Hidden Gems: The Middle-Earth Strategy Battle Game

In the world of miniature games, there is but one king of the throne and that is Warhammer 40k, but what if I told you that even among the fiercest 40k fans, almost unanimously, most people will agree that The Middle-Earth Strategy Battle Game is widely considered to be the best game GamesWorkshop makes.

Originally released in 2001, this miniature game based on the Lord of the Rings and Hobbit movies has been the oddly-kept secret at GamesWorkshop for over two decades, and while its following pales in comparison to some of GW’s larger franchises, the cult status of this game supported by dedicated fans has kept it afloat for years. Over two editions the game has thrived and recently GW has announced and started pushing the game with an updated 3rd edition.

Unlike many of GW’s games, however, The Middle-Earth Strategy Battle Game was made right the first time, and over the editions, very little has actually changed. The game has been streamlined sure, but the rules have remained largely the same for going on a decade now and the new editions is mostly just a repackaging of the same game. Minor tweaks so small if you already have the 2nd edition rules there is hardly any reason to upgrade.

Now the exciting part isn’t the new edition, GW is famous for its grandiose books, that is certain, but it’s the miniatures you want!

The books as you would expect from GW are absolutely over the top. Illustrated from front to back, carefully edited and printed using the most excessive methods available. The books are pure joy to read.

On the heels of this new edition, there is a new starter box set coming out as well as a general refurbishing of the entire line which is likely going to go on for a couple of years at least. The quality of the miniatures is outstanding from the images already released and we know from the various announcements that there is going to be a regular stream of new stuff to buy. Get your credit cards paid off people, this shit ain’t gonna be cheap!

The quality of miniatures coming out of GW is unmatched in the miniature market, they not only make the best miniatures, by they do so by a margin so wide, there is nothing that comes even close by comparison. They quite literally have no competition in this area and no one even tries to compete with them anymore. Painting GW miniatures is pure joy, they make you feel like a pro.

Now there are some very important things to note about this game before you consider diving into it, because this game is…. different.

There are three things that really make Middle Earth Strategy Battle Game unique, and it’s really important for fans of miniature games, especially those accustomed to the standard objective-based, list-building style games looking for a good balanced gaming experience to know them.

First is the fact that this game, while it offers a sort of list-building match-play mode, it’s very clear from the design that this is a game designed largely to support narrative play. The concept of narrative play drives your approach to collecting miniatures.

This isn’t a game where you “pick a faction” and then buy units to support your preference or “list”. What you do is pick a scenario or a group of scenarios, typically either scenes directly from the movies, or presumed battles that took place in the middle-earth history (off-camera) and then collect the miniatures you need to create that scenario. The goal is to effectively play the scenarios and collect the mini’s you need for that.

As such a typical player in this game might not say “I have a Mordor army”, they are more likely to list the scenarios their army is built for.

The second thing to note is that this is a “cinematic miniature game”, which is to say the goal of the game is to tell a story of a battle, by playing it out, but more than that, the mechanics are designed to reflect the action you see in the movies. Characters for example are extremely powerful and have unique abilities that let them take on entire hordes of enemies. The detail of the mechanics are designed to cover actions like hopping over a chasm and fighting on a ladder, there are rules for siege engines and running sieges, and special rules for magic even though there are only a small handful of characters that can perform such a thing. There are special timing rules for dueling and more importantly, the action is focused on individual models, so there are no weird grouping rules for movement or attack actions.

In the end the game plays out more like a tactical battle out of a role-playing game like Dungeons and Dragons with a wide range of special actions and unique effects. All of these rules are carefully crafted to bring that cinematic feel of the movies to the table top and the game really nails that concept but this really comes at the sacrifice of balance and you really feel that if you try to convert your army to work with match play and list building. This concept of match play was tact on to the game after the fans insisted it be added, but the game originally had no such thing.

Which brings me to the third thing. This game is crunchy as fuck! As the goal is for the game to be this cinematic, scenario-focused game, there are a lot of special rules and unique elements designed into this game to bring the right feel. This comes with some rules weight, the game can get quite fiddly and while there are scenarios of all shapes and sizes, there is no sort of standard play length or game. A scenario might be small with just 5-10 miniatures that lasts for 20 minutes or it can be a massive siege that can take several days to finish.

Suffice it to say, the scope here can be quite grand and yet the rules drill down to bring this scope to your table using a lot of minutia.

Is the game any good? Well, this is where answering the question gets kind of tricky. I would say, first and foremost, that you must be a die-hard Lord of the Rings fan, this might seem obvious but unlike a lot of miniature games, much of the game is not going to make much sense or even feel balanced unless you understand the context of the movies and its many characters. The story is really crammed into the mechanics.

The second thing is that you have to make your peace with the scenario style of play and collection. I see a lot of disappointment coming from the quasi-competitive scene. Match play and open play are fine concepts here, but the entire balance of the game is super iffy and there are clear winners and losers in the list-building department. This hasn’t been and likely isn’t ever going to be addressed because as already mentioned, its crystal clear that the primary way this game is meant to be played is scenario-based.

The current available product line for this game is huge and there are tons of scenarios that depict every scene and much more from the movies. There is so much to potentially collect, so many different experiences to have here that you could easily spend in excess of 10,000 dollars and thousands of hours and come up short of experiencing everything. It’s a bottomless pit and this is a good thing!

Finally, I would argue that this is the single most expensive game to collect in existence, even more expensive than 40k because there is no such thing as a 2,000 point army and done. It’s kind of a never-ending thing as you expand to include more and more scenarios your army can do and you are often collecting multiple factions. This includes tremendous efforts to paint as you are often working with a lot of models.

All that said, personally I tend to agree with the consensus, this game is without question the best thing GW makes. It’s addictive, something you can really obsess about and because it’s scenario based, the concept of balance and fairness really aren’t a thing in this game. Scenarios are built to depict the scenes and cinematics of the movies and this is where the games loyalty lays. It’s not for everyone but if re-creating the battles of the movies sounds good to you, no game does it better.

Gamers Dungeon 10 Year Anniversary

As of September of 2024, GamersDungeon.net turns 10 years old and I felt like, that in itself deserves an article at the very least. After all, running a blog for a decade while making me feel old, also makes me feel mature and professional. I know I’m absolutely not, in fact, I’m a fumbling idiot for the most part but still, hitting the 10 year mark feels great.

I thought the way I would celebrate is by going through the posting history to talk about some of my favorite articles as well as those I hate. Sort of a flashback, a look at GamersDungeon.net over the last decade.

The first article I ever wrote for this blog was about D&D, in a way this blog was founded on talking about D&D and I have done so quite continually throughout the blogs life. This article was triggered by the big event at the time, the release of 5th edition Dungeons and Dragons and as I was excited by having a new edition in my hot little hand, I was very generous with my words.

Since this article I have written quite a few articles about 5th edition Dungeons and Dragons, either being mentioned as part of a larger theory article or directly addressing the edition itself. Over the years I have gone back and forth about my feelings about 5th edition but sitting here now with the 2024 edition released, I can say these definitive words about 5th edition Dungeons and Dragons.

It’s ok. I still prefer the classic playstyles of 1st edition D&D, the Dungeon Crawl, The Dungeon Survival, that deadly game where players aren’t heroes because they have powers, they are heroes because of the risks they take for the greater good against all odds.

Still, I do enjoy 5th edition D&D. It’s an easy game to the table and looking at this article, though I was a bit generous, I still believe 10 years later that the general assessment remains true. 5th edition is as close as the franchise has gotten over the years to returning to the original, classic formula of 1st edition. It’s a bit high powered and has plenty of exceptions, but all and all, it’s a fine game.

My first Top 10 of all time list was published in 2015 and I have to say, looking at it today, I still think most of these games are great, but it does feel a bit strange to see some of these titles today. There are some exceptions like Star Wars X-Wing and Twilight Imperium, both of which I consider top notch games still today.

Star Wars X-Wing in the number one spot feels great, I still love this game, I still have my collection and believe it or not it still comes out on occasion. It’s a fast moving fun dice chucker and while it’s no longer on my list today, I proudly stand by this one.

Twilight Imperium is still on my top 20 list today (no. 7 spot) and this game has remained on the list the entire decade. I love Twilight Imperium and true love lasts forever!

The rest of the list gets a bit shaky. Fury of Dracula in the no. 4 spot is the eye sore here, I’m not sure what I was thinking but I probably haven’t played this game since 2015. Formula D also feels a bit odd. I do like it but its a very niche game, quite random and way too long for what is effectively a kind of push your luck dice chucker. Dominion is the really painful one, I culled that one from my collection many moons ago and just the thought of playing it gives me the shivers.

This however is exactly why I update my best of list each year, these lists don’t age well.

