Tabletop

sunderfolk-review:-rpg-magic-that-transports-your-friends-together

Sunderfolk review: RPG magic that transports your friends together


Using your phone as a controller keeps you engaged with this accommodating RPG.

The creators of Sunderfolk wanted to make a video game that would help players “Rediscover game night.” By my reckoning, they have succeeded, because I am now regularly arguing with good friends over stupid moves. Why didn’t I pick up that gold? Don’t you see how ending up there messed up an area attack? Ah, well.

That kind of friendly friction, inside dedicated social time, only gets harder to come by as you get older, settle into routines, and sometimes move apart. I’ve hosted four Sunderfolk sessions with three friends, all in different states, and it has felt like reclaiming something I lost. Sunderfolk is a fun game with a lot of good ideas, and the best one is convincing humans to join up in pondering hex tiles, turn order, and what to name the ogres who shoot arrows (“Pointy Bros”).

Maybe you already have all the gaming appointments you need with friends, online or in person. Sunderfolk, I might suggest, is a worthy addition to your queue as a low-effort way to give everyone a break from being the organizer. It does a decent job of tutorializing and onboarding less experienced players, then adds depth as it goes on. Given that only one person out of four has to own the game on some system, and the only other hardware needed is a phone, it’s a pretty light lift for what I’m finding to be a great payoff. Some parts could be improved, but the core loop and its camaraderie engine feel sturdy.

I haven’t reached the mine cart missions yet but am glad to know they exist.

Credit: Dreamhaven

I haven’t reached the mine cart missions yet but am glad to know they exist. Credit: Dreamhaven

Pick a class, take a seat

My party getting a well-deserved level up. From left: Boom Boom the berserker, Roguefer, Bob the mage, and Fire Bob.

Credit: Kevin Purdy

My party getting a well-deserved level up. From left: Boom Boom the berserker, Roguefer, Bob the mage, and Fire Bob. Credit: Kevin Purdy

Sunderfolk is a turn-based tactical RPG, putting you and your friends on a grid filled with objects, enemies, and surprises. You pick from familiar role-playing character classes—my party picked rogue, berserker, wizard, and a kind of pyromancer—and choose one ability card each turn. The cards put a Gloomhaven-like emphasis on sequence and map positioning. One of my rogue’s potential moves is a quick attack, then gaining strength by picking up nearby gold. Another involves moving, hitting, moving, hitting, then one more single-hex move at the end, to stay out of danger and get a protective “Shrouded” effect.

You and your squad are all watching the same screen, be it a living room TV, a laptop, or a window streamed over Zoom or Discord. You choose your cards, plot your movement, and interact with everything using your phone or tablet’s touchscreen.  Once you’ve won a quest by beating the baddies and/or hitting other markers, you head back to town and do a whole bunch of housekeeping tasks. Sunderfolk has mechanics for both players not being present (scaling the quests and keeping the missing leveled up) and for someone having to drop mid-battle (someone else can play their seat and their own). It’s accommodating to players of different RPG experience levels and different schedules.

Sunderfolk launch date trailer.

You have my sword—and my phone

Let’s address the phone controls, the roughly 6-inch-diagonal elephant in the room. My three friends all had to spend a few minutes getting used to using their phone screen as a multi-modal controller: touchpad for hex movement and cursor pointing, card picker and info box reader, and then the town landscape screen. After that, nobody had any real issues with the controls themselves. The tactile feedback guides your finger, and there was no appreciable lag in our sessions.

Sometimes we’d get momentarily flummoxed by the card-choosing flow, and there is perhaps some inherent mental tax in switching between screens. But the phone controls, besides making couch co-op possible, also allowed everyone in my group to play in their most comfortable spot: a TV streaming the Discord app, a tablet on the couch, a laptop at the kitchen counter.

Not for nothing, but with each player using their phone for controls—and the game announcing when players had “disconnected” if they switched to another app too long, only for them to come right back—Sunderfolk can apply some anti-scrolling pressure and keep everyone checked in. You could get around this with secondary devices or tiled windows, but it’s better to be present and ask your friends whose turn it is to fire off their Ultimate card.

