Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Saturday, 4 October 2025

Magazine Madness 41: Senet Issue 16

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.
—oOo—
Senet
is a print magazine about the craft, creativity, and community of board gaming. Bearing the
tagline of “Board games are beautiful”, it is about the play and the experience of board games, it is about the creative thoughts and processes which go into each and every board game, and it is about board games as both artistry and art form. Published by Senet Magazine Limited, each issue promises previews of forthcoming, interesting titles, features which explore how and why we play, interviews with those involved in the process of creating a game, and reviews of the latest and most interesting releases. Senet is also one of the very few magazines about games to actually be available for sale on the high street.

Senet Issue 16 was published in the winter of 2024 and what the covers hints at—if, that is, the reader recognises the style of illustrator Kyle Ferrin—what the focus of the issue is, and that is, a big interview with Cole Wehrle, the designer of several popular, and critically acclaimed board games, including Root, Oath, and Arcs. If not, then the cover is not giving away very much, but then that is what the editorial is there for, and indeed it explains all. As well as the interview with Cole Wehrle, the editorial highlights the issue’s game play and theme articles. The former is that of solo play, once that the editor admits having enjoyed with a series of games, whilst the latter is all about witches and witchcraft. Not only appropriate for the time of year when the issue was published, but coincidentally, appropriate for the time of year when this review is being written (even if, unfortunately, a year late!).

As expected, ‘Behold’ begins the issue proper, highlighting some of the then forthcoming games with a preview and a hint or two of what to expect. The notable titles include Ada’s Dream and Tenby. The first is a complex game about Ada Lovelace and her program designs for Charles Babbage’s Analytical Engine, involving as it does dice, character cards, and a rondel. The preview is clear about the complexity of Ada’s Dream, but the subject is fascinating enough to warrant a closer look. The second is simpler, a tableau game about laying out the fronts of houses in the Welsh coastal resort of the same name, in part based on their colour, a common feature of Welsh towns with their pastel-coloured buildings. ‘Points’, the regular column of readers’ letters, contains a mix of praise for the magazine and a discussion of gaming culture. It still feels limited at just a single page and it is clear from the letters that the magazine is well liked, so it seems a shame that it cannot be expanded to build a community around the magazine via the letters page. Hopefully, this will change in the future when the page count for the magazine is increased. Similarly, ‘For Love of the Game’ continues the journey of the designer Tristian Hall towards the completion and publication of his Gloom of Kilforth—and beyond. By now, very beyond. In ‘Time to Play’ he explores what he does in in downtime away from designing and publishing games, which surprisingly, is playing games, running counter to the idea that you should never take your day job home with you by working on other projects. This though is a variety of games, including roleplaying games and games from other designers. Much of it is to spur his creativity, but he cannot avoid doing a little market research too. By this point though, the column has left its remit way behind, and it would be interesting to see another designer share his diary.

The sixteenth issue of the magazine keeps to its tried and tested format of two interviews, one with a designer and one with an artist, and two articles about games, one about specific type or game or mechanic and the other about a theme. As mentioned previously, the interview with the designer is with Cole Wehrle in Dan Thurot’s dubiously titled ‘Give It A Wehrle’. Wehrle is the designer of some very high profile titles, mostly from Leder Games, including Root, Oath, and Arcs, but also some more controversial, but arguably more interesting titles like John Company and Molly House from the company he shares with his brother, Wehrlegig Games. Here he discusses the development of Root, and then Arcs, in particular how it differs from typical Science Fiction civilisation board games that adhere to the 4X format—eXplore, eXpand, eXploit, and eXterminate. Surprisingly, the focus is less on Arcs, at the time his latest game, than still on Root. Nevertheless, this is a fascinating interview, one which also examines the differences between how Wehrle designs for Leder Games and his own company. It does feel as if it could have been a longer interview looking at his other designs in greater depth. Perhaps in a later issue?

The other interview is with the artist, Joan Guardiet. In ‘The Explorer’, Dan Jolin talks to him about the games he has illustrated and the varied approach he takes to each. Senet always gives the space to showcase an artist’s work and this is no exception, enabling the reader to look at the different styles across several games. For example, Mazescape series of solo map exploration titles from Devir, are inspired by MC Escher and the computer game, Monument Valley, and have an angular look, whilst La Viña, also from Devir, has a delicate, intentionally ethereal look in its depiction of its various grapes and vines. Across the six games depicted it is almost a surprise to see they are all illustrated by the same artist.

In between the interviews, ‘Game of Crones’ by Alexandra Sonechkina explores the role of the witch has in board games, tracking her role as villain from early titles like Hexenhaus from 1952 and Milton Bradley Games’ Which Witch? from the seventies to more positive depictions in games such as the 2015 Kennerspiel des Jahres Winner Broom Service from Alea and KOSMOS’ Techno Witches from 2005. Common themes in witch-based games include broom races, potion making, and spell casting, but the most common is that of witches on trial, which of course, has a strong historical precedent. The Salem Witch Trials of 1692 figure strongly, as in games like Façade Games social deduction game, Salem 1692, but Septima from Mindclash Games counters this by having the players working to solve the problem that the witches are accused of and are on trial for. Lastly, the article points out that the subject is controversial because perceptions of witchcraft differ, but suggests that more positive depictions might counter this controversy.

Matt Thrower’s ‘Party of One’ examines a style of play that has become increasingly common over the last few years as an increasing number of publishers offer extra rules for their games that allow them to be played solo. The article lists the Mage Knight Board Game, Wingspan, Dune: Imperium, Cascadia, and the Imperium series as all possessing good solo variants to what are well regarded games, but notes that the origins of solo play in board games lies in card games and puzzles which do not offer the narrative possibility that a solo board game can. Even playing board games solo can offer this as well as the means to learn the rules, and that is before you get to games that are deigned to be played solo. Here there is possibility to tell stories and have play experiences that other board games with more players would not. Overall, this is an interesting article, but it could have better highlighted games designed to be played solo rather than games with solo variants.

‘Unboxed’, Senet’s reviews section covers a wide range of games, top of which is Arcs, designed by the issue’s star interviewee, Cole Wehrle, and here awarded ‘Senet’s Top Choice’. The game is given a very good review, and it does look like a terrific game. Elsewhere there is courtly theme to the reviews with a look at both For the Queen from Darrington Press and Courtesans from Catch Up Games, but one of the more interesting titles reviewed is Hollandspiele’s Striking Flint, a game about the General Motors strike of 1936 to 1937 in Flint. Michigan. The game involves placing workers to stop actions being done and so resist the police and other strike breakers, so is described as an ‘anti-worker placement game’. The issue does not ignore more commercial fare with a review of Disney Lorcana: Gateway from Ravensburger.

As is traditional, Senet Issue 16 comes to a close with the regular end columns, ‘How to Play’ and ‘Shelf of Shame’. For ‘How to Play’, ‘How to be a Games Guru’ by Will Brasher, talks about his role as a games guru working at the games café, Chance & Counters, in Birmingham. This provides the reader with an interesting and quite detailed perspective of actually providing recommendations and helping people play games. Lastly, Banzainator of Board Games Anonymous, pulls Everdell for her ‘Shelf of Shame’. The reason why she has not played is because it was too light for her and this proves to be the case with some caveats. She would only play it again with two players rather than more.

Physically, Senet Issue 16 is shows off the board games it previews and reviews to great effect, just as you would expect. The highlight of the issue is the interview with Cole Wehrle, which definitely feels as if should be longer, but the article on witches and witchcraft as a theme is also good. This is another good issue providing solid and informative discussion of board games and their culture.

No comments:

Post a Comment