Tabletop Gaming

LAST AURORA

A one-sided apocalypse

- Designer: Mauro Chiabotto | Publisher: Pendragon Game Studio ALEXANDRA SONECHKINA

Iwould like to say that Last Aurora reminds me of Mad Max: Fury Road with its convoy trucks covered in spikes, makeshift armour and turret guns, racing across the postapocal­yptic tundra and firing back on raider ambushes. I would also like to compare its snowy mountainou­s art aesthetic to Snowpierce­r. But I won’t. I hold both of these movies very close to my heart in large part because of how they challenged and redefined the cultural status quo with their stories and characters.

Last Aurora, on the other hand, makes unintentio­nally (I will assume here charitably) a much different statement. It is white from the shiny tops of its snowing mountains on the game board to every single character represente­d in the game. Even less surprising­ly, from the four sets of starting character cards, three ‘leaders’ are male with their co-pilots being attractive females. At this point, it is surprising to not be seeing a character wearing a ‘snow’ bikini and only be offered a much tamer, although still confusing in the post-apocalypti­c tundral freezing temperatur­es, exposed midriff.

The rulebook, perhaps at this point unsurprisi­ngly, refers to player only as a ‘he’.

The impact of this leaves a stain on the gaming experience. Something that is immediatel­y obvious from selecting starting characters through every card turned over during the course of play. It is upsetting because any praise is soured, and additional criticism is less significan­t. Yet, if you are still interested, here are other things about Last Aurora.

It is a primarily racing game, where players are trying to reach the icebreaker Aurora before it departs from the icy coast. Time is running out and the scarcity of resources, various hazards and raiders will be impeding the players’ progress. However, racing is not the most interestin­g part of the game. In fact, catching Aurora is fairly hard and in a lot of cases players will be getting to end game scoring without bonuses for reaching the icebreaker.

Much more interestin­g is how

you upgrade and manage players’ individual convoys. Consisting of several carts and various roof concoction­s, the convoy carries survivors (the aforementi­oned characters that players will utilise to perform actions) and goods (fuel to move along the road, ammunition to fire at raiders, etc). Almost everything can be modified during the game, ensuring your convoy moves faster, hits harder, and carries more. Possibly the most satisfying bit of it all, is the convoy being built from cards that when placed create one continuous matching image.

Combat within the game is also fairly fun, if not a bit convoluted and clunky in its ruleset. However, it does a good job of balancing the strategic elements of players’ convoy building with some random elements without the use of dice. It is only a shame it is not more frequent during the game.

The post-apocalypti­c theme feeds well into these gameplay elements, emphasized by the scarcity of resources and toxic hazards that limit actions. It is an uneven journey, where it feels like more attention has gone into convoy building and combat than the race itself, but there were some entertaini­ng moments along the way.

Maybe if Last Aurora was a mechanical­ly terrible game, my initial observatio­n about its lack of diversity and power dynamics would be easier to swallow. I am sure it will be – and has been – enjoyed by many players. But who is represente­d in the games we play and how they are represente­d is incredibly important, especially in the board gaming industry which falsely thought until recently that it was very white and very male.

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