(To clarify how remote play works: One owner of the game can screen-cast their game to Discord, Zoom, Meet, or whatever service, everyone playing can chat there or elsewhere, and players log in their phones/controllers with a QR code that is displayed from the screen-casted main title screen)

Cheerhaven

Most times, your party will be spread out all over the town, but in this provided screenshot, everybody has remembered to upgrade their Fate cards at the Temple.

Credit: Dreamhaven

Most times, your party will be spread out all over the town, but in this provided screenshot, everybody has remembered to upgrade their Fate cards at the Temple. Credit: Dreamhaven

All this adventuring takes place in a world of anthropomorphized animals and overgrown woods and purple-blue ogres that strongly evoke World of Warcraft’s style (at least in Act 1). When you’re back in town, you tap around to chat with recurring NPCs, gain friendship levels that sometimes result in gifts, and upgrade parts of the town to your liking. The town hub provides more opportunities for strategy and bonding with players. You might send some of the gold you greedily picked up on the last quest to the friend so they can nab a great weapon. You might, as a group, buy a quirky town upgrade just for the chance to rename some things.

But the town is one place I felt some friction, familiar from more in-depth board games. Some players will be done with making their decisions and speeding through dialogue faster than others and may or may not be more engaged with the town chatterboxes. Just as with cardboard games, you can take this moment to get up, stretch your legs, and maybe refresh a drink. But you might have to nudge people along if they’re overwhelmed by gear choices.

The non-gory, often goofy nature of Sunderfolk’s setting makes it appropriate for a wider range of players. The voice acting, almost all of it by Anjali Bhimani (i.e., Symmetra), re-creates the feel of having a game master switch between “Frightened Blue Jay miner” and “Furious Ogre Queen” in one session. I’m not too engaged in the broad plot after one act—ogres, fueled by Darkstone, want to extinguish the village’s Brightstone—but it’s not a big deal. The game has given my group something else to latch onto: naming things.

Touching the Neatos to heal Boom Boom

Michael Keaton must reach an exit hex!

Credit: Kevin Purdy

Michael Keaton must reach an exit hex! Credit: Kevin Purdy

The chance to name things in Sunderfolk, and have those names stick for the whole campaign, is something a good GM would do to engage their players and break up tension. Sunderfolk is clever about this, offering both secret naming prompts to individual players on their phones or dishing out naming opportunities in town. In my party’s campaign, healing statues are named Neatos, the town bridge is Seagull Murder (a misremembered, obscure Peace Bridge reference), and the beetle we rescued is named, as it was during my preview, Michael Keaton. It’s fun to build your own stupid world out of goofy names, something too few games provide.

Individual phone controls give the game a chance to pull off a few other tricks, like only telling certain players about how a certain enemy looks like they’re carrying great loot. If Sunderfolk added even more of this, I would not mind at all.

I’m generally enjoying the combat, difficulty ramp (on the default setting), and upgrade paths of the characters. After three or four sessions, your character has much more move variety, and items and weapons are more useful and varied. The town of Arden, while overly chatty, has more to offer. It feels like a game that has had its pacing and onboarding fine-tuned.

But I have nits to pick:

  • There are cheap but great upgrades you can easily miss in town, like tavern meals and temple fate cards
  • Enemy variety feels slightly lacking in the first act
  • Some things, like mission selection, demand all-party agreement; perhaps the game could figuratively flip a coin when parties are divided
  • Everyone in my party has accidentally skipped an attack once or twice, despite an “Are you sure?” prompt
  • Movement traces and signaling could be clearer, as we have all also wasted hexes and shoved each other around

A very human computer game

You and your friends deal with a lot more stuff as Sunderfolk goes on: Boom Shrooms, loot, pits, explosives, and lots of little coin piles.

Credit: Kevin Purdy

You and your friends deal with a lot more stuff as Sunderfolk goes on: Boom Shrooms, loot, pits, explosives, and lots of little coin piles. Credit: Kevin Purdy

It’s been hard to be overly critical of a game that has all but forced me to log off and talk to friends for a couple hours each week. The downsides of Sunderfolk have mostly been the same as those of playing any tabletop game with humans: waiting, expertise imbalance, distraction, and someone’s dog needing attention.

