Hello everyone!
Some games sit politely on a corner of the table. Others take the whole thing, and then ask for a bit more.
This is the last part of my little series on the games whose art I love, and it’s about exactly those. The ones with big colours, busy boards, and the miniatures I can’t imagine playing without. In Part 1 it was boxes, cozy worlds and invented creatures. In Part 2 it was cards, the ones I’d frame and the ones that build a world. Today it’s the games that need the dinner table.
I’ll also finally tell you which one is my favourite of them all.
Big Colours
Cerebria
Art: Pedro A. Alberto, Toby Allen · Publisher: Mindclash Games
In Cerebria you play emotions. You pick a side, positive or negative, and you fight to be the strongest emotion in the brain. If you’ve seen Inside Out, you already have the picture, and that’s the vibe I get every time I play it.
The board is a big square and it is magnificent, covered in vibrant colours.
My advice: play it on a big table, the dinner table, because you’ll want the space. I’d happily leave it set up there, except my cat would want to play too, so it lives on a smaller table instead, with a side table next to it for some of the boards.
The cards are wonderful, each one illustrated with the emotion it represents. The Bliss side is joyful, all orange tones, and the Gloom side is blue and captures the negative emotions perfectly while still being stunning. I’m drawn to Bliss, I admit, because of those oranges and the happiness in the illustrations.
If I have to choose the art I love most on each side, it’s Love for Bliss and Hatred for Gloom.
What surprises me is how much the art helps. This is a complicated game, but the board shows the movement and the influence each emotion has over its realm, and the illustration is done in a way that lets you see those movements clearly. The art isn’t just decoration here, it teaches you the game.
Galactic Cruise
Art: Ian O’Toole · Publisher: Kinson Key Games
In Galactic Cruise you run an agency organising tourist trips to space. It’s a heavy game and it takes up a lot of table.
Ian O’Toole illustrated it, and he’s the same illustrator behind Vital Lacerda’s games, which is where the Lacerda vibes come from. His games always give a table that peculiar look, and I love his work.
The colours are smooth, very colourful but kept in a lovely palette. The iconography is clear and the components help as much as the art does. The board tells a story and it’s logical, which matters in a game this big.
What I like most is how happy the whole thing feels, and the illustrations are what do that. At some point you stop noticing the premise. You’re absorbed, and sending people off on holiday to space starts to feel like the most normal job in the world.
And then there’s your cruise ship. You build it during the game by acquiring rooms and stacking them, and what you build decides the kind of customers you’ll get. Each room type has its own illustration, thematic and nicely done.
I’ve played it twice so far, and the table stays beautiful right to the end.
Busy Boards
Trickerion
Art: Villő Farkas, László Fejes · Publisher: Mindclash Games
In Trickerion you’re an illusionist, preparing tricks and performing them at the theatre.
The first time I saw it was online, and my reaction was: too crowded, what is what. Then I saw it in person, and everything changed. The illustrations and the spaces make sense once you’re in front of them.
The whole city is pictured on the board, and what you notice is that the streets are full of people.
But the part that catches me every single time is the theatre in the upper right corner. The score track is built like the seats of a theatre and the actions happen on the stage, so you almost feel like you’re sitting in the front row waiting for a show.
The personal boards are very thematic too, and the trick cards have beautiful illustrations that fit perfectly.
One recommendation: if you’ve seen The Prestige, you’ll feel the vibes immediately. Same period, similar colours. Watch the film right before or right after a game and the immersion goes up.
This one is one of my favourites, I confess.
Luthier
Art: Vincent Dutrait, Guillaume Tavernier · Publisher: Paverson Games
Luthier is about making instruments, about being a luthier. I should say upfront that music is part of my life. I play the synthesiser myself, so a game about building instruments was always going to find me.
The board is a big opera building, and the whole thing is what gets me. You look at the table and you can clearly see four different rooms, two on each side, with an auditorium for the orchestra in the middle. At the top there’s the dome. Majestic is the right word for it.
Something lovely happened while I was playing it. My boyfriend was watching Orkestret, the Danish series about an orchestra, and I saw a few episodes with him. One of them explained the first chairs, the principal seat in each section of instruments, and suddenly the places on the board made sense in a way they hadn’t before. The game looked even better to me after that.
The colours were nicely chosen and the instrument cards are really beautiful. I don’t have a favourite, because I love all the instruments.
And it keeps growing while you play. You place more and more components, instruments going into the orchestra, and the game shines even more as it fills up.
The Miniatures I Can’t Play Without
Anachrony
Art: Villő Farkas, László Fejes and others · Publisher: Mindclash Games
I own plenty of games with miniatures, but there’s only one where I couldn’t picture playing without them.
In Anachrony the miniatures are the exosuits that let your workers reach the capital. Mine are unpainted and still gorgeous.
Here’s the thing: you can play with just the hexagonal cardboard pieces instead, and mechanically it changes nothing at all. But the exosuits make it so much more thematic. Your engineer or your scientist simply cannot go to the capital without one, because the air out there is impure. And each faction has its own. That’s why they feel necessary rather than decorative.
Nemesis from Awaken Realms and Black Rose Wars: Rebirth from Ludus Magnus Games both have wonderful miniatures too, and they’re certainly part of the table. But theirs are there to make an impression. Anachrony’s have a job to do as well, and that’s the difference.
A Few More Worth a Look
I couldn’t fit everything, so a few quick ones.
Tapestry, for the painted building miniatures, which are lovely. Merchants Cove, which has a really nice presence on the table with its little boats and its colours. And Dark Tales, simply for the beauty of its illustrations.
Two From Essen
I also want to mention two games I saw at Essen this year. I haven’t played either, so they break my own rule about writing only on games I own and have played. They stayed with me, and this is the last part of the series, so I’m allowing myself the exception.
Fame & Fable by Owen Davey has fantastic illustrations and bright colours.
Oakspire from Lucky Duck Games has wonderful boards and illustrations that put you in an enchanted animal world the second you look at them.
The Names That Kept Coming Back
Writing all three parts, I noticed some names appearing again and again.
Illustrators:
- Villő Farkas, three times: Trickerion, Anachrony, and Cerebria as well, further down a longer credit list
- Vincent Dutrait, three times: Unconscious Mind, a T.I.M.E Stories scenario, and Luthier
- Andrew Bosley, twice: Everdell and Unconscious Mind
- László Fejes, twice: Trickerion and Anachrony
Publishers:
- Awaken Realms, three times: Etherfields, Dragon Eclipse, Tainted Grail
- Mindclash Games, three times: Cerebria, Trickerion, Anachrony
I didn’t plan any of that. It turns out my eyes have preferences I wasn’t aware of.
And My Favourite of Them All
Boxes that sold me before I opened them, cards I’d hang on a wall, tables I didn’t want to clear.
And my favourite, visually, is Cerebria.
It’s the colours. They make it immediately eye catching, attractive the moment it’s on the table. I love vivid colours, joyful colours, a little bit like me. I’m the kind of person who loves to wear red or pink, so of course I’d pick the game that looks like that.
Three parts, seventeen games, and I still haven’t told you how a single one of them actually plays. That was always the point: this was never about how good they are, only about what makes my eyes happy.
Thank you for reading all of it, it was a joy to write. Now go and look at your own shelf properly.
So tell me: which game has the best table presence you’ve ever seen?
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