In September of 2015 I created my rating system that I would use from this point forward when receiving games and I have to say, even today, I still think its one of the best and most fair way to review games.

I think it’s actually the most brilliant thing I have ever done on this site to be honest, I love this system and I actually wish it was more standardized. I really dislike the arbitrary way in which boardgames are reviewed. It’s like, I give it a 7 out of 10… how? why? My rating system really quantifies things and gives categories of judgement weight based on the intended design so that way a game intended to be a short, fun dice chucker doesn’t get judged the same way a big, complex strategy game would. These are different games that require a different review approach and I really think my rating system captures that.

I’m very proud of it.

The What Makes It tick was an article series that I never really fully explored. I did some decent work here but what I discovered is that these sort of articles aged really poorly, especially when applied to a constantly evolving game like miniature games.

I didn’t write very many as a result, but I do think they were pretty good for the 5 minutes they were actually valid.

I have done a lot of reviews over the years and most of them I stand by, but there are a few that I cringe when I read them, the most famous of these blunders was my review of 7 Wonders Duel.

Man I feel like a fool for this one. I crapped all over this game and I was wrong about all of it. 7 Wonders Duel is a fantastic game, I still play it today nearly 10 years later quite regularly with my daughter, its actually one of my favorite games that I play with her and I’m pretty sure its one of her favorite board games of all time.

If there is a review I would love to re-write its this one.

Every year my friends and I disappear for 4 days to a place called Hassela, where we lock ourselves in a house in the country and do absolutely nothing but play boardgames all day, eat good food, drink good drink and be merry. It’s the gaming highlight of every year and we have been doing it now for nearly a decade. In fact, we will be celebrating our 10th year anniversary for this event.

Writing these articles is pure joy and it’s also probably the most diverse list of games you will ever see bunched up together in a single article. Great for when you want to find something new to try.

In April 2018 I met a guy online that created the Lord of the Rings LCG companion, a website dedicated to Lord of the Rings. He was looking for a webspace to put the companion, I was a super fan of the game and basically I decided to host the sub-site and have been doing so ever since.

This site has been and continues to be updated and maintained, I have gladly paid to keep it up and running and will do so as long as the creator who by the way, I have almost no contact with, keeps it current. It’s been a fantastic resource provided to the community, I use it myself all the time and I love the idea that I keep it alive, there is something felathrapic about it.

Theory articles have become a kind of staple of my site over the last few years, but it all started back in 2018. In fact, I do far more of these types of articles these days than I do boardgame reviews.

Part of the reason is that I’m not really all that interested in keeping up with the latest and greatest when it comes to boardgames. I choose my games rather abstractly based on current interest, I really don’t pay that much attention to new releases.

RPG’s however are a staple of my gaming life and I find myself playing, thinking about and writing about them all the time.

It also helps that these are the most commonly read articles. A single theory article can get more hits in a day, than most articles will get in a decade. They are very popular and generate a lot of traffic and while I’m not making money on this blog, I do like to see it getting traffic, it feels good.

I’m a huge battletech fan and writing this three part Battletech guide was one of the most fun articles I have ever written and it was one I was very heavily invested in.

I think all together there was over 100 hours worth of research and work that went into this three part series and personally I think its the single most relevant information you will ever find on the subject of Battletech anywhere on the internet and I’m quite proud of that.

This article series is a deep dive into Battletech that explains every resource, how it all fits together and all the options, variations and nuances of the game. It’s pure gold in my opinion, a effort well worth it for me.

While the 7 Wonder Duel review is something I’m not very proud of, my original review of Great Western Trails triggered me to do a “re-review” article, the only of its kind on this blog to correct some of those errors in judgement.

To some extent it was a kind of response to certain readers, who complained about some of these reviews and rightfully so as a few of these reviews were pretty terrible. I was glad I wrote this article but I had to swallow my pride when doing so.

Blood Rage is the first and only game in 10 years to receive a perfect 5 out of 5 score using my rating system and frankly, I still believe today that it’s the only game that deserves it.

I think this actually speaks to the objectivity of the rating system itself as well of the quality of Blood Rage as a board game because, believe it or not, this one doesn’t even crack my top 20 list.

There is no question in my mind in every category from components, gameplay, theme and replayability this game nails the landing with perfection. It is, genuinely in my opinion the only game I have ever played to which I could not find a single thing to complain about. It really is, the perfect game.

Now personally I think its a fun game and I always enjoy playing it, but it doesn’t really fit my style of game. For me, a game doesn’t need to be perfectly designed and published, to make the list. In fact, I usually prefer my games with some nuanced flaws, it gives them character.

I really do try my absolute best to be as objective on this blog as I can, especially when it comes to reviews, but in the case of Napoleon’s Imperium it was simply impossible.

This heartwarming story about a game developer publishing his first game, based on a life time spent designing it, with a fascinating and inspiring long road to that publications was enough to shake the foundations of objectivity. I however had the pleasure to meet and befriend the designer Andrew Roland and that really sealed the deal for me, throwing any sense of objectivity out the window.

All I can say is that I love this story, it is without question in my mind, one of the most fascinating and inspiring tales I have come across as a writer and I loved writing this article and this review.

For what it’s worth, after writing the article which did include some criticism, Andrew contacted me and not only thanked me for writing the review, but told me that this was the most accurate and most insightful review of the game he had ever read.

I’m not surprise at that comment as I spent the better part of 40 hours agonizing over every word of this article.

I was very proud of that and I was happy to help Andrew promote his game because I have never met anyone more deserving of success.

Empire of the Sun by famed historical war game designer Mark Herman was a very coincidental and rather rash purchase on my part, but would end up completely changing the way I think about and what sorts of games I love. It was one of my first foray’s into serious historical war gaming and I have not been the same since.

This absolute masterpiece was one of the most difficult games to learn and dissect, without question one of the toughest reviews I have ever written. I have never worked harder to get words onto a page than the ones put together for Empire of The Sun.

I really hope I did the game justice, as it is one of my favorite games of all time, a lifestyle game I plan to play until the day I die.

Probably one of the strangest articles and projects I ever took on was trying to create my own arcade system. I only wrote two articles for this one, something I hope to remedy one day when I actually finish the project, but I can tell you that I do in fact have a working prototype at home.

In fact my daughter and I play our homemade arcade every week like clockwork, we absolutely love and I really hope to finish this article and this project over the next couple of years because I had a ton of fun building and playing with it. It’s a unique experience that I would encourage any nostalgic gamer to pursue, if I can do it, anyone can do it.. I’m a fumbling idiot!

When I wrote this article, I can tell you that the 5th edition D&D community was not kind. For a gaming community that claims to be all about tolerance and inclusivity, their true colors really shined through when I dared to write an article suggesting that there are other RPG’s out there that might replace 5th edition D&D as “THE” role-playing game.

In fact, I will call it out here and now just for the record. The 5th edition D&D community is predominantly populated by gatekeepers completely intolerant to anything other than their version of D&D. They are hostile, rude and bigoted, their defense is of course that everyone else is the bad guy and they are just innocent snowflakes. I don’t want to throw the entire community under the bus here, because of course this is a generalizations, I have met plenty of nice people but as a community a bigger group of assholes has never existed, the whole lot of them can fuck off.

A Song of Ice and Fire the miniature game played a huge role in my gaming life during the pandemic era thanks mainly to Table Top Simulator which allowed us to play this miniature game online. I think I must have played 100 matches over the course of two years and I got to know this game really well. Well enough to trigger a rebirth of the What Makes It Tick articles.

As was the case before, these articles did not age well as the game is constantly being adjusted, adapted and updated. Suffice to say, while I enjoyed writing them, they are all very much obsolete at this point.

It never occured to me to write a top 10 list of gaming experience, but when I did I found it a rather refreshing way to look at a top 10 list. As I was not bound by the quality of the game, but rather the play experience at a given moment, it allowed me to write an article free of trying to justify what is and isn’t good about a game in a sort of review style. Instead I was just writing about how things went and that was really fun.

I definitely will do more of these in the future.

Q&A – Time to answer some questions

I don’t interact with my readers very much, I don’t have a comment section and usually while I read every email anyone sends to me, I rarely respond. There is a reason for this. My blog is my space, it’s a white board for my thoughts, ideas and opinion and these things are not up for debate. Generally I don’t care what people think, what other people think is not what this blog is about, its a very narcissistic thing, it’s my opinion that matters here and it’s a one way, take it or leave, train.

That said, I figure after 10 years, perhaps this one time I will break the silence and answer some direct questions. I will not reveal any personal information here and I will paraphrase the questions for brevity.

Q1: Why don’t you have a comment section? What are you afraid of?

