Tabletop Gaming

TALES FROM THE LOOP: THE BOARD GAME

The tallest of tales

- Designer: Martin Takaichi | Publisher: Free League CHRISTOPHE­R JOHN EGGETT

Adapting a board game from an RPG, without wildly veering into the territory of just slapping on a theme, is tricky. RPGs are good for their complete freedom. Board games thrive on their mechanical parts interlocki­ng. Here we spend our time as kids of the 80s in Sweden attempting to investigat­e what’s going on at home, school and between. We have an action point system for moving and doing stu , and each character has their own speci c strengths and weaknesses. Players move point to point on the map, and can use the bus route, or the help of a parent to get to any of the safe areas of the islands. e orange, more dangerous areas, are where the cool stu happens. ese cost more actions to get to, but that’s opened up a lot by the robots which wander the land. While the children are on a location-based web, the robots are on a grid, meaning they can move in more direct ways – helpful if you’re catching a ride (after hacking one of them). Everything else is scenario speci c cards, or general quests like chores. Locations get powered up by placing a satisfying­ly well lined up tile on top, giving players more options. Initially you’ll feel a little constraine­d by the fact you always start from school, or that you have to be home for dinner. But a couple of turns in you realise that’s kind of the point. You’ve only those handful of hours between to solve potentiall­y interdimen­sional mysteries. e game feels like a perfectly lleted version of the roleplayin­g game, everything makes sense, there’s little that can be rightly assumed with the theme (past a couple of more complex hacking challenges and statuses). e stunning part of Tales From e Loop: e Board Game is the way it deals with pacing. It is, in the most part, a kind of go-here-do-stu kind of game – and these types of game are usually about pressure – whether that comes from the cooperativ­e elements (you don’t want the game to be too slow and easy when players aren’t able to create friction between themselves) or the sense of narrative needs to charge forward at all times. Here we don’t have that. ere’s just something going on, and it’s going to take a bit of digging around to nd out what. Once you do, you’ll be pleased you had to work to nd out exactly what was going on in the rst place. ere’s a genuine sense of mystery, even if mechanical­ly driven – you might just be adding tokens to a card at the cost of the game’s main currency, time – but you more feel like you’re scratching at the surface of an investigat­ion only just begun before having to get the bus home for dinner. e only real niggle in the game is the core test system, taken nearly directly from the Year Zero Engine, adds the dice pool system (your ability, plus items, plus help), and with it, the chance of failure – but without the roleplayin­g fun of ‘failing forward’, you just fail and take the consequenc­es. It works most of the time, but there’s something desperate in having to roll the right dice that doesn’t line up with the otherwise moody and investigat­ive feel of the game. e places it does work, like school events (at the start of each weekday) and for hacking robots, is great – they have the required danger or feeling of obligation about them. But maybe I’m being too rough, after all, picking up the Exhausted or Upset status (locking a time cube, and in the case of Upset, meaning you can’t help others anymore) does seem like a reasonable kid’s response to messing up in front of the cool older kids. And really, that’s where the game shines, in the writing. It’s electrical­ly charged and directly connected (by a curly cable we assume) to 1980s youth experience, the dual worlds of adults and kids – and all bound up not only with the weird stu , but also the kids’ approach to the world. e items you nd are junk, but weird and interestin­g junk that you’d probably treasure. e approach is one that respects these wild-but-constraine­d years. A stunning homage to that idea worthy of investigat­ion by anyone (whether you’re reliving it or not).

❚ PLAY IT? MUST-PLAY

A total reset of the usual co-oprush-about logic, slowing the pace to charming investigat­ion, all linked with beautiful presentati­on and writing.

◗ Game board

◗ Starting tile

◗ 26 Landscape tiles

◗ 76 Furs

◗ Season marker

◗ Bag

◗ 40 Horses

◗ 20 Banner tokens

◗ 20 Coins

◗ 5 Village tiles

◗ 16 Yurt tiles

◗ 20 Song tiles

◗ 16 Tiger tiles

◗ 37 Tsar’s wishes

cards

◗ 18 Automata cards

◗ Double-sided solo

board

◗ 4 Double-sided

player boards

◗ 4 Cossack meeples

◗ 4 Story tokens

◗ 4 Trophy tokens

◗ 4 Victory point

tokens

◗ 20 Outposts

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