Beyond that, I think Sunderfolk is a success at what it set out to do: Put the cardboard, cards, and dice on the screen and make it easier for everyone to show up. It won’t replace the traditional game night, but it might bring more people into it and remind people like me why it’s so good.

This post was updated at 10: 45 a.m. with a note about how remote play can work.

Photo of Kevin Purdy

Kevin is a senior technology reporter at Ars Technica, covering open-source software, PC gaming, home automation, repairability, e-bikes, and tech history. He has previously worked at Lifehacker, Wirecutter, iFixit, and Carbon Switch.

Sunderfolk review: RPG magic that transports your friends together Read More »

hands-on-with-frosthaven’s-ambitious-port-from-gigantic-box-to-inviting-pc-game

Hands-on with Frosthaven’s ambitious port from gigantic box to inviting PC game

I can say this for certain: The game’s tutorial does a lot of work in introducing you to the game’s core mechanics, which include choosing cards with sequential actions, “burning” cards for temporary boosts, positioning, teamwork, and having enough actions or options left if a fight goes longer than you think. I’m not a total newcomer to the -haven games, having played a couple rounds of the Gloomhaven board game. But none of my friends, however patient, did as good a job of showing just how important it was to consider not just attack, defend, or move, but where each choice would place you, and how it would play with your teammates.

I played as a “Banner Spear,” one of the six starting classes. Their thing is—you guessed it—having a spear, and they can throw it or lunge with it from farther away. Many of the Banner Spear’s cards are more effective with positioning, like pincer-flanking an enemy or attacking from off to the side of your more up-close melee teammate. With only two players taking on a couple of enemies, I verbally brushed off the idea of using some more advanced options. My developer partner, using a Deathwalker, interjected: “Ah, but that is what summons are for.”

Soon enough, one of the brutes was facing down two skeletons, and I was able to get a nice shot in from an adjacent hex. The next thing I wanted to do was try out being a little selfish, running for some loot left behind by a vanquished goon. I forgot that you only pick up loot if you end your turn on a hex, not just pass through it, so my Banner Spear appeared to go on a little warm-up jog, for no real reason, before re-engaging the Germinate we were facing.

The art, animations, and feel of everything I clicked on was engaging, even as the developers regularly reassured me that all of it needs working on. With many more experienced players kicking the tires in early access, I expect the systems and quality-of-life details to see even more refinement. It’s a long campaign, both for players and the developers, but there’s a good chance it will be worth it.

Hands-on with Frosthaven’s ambitious port from gigantic box to inviting PC game Read More »

pax-unplugged-2023:-how-indie-devs-build-and-sell-new-board-games

PAX Unplugged 2023: How indie devs build and sell new board games

PAX Unplugged 2023 —

Tabletop is bigger than ever. What’s it like trying to get your game out there?

Corporate Vampire testing pitch at PAX Unplugged 2023

Enlarge / Given only this sign, and a glimpse of some pieces, a constant stream of playtesters stopped by to check out what was then called Corporate Vampire.

Kevin Purdy

“You don’t want Frenzy. Frenzy is a bad thing. It might seem like it’s good, but trust me, you want to have a blood supply. Frenzy leads to Consequences.”

It’s mid-afternoon in early December in downtown Philadelphia’s Pennsylvania Convention Center, and I’m in the Unpub room at PAX Unplugged. Michael Schofield and Tim Broadwater of Design Thinking Games have booked one of the dozens of long card tables to show their game Corporate Vampire to anybody who wants to try it. Broadwater is running the game and explaining the big concepts while Schofield takes notes. Their hope is that after six revisions and 12 smaller iterations, their game is past the point where someone can break it. But they have to test that disheartening possibility in public.

I didn’t expect to spend so much of my first PAX Unplugged hanging around indie game makers. But with the tabletop industry expanding after some massive boom years, some Stranger Things and Critical Role infusions, and, of course, new COVID-borne habits, it felt like a field that was both more open to outsiders than before and also very crowded. I wanted to see what this thing, so big it barely fit inside a massive conference center, felt like at the smaller tables, to those still navigating their way into the industry.

