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

Thursday, 22 January 2026

Magazine Madness 44: Senet Issue 18

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.

As its cover suggests, with the publication of Senet Issue 18, the magazine reached its fifth anniversary and as its cover hints at, there is an Ancient Egypt in the issue. Or rather, the article in the issue that explores a theme in board games is 
Ancient Egypt. Which is appropriate given the name of the game magazine and it should be no surprise that alongside that article, the magazine explores the history of Senet, the Ancient Egyptian game that inspired the magazine and its name. That the magazine has lasted so long and appeared on the magazine shelves on your local high street deserves to be celebrated and so Senet Issue 18 feels just a bit special.

Published in the spring of 2025, the issue adheres to its tried and tested format. Thus it opens with 
‘Behold’, highlighting some of the then forthcoming games with a preview and a hint or two of what to expect. The most intriguing of the titles previewed here is Onada, a solo wargame that tells of the story of Hiroo Onada, a Japanese soldier who held out in the jungle of a Philippine island for almost thirty years after World War 2 ended. The player has to gather resources to survive, but doing so alerts the local inhabitants and eventually the authorities. Plus, he must deal with the problems of being alone for so long. The most cute title is Knitting Circle, a cosy game about knitting in which the cats get to collect the stitches and the most fun game is Interstellar Adventures, an ‘escape room’ style game that combines the play of solo adventure books and looks like a comic book. The other opening sections of the magazine are surprisingly good. The regular column of readers’ letters, ‘Points’, continues to be disappointingly constrained to a single page, waiting for room to expand and build into something more, yet covers a diverse range of matters including the lack of books about board games. Or rather the lack of books about board games on the shelves of bookshops. Actually, there have several such books that have made it to the those shelves, but they are not always easy to find. That said, coverage of such books might be a welcome addition in the pages of SenetWith ‘For Love of the Game’ the journey of the designer Tristian Hall continues towards the completion and publication of his Gloom of Kilforth—and beyond. In ‘At Your Service’, he discusses logistics and fulfilment and dealing with the companies that provide such services, including shipping and delivery. This is informative and gives the publisher’s point of view when normally we only experience this part as customers.

Every issue consists of two interviews, one with an artist and one with a designer, plus an article about a theme in games and an article about a mechanic in games, and of course, Senet Issue 16 is no exception. The tried and tested formula begins with ‘The Wolf Man’, Matt Thrower’s interview with designer and publisher, Ted Alspach. Through his company, Bézier Games, he is best known for titles such as Castles of Mad King Ludwig and One Night Ultimate Werewolf. The interview charts him from shifting from player to designer via expansions for the highly regarded railway game, Age of Steam, and then the Werewolf games. One interesting fact revealed in the interview is that Castles of Mad King Ludwig was actually inspired by the designer drawing maps as a Dungeon Master for Dungeons & Dragons and wanting originally to apply that theme. It is clear that Alspach is enthusiastic about his own games and seeing other playing them. It is an engaging affair as is the second interview in the issue by Alexandra Sonechkina, which is with the North Macedonian artist known as The Micah. ‘Monster Mash’ showcases his artwork with space given for him to discuss the origins and inspirations for the numerous illustrations he has supplied to innumerable board game designs. The monster illustrations for Monster Lands 2 are amazing, whilst despite his not liking drawing buildings, his cover to the board game Merchants Cove is rich in detail and really could have been benefitted from being larger so the reader could have better seen some of that detail. As with the best of the artwork shown off in the pages of Senet, the illustrations serve as mini-portfolio for the artist, intriguing for the reader to want to look at the games they are for.

