Hello! Hope you’re having a great weekend as this e-mail lands! We have a special treat for you today - so far the only voice in this newsletter has been Paul, but today, after Paul reviews the card-dancing game Emberleaf, Nat has a Design Corner article about house rules in games. Onward!
In this edition
A First impressions review of Emberleaf by James Tomblin and Frank West
Design Corner - House rules on games
Emberleaf - a first impressions review after 2 plays
Card Dancing - I think I owe you an apology
From the outset I ignored Emberleaf. I didn’t like the Kickstarter campaign, and I can’t really put my finger on why. The term “Card Dancing” came across as a pretentious recasting of mechanisms I’d seen in other games, and I really cannot put my finger on it but something about the Kickstarter campaign felt off. Despite being a superbacker, I backed away.
Then, for Christmas, my wife bought me some back issues of the frankly beautiful Senet magazine, and I saw pictures of Emberleaf again. Somehow removed from the Kickstarter campaign, the images hit different, and the review left me feeling positive about the game. Senet however is a physical magazine, no temptation right there to click a link and put Emberleaf in my shopping basket.
Then, browsing my local game store, I saw a copy of Emberleaf in the flesh, with its bare white box with a minimal splash of art. It was cute looking, and maybe I would have overlooked it once more if it wasn’t my wife’s birthday coming up. I figured the game would be her cup of tea, and bought in.
I have now played Emberleaf twice, once as a 2-player game with my wife, and once at 3-player, and I think my friend summed it up best when he said “Well, that was nothing like I expected from the campaign.”
I might have hated the name of it, but the Card Dancing is actually a very interesting mechanic with the way it’s implemented in this game, because…
The devil is in the detail
I don’t have a great word for the concept I’m trying to get across here. Some mechanisms in games are attractive in and of themselves. Sometimes you can see the same mechanism in a different game and it feels different, but you’re not sure why - and it’s because good game design is in the details and interactions between moving parts.
Sushi Go and 7 Wonders are both simultaneous drafting games, but the feel you get from playing them is very different, because of other mechanics that are layered in.
Take Century (or Crystal Golems as it’s called in our house). In that game you play cards one at a time from your hand to the table. You can obtain extra cards through the market. Eventually you are unable or unwilling to play a card from your hand, so you spend a turn resting, replenishing your hand and letting your engine run again.
Century uses that mechanic quite simply, and is a simple game as a result. With a few modifications you can see how you get to Emberleaf’s card-dancing, but what really makes it tick is the set of cards that are doing the dancing.

The player board where the card dancing happens.
The term card dancing conjures up images of cards flying in all directions. That’s overselling the point. Cards are in 2 places at all times - in your hand ready to be played to your board, or on your board ready to slide off. Each turn you must take one of the core actions of playing a card or doing a “Slide” action. You start with 6 spaces on your player board, 2 rows of 3, in which you can play cards1, and some cards have on-play abilities which trigger as soon as you play them.
When you take a slide action, every card will slide one space to the left, with cards in the left-most slot coming off the board and back to your hand. Some cards have abilities which trigger whenever you slide them, others only when you slide them off the board. Timing can be important, you alternate sliding the top then bottom rows and work from the left - in the picture above if I took a slide action Misty would slide first allowing me to gather a wood, then Bumbles slides off the board letting me build (potentially using that wood), but Loria’s ability to spend food to gather even more wood comes last.
It’s the interaction between these 2 core actions and the 5 types of ability on the cards that is where the game shines
If a card has a particularly strong or relevant on-play ability, you want to play it to the left of your board so it slides off quickly and you can play it again
If a card doesn’t have a strong on-play, you could use one of the on-play abilities printed on your board instead, but that card is going far to the right, and you won’t get it back for a while.
If a card has a strong slide ability, you want that on the right so you get more slides with that card, before having to pick up and replay the card
If a card has a strong drop-off ability, maybe you want to play the card leftwards such that it drops off the board soon, but maybe you need time to build up first - take Bumbles the Bear above. On play he gives you a valuable build action, and on drop-off he gives you another. Play him to the left and you could build on consecutive turns. That’s strong, but have you got time to gather resources and walk to the optimal location in between those builds?
If a card has a strong triggered ability, you want to make sure that’s in play to trigger as much as it can.
All of these conflicting desires leave you a lot of ways to play your board out! I can’t wait to play again to see if I can unlock some new knowledge of the card dancing art to hone my skills. Not to mention each player’s starting deck of 6 hero cards is unique, and I’ve only played 2 of the available 5 starting decks!
Trophies and “Last Hitting”
A mechanism I’m less hyped about are the way trophies are awarded. You see, there are dangerous areas on the board that need to be attacked for points, and there are settlements that need building to home villagers to score points. Every 6th dangerous area defeated scores a trophy, and finishing a settlement by building in the last available space also earns a trophy.
These trophies also dictate the length of the game, once 6 are awarded the game ends. In my play that’s been 1 awarded early after the 6th dangerous area was cleared, 1 after the 12th, and 4 in fairly quick succession for 4 of the settlements completing2.
The problem I have here is one of opportunity. Yes, everyone wants to fight the dangerous areas as they are worth points, but the problem comes when you’re looking at clearing the 5th area. It’s good to do so, and the rewards are useful, but it’s difficult to shake the feeling that you’re just opening up a better reward for the player who then hits the 6th. In an extreme case, you could clear 5 areas, and another player only clears 1, but because it happened to be the 6th, they are the ones rewarded.
I don’t like this idea of last-hitting, but to be fair I am overstating the effect somewhat. Yes, one of the trophies is worth 8 points, but the others are worth about 5 points and usually the materials to give you a build opportunity. In a game with winning scores around 150-170, those 5 points could make a difference, but they’re not so massive to be the entire game. The people I’ve played with so far haven’t cared much about clearing the 5th banner, but I can picture a table of players in my head, none of whom want to hit the 5th banner and open up the trophy for the next player. Then again, perhaps with clever card-dancing you could set up a situation in which you attack 2 banners in the same turn, hitting banners 5 and 6 at once and grabbing the trophy yourself.
Favours and Heroes

