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Triple Threat - Lesser Known Artists
Posted: Mon, 29 Jun 05:00:02
We all love the art of Andrew Bosley, but for the sake of this post we're choosing lesser known artists. (Everdell shown)
As [user=popebelligerent]Andrew[/user], [user=skello496]Josh[/user] and I have started diving further into our connection and discussions on Discord in regard to board games and how we want these collaborative posts to continue onward and there's been some really fun ideas floated past. We have a few in the pipeline, but one topic that we thought would be fun to discuss is board game artists. There's some famous artists out there like Andrew Bosley, Kwanchai Moriya, and Ian O'Toole to name a few, but for this post we wanted to focus on some lesser-known artists and highlight their materials.
Below we each have chosen three artists that we wanted to highlight due to their fantastic artwork as well as some of the projects that they have worked on as well. These are going to be some awesome artists that are extremely talented and deserve to have their work showcased, so here are nine incredible people who deserve some recognition:
[heading]Artist #1 - Yoann Boissonnet
Example Game - Deliverance
Other games: Mansions of Madness: Second Edition, The Elder Scrolls: Betrayal of the Second Era[/heading]
This cover is incredible and there's even more fantastic artwork within the box.
When I was thinking about what artist that I would love to highlight, Yoann Boissonnet was the first person that came to mind. I have previously highlighted his work on my first Top 10 Artists list, but I again wanted to highlight the excellence that his artwork portrays. Each of the characters that can be found in Deliverance is absolutely brilliantly designed and each one feels distinct. It is truly a testament to an artist when each of the main characters exudes their main characteristics without even having to provide further context with the description of the angel. Azrael looks menacing with his cowl and green aura that he exudes, showing off his focus on damage over time and poison damage. Gabriel exudes power with the pose that he has and the arm pulled back into a throw of his shield lets players know that is his main attack. Mikko has water flowing around her and the meditative pose that she has adopted lets players know that she flows through combat, just like water.
Just look at that gorgeous artwork and the menacing fallen angel.
Image credit [user=TrybSolo]Marek[/user].
That artwork doesn't only pertain to the Angels that players are controlling, but also the enemies that players will face off against as well as the various treasures and town that players are fighting in. There's an overwhelming sense of menace that is evoked in the enemies and each one again features a unique design that sets them apart from other enemies. The Cruel Archers have a hooded cowl with arrows piercing their backs and the Meddling Imps are short, squat, ugly creatures that are befitting their name. These aren't enemies that you feel bad for and the artwork of Yoann Boissonnet highlights this.

His work on backgrounds and other materials is incredible.
I would pull more examples of his artwork from the games that he has worked on, but many of them are from the various card games that have been put out by Fantasy Flight Games as well as several games published by ChipTheory and pulling out specific examples is difficult. Nevertheless, I have managed to find a few images that were created by him and I still find myself enamored with the worldbuilding that he creates with simple images. Yoann Boissonnet definitely deserves more credit as his work is fantastic.
[heading]Artist #2 - Elaine Ryan
Example Game - The Lord of the Rings: The Fellowship of the Ring – Trick-Taking Game
Other games: The Lord of the Rings: The Two Towers – Trick-Taking Game[/heading]
Can we get more games with gorgeous artwork like this please?
As a massive Lord of the Rings fan, when the trick-taking games were announced, I immediately knew that I would want to purchase them for myself. I was all for a game that went through the various chapters of the book and utilized characters from my favorite series, even introducing some characters that were not included in the movies. When I saw the artwork that was being used for the game, I immediately was on board as the absolutely gorgeous stained-glass look worked very well for the whole experience.
Just... wow.
Image credit [user=TiffsBoardGames]Tiff[/user]
As I dove further and further into the game, I found beautiful renditions of some of my favorite characters in any books that I have read and while I disagree with some of the directions that the art was taken, I can still appreciate the incredible work that Elaine Ryan has done on the series. At the time of writing, the two games in the trick-taking series are the only games that she has illustrated, so I am beyond excited to see what else she comes up with for any games that she works with in the future.
[heading]Artist #3 - Ludovic Roudy
Example Game - The 7th Continent
Other games: The 7th Citadel, Steam Torpedo: First Contact[/heading]
Imposing cover much?
As I wracked my brain for artists that I wanted to highlight with this article, I started thinking about the games that I loved to play and my final choice became obvious. Ludovic Roudy is the main artist for The 7th Continent and I absolutely love the worldbuilding that he has created with his art style. It’s evocative of pulp novels from the late 1800s and 1900s where artists added in their own interpretation of the story that was held within, but with modern technology, color has been added to the materials, bringing it further to life.
The artwork just evokes such an incredible sense of discovery.
