crafted, and today I’m going to walk you through some of my creations I released on the DM Guild over the last year.
The Book of Backgrounds – Family Legacies
I published two books under this book series so far (Volume I & Volume II).
The book is compatible with 2014 and 2025 rules, though it was geared towards the latest version of 5th edition.
When the 2024 edition of Dungeons and Dragons arrived and backgrounds were reworked, I couldn’t shake the feeling that something important had been lost. The change wasn’t just a missed opportunity; it left backgrounds feeling hollow.
To me, and I think to many players and DM’s, a background should be more than a list of proficiencies or a couple of languages. It should be a springboard for role-playing, a hook for the dungeon master, and a way to breathe life into a character. Back in the 2014 edition, backgrounds had Personality Traits, Ideals, Bonds and Flaws. That little system added flavor and direction. It helped define how a character acted, what they believed in, and how they might respond under pressure. I loved it as both a player and a dungeon master.
But when the 2024 edition stripped that out without offering a real replacement, the result felt bland. Suddenly, backgrounds became purely mechanical. Useful, sure, but lacking heart. A soldier or acolyte was just a line of text with no soul behind it.
That is where Family Legacies came in. I wanted to put the narrative weight back into backgrounds and give them some teeth. Each legacy is built around a family history, a story that shapes the character you are playing. Maybe your ancestor was a notorious tyrant, a fabled duelist, or a beloved gladiator who spilled blood and won hearts in the arena. That history lingers, and you inherit the echoes of their legend.
The second volume practically wrote itself. I essentially released volumes I and II almost at the same time. Volume III has been tougher.
Each book features ten of these legacies. Writing them was a joy, but I felt they still needed something extra. That is why I designed special feats and tools for each legacy. These were not just mechanical add-ons, they were expressions of the story itself, giving each background a unique twist that tied directly to its lore.
The series has done well for something dreamed up by an amateur designer scribbling away in his free time. More importantly, it has been a blast to create. I fully plan to round out the set with a third and final volume later this year.
The Lost Citadel
It was my hope that creating adventures would also be a sort of series thing where I would write several over time, but writing adventures is a lot of work, and I don’t always have the free time to indulge.
Back in the eighties, just about every dungeon master secretly dreamed of publishing their own adventure. In a way, we all did it already whenever we scribbled maps on graph paper or cooked up villains with far too many hit points. But very few of us ever saw those creations appear in print.
Fast forward a few decades, and thanks to the magic of Dungeon Masters Guild and RPG DriveThru, that dream is no longer locked away in a dusty spellbook. Anyone can share their creations with the world, and if you craft something that really clicks, it can even be rewarding in more ways than one.
For me, that dream took shape in The Lost Citadel. I poured myself into this adventure, writing, rewriting, testing, tinkering, and dreaming. When it was finally finished, I felt like a kid again, except this time I actually had the published book in my hands.
The adventure itself is straightforward by design. I did not want to create something overly complex, but I also refused to churn out a bland dungeon crawl. In The Lost Citadel, players must contend with the mad wizard Vorlath Zevharak, who once sought to become a lich. His ritual failed, and instead of eternal mastery, he cursed himself into becoming a wraith.
I know the use of A.I. art is controversial, but creating adventures and content for D&D is neither a business nor a serious ambition. It’s a hobby I do for fun.
The citadel is crumbling, the players are trapped by one of Vorlath’s sinister snares, and the halls swarm with the undead. At one point, a horde of zombies crashes in with a frenzy that feels straight out of World War Z. And of course, it all builds toward the final confrontation with Vorlath himself, alongside his monstrous undead ogre companion.
I kept the setting intentionally loose so dungeon masters could drop it right into their own worlds without much fuss. That flexibility, I think, is part of why it resonated so well. The feedback was glowing, and to this day I have not had to patch a single plot hole. It just works.
I am ridiculously proud of this one. For me, The Lost Citadel is proof that a childhood dream can survive into adulthood and still feel just as epic when it finally comes true.
Boss Fights
It’s a small book, but I love the way it turned out. I have myself used it in a number of adventures; my players fear my creations!
If you have ever run a campaign, you know that creating monsters is practically part of the job description. No matter how many monster manuals Wizards of the Coast puts out, sooner or later, you find yourself needing a creature that just does not exist.
One of the long-standing challenges in 5th edition is the solo monster. The official stat blocks often struggle when one big creature has to face off against a whole party. The action economy tilts the scales so badly that your supposed epic boss ends up feeling more like a speed bump.
This is not a new problem either. Dungeons and Dragons has wrestled with it across editions, and it never quite goes away. That frustration is what sparked Boss Fights: Volume I. I wanted to give dungeon masters tools to run battles that truly felt like climactic showdowns, where the party has to dig deep and work together to win.
Now, this is a smaller book, but it packs a punch. Inside are three solo monsters designed to be dropped into your campaign at different levels of play. The Dread Dog Hydra is a three-headed beast inspired in part by a certain famous guard dog from Harry Potter. Anthera, the Queen of the Deep Colony, is a demonic insect monarch who rules with mandibles of terror. And The Umbra Claw is a shadowy hunter drawn from my love of the Predator movies.
These little evil critters have become a common nuisance in all my campaigns, to such a degree that one of my players actually used them as inspiration for a tattoo.
Each monster is presented in a style that will feel familiar to fans of the old 2nd edition monster manuals. You get descriptions of ecology, lairs, and tactics, not just a wall of numbers. Mechanically, I introduced systems like multi-initiative to keep bosses dangerous and unpredictable, as well as a minion mechanic inspired by fourth edition. Both mechanics are designed to balance out the action economy.
It may be a slim volume, but it is one I hope to expand on. My long-term plan is to build enough of these creatures to eventually release a dedicated boss monster manual. For now, Volume I stands as proof that boss fights can be just as thrilling on the tabletop as they are in your favorite video games.
The A.I. Art Controversy
There is one topic that always seems to stir up debate in the amateur publishing world, and that is the use of A.I. art.
I use A.I. art myself, and I understand why some people find it questionable. For most professional publishing, relying on A.I. is a tricky path. But I think there is an exception when it comes to hobbyist creators like me.
For me, these books are purely for fun. I have no ambitions to become a professional publisher, no dreams of “making it big.” I create because I love the process. I honestly would not mind giving these books away for free.
Like many fans, I also enjoy supporting other amateur creators. So I charge a little for my books, just enough to build a small cushion, and then I happily spend that money on other people’s content. This is basically how the Dungeon Masters Guild community works.
A.I. Art may be controversial but I don’t think technology is something to fear or get upset about. I mean, the results are cool, but it’s very obvious that it’s not original work. I don’t think A.I. art is ever going to replace the creative process.
A.I. art is just a tool to give my books a bit of visual flair. I have no interest in investing serious money into illustrations or trying to monetize these creations. It is all about enjoying the creative process, and I think that is fine.
If I ever treated publishing as a real business, I would definitely hire professional artists to illustrate my books. And I firmly believe that anyone approaching this as a serious commercial venture should avoid relying on A.I. art.