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Antrum is a game that is delightfully weird. The setting is evocative and the rules text manages to be atmospheric while still being easy to understand. The game is inspired by a number of classic games in the map-making, faction-driven genre (The Quiet Year, Microscope, Kingdom) but manages to stand on its own legs. I think it is a promising game and one that is worth developing if you feel like continuing to work on it, so in the interest of that, I would like to offer some (hopefully constructive) pieces of criticism. Feel free to disregard any of this, of course, and as I said, I think it a fine game!

It’s interesting to me that the game sets out to be clearly competitive, pitting the factions and players against each other, even if the caveat is there that you are playing to create an interesting story. One part of this that I am curious about, as I have not had the chance to play the game yet, is how voting for the Fabulist would work. I like that it’s done as a ritual, but I am a little bit worried about the fact that you are voting for an aspect of player skill. I think with most groups this will probably not be a problem, but playing with people you don’t know so well, or players who are new to narrative games, or more introverted or less verbal players, there is a small risk of the voting being a bit uncomfortable for some.

I like the faction attributes, they are amazingly on theme, and the way they are assigned, but they could maybe be more clearly tied to different actions? On the other hand, having it more loosely defined by what fits best gives a lot of narrative freedom, so I’m not sure. But it will require that players are on the same page about what stat goes with what described action.

Thank you for this entry, I really enjoyed it! I also want to say that I really liked the presentation: the art, layout, quotes and text worked harmoniously together in this strange and fascinating bone world! :-)

Hi Lari! Thanks for the detailed review. I definitely plan on continuing to work on this with a revision from jam comments and some playtesting.

I agree the competitive nature and the Fabulist mechanic introduces some challenges. That was one of the main pieces of feedback I received during the one playtest I managed to schedule before submitting the game. One player was heavily motivated by mechanics and the board game elements, and I wanted a way to win without being the most popular player, but strictly through winning opposed rolls and manipulating the board. Another player brought up the point that shy or quiet players might be at an unfair disadvantage. I will definitely think about this for revisions and will consider including other win conditions or some sort of mechanic for "stealing" the Fabulist position rather than earning it democratically. If I don't find a satisfactory solution, I will probably just make it explicit in the rules that you have to A) be prepared to use the spotlight when you are in it (i.e. it might just not be a good game for new fiction-first gamers) and B) when someone has the spotlight, you have to let them use it without interrupting.

I agree the list of actions associated with faction statistics could be improved - I received this feedback from other reviewers also. I plan on updating that section to more clearly distinguish the statistics.

Thanks again for your feedback and the opportunity to read your game, Berlin '70 – Capital of Spies!