Image credit [user=Triangulate]Ross[/user]
As I have journeyed through the lands of The 7th Continent and The 7th Citadel Roudy's work has been on display the entire time, offering alien interpretations to what should be familiar landscapes, and flora and fauna that populate them. It’s a fantastic design that allows clues to be hidden in the cards as players progress through the game, offering glimpses of what may lurk on the next card to those that are willing to dive further into the experience.
Andrew’s Response:
The art in the LotR trick-taking games is so good that it makes me mad at the art in every other fantasy-themed game (except my pick below, obvz). I love that every card looks like a mosaic or a stained-glass window, giving the game an epic, legendary feel.
Deliverance just isn't my speed, either from a thematic or artistic standpoint. I think, weirdly, that the art is a little too clean for my tastes. It's hard to put it into words in a way that doesn't sound insulting, but it feels a bit computery to me, on the edge of looking almost AI-generated. I know this is a style that a lot of people really like, but it's just not for me.
And I don't have strong feelings about the board or card art for The Seventh Continent, but that box cover is an all-timer. Excellent logo design, pulls me right in every time I see it. I suspect I'd be lukewarm on the game itself (which is part of why I haven't played it), but that cover makes me want to know what's inside the box.
Josh’s Response:
Honestly I have to agree with Andrew on Deliverance - it's just not my cup of tea. When I look at this one, it doesn't really do anything for me. It feels AI-adjacent, and I really don't care for most AI art, or art that just looks computer generated in any way. I tend to prefer more classic artwork and style, and I think that this one just falls flat for me.
As far as Fellowship of the Ring, I 100% agree with everything said. I love good Tolkien art, and doing it as stained glass is just awesome. Nothing will ever beat the original Alan Lee illustrations for Tolkien's work, but honestly these make a pretty good contender. Below is an example of what I compare everything Tolkien-related to for artwork.
Finally, I'm not super familiar with 7th Continent, but I would pretty much agree with Andrew's assessment here. The box is iconic and makes me want to play, but every time I've clicked to the page for a closer look I've been left underwhelmed - and have never purchased it as a result. All in all, I think Josiah has a decent picks, but not ones I totally agree with.
[heading]Artist #1 - Bob Pepper
Example Game - Dragonmaster
Other games: Dark Tower[/heading]
This is the winner, everyone else can quit now.
I'm coming in hot from the start on this one. I don't think anyone would call Dragonmaster a timeless classic as far as gameplay goes. It's basically just Hearts played over four rounds with a special twist rule every round. Whoever leads the round gets to choose which of the twist rules is in effect, and therefore has a massive advantage. It's not a bad game per se, but trick takers have come a long, long way since 1981.
But look at that art!
I would buy a tarot deck of this art.
Each card is lovingly, gorgeously unique, and each suit is themed. Pepper was most famous for his covers for sci-fi and fantasy books of the 60s and 70s that were lush and evocative despite their minimalism, many of which have since become collectors' items. I think that illustrating a whole world and not just offering cover art gives Pepper a real chance to shine, and I wish that he had more board games in his portfolo. Alas, he has exactly two: this and the original Dark Tower. Dragonmaster has a very "what if Frank Frazetta but Art Deco" vibe, and I love it so much. My partner introduced me to this game, which was a childhood favorite of hers. I keep the box on display in my game room because it's simply too beautiful to hide.
[heading]Artist #2 - Angela Kirkwood
Example Game - Magical Athlete
Other games: n/a[/heading]
[heading]Game #2 - Magical Athlete[/heading]
I am that bear, and that bear is me.
I understand that this is perhaps not everyone's cup of tea, but being a gentleman of a certain age this very 1970s-coded art hits me directly in the nostalgia. It reminds me of the Saturday morning cartoons of my early childhood, experimental and psychedelic, before they were overrun by toy commercials masquerading as entertainment. It reminds me of Schoolhouse Rock, The Great Space Coaster, and the weirder end of the Hanna-Barbera universe. Kirkwood's surreal, silly style perfectly compliments this chaotic and ridiculous game, and I love that the design of each racer reflects their power.
Banana sucks to play against, but I would crawl through hell for him.
The production of Magical Athlete is off the charts with it's plethora of lovely, chunky, screen-printed wooden player pieces and it's light but extremely satisfying wooden dice, but I can't imagine any other art adorning this box. I actually do quite like the original 2003 art as well, but the joyous, colorful surrealism of the CMYK edition will forever reign supreme in my heart.
[heading]Artist #3 - Angela Rizza
Example Game - Leaf
Other games: Dawn, Druid[/heading]
My blood pressure just went down 25 points.