Already answered to a degree in the intro but to be plain and blunt about it, I don’t really give a fuck what you think and I’m not going to provide you with a space for it on my blog. I know there are a lot of snowflakes out there that think there opinion must be heard and to those I say, write your own fucking blog!

To answer the second part, I’m not afraid of anything, I just don’t care to hear or debate people’s opinions about my opinions. I see no value in it, some people agree with me, some people don’t. We can make that assumption without me having to moderate assholes who take advantage of an anonymous space to vent their bullshit.

Q2: Editorials and repost request

I get a metric ton of requests from people wanting me to re-link or publish articles on their behalf on this blog, which I can understand, I have a fairly sizeable audience for a small gaming blog.

Here is the thing. I’m not a professional, I’m not even a writer, I’m just a gamer with a blog that use it as an outlet to express my opinions and ideas. It’s really that simple, one voice in a larger chorus.

I have never felt comfortable exposing this space to other publications and authors, to me, it doesn’t make sense. Every word on this blog I have written, errors, run-on sentences, terrible opinions and stupid articles mixed in with some good content (I hope) is mine. The point is for it to be mine so I have no interest in sharing the space with anyone. I know there is money in it, but I have plenty of money, I don’t need to make more on my hobby.

Q3: Your wrong and I demand you correct it

There are certain communities out there like miniature gaming communities, original D&D communities and 5th edition communities who actually believe that I have some sort of obligation to them when I write. They insist that if I don’t word things the way they think I should that they have the write to not only tell me about it, but in some cases even do actionable stuff like send me fake cease and desist letters (yeah that actually happened).

I get it, people are passionate but I can’t stress enough how few fucks I give about people’s opinions about my opinions. I’m not saying I’m always right, but what I think is what I think, if you disagree, your barking up the wrong tree telling me about it, I really don’t care and I’m not going to alter my articles. I know that frustrates people, I can’t tell you guys enough how much it means to people that I listen and respond, which is exactly why I never do.

Q4: Review My Game

I get a lot of requests to review people’s games, even from large publishers who are willing to send me free copies if I do so. I’m not going to claim I have never done this, I have made exceptions but I generally avoid this sort of thing.

Writing articles and reviews for this blog is not my job, it’s my hobby, I do it for fun when I fancy to do so. I do not keep schedules, perform “task assignments” or anything else of the sort. In fact, I rarely ever do “new release” type stuff. I write and talk about things I’m doing in that moment and that can be just about anything.

So probably the answer is no, I’m not saying “stop sending me requests”, I’m just saying that in most cases I’m probably not going to respond.

Top 10 Lifestyle Boardgames Worth The Effort and Top 5 That Didn’t Make It

There are board games, and then there are BOARD GAMES!—epic, brain-bending experiences that redefine what it means to gather around a table for game night. Once you delve a bit deeper into this hobby with an appetite for depth and challenge, you’ll find yourself discovering games where gameplay often demands much more than the average player might be ready to give.

These aren’t your casual diversions. We’re talking about games that push the boundaries with intricate strategies, meticulously designed simulations, and often marathon-length play sessions. They’re the kind of games that give back as much as they demand.

But let’s face it: not every complex game is worth the time and effort. Many fall short, bogged down by poor design, unnecessary complexity, or a lack of payoff. In this article, we’re diving into the fascinating realm of “lifestyle” games—those games that go beyond entertainment to become a full-blown hobby. These are games so rich, so challenging, and so immersive that simply learning to play them well feels like an achievement in itself.

Let’s explore the best (and maybe a few of the worst) of this exclusive club. Buckle up; it’s going to be a long one!

War Of The Ring

This classic Lord of the Rings boardgame that is part adventure game, part strategic war game is without question one of the most endearing games on this list. If you’re a Lord of the Rings fan looking for a two-player experience, this is the one that immediately pops into my head, but even as it does so, I can’t help but immediately point out the cautionary elements of this game.

It’s a long game and it’s a relatively complex game but this is not why I define it as a lifestyle game. The reality is that in order to get the most out of this game you need to have repeated plays of it, many…. so many repeated plays.

It takes many sessions to understand and come to terms with the subtle strategies of this game, the eben-flow of the asymmetric decks, the unique architecture of the map and the subtle way the gameplay is defined by the unique dice mechanic that may at first feel like a strange randomization in another why’s very thinky game, giving this one a kind of reactionary playstyle.

In short, this is not a game you play to try to win, rather you play the game to see what happens. In almost an RPG-like way, this board game is as much about telling the emergent tale of the entire trilogy of the Middle Earth story as it is a strategic war game. A concept that, for a Lord of the Rings fans, should hopefully spark excitement and anticipation. It’s a game where you get to explore what-if scenarios.

The game has a steep learning curve and the rules are not always intuitive, focused more on trying to bring out the story of the game and the realities of the Middle-earth world than being streamlined. Just explaining the game to a new player and having them come to terms with the nuances is going to take several plays and when you finally have that aha moment, you will find yourself in a permanent loop of “theory-crafting” different approaches, each demanding another session to try out your latest theory.

By the time you have played this game a dozen or so times, you will find yourself no closer to a definitive answer on how to play this game well or how to win at it and so you are drawn to it like a moth to a flame in the never-ending pursuit to figure it out. That is if it sticks the landing for you and I find that with many gamers, it doesn’t and this is why, finding like-minded opponents with a desire to explore the depths of this game becomes an important part of bringing the true nature and experience of this game to the forefront.

If you can find a good partner who loves Lord of the Rings as much as you do, what you have is an almost chess-like experience, a dual with eternal replayability that will have you creating and re-telling stories of “that one time” or describing past theories and gambits and its in this combination of attributes of the game, War of the Rings forms into a forever lifestyle game.

Western Empires

I have a love-hate relationship with this game mainly because it has this intangible quality, born part out of nostalgia for the classic game on which it is based (Advanced Civilization) but also because of its unusual mechanics that you will never see in any other game, creating this sort of abstracted, yet very story driven and personal experience. Simultaneously it’s frustratingly difficult to get to the table simply because of its scope and length of play.

It’s a massive game, playable by 5 to 9 players, but, quite clearly designed for 9 players specifically. A game that takes 12-24 hours to play, this is a massive epic-event game that can be made even bigger, up to 18 players by combining its sister game, Eastern Empires. To say this game is HUGE is an understatement. I say this without hesitation or exaggeration, this IS the single biggest boardgame ever made and I doubt we will ever see anything top it.

I don’t think it’s difficult to understand why I would proclaim this a lifestyle game, it takes enormous effort to get to the table, demanding a lot from its players, but why is it on the list? Especially given that this game also appears on my TOP 5 BOARDGAMES THAT WERE ALMOST GREAT, BUT HAD A FLAW THAT RUINED THEM list?

The answer is quite simple which is that the hard part of this game, unlike so many games on this list is simply getting X amount of players to sit down and play a game for Y amount of hours, in this case, the preferred X is 9 and the likely Y is 12-24 hours. It’s a bit much even for the most dedicated of gaming groups.

Despite its massive size, scope, and length, the mechanics of this game are surprisingly simple, at least in terms of understanding the “how” of playing the game. The beauty of this game is that it’s mostly a game about social interactions and player psychology. At the core of gameplay is trading resources and making high-level decisions, then living with some of the often impossible-to-predict outcomes. Much like real history, the story of the game is viewed in this sort of history concept where the culture you’re playing isn’t “you” or “your culture”, but this abstract engine you’re running in a grand historical concept of the world. You feel that personal ownership of the culture you’re running, as you would with any other civilization-building game, but there is this distance there because there really is only so much you can control strategically. This is a game you can win or lose simply because of bad luck, and that is a hard pill to swallow when you consider its length of play.

This is not a game you will win because you made the best strategic decisions, the best movement or tactical plan to overcome your opponent, or some clever leverage of mechanics. If there is any contributing factor to a victory it will be being the slickest salesman, the best negotiator, the most clever politician. It’s a game of subtle psychology, nuanced gambits, and social illusions, and these efforts make a huge difference but in the end, you might still get stuck with devastating calamities that will decimate all of your effort. As such the game is as much an activity as it is a game.

Yet despite that, a grandiose board it is. Massive and illustrious on the table, this game looks and feels like an event game, which makes this entry a unique lifestyle game to the list because it doesn’t have to be one. This is a game you can plan a big event around once a year and leave it at that, it works great for this purpose.

If however you can muster up the strength and the player count to get together more often, to dig deep into this games strategic layout, you will discover that in fact, while the game is played in the minds of the players, there is a lot to know about the motion and subtle tactics to this game. There is so much to learn and try out and while the game may not appear asymmetric as the only thing that differentiates one player from the other is the starting position on the map, this very small difference has a massive impact and each nation in this game has its own approach to be discovered.

