Tabletop_Gaming__Issue_27__February_2019

(singke) #1
tabletopgaming.co.uk 75

TOKYO HIGHWAY


steady hands and slim ngers will
have an advantage.
It’s equal parts tactics and
balancing – and it’s a shame the
balancing is a little unbalanced,
because otherwise this is a delight
that you shouldn’t bypass.
JAMES WALLIS

30m 2-4 8+ £35

I


f you’ve heard of Japanese
publisher Itten it’s probably for
quirky games like Stonehenge and
the Sun, which requires a pendulum
suspended from your ceiling, or Yeti
in the House, where a yeti hides in
your actual house. Tokyo Highway is
its rst title to get proper distribution,
and the closest thing it’s done to a
normal game. at doesn’t mean it’s a
normal game.
Tokyo Highway is a rare hybrid: a
tactical stacker. Each player builds
a network of roads that rise up, dip
down and snake around. When you
place a road that crosses over or
under another player’s road without
touching it, you can put a car on it.
First player to place all their cars wins.
e game has plenty of emergent
strategy, as the table becomes covered
in a glorious and intriguing network
of roads and nding new places to
build and score becomes increasingly

challenging. e threat of running
out of building supplies encourages
people to build low, but the big points
come from soaring high.
It’s beautiful. With starkly
minimalist components, the grey of
the roads and columns oset by the
bright colours of the cars, it’s very
satisfying on an aesthetic level.
Where the game falls down is
where it falls down. If you dislodge
an opponent’s piece you have to
replace it, but the roads
become so interlocked
that it’s really
hard without
knocking over
other bits – not
to mention
remembering
what went
where. e
included tweezers are
some help, but those with

T


he Lost Expedition was one of
the small-box gems of 2017,
with Peer Sylvester’s compact
card game capturing the challenge
and beauty of surviving – and dying,
and dying again – in the rainforest.
Judge Dredd: e Cursed Earth,
themed after 2000 AD’s notorious arm
of the law, remains just as punishing
and visually breathtaking, swapping
lush plant life and colourful creatures
for brilliant comic-book artwork from
Dredd artists Rufus Dayglo and Dan
Cornwell, showcased magnicently
on oversized cards.
e core of the action remains the
same: players lay down cards from
their hands to collectively form a
row, hoping that their combination
of symbols to spend and receive
resources such as rations, ammo and
expertise – rearranged consecutively
in the ‘dawn’ round, left as-is at dusk


  • can be survived in order by Judges


Dredd, Anderson and Giant. e added
complication of radiation that must
be balanced against health and the
potential to use psi powers, which puts
an interesting twist on the restricted co-
operation with your fellow players, feel
like natural additions given the setting
and give more to consider without
muddling the simple central gameplay.
e landscape takes on more of a role
here too, as locations that the team travel
to add one-o or ongoing eects, marking
them out against the relatively samey
forest cards of the Amazon. Applying
even more pressure and changing up the
pace is the fact it's a race against a game-
controlled gang of criminals to reach the
slightly randomised destination of their
target – the returning competitive mode
pits the players against each other.
If you’ve played e Lost Expedition,
it’s familiar territory but there’s enough
here to present a new challenge and
dierent feel. ough a few unlucky

draws can still leave you doomed,
you’ll be heading back out on the
hunt as soon as you can.
MATT JARVIS

JUDGE DREDD:


THE CURSED EARTH


30-50m 1-5 14+ £25

(^) PLAY IT? YES
PLAY IT? PROBABLY

Free download pdf