Here are a few stories of parties venturing out on their own, developing their character as they go.

How much vampire influence is too much?

Corporate Vampire (or “CorpVamp”) has been in the works since summer 2022. The name came from an earlier, more Masquerade-ish idea of the game, in which you could take over a city council, build blood banks, and wield political influence. But testing at last year’s Unplugged, and the creators’ own instincts, gradually revealed a truth. “People really like eating other people,” Schofield says.

Along with input from game designer Connor Wake, the team arrived at their new direction: “More preying, more powers that make players feel like mist-morphing badasses, more Salem’s Lot, less The Vampire Lestat.”

By the end of the weekend, they’ll have taken up a playtester’s naming suggestion: Thirst. But for now, the signs all say CorpVamp, and the test game is a mixture of stock and free-use art, thick cardboard tiles, thin paper tokens, glossy card decks, generic colored wooden cubes, and a bunch of concepts for players to track—perhaps too many.

Hand-cut tokens and make-do squares for an early version of <em>Thirst</em>.” height=”960″ src=”https://cdn.arstechnica.net/wp-content/uploads/2023/12/IMG_3964-Large.jpeg” width=”1280″></img><figcaption>
<p>Hand-cut tokens and make-do squares for an early version of <em>Thirst</em>.</p>
<p>Kevin Purdy</p>
</figcaption></figure>
<p>The way <i>CorpVamp</i>/<i>Thirst</i> should go is that each night, a vampire wakes up, loses a little blood, then sets out to get much more back by exploring a Victorian city. In populated neighborhoods, a vampire can feast on people—but doing so generates a board-altering Consequence, such as roving security guards or citizens discovering bodies. Vampires accumulate victims and hypnotize them for Influence, depending on who the victims are (“Judge” versus “Roustabout,” for example), turn them into “Baby Vampires,” or simply keep them as blood stock. You win by accruing victory points for various misdeeds and achievements.</p>
<p>One player, who told the designers that a different game’s play-test saw him “break the game in 10 minutes,” seemed bothered by how Consequences can be triggered by a single player’s actions but affect all players. Another has a hard time keeping track of the tokens for influence, movement, and blood, and when to move them on and off the board. That’s called “mess testing,” Schofield tells me, and he’s working on it. Some things will be easier to learn and use when the pieces have better designs and materials. But the <i>CorpVamp</i> team can’t jump to that stage until the mechanics are locked down.</p>
<p>As that group finishes a test, another group sits down immediately, having stood nearby to ensure their chance. Schofield and Broadwater won’t lack for players in their three-hour slot. That tells the team there’s “evidence of a market,” that their game has “stopping power” and “shelf value,” despite its obscurity, Schofield says. But there’s lots of work still to be done in alpha. “The costs of powers are too high, the powers aren’t <i>badass enough</i> [emphasis his], and the tactile movement of placing cubes and flipping tokens isn’t quite right,” he later tells me.</p>
<p>After more iterations and some “blind” play tests (players learning, playing, and finishing the game without creator guidance), the game will be in beta, and the team will get closer to pinning down the look and feel of the game with illustrators and designers. Since their schedules only afford them roughly three hours of dedicated collaboration time every week, they lean on what they’ve learned from their product-oriented day jobs. “Frequent iterations and small feedback loops will iron things out,” Schofield says. “Process wins.”</p>
<p>Then they can “enjoy the problems of production and distribution logistics.” After that, “We’ll sell copies of <i>Thirst</i> at the next PAX Unplugged.”</p>
<figure><img decoding=

Kevin Purdy

“Don’t do miniatures for your first version”

I played a few different games at PAX Unplugged that were at various stages before publication. One called WhoKnew? was on its second year at the conference. The first year was simply designer Nicholas Eife tagging along at a friend’s booth, bringing only a piece of paper and asking people who wandered by if they thought a trivia game based on the origins of idioms would work. This year, there was an actual table and a vinyl sign, with an early-stage board and trivia cards laid out.