Of all the games on this list, if I had my desires fulfilled this is the one lifestyle game I would choose for myself. A monthly game with a dedicated group to play this massive epic would be my definition of pure joy! As demanding as it is to get to the table, there is no doubt in my mind it’s one of the most timeless and unique gaming experience you can ever hope for.

Twilight Imperium

Over the years I have talked a lot about Twilight Imperium on this blog and it’s not a secret that I’m a fan, but when I talk to members of my group they often speak about this game in a negative light and I think that is because, contrary to what I used to believe about this game, it doesn’t make for a good event game. It is a lifestyle game, arguably almost exclusively so and that perhaps explains why my group maybe doesn’t love it the way I do, as I have, in the past, played this game as a lifestyle game and I know how that experience differs to simply running this as a once in a while event game which is the experience all the members of my group have with this game.

What is the subtle difference? The answer is that the game has an endlessly complex well of depth, not just in the way the rules execute, but in the subtle way the game is balanced between the sociology of the game and the impact of mechanics.

This is not a game you can win by outplaying everyone using mechanics alone, it’s a game where, like chess, you have to get your opponents to make a mistake and when that mistake is made and you leverage it, you make your move. Other (less experienced) players might look on this as a game they lost because someone did something stupid. In an event game, this can feel like king-making as players are unfamiliar with the subtle art of forcing a mistake in this game.

See the game is deep, very deep strategically with tons of unique interactions and hard-to-extrapolate balances hidden within the game’s uniquely asymmetrical elements with so much nuance, I could write a 12-book volume set on the strategies related to the different races in the game alone. This high-level understanding of the game however is not transferable, it’s not something you can teach, it’s the result of having played it countless times over two decades. This is not something I can explain to players even on a high level when teaching them to play so in an event scenario where the game is played as a one-off, players know the rules, but they are dozens of plays away from even realizing that such subtlety exists, let alone knowing what to do with that knowledge.

I don’t think I’m overselling it, I think a Twilight Imperium player will understand how this nuanced realization completely changes your outlook on this game, it’s why there is a such a difference of opinion on this game. You can really see the difference between a Twilight Imperium player that explored the depths of the game reviews this game, versus someone who casually dips their toes in. There is a massive difference in the two experiences.

Twilight Imperium definitely falls into the lifestyle or nothing category and I can always tell when I’m talking to someone who has “tried it once or twice” and someone who has “played it for years like me”. It’s almost like a secret language, a kind of understanding that can’t be learned from reading about the game or studying the rules of the game, watching or theorizing about it, this secret understanding comes only from countless repeated plays.

For science-fiction fans who love civilization-building games (4x games), Twilight Imperium is a revelation, and don’t let any other game marketing convince you otherwise. There are no games that do the same thing or even anything approaching Twilight Imperium. There are no games that come within a million light years of this one, in fact, many games make the claim that they are “lighter” versions of Twilight Imperium or are “shorter” versions of Twilight Imperium. This simply is a false advertisement and what’s egregious about these advertisements is that it’s clear the people making that claim don’t have the faintest clue what Twilight Imperium is or how stupid they sound when they make such claims. There are no alternatives to Twilight Imperium, it is a unique, white-elephant, one-of-a-kind lifestyle game that has no competition in this genre. It’s the ultimate Science-Fiction Civilization Builder in a class of its own.

Empire Of The Sun

Empire of the Sun, much like War of the Rings is an in-depth strategy game with a primary goal of telling (or perhaps better to say re-telling) a story, in this case, the entirety of the war in the Pacific.

The caveat is unlike War of the Rings, Empire of the Sun is a simulation and complex mechanics weigh heavily on the game, in a word, this is the most complex game I have ever played and by a considerable margin. In fact, it took the better part of a year of constant attempts to play it, pouring over rules, watching videos, studying the game and even direct interaction with its designer, Mark Herman before I was certain I was playing the game “mostly” correctly.

That in itself requires a level of commitment to the game that goes far beyond a typical board game night, placing it squarely in the lifestyle game arena.

It is a fantastic game, but it’s made by and for historical war gamers who care about the most finite of details the most accurate of representation and the most researched of content. Every inch of this game is as historically accurate as a historian could make it and the decisions you make in this game are very much the same decisions the generals of the actual war had to make, with outcomes that simulate this war with precision only the most informed historian could fully appreciate.

It is an amazing game with tremendous detail, it takes two very dedicated players, ready to spend hundreds of hours studying the nuances of this game and its many rules and rules exceptions, but it is also hands down one of the most rewarding games I have ever played. This game tells a story like nothing I have ever played before, and it does it with a hex map, some cards, and tokens.

From where I’m standing this is one of the best game designs in all of board gaming, it’s a masterpiece. If you are going to choose something as a lifestyle game, this one will not disappoint, with the caveat of course being that you have to get through a very tough learning curve first and you have an insatiable hunger for historical war gaming.

Paths Of Glory

While we are on the subject of historical war games, like Empire of the Sun, Paths of Glory essentially fits the same niche and in the same way. While arguably the learning curve is a bit simpler on the rules side, it’s no less robust, deep, and dynamic than Empire of the Sun.

There are a couple of things that segregate Empire of the Sun and Paths of Glory. The first is the historical period. World War I and World War II have a completely different set of political and geo-centric problems to solve, most notably World War I isn’t as cut and dry as good guys and bad guys and the war tends to escalate over time with more countries entering the war at different points in Paths of Glory which creates an entirely unique set of circumstances in each game. There are two distinct sides in this two-player game, but the game states can vary wildly from game to game, so it feels like a chess game where you are not even certain what pieces you will have in the course of the game to work with. In a way, it’s less tactical and more strategic with a lot of attrition.

The card play is quite similar between Empire of the Sun and Paths of Glory, there is no question that these games influenced each other, but I think Paths of Glory has a more dynamic system. In part because in Paths of Glory the recruitment of soldiers is part of the resource management, whereas in Emprie of the Sun you have a fixed schedule. This doesn’t make one better than the other, but you do tend to end up with a more dynamic outcome in Paths of Glory, as the flow of the game can be wildly unpredictable at times. Aside from the opening moves, there is very little pre-ordained strategy in the game. Empire of the Sun tends to, regardless of player decision, have certain historical points you will hit, but with Paths of Glory, things can become wildly different depending on player decisions and you will rarely have a historical outcome when the game finishes. You do a lot more historical re-writing in Paths of Glory and some players prefer that.

This debate is neither here nor there, in my eyes, these are both amazing games, and frankly, if you play one, it makes learning the other easier, so for me personally, if you choose a game like Empire of the Sun as a lifestyle game, it’s not a big stretch to include something like Paths of Glory as part of your repriotore just to shake things up now and again.

Terraforming Mars

This might be a rather odd entry into this genre because Terraforming Mars is actually a relatively simple game to understand, it really doesn’t take that long to play, at least compared to other games on this list and it does just fine as a pickup and play game for a board game night.

So, how does this one make it onto the list of a lifestyle game? There are three unique reasons that allow this game to rise from your typical euro game pick-up game and into the realm of lifestyle games.

The first is the unique game states that this game creates, driving a truly dynamic and highly competitive atmosphere at the table with a tremendous amount of nuance and interaction between players that require both short term and long-term planning and execution. Much like a collectible-competitive card game draft, players create their tableau from a combination of card draw (random cards) and spending resources on cards that become available, meaning the game is both pro-active and re-active. This creates a unique set of circumstances each game that never repeats, resulting in a fascinating puzzle for you to solve and requiring new strategic direction each game.

The second thing is that the game, on a competitive level, is incredibly tight. The more you play this game, and the closer you get to that most optimum play level, the more critical of a role each action you take has on the outcome of the game. It’s a very interesting effect in the game that you can really see, but when you first start playing the games victory point difference can be as much as 50+ points, but after a while people start winning this game by 2-3 points. You come to a sort of strategic mastery level of playing this game, but to get to that, you have to go really deep into this games amazing and diverse gameplay. You really have to outthink your opponents on an incredibly high level and build engines based on the unique combination of resources (namely cards) that become available to you. The replayability here is infinite and you are never truly done assessing the games finer details.

Finally and perhaps most importantly the game has a plethora of expansions that completely re-define established elements and this drives the game to ever-increasing complexity and sophistication. The game becomes almost overwhelming robust and this is a good thing for a lifestyle game because one of the key requirements of a good lifestyle game is that there is no end or repetition in what you are doing, each game is a new challenge and just when you think you have it figured out, you add one of the expansions that completely unravels all the theories and forces you to re-think and re-imagine your victory.

To me, Terraforming Mars is a highly competitive and very intelligent game that really deserves to be on this list, its nuanced and it takes time to really fully grasp its high-level strategies and even when you get there, each card draw, each card draft, and each play on the board forces you to redefine your route to victory.