The favour display
Before I wrap-up, I need to at least nod toward the Favours deck. Much like how the variability in the Heroes deck is what really makes the card-dancing mechanic thrive, the Favours deck makes the rest of the game tick nicely too. Lots of games have public missions, but in this game you can get up to 8 of them, and you’ve got to be a bit careful to get ones that synergise - some are directly contradictory like “Have the most war banners” alongside “Have exactly 3 War banners”. You wouldn’t want to have contradictory aims but knowing an opponent has already committed to earning exactly 3 banners makes taking the reward for most war banners more interesting.
I love that the favour deck is as large as it is, and that two other subtle things are here - when the first player reaches 6 points on the score track a favour refresh happens and everyone gets one, and in every turn where someone takes a favour card from the display, at end of turn another favour is discarded before refreshing the display. A small touch but it makes the favour market feel alive.
Summary
Come for the cute critters, stay for the card dancing and realise that this game is a lot juicier than you might have given it credit for! Definitely worth a play, just make sure you’ve got the hours for it, both games we’ve played so far have been in 3-hour territory - and both times we were surprised how much clock time had elapsed, because we were having so much fun we didn’t notice.
For solo players - yes this game does have a solo mode, I haven’t tried it yet but the card-dancing puzzle is that good that I’m sure it’ll be worth it.
Game details
Emberleaf on BGG
Designer: James Tomblin and Frank West
Artist: Also James Tomblin and Frank West
Next up - a Design Corner article from our game design guru Nat!
Design Corner - House Rulings for games
House rules aren’t in the rulebook of the game you bought, but can be invaluable to getting the best out of the game you’re playing. This might be a weird new concept to you, it might fill you with unease, but never fear, I’m here to be your guide.
You’ve probably done this before…
…possibly unknowingly. In the infamous Monopoly, many players put fines onto Free Parking, to be collected by the next person to land here. This isn’t in the official rules, it won’t happen in tournaments, but it’s a house rule of such prevalence, many people don’t even know they’re playing by house rules.3

Photo used under GFDL 1.2 - credit:Fir0002/Flagstaffotos
The irony that what was designed as a warning about capitalism became an epitome of it is explained brilliantly by Extra Credits.
The code is more a set of guidelines than actual rules
D&D has a vast number of rules for managing carry weights, spell components, hunger, exhaustion… but also explicitly states that you should use the rules your group wants to play with, and that the Dungeon Master has complete discretion to change whatever they want to suit their players. Even the guide as to when to roll dice gives 3 paths to suit your storytelling style. I’m willing to bet, if you’ve ever rolled for initiative, you played under some kind of house rulings.
No game is released perfect
Digital games can produce patches. Tournament games issue corrections (known as errata), that basically says “ignore the printed text, it’s actually this…”. Even in the purely printed board game space reprints will often try to amend issues found after going to print.

A culture of release now, patch later does have its own set of problems…

Caw, nevermore
The great Wingspan suggests in later editions that some of the original corvids might be a little too good and should not be played with. As much as a designer will playtest, they can’t hope to find every interaction that will be found once thousands of players start playing their game.
The best game designers try their best to get it right before it gets into our hands, but all games are human made, and humans are fallible.
No game is all things to all people
One wonderful thing about gaming is that it brings us together socially with friends. Each of us is different, and each of us wants slightly different things from a game. On board game night, this can provide a challenge, especially when Alice wants ruthless social deduction, Bruce wants crunchy worker placement, and Claire wants cosy aesthetics.
But even once you’ve all agreed to play Lords of Waterdeep, there can be issues. Some players like targeted spite mechanics, where you pick one opponent to suffer some ill effect. And these can absolutely have a place in many games. But in a game where every other action is either positive to you, or negative to everyone else, having one specific rarely seen action that just brutally sabotages one person, after hours of play? It’s not a surprise if that leaves a bitter taste in the mouth, and feels like a bully picking on you. In my house, with more than two players, the mandatory quests get removed.

Stamp out “Stamp Out Cultists”
Waterdeep is a worker placement game where, especially in the last couple of turns, you are trying very hard to precisely use your resources to finesse plans that you’ve been working on for tens of minutes. Suddenly being singled out with a card that says “not so much” just knocks you out of the game.4
It’s your game, and sticking to the printed rules is a great way for everyone to feel like they have a fair chance. However, changing small things to make a game harder when you’ve played it lots, or easier when teaching your siblings is a fantastic way to give more life to something you’d otherwise leave on a shelf.
This is a great introduction to game design
Finally, if you think game design is interesting, but the idea of coming up with a whole new game sounds intimidating - try making up some house rules. Find a game you like, or even better a game you thought was fine, and think about what you’d change to solve your issues with it. Tweak it to make it what you want to play.
It’s your game, and your house, and what you say goes!
1 You can unlock a 7th and 8th slot on your player board by building the building that’s blocking the space
2 Don’t make the mistake of thinking after 2 trophies have been awarded that there is plenty of game-time left, you’re actually very near the end!
3 (Paul) Not even a board game but I’ve played pool under so many variations of rules I’ve lost count! And that money-on-free-parking variation for Monopoly that I’ve seen so often actively makes the game worse despite looking so innocuous, because it makes the game longer.
4 (Paul) Also my kids love sticking a mandatory quest on me if it looks like I’m doing too well. Being able to get one over on Dad even if you eventually lose does have benefits.