I drew the phrase “The whole nine yards” and I chose “British Artillery” as its origin. Eife congratulated me (The length of a Vickers machine gun’s ammo belt as the origin of the phrase is far from a solved matter, but I will not concede my point.) I asked the designer what state the game will be in next year. “I guess we’ll have to see,” he said, displaying the slight grin of a person working entirely within their own timeline on a purely passion-driven project. It was almost uncomfortable, this calm, patient demeanor amidst the murmuring chaos of the show floor.

An Indie Game Alliance member demonstrates

An Indie Game Alliance member demonstrates “Outrun the Bear” at the IGA booth at PAX Unplugged 2023

Indie Game Alliance

Perhaps looking for a less idyllic counterpoint, I asked Matt Holden, executive director of the Indie Game Alliance, what it’s typically like for new game makers. For a monthly fee, the Alliance provides game makers with tools typically reserved for big publisher deals. That includes international teams for demonstrating your game, co-op-style discounts on production and other costs, connections to freelancers and other designers, and, crucially, consulting and support on crowdfunding and game design.

Holden and his wife Victoria have been running the Alliance for more than 10 years, almost entirely by themselves. At any given time, the Alliance’s 1,800-plus current and former members have 30-40 Kickstarters or other crowdfunding campaigns going. Crowdfunding is all but essential for most indie game makers, providing them working capital, feedback, and word-of-mouth marketing at the same time. Holden can offer a lot of advice on any given campaign but has only one universal rule.

“Don’t make miniatures for your first version of your game, no matter how big your campaign is getting. Just don’t do it,” Holden said, then paused for a moment. “Unless you worked for a company that made miniatures, and you’re an expert on them, then go ahead. But,” he emphasized, “miniatures are where everyone gets stuck.”

Has the burgeoning interest in tabletop and role-playing changed how indie games get made, pitched, and sold? Holden thinks not. The victories and mistakes he sees from game makers are still the same. Games with unique and quirky angles might have more of a chance now, he said, but finding an audience is still a combination of hard work, networking, product design, and, of course, some luck.

An IGA member demonstrates <em>Last Command</em> at PAX Unplugged 2023″ height=”1928″ src=”https://cdn.arstechnica.net/wp-content/uploads/2023/12/iga2-scaled.jpg” width=”2560″></img><figcaption>
<p>An IGA member demonstrates <em>Last Command</em> at PAX Unplugged 2023</p>
</figcaption></figure>
<p>“I can’t tell somebody what’s going to guarantee their [crowfunding] campaign works. Nobody can,” Holden said. “But you do enough of them, and you see the things that the campaigns that work, and those that don’t, have in common.”</p>
<p>Patience would seem to be one of them. As I sat talking to Holden at the Alliance’s booth, game demo volunteers gently interrupted to ask for advice or the whereabouts of some item for their table. Putting in the time at conventions, game stores, and friends’ tables, testing and demonstrating, is critical, Holden said, and it’s a big part of what the Alliance helps newcomers coordinate.</p>
<p>I later traded emails with Eife of <i>WhoKnew</i> (a title that also seems to be in flux). He was eager to tell me that, after two weeks of conventions, including PAX Unplugged, the feedback and enthusiasm “gave us that boost of confidence and the desire to push.” So he and his team “put our nose to the grindstone and immediately started making corrections and changes.”</p>
<p>I realized, at some point over that weekend, that I’d been holding onto an idea about board game success that was dated, if not outright simplistic. I’d held out the story of <a href=Klaus Teuber’s four years developing Settlers of Catan as the paradigm. He had worked, reportedly unhappily, as a dental technician, tinkering with the game in his basement on nights and weekends, dragging new copies upstairs every so often for his family and friends to test. One day, it was successful enough he could quit messing with people’s teeth.

There were, I would find out, a lot of paths into developing a modern tabletop experience.

Cassi Mothwin, working the +1EXP booth at PAX Unplugged 2023

Cassi Mothwin, working the +1EXP booth at PAX Unplugged 2023

Cassi Mothwin

PAX Unplugged 2023: How indie devs build and sell new board games Read More »