War Room

This Larry Harris-designed masterpiece is my favorite game of all time and while I believe it to be far better suited as an Event Game, I do believe it has the mustard and stamina to also be a lifestyle game.

This World War II monster, designed by the same guy that brought you Axis and Allies, is a simulation of the entire war, designed for up to 6 players. It takes about 10-12 hours to complete a game of War Room so this is definitely not a casual game by definition, but the reality is that the rules are quite simple and it is a team game so personally, I think it works great with both experienced and amateur players.

As a lifestyle game however there is one caveat because while the rules are simple there is considerable depth, especially in the math of the game and the way the asymmetrical and hidden movement works. It’s a game that is part psychology and prediction and part mechanical execution, making it a much more human experience. This is not a game experience an AI will ever replicate because a huge chunk of the experience is trying to outguess and out-think your opponent in a more general rather than mechanical way. What I mean by that is if you could see the movement of your opponent, you would win 100% of the time regardless of which side you’re on. This is not a game that comes down to dice or position, it comes down to predicting what your opponents will do and responding to those actions. Do it right and you WILL win.

As such it’s then also a game about trying to get your opponent to guess wrong and cleverly trapping them into believing you’re going to do one thing, while you do something completely different. Like real war, its all about intelligence and counter-intelligence, the more you know the more successful you will be.

I love this game above all others, it’s not only a fantastic game, but its actually an amazing interactive experience. It’s one of those games where you will spend as much time looking at the board as you will looking into the eyes of your opponent to try to guess what they are thinking.

Love, definitely deserves to be on this list!

Warhammer 40k

I have to admit, it pains me to put this one on this list because frankly, I don’t think it’s that good of a game mechanically. I say that while in the same breath, having to admit that I love playing it, I love building models and painting them and it’s one of the few games in my collection that sit in a display case with pride.

Warhammer 40k is not just a lifestyle game, it is a self-contained lifestyle hobby and while it’s stupidly expensive and there are far better miniature games out there, not to mention far better ways to spend your money, my life would simply feel incomplete without Warhammer 40k on the agenda at certain intervals.

I don’t play it nearly enough, it sort of comes in spurts of enthusiasm, but I do spend an inordinate amount of time thinking about it, planning for games, painting, and fiddling with it. It’s just something that you are drawn to as a gamer and it’s perfect for people who enjoy a solo hobby that is also occasionally a game you can play with someone. A game that is mostly a creative endeavor that doubles as a social activity and to some extent is also an actual game.

This list would be incomplete without Warhammer 40k on it and while there are many other miniature games out there, I find I don’t obsess over them in quite the same way. It is worth saying as well that 10th edition of Warhammer 40k is a much better game than previous editions were and there is a clear move towards a more streamlined and accessible experience with each new edition.

What else can one say, 40k is an addiction for many gamers, myself included and there has to be a reason for it. Tyranids for life!

Star Wars Unlimited

It’s not the only collectible card game that I’m going to put on this list but it certainly is the latest and greatest and to some extent at least, this game is shaping up to be the first real contender to face off against Magic The Gathering. Now, I will say that it’s a long way off before it reaches that goal, after all, Magic: The Gathering is a game that has been in constant development for decades, so the library of cards and, as a result, deck building possibilities is nearly limitless. That said, I think Magic: The Gathering has a lot of core mechanical legacy issues that will never be fixed that Star Wars Unlimited addressed on day one, so in a sense, it’s a CCG that has been greatly influenced and learned from the grandaddy (MTG) of CCG’s, yet maintains that robust, high level addictive replayability that MTG is famous for.

To understand why this game is shaping up to be a lifestyle game and not just another soon-to-be-extinct CCG you have to understand the three core design elements that make this a true competitor to MTG.

The first is mana management (aka card playing resource). Star Wars Unlimited uses a fixed rather than random “mana” for the lack of a better word system, unlike MTG’s “land” system. This means that there is a real competitive consistency to the game, you are going to get mana always and at certain intervals and while there is ramping up cards, there is a kind of control here. You are not going to lose X amount of games simply because you got unlucky and drew too much land or not enough, a problem that has always existed in MTG and essentially makes both deck building and competitive play an often frustrating experience.

The second is set mechanic control. One of the big issues with MTG is that there are countless broken combos that are born from set mechanics that all interact with each other, creating this crazy situation where you can do unlimited damage on round one, or spawn unlimited creatures and all other manner of game-breaking combos.

In Star Wars Unlimited each set introduces two new, self-contained mechanics that don’t really interact with mechanics from other sets so there is this fixed stability in the game and this effectively eliminates game-breaking combos. Not to be confused with cards and effects on a single card that can be too much, this still happens, but at least there aren’t these accidental introductions of broken game mechanics that can and often do ruin CCG fun time.

Finally it is the Star Wars universe, and say what you will about Disney’s trouble with managing the franchise, people still do and probably always will love the Star Wars universe. It’s a franchise that is older and far more known than the MTG universe, and there is a certain attachment and fundamental connection players have to the game. This is a game where each card you draw is clearly tied to some person, thing or moment in the Star Wars universe and there is this “feel good” story element in cards rolling out on the table. It’s also notable that FFG has gone to great lengths to make sure card combos are related narratively, with classics like Han shooting first and power levels like the Emperor and Darth Vader fitting to the thematic cores of the story upon which the game is based.

This is a fabulous game with tremendous replayability, it very quickly became a “standard thing” in my gaming life, and I foresee it having tremendous longevity where my collection will just grow infinitely. Thanks to the game’s great stability and FFG’s attention to detail, at least right now, the game is on a fantastic path with a bright future ahead of it.

Lord of the Rings The Card Game

I’m almost tired of hearing myself talk about this game so I’m going to make it short and sweet. This solo/cooperative living card game by FFG is the single, best card game I have ever played.

It’s very challenging, easy to learn, impossible to master, diverse and dynamic and has been supported by FFG for over a decade, now in its second edition which is exactly the same as 1st edition just repacked. It was so good the first time around, they saw no reason to change it, that, is the sign of a brilliant design, when no one can think of a way to improve it.

This is my favorite lifestyle game. I have been playing it since it was released, and I simply never tire of it.

Games That Don’t Make it but tried

There are a few games that really desperately want to make it into the lifestyle category but there is some flaw/reason that prevents it from succeeding. I mention them here only because they are great games, but this tragic flaw of simultaneously trying to be a lifestyle game, but failing to be one puts them in this odd limbo that results in them missing the table more often than hitting it.

Game Of Thrones: The Board Game

My gaming group and I play this game typically once a year at our big board gaming weekend getaway in the summer ,and frankly, I love this game. It captures the Game of Thrones theme with perfection, its deeply strategic and always tense. It’s got everything you want out of a game fit for a lifestyle spot, but unfortunately, it has one tragic flaw.

When you replay this game a couple of times in a row, clear patterns start to emerge, key plays, strategies and round executions start to repeat. This is a solvable puzzle and while I would argue it has sufficient dynamics to keep a yearly game exciting as everyone essentially forgets everything over that time period, on repeated plays this game really falls apart and you really start to see the design warts. Lord knows there are plenty of them.

I discovered this kind of by accident by playing the digital version on Steam for a couple of weeks back to back. After a few games, it all started to look like the same game over and over again.

Game of Thrones The Board game just lacks the stamina and the diversity and dynamics needed to qualify it as a lifestyle game, there just isn’t so much to discover and unravel here. Once you get the core nuances there are just so many “moves” you must make and reactions just become kind of predictable.

It’s a very long game, however, so it’s not really a good fit for a typical board game night, relegating this one to a once-in-a-long-while event game. I love it,4 but it just doesn’t stick to the landing as a lifestyle game.

Star Wars Armada

I’m a huge fan of Star Wars Armada, I think the concept of capital ship combat in the Star Wars universe is brilliant, and I love the unique movement mechanics and the amazing diversity of ships and upgrades, perfect for those of us who love list building.

Unfortunately, it falters in two main categories that knock it out of contention as a lifestyle game.

First and this one is kind of obvious, a miniature war game that has no hobby element, means that the only thing to do with your minis is keep them on a shelf until you are ready to play. There is no hobby here outside of the game which in general is kind of the main thing about miniature gaming, that personal touch and obsession of building and painting “your” army. Sure you can do some repaints, but there are only so many interesting takes on “grey spaceships”. I will say that there are benefits to this drawback for those of you out there who want to play a miniature game but don’t want to deal with the hobby.

The second issue and far more important is what I call the “default winner” effect. Basically most games of Star Wars Armada assuming a reasonably equal level of understanding and skill level in the game can be called with near-perfect precision based on list building and initial deployment.

