Tabletop_Gaming__Issue_27__February_2019

(singke) #1

72 February 2019


PLAYED


have surely horried the notoriously
xenophobic Lovecraft.
If there’s one shortcoming, it’s
that its monsters never feel truly
terrifying. ey creep across the
map, blocking your railways and
despoiling your farms. Along the
way they’ll score points of their own,
raising the possibility that the game
itself might emerge as the eventual
winner. But it turns out that a few
well-placed howitzer rounds can
stop even the most blasphemous and
unspeakable of beings, and the result
is that taking them on feels more like
pest control than a desperate ght for
the fate of humankind.
In just about all other respects,
though, AuZtralia is a hell of a ride


  • a madcap mix of mechanisms that
    somehow comes together in the most
    satisfying way.
    OWEN DUFFY


I


n 2013, designer Martin Wallace
released A Study in Emerald. A
tabletop adaptation of a short story
by author Neil Gaiman, it transported
players to an alternate Victorian
age where a band of revolutionaries
led by Sherlock Holmes conspired
to overthrow the tyrannical rule
of creatures from H.P. Lovecraft’s
Cthulhu Mythos. Now Wallace is back
with a sequel and, while there are still
plenty of cosmic horrors to confront,
his new game shifts the focus from
19th-century Europe to the Australian
outback in the 1930s.
With the rest of the world largely
reclaimed by humanity, the tentacled
interdimensional beasties have
retreated to heart of the Australian
continent. You and your fellow players
plan to forcibly return them to the cold
void of space; while your foes might
be eldritch beings with sanity-sapping
psychic powers, you’ll be taking them
on with crack infantry regiments,
airships and heavy artillery.
What’s surprising about AuZtralia,
though, is that while its premise
revolves around the ght against
Cthulhu and his squiggly minions,
combat is only one part of its much
larger package. As you aim to wipe
an assortment of monsters, ghouls
and cultists from the map, you’ll also
develop the land, building railway
networks to transport your troops,
mining resources like coal, gold
and iron, and establishing farms
producing sheep, cattle and corn.

It means that from your very rst
turn you’ll face a multitude of dierent
tasks, and you’ll need to prioritise
them carefully. Should you focus
on extending your rail routes deep
into the continent, allowing you to
strike at distant enemies? Should you
concentrate on mining, hoovering up
resources before your rivals can claim
them? Should you stick to the coastal
edges of the board, where the more
varied terrain allows you to build a
diverse mix of farms and ranches? Or
should you build your army, battening
down the hatches for the inevitable
onslaught of monstrous foes?
You’ll make these choices under
some serious pressure. AuZtralia uses
a Patchwork-style time track, where
each action you take progresses you a
dierent number of spaces depending
on its complexity. Once you and your
opponents reach a certain point,
the ancient horrors lurking in the
wastes will start to awaken, moving
inexorably towards your carefully-built
rail lines, farms and ports, creating an
escalating sense of tension as more
threats emerge across the board.
It’s a deft combination of strategic
challenge and mounting threat.
AuZtralia also gets points for
the diversity of its artwork, which
depicts characters of all genders and
ethnicities — something which would

An outback tale of steam, sheep and shoggoths


AUZTRALIA


30-120m 1-4 13+ £68

WHAT’S IN
THE BOX?
◗ Four ports
◗ 80 cubes
◗ 12 discs
◗ 80 railway tracks
◗ 28 cattle farms
◗ 28 corn farms
◗ 28 sheep farms
◗ Four player boards
◗ Game board
◗ 10 infantry tiles
◗ Five armoured
car tiles
◗ Three airship tiles
◗ Three artillery tiles
◗ Four armoured
train tiles
◗ Old One disc
◗ 10 Old One
damage cubes
◗ 35 Old One tiles
◗ 50 coal
◗ 50 iron
◗ 50 cold
◗ Seven phosphate
◗ 36 personality cards
◗ 40 Old One cards
◗ 30 event cards
◗ Four player aids
◗ 20 survey tiles
◗ Attack marker
◗ 15 victory point tokens
◗ 13 sanity tokens

TRY THIS IF YOU LIKED... VIA NEBULA
It’s another route-building, resource-grabbing Martin Wallace game,
but it comes in a more family-friendly package.

PLAY IT? YES
On paper, AuZtralia looks like there’s
no way it should work. It throws so
many disparate elements into its
mechanical melting pot that it seems
like it should be a confused mess. But
it pulls it all together into a cohesive
and compelling whole, and the result
is an impressive blend of strategy
and tension that sees you competing
against the game’s AI antagonists just
as much as your human opponents.
Free download pdf