Between the two interviews is Tim Clare’s ‘Boards and Borders’ which explores the contentious theme of immigration in board games. The article notes that immigration has actually been a means of spreading the play and popularity of board games, such as that of Mancala across India and the adoption of Mahjong by middle-class Jewish women in the twenties and thirties, but also points out although the subject matter for some board games would historically involve immigrants, the board games themselves do not address this, for example the building of the railways in the United States in almost any train game. However, other board games do focus on immigrants and the immigrant experience, more often than not in the USA, since the country experienced notable influxes of immigrants in relatively recent times. For example, Alea’s Chinatown explores the growth of the Chinese population in Manhattan in the late sixties following the relaxation in immigration laws, whilst Pandasaurus Games’ Tammany Hall sees the immigrant groups being used as bargaining chips and the means to garner votes and thus power by corrupt politicians in the late nineteenth century and again in Manhattan. Manhattan is major location for immigrant-themed board games since it was the key entry point for immigrants coming to the USA. The article does not shy away from challenging nature of the subject matter and highlights the artwork for later versions of Chinatown for perpetuating stereotypes. This is an interesting look at a theme that appears not be commonly explored in board games.

The mechanic is ‘pick-up-and-deliver’, one that is very much more commonly used in board games. ‘Delivering the Goods’ is the double-meaning title of Dan Thurot’s article about games in which the players pick up goods or passengers and transport them to specific locations. Mayfair Games’ Empire Builder series is the first series of board games to make use of this mechanic, but Lancashire Railways from Winsome Games followed by Age of Steam from Warfrog Games, both by designer Martin Wallace have continued and expanded its use. All of them see players not only laying routes between locations, but picking up goods or passengers and delivering them elsewhere. The structure has spread far beyond the romance of the railways to other modes of transport, such as sailing ships in Merchants & Marauders from Z-Man Games and starships in Xia: Legends of a Drift System from Lavka Games though. Oddly, no canals, though. However, what the article shows is that the further designers gets away from the simple elegance of the ‘pick-up-and-deliver’ seen in Age of Steam, the more complex their designs get, even up to the point where mathematics and mass-thrust ratios need to be considered in the early days of space exploration board game, Leaving Earth from The Lumenaris Group, Inc.

Senet’s reviews section, ‘Unboxed’, covers a wide array of titles as usual. They are led by a review of Undaunted 2200: Callisto, the Science Fiction version of the highly praised Undaunted series from Osprey Games. However, whereas titles in the Undaunted series have been awarded ‘Senet’s Top Choice’ in previous issues, not so here, though it gets a big review. Instead, the award goes to CMYK’s game of warehouse organisation, memory, and imagination, Wilmot’s Warehouse, which is bright, breezy, and very colourful, and sound a lot of fun. The oddest choice reviewed is Blackwell Games’ For Small Creatures Such As We, a solo journaling game in which the player controls and tells the story of a crew of a spaceship. It is odd because it strays into the roleplaying space rather than board games and thus feels out of place. This is not the only time that the issue strays into the realm of roleplaying though.

As per usual, the last two columns in Senet Issue 16 are ‘How to Play’ and ‘Shelf of Shame’. In ‘When board gaming meets therapy’, therapist Alex Roberts explores ways in which board games can be used as part of therapy, as vehicles via which patients can be tell their stories. This is a fascinating subject and consequently, a fascinating article, but again oddly, it uses not a board game to illustrate the possibility of organised play the author suggests, but a storytelling game, a roleplaying game. This is For the Queen, which is not a board game. Simply, there is a disconnect here between the title of the article and the content.

Lastly, the team behind Knightmare Live pull a game from their ‘Shelf of Shame’. This is Blood Rage from Cool Mini Or Not in which the players lead clans of Vikings in battles against monsters during Ragnarök to earn a place in Valhalla. They come away having enjoyed the game, describing as fun, but not in their top ten.

Physically, Senet Issue 17 is shows off the board games it previews and reviews to great effect, just as you would expect. The most interesting article in the issue is ‘Boards and Borders’ because of the difficult subject, but the issue is treated fairly, showing where it has been used to best effect and where it has been poorly handled in board game designs of recent years. Elsewhere, the missteps in roleplaying feel out of place, but otherwise, an enjoyable, if serviceable read.

No comments:

Post a Comment