This is a very decisive game and the battle outcomes really don’t surprise you, in fact, most of my friends got so good at this that we can look at two lists and tell you who is going to win with 99% accuracy. There just isn’t enough in the mechanics of the game to wildly alter the outcomes and while two players with wildly different skill sets can certainly create surprise outcomes, in our group, everyone was pretty expert at the game so it just became far too predictable.

This one hung out for quite a while until we all made this discovery and we all enjoyed it but these days it doesn’t take more than a match to remind all of us while we no longer play this game with any regularity.

It just lacks sufficient dynamics to be a lifestyle game.

Eclipse: The Second Dawn For the Galaxy

I was really excited for the second edition of this game, it really promised a lot and at first it seemed like it would deliver, but even as it sits near the top of my list, I can tell you hear and now that it’s rise on the list will be as rapid as its climb. In fact, right now, I would say it doesn’t even make the top 20 anymore.

The reason for this sudden shift is the stark realization that the mechanics are just too static and there is virtually no dynamics in the game at all. Initially, you might think with a mixed galaxy, asymmetrical races and dice for resolving combat that there would be plenty of ways games diverge into unique experiences, but the reality is that the mechanics are so tightly wound that in effect, every game of Eclipse is essentially a parallel version of every other game of it played.

Worse yet is most of the activity of the players is mostly irrelevant, the only thing that matters is scoring points and the board state really has minimal impact on that. It’s just like any other standard Euro fair, figure out how to build a good engine and then just let it spin.

This is a fine way to play a game and I love engine-building games, but Eclipse was not supposed to be that. It was supposed to be a faster, more streamlined 4x game that could compete with Twilight Imperium and it was definitely my hope that it could be the next big lifestyle game.

The aesthetic is there, all the pieces are there but the game just doesn’t come together to create a repeatable experience. It’s a bit like playing checkers, after a while you can’t remember one game from the other, sure outcomes differ, its not like the game is unbalanced or anything but its just a very bland game full of routine and default (many choices but one obviously good one) kind of a game.

After 3-4 plays of this gam,e I’m fairly sure it’s going to collect dust on my shelf for a very long time, in fact, I may even cull it from my collection, it was that much of a disappointment in the end.

Mage Knight The Board Game

There are many adventure games out there and over the years, I have found plenty of them I don’t like, but Mage Knight is a unique exception for me and there is very good reason for it. It, unlike most adventure games, doesn’t try to replicate the role-playing experience and actually focuses on bringing quality game mechanics with excellent card management and card play, clever and difficult scenarios designed to actually defeat you and outstanding expansions that lean on the games existing strength, rather then just giving you more of the same. In a word, its a “real” game, rather than what you get with most adventure games, which is a sort of quasi role-playing activity.

This is a massive game, Mage Knight doesn’t really hold your hand and as such is had a considerable learning curve, a long play time and is in a word infinitely replayable; all qualities that fit well with a lifestyle game, there is plenty to explore.

With everything going for it, it still manages to fall short of a lifestyle game. Mainly I think because it’s one of those games that once you learn the nuances of each of the characters, that mastery leads you down a road of automatic moves that are sort of preordained. It’s a bit like figuring out the patterns in Pac Man, once you know them you end up playing the game the exact same way each time you pick it up.

The different scenarios while interesting and fun in their own right, really do not alter the approach you will take. There are just some clear builds you discover and after that the game becomes quite repetitive despite its generally very dynamic game state.

This means there is a kind of cap on the game as a lifestyle game, play it enough times and it runs out of fuel.

Its a fantastic game and I would never suggest that its not, but life style games need this sort of infinitate discovery element where no matter how many times you play it, there is always more to discover, new strategies, approaches and puzzles to solve. This game is just limited in that department, once you discover its patterns and secrets, it goes stale quite quickly.

Through The Ages

This is a bit of a heart breaker for me personally as Through The Ages is without question one of my favorite games of all time, sitting pretty in the number 9 spot on my top 20 list and having been on my best of list since the first time I played it almost years ago.

This is one of the best civilization building games I know, its highly competative, deeply strategic and overwhelming diverse. In many ways it is a great lifestyle game but it has one key caveat that really sort of disqualifies it.

The main issue is that if you play it enough, patterns emerge and those patterns lead you down very specific highly effective playstyles that essentially disqualify all others, really answering the question “What is the best strategy” with a definitive answer.

A good lifestyle game is an unsolvable puzzle, or at least one that you must solve in a unique way each time you play and unfortunately, Through The Ages for all its depth and meaningful gameplay, has tricks and “must do’s” that really kill its lifestyle game potential.

It’s a fantastic game, I play it every chance I get, but the only way your going to beat me is if I explain the core “answers” to you, at which point the game becomes a tight and interesting “lets see what happens” sort of thing, but there is absolutely no way you can beat me at the game otherwise. I’m not going to bore anyone with the answer here, in fact, its kind of a spoiler as it will take you many plays to figure it out, but eventually, if you play it long enough you will unravel the mystery of Through The Ages. At which point it’s a bit like watching Harry Potter, knowing full well how it will end. Still fun, but there aren’t going to be any twist endings.

Hidden Gems: The Witcher – Old World

I got a chance to play The Witcher – Old World this last week and I have to say right up front, I was not disappointed.

Adventure board games fall into many different categories, I would say it’s a genre with quite a few different sub-genres, but The Witcher – Old World kind of felt like a new sub-genre was invented and that is perhaps what attracted me to the game.

In a way, Old World is a very strategic game that combines deck building, resource management and time-pressured competition. You have some of the classic things you hope to find in adventure board games via story telling through cards and other things that create a relationship with role-playing games like special abilities, leveling up, finding loot and fighting monsters, but at the heart of the game it’s all about that most optimal move each round. Trying to squeeze as many actions and gain as many benefits as possible each turn because to a certain degree, the game is a race to the finish line, giving the entire experience a more gamist feel, more like a competitive board game than what you might expect from a typical adventure game.

You can’t just sit back and do things when you are ready, the pressure comes from the other players progress and as soon as one player pushes forward, you are left with little choice but to do the same because if you’re not keeping up closely with the leader, you start to fall behind and are essentially in catch up mode.

There is also this harshness to the games monsters that you fight. There aren’t many of them and the adventurers you represent in the game are initially pretty ill-equipped to deal with these monsters. Your goal is to get yourself prepared as quickly as possible and it becomes a game of risk vs. reward. Go in to early and you get crushed, go in to late and someone might beat you to it.

I also really liked the built-in catch-up mechanic that worked very well to counterbalance players who get too far ahead of the pact. Each time you lose a battle, you gain a lot of benefits for the effort, while winning a battle costs your resources and reduces your strength, forcing you to take time to rebuild yourself. This gives the game a nice tight feel and makes taking bigger risks a plausible effort which results in you getting more of those exciting “let’s see what happens” moments.

The quality of the game components are outstanding, the art especially captures The Witcher franchise with perfection, they just nailed it with the presentation of this game.

Altogether, I really enjoyed this one, a big improvement over the last Witcher game I tried called “The Witcher Adventure Game”, which I thought was pretty shit.

D&D Theory: The lost art of fantasy adventure

The Gilded Griffon stands at the village’s edge, deep in the unexplored frontier, its weathered stone walls are bathed in torchlight, the sign of a majestic griffon hanging above the door. Inside, the scent of roasting meat and exotic spices fills the air, while shadows dance across scarred oak tables. A grand hearth crackles, its mantle adorned with ancient weapons and relics of past adventures. Patrons from distant lands murmur in hushed tones, and a minstrel’s haunting melody drifts through the room. Behind the bar, a silver-haired barkeep watches with a knowing eye, recognizing you with a nod as adventurers looking for work.

DM: What do you want to do?

This is the moment, this is how D&D kind of started for me. Not this exact start, but it’s how I imagined it. I was 10 years old, it was 1985, I was for the first time invited to a D&D game, I had my 1st level fighter (Darius) character sheet in front of me and all I knew about the game I was about to play was that my job was to pretend I was this fighter in a fantasy world in which terrible monsters existed.

It was a magical moment, one that would define how I would spend my free time over the next 4 decades. It made me a prolific reader, it drove a lifelong passion for creativity, and resulted in the most memorable friendships of my life.

As far as the game went there was an important discovery that I would not make until nearly 40 years later about how and why this moment was not only unique but why I would spend the next 40 years trying to re-create it every time I sat at a gaming table.

See the magic of this moment is not about nostalgia, it’s not really about old-school gaming, or the OSR, or something about the “edition of the game” or game mechanics specifically either. There were many theories I and others would come up with that would try to explain this moment and why D&D back then was different than today and what has changed and why but they would all turn out to be dead wrong.

The magic of this moment it turns out was simply that, I didn’t know what was about to happen and I was not following any script filled with assumptions. There was nothing that happened before the game other the mechanical work of producing an abstract character which we knew nothing about except a race and class and maybe a name. Meaning, I had virtually no information about the game I was about to play. All I knew was that I was a “Fighter” and that meant I knew how to use weapons and armor, a generalization at best. I knew that the goal of the game was to explore the game world (somehow) and we were told by the DM that “you can do whatever you want, go wherever you want”.

The question was “Why”? Why would I go anywhere? I was instructed that as a 1st level fighter, I was not very good at fighting yet, that I would need more experience (which notably I was unsure how to get), and that the world outside of the tavern was dangerous and you could die easily.

Here was the thing, It was scary and though I just made this character, I was already quite attached to Darius. The act of writing down his name on a funny looking, but intriguing page called a character sheet had built him up in my head, he wasn’t just a “character”, he was a person I cared about and I didn’t want him to die, I didn’t want to do anything “stupid” that would put him at risk. The DM was well known for cruelly tearing up character sheets of dead characters right there at the table, we had all heard this rumor, so I knew and believed in the danger of the game.

One of the tricks of the trade among DM’s in the early days of D&D was that they did not reveal much to the players. It would be several months before any of us even realized that we were actually near the City-State of Greyhawk, a famous place in the D&D “world” we would eventually have the pleasure to visit.

But the DM of course did not make my life easy. He said, “You are hungry and thirsty and tired as you have traveled many weeks to get here and are low on supplies”. The DM told me that you can die of thirst and hunger and you can even die from exhaustion. So we did the natural and perhaps predictable thing, (we being a couple of my friends in similar situations with similar characters in our adventuring party) we walked into the tavern, ordered food and drink, and asked for rooms so that we could rest. It seemed logical and it was our idea, our plan, we made the decision to do that, our first act as role-players. It felt powerful, even though it was very simple.

The DM then, in the voice of the tavern keeper told us that this would cost 2 silver for the food and drink and 3 silver for a night in a room. And in that moment, that split second of pretending to exist as characters in a fantasy world, we all realized what this game was really about. We were about to spend the rest of the money we had collectively together just to eat and sleep for a day. If we didn’t get more money soon, we would probably die of thirst and hunger, it was the harsh reality of the game.

We….. needed money!

And so a purpose was born, we were adventurers, fighters, clerics, and thieves and we needed money because we were just about out of it and we had no jobs and no way to make more and so the game truly began. We were promptly approached by an old thief who had a treasure map of a ruin nearby and offered us 100 gold, not to explore it, but just to find the entrance hidden somewhere in the nearby forest. You can’t imagine what an exciting moment that was. We had a mission..ney, a quest and it felt real, it felt important. We were role-playing and it didn’t take much to get us there.

The 1st edition AD&D DMG had a lot of very strange rules, but of course, none of us ever looked inside of it. It was only sometime in 1992 when I became a DM that I finally read this book, getting my own copy. It never occurred to me that the game we were playing really didn’t have any firm rules and was built on abstract philosophies like 1 gold = 1 XP, things that defined the metagame, but were mere suggestions at best, not really rules.

There was no session zero, no elaborate rules or explanations, no backstory writing, and no “defining” anything about what was about to happen. We relied on our natural and very basic instincts and imagination to create a game of make-believe that we would make every bit as real to us as the world we lived in. We were playing Dungeons and Dragons, a magical fantasy world of pretend, not rules.

This was Dungeons and Dragons to me from 1985 well into 1995. That little gaming group was together for over 10 years and though my fighter from that first session would quickly perish in a terrible incident with a Gelatinous Cube as did many characters that followed, I will never forget him, his adventures, or any of the characters I played in Dungeons and Dragons during these years. Oddly, I never wrote a single word about them down, yet I remember each with crystal clear clarity. I remember their deeds, their adventures, how they grew into power and often how their story ended tragically in some dungeon as we (the avatar and I) pursued our ambitions in the game.

This is Fantasy Adventure, this is what D&D was and I have to be honest and this will make me sound like an old Gronard, but it was so much better, so much more fun and narrative than anything that happens at a gaming table in the modern day. A fact that would plague my group for the many years that followed.

Is it possible to learn this power?

In 1995 my group had been together for 10 years, we had played through 1st and 2nd edition AD&D and while we loved our games, like all gamers do we started noticing that there were “other games” and everyone wanted to try their hand at some new stuff. After all, we loved D&D and we loved role-playing so, doing it with other settings and rule systems sounded awesome. It sounded amazing to be a Jedi in the Star Wars universe, or a Highlander or a Star Trek Captain. The opportunities of other games were very attractive to us and we began exploring them.

For about 5 years we went through what I would call a sort of “role-playing ring around the rosy”. We played everything that wasn’t D&D you could think of. All the world of darkness stuff, various science-fiction games and every system under the sun from GURPS to Warhammer Fantasy. You would be hard-pressed to name a game my group and I didn’t try, we did it all, and nothing was off the table.

It was fun, and I really want to nail this point home here that no one was disappointed, we really enjoyed these games, but….. We all realized by around 1998 that we didn’t get together as often, campaigns didn’t last as long, people got bored and often games died when people didn’t show up to sessions, and really, the entire “magic” of D&D that kept our crew fully dedicated for 10 years prior was missing from all of these games. These games were all a bit empty, absent of the magic and wonder that we found in D&D. By 2000 we barely even played RPG’s anymore.

Then 3rd edition D&D came out and we of course got excited again. We all got back together with fresh new books in hand, everyone read every rule, cover to cover and we were ready to play, invigorated by the hopeful return to those amazing and magical D&D games which at this point were distant, nostalgic memories. There was a promise of a new golden age, a return to the wonderful world of Dungeons and Dragons that we all missed, that in our eyes was “true role-playing”, the only game that ever really gave us that intangible gaming experience.

I think we had all hoped that 3rd edition D&D would bring the magic back to the table, but as I discovered many years later, the problem wasn’t the game system so much as gaming culture that led game design. I don’t want to suggest that AD&D was the only way to create magic at the table, but it was the only game that didn’t get in the way of the attempts to do so. 3rd edition had too many explicit rules that defined what characters could and could not do, a trend that would catch on and became the methodology for game design. It was in a way, the death of role-playing as I knew it. Games no longer lived in our imaginations, we could no longer “do whatever we wanted”. Games now lived on the table with very strict rules about what was and was not possible and we would spend most of our time arguing about whether these rules were good or not rather than playing D&D.

By 2002, role-playing in our group was all but over. 3rd edition D&D, even though it was Dungeons and Dragons and felt very familiar just had no magic in it, that much was clear. There was no excitement, no mystery, and no mystical spirit in the game. The rules were convoluted and far too explicit and we argued about their abstracted representation of the game worlds living in our head constantly. These rules killed the imagination because they sought to place it with game mechanics.

In many ways, the rules of the game became the only point of any conversation about D&D between us, we no longer wondered about what D&D was, or what mysteries were hidden within its intangible imaginary words. We spent an ungodly amount of time instead trying to fix the rules as we fought among ourselves and the world (internet) over them. To put it plainly, it just wasn’t fun anymore, the year was 2002 and Dungeons and Dragons was over, it was dead and 3rd edition would create 2 decades of terrible game design that would slowly drown out any life D&D had in it. I know that is cruel to say and one might even challenge its accuracy given the popularity of 5th edition, but, modern D&D is popular in the same way McDonalds is popular. It’s a processed and manufactured game for the masses, reduced to the most basic, lowest common denominator. When I tell people about the intangible magic of D&D, they call be a Gronard, a relic that doesn’t know what he is talking about. For a time, I almost believed it.

Our group was pretty much fully disbanded by 2003 and I would not play D&D or anything else with any of those guys until nearly 2 decades later. I did continue playing with other groups myself though. As much as I enjoyed the many people I shared RPG experiences with over the years the games were simply never as good as those original AD&D experiences of the mid 80’s and 90′.

In fact, most of the time I was quite bored and have continued to be quite bored with most role-playing games since, it’s really a rare game that even marginally excites me these days even though I’m constantly chasing that dragon. I still like playing them, I still enjoy the pursuit, but more in a conceptual and philosophical way rather than actually playing. When I play, most of the time, I’m just disappointed that these games are just not as good, not as much fun and lack that intangible spirit of the classic D&D that we played for over a decade in the 80’s and 90’s.

So what really happened? What is the problem with other games? Why is there no magic, no spark, no heart in any of these other RPG including the latest and greatest versions of D&D from Wizards of the Coast? Why did Dungeons and Dragons die around the 00’s? Did it die or did I change?

Not from a Jedi..

I have contemplated this for years, I have researched, I have reflected, I have tested a wide range of theories to try to understand what was so special, what it was that was so unique and/or different that altered the experience and made it so much better in those 80’s and 90’s D&D games that I find missing in modern RPG’s and the modern RPG experience?

For a time I wrote it off as nostalgia and my age. I was between 10 and 20 years of age when I played AD&D, I’m nearly 50 now, it was during a much simpler time in my life and I just presumed that back then I just had more imagination, more energy, and more appreciation that today I lack. The game didn’t change, I changed.

It seemed like a fair and reasonable assessment, one I could accept, but…. then something magical happened. Almost like a fairy tale, as if some genie appeared out of thin air and granted me the wisdom I needed to understand and to find perspective and of course a little help from a little show, maybe you heard of it “Stranger Things”.

One of the oddest elements of Stranger Things is that it’s a show driven by classic D&D tropes and specifically 1st edition D&D fantasy adventure which is played and represented on the show. The very game and very experience I had and missed was right there on the screen, yet oddly enough modern fans would take this inspiration and instead of playing AD&D they would play 5th edition that does not in any, way, shape or form represent what you see on Stranger Things. It’s bizarre to me.

A friend of mine called me up, an old friend from my old gaming group and said “Hey, the old crew wants to get back together and play some D&D, we want to do an AD&D 1st edition one-shot”.

I thought to myself, holy shit yes.

I have the high ground..

In the first 30 seconds of our first session, I was back in 1985 as a 10-year-old playing Dungeons and Dragons for the first time. It required nothing more than the DM using the old formula, the most basic introduction and the simplest core element of D&D to bring it all back.

There was nothing to it, we made characters, essentially randomly generating them as one would in AD&D. Made some basic choices about equipment and who would play what roles, we gave our characters names and we were dropped into the game world with a very basic plot hook to “investigate the evil temple”. It all fell perfectly into place like dominos.

That moment I realized that this game had more story, those characters had more meaning and this game had more role-playing magic than everything I have done at the table for the last 20 years combined. I recall writing entire books of lore, of story, players writing 20-page backgrounds in preparation for a game, doing session 0’s, and endlessly preparing mass plots for my players and none of it compared to the simplicity of the game we were about to play. By comparison, those experiences were lifeless husks, meaningless, about the equivalent of doing your taxes for fun.

So, what was the secret? How did I go from RPG’s feeling dead inside to being back in 1985 as a 10-year-old playing and feeling Dungeons and Dragons again? What did this magical DM do to bring it all back?

Actually, it was pretty simple. It turns out, that it’s not nostalgia, it’s not age or some sort of expertise of the DM, there is no secret knowledge or method. It wasn’t even the system or an edition of the game really, though I do hold that 1st edition AD&D allows classic Fantasy Adventure to happen a lot easier. In the end it was just the simplicity of the role-playing philosophy the system brought to the forefront, plain and simple. It didn’t need to be AD&D and you didn’t need weird old-school rules, what you needed was a system that just got out of your way. That cleared the path for the imagination and allowed you to experience the world in your mind without a lot of input and rules to govern your thoughts and instruct you about what you can and cannot do.

In our game we didn’t have skills and feats and countless “buttons” to press. We had to make decisions, use our imagination, and form plans and our actions weren’t mechanical executions, they were narrative ones. This is what Fantasy Adventure was and in a sense, I feel always should be. I was filled with regret because I realized in that moment that we could have been doing this all along for the last 20 years. There was nothing keeping us from playing this way, but we got distracted and wasted 20 years of gaming out of stubbornness.

For years I had been playing every system under the sun, every game, under every DM, every format, every style, using every method you could imagine. Oddly enough, it never occurred to me to pick a system that just did a lot less, I always thought the more robust the mechanics and infrastructure of the game the more direction you had. So it was just about finding that right system that had the right balance of mechanics. It never occurred to me that the only thing that I actually ever had to do was just to apply the old Gygaxian philosophy about running an RPG, good old 1st edition AD&D thinking was all that was needed.

The feeling, the intangible quality, and the wonder of that moment that made D&D this unique, one-of-a-kind experience, it was all right there perfectly preserved and it wasn’t in rules so much as it was just a philosophy, a way to think and a method to approach the game.

Make a character, give them a name, drop him into the world and see what happens. That’s it…. that’s the magic.

The dark side of the force is a pathway to many abilities some consider to be unnatural..

It’s true and I have to be honest about this, it was awkward. Playing 1st edition AD&D after years of modern mechanics felt strange but It was the philosophies of AD&D that made all the difference, which in modern game design and modern gaming culture are seen as barbaric and out of date. Hell some even consider using such philosophies antimine to role-playing, as if using them somehow makes you a terrible person.

Does that mean I like THAC0? Am I fan of descending armor class or 1 gold = 1 XP? Am I ok with female characters having reduced max strength or racial ability scores?

hmmm… I want to say no, I really do. I feel like AD&D is like the dark side of the force, that lures you to it by some dark power, some evil energy that is quick, dirty, and easy to attain. That somehow by using this game I have become a lesser man… but then I think about it and realize that…. well, it’s only a game and I think that is the trouble I have always had.

You see, in around the 90’s “being a role-player” became this very serious thing. It was an identity and there was a definitive “right way” to role-play and the right way to setup an RPG campaign. You had to write a really big backstory for your character, it was absolutely paramount. Your DM was expected to take those backstories and write a massive plot with twists and turns that incorporated your backstory into the campaign. You needed to have many many books of rules and options to make sure that the players could “fine-tune” the vision of their characters. There were so many new cultural RPG requirements, things that still persist to this very day that if you don’t follow you are not really role-playing, you are not a good GM or player and, probably you should just not be playing RPG’s if you can’t follow these cultural norms. It is considered virtuous to play this way, it makes you a better person. This is the weird mindset of modern gamers.

More than that, in modern gaming it has become synonymous with using old game systems like AD&D to be a bigot, sexist and homophobic, so not only are you not a virtuous person for not buying into modern gaming cultural norms and expectations, but you are clearly an evil person if you play these old games that teach this old philosophy.

I realized recently however that this is a hobby, I do it for fun, and I think a big part of the reason why I and so many role-players feel kind of lost in finding the game is that we have created way too many rules for ourselves as barriers to entry. Both culturally and literally. I mean as players and GM’s we have far too many expectations, and place far too many demands on the games and as gamers, we demand way too many rules and mechanics to “support role-playing”, a concept that should never even be part of a conversation about the game in my opinion. We have sort of broken the spirit of the original D&D game and modern games never really tried to understand, how and what this spirit was and so it never found its way into other RPG’s. We sort of killed the magic with our own ignorance and pride.

What I want is to feel the energy and the magic of D&D, that thing that Gary Gygax and his cohorts invented not how the pretenders that followed him tried and failed to re-invent. I want to have THE D&D experience and the only way I know how to do that is with these older systems like AD&D and B/X systems which have that magical simplicity instilled in them, but I don’t think that is the only way to do it.

Today gamers and game designers are making the same discoveries and it catching on. ShadowDark for example won 4 Ennie awards, a game that instills the classic gaming philosophies and uses a modern, digestible system to do it and actually does a masterful job of bringing that magic to the table.

For many years the only way to get the true Fantasy Adventure experience of old was through the original game or retro-clones, but today you have amazing new game designs that are modernizing the game while ensuring that the magic of D&D fantasy adventure is firmly built in. Its a great time to be a D&D fan.

I am Vinz, Vinz Clortho, Keymaster of Gozer. Volguus Zildrohar, Lord of the Sebouillia. Are you the Gatekeeper?

It’s the original, it’s the classic, it’s the only true D&D experience and this is not conjecture, it’s not opinion, it’s not even objective truth, it just is AD&D and games that follow its philosophy like ShadowDark. I know that sounds like gatekeeping but it really isn’t.

To gatekeep you have to want to keep people out and I’m trying to do the opposite, I’m trying to let people in on this strangely kept secret. There is a game that exists and you probably haven’t played it, even if you have been playing role-playing games for years, even if you have been playing D&D. It’s truly a magical experience but it only exists under one philosophy, using one very specific playstyle built into the classic game of D&D. Its a very explicit act to play AD&D and games like it, it doesn’t follow any of the cultural gaming rules of modern RPG’s and lives outside of the sphere of influences on which most modern RPG’s actually function today. Modern RPG’s are not based on AD&D, they are based on 3rd edition D&D which is an entirely different thing.

For this magical, intangible experience, there is only one path, only one way and it lays between the pages of the 1st edition Advanced Dungeons and Dragons Dungeon Masters Guide. It took me 40 years to realize it, hopefully, you won’t have to wait that long and thankfully that magic is finding its way into other modern games so you don’t even have to go out searching for copies of 1st edition AD&D.

Dedicated To All Things Gaming