I think that Leaf is a criminally underappreciated game. It's fairly simple but has a lot of decision space, and the leaf placement mechanic is really unique. But what brings this package together and ties it in a lovely, earth-toned bow is the serene and beautiful art. The bold lines give it a bit of the feel of a woodcut, but the rich, lush colors feel more at home in a children's book. Though it's very stylized, the animals all feel alive and natural. It really reminds me of Henri Rousseau, or a less graphic-oriented Charley Harper. I love that unlike other nature games it's more concerned with the feel of the forest than Audubon-style documentary realism. It's warm and impressionistic without being cartoonish or cutesy.
He is not interested in your Tootsie Pop, thank you very much.
Leaf is, in most ways, the polar opposite of Magical Athlete, but they both share excellent production values and a colorful, inviting aesthetic. I wouldn't quite apply the dreaded "cozy" label to leaf but, like, it's not not cozy either.
Josh’s Response:
Dragonmaster has amazing art. I had never seen this game before Andrew picked it, but holy cow. It reminds me of old-school Magic and D&D, and the art of both I absolutely adore (see Dan Frazier in my choices below). I love this one, and it's a great choice.
Next, though... Andrew loses me. I absolutely get the cartoon pop-art vibes, and I can see where someone would genuinely adore that, but as a child of the 90s it just misses for me. I can imagine that an old man like Andrew would really appreciate something nostalgic like this, but it just isn't my thing. I would love to try the game out, but I don't see myself ever coming around on the art. To each their own!
Finally, Leaf is beautiful. Period, end of story. Great choice from Andrew, and while I have never played it I am absolutely interested, just from checking out the art here.
Josiah’s Response: Dragonmaster is the quintessential look at how games used to be illustrated and honestly, I miss that style a bit. It's so rough, but also at the same time, just super fun and nostalgic. I wonder if it has to do with the printing capabilities of that time period that ends up leaving the artwork a bit rougher. While I can absolutely agree that Leaf is incredible, I'm not certain if I would have necessarily highlighted the artwork of Magical Athlete. It's a weird pop-art style, but after reading your comments about the 1970's cartoons, I can definitely see why it ended up on your list. I still preferred Scooby Doo over Schoolhouse Rock but to each their own.
[heading]Artist #1 - Tom Lopez
Example Game - Fractal: Beyond the Void
Other games: Katmai: The Bears of Brooks River, X-ODUS: Rise of the Corruption[/heading]
Wow, check out that beautiful ship
I backed the Fractal: Beyond the Void kickstarter at the full pledge, almost entirely because of the art. This game is absolutely gorgeous. The tiles and planets and such are your normal 4x planets, but the art on the cards and faction boards and the art inside of the rulebook is just gorgeous.
Both images posted by the designers here on the Geek.
Fractal is the only time that I have ever bought a game solely based on the art. It reminded me of the good old days when I played video games, back when my brother-in-law and I would get on Destiny and play raids for hours at a time. This one just spoke to me, and when I saw how beautiful it was, I knew I just had to get it.
Beyond the actual art, the pieces and player boards and ships are all really well made and designed to fit with the exceptional art that they put into this game. I love how this game looks and feels, and I only wish I could get it to the table more than I have been able to.
[heading]Artist #2 - Dan Frazier
Example Game - Magic: The Gathering[/heading]
It's a classic for a reason.
There was absolutely no way that I would ever do this list without choosing at least one Magic artist. Honestly, there are so many that I could have chosen. I love the art in this game, and choosing a favorite is nigh impossible. I bounced back and forth between Rebecca Guay-Mitchell and Mark Poole as well, but I decided that Dan is the choice. He illustrated all of the original Moxen, which is a crazy resume for an artist.
In addition to all of this, Dan illustrated one of my personal favorite pet cards. Goblin Chirurgeon. I'm a lifelong goblin fan, and if you know Magic, this card is absolutely insane. I love that it has art that is just as equally ludicrous.
[heading]Artist #3 - Luan Huynh
Example Game - Canvas[/heading]
Any questions? I didn't think so
Canvas is a gorgeous game. I mean, the entire game is based on paintings, so I would be shocked if it did not have beautiful art. Each of the backgrounds is bright and beautiful, bursting with color and style.
Even the backgrounds are appealing
The combination of cute, dark, romantic and fantastical makes for an absolutely incredible combination of artistic possibilities. The fact that all of these things come from the mind and talent of a single artist.
To me, this pick is a no-brainer. Canvas is one of the best illustrated games I have ever seen, and I hope that this artist does more work in the gaming industry.
Josiah’s Response: I feel like you've got two excellent artists and one that is on the list due to nostalgia here, Josh. While the artwork for MTG is decent, I think it's a product of it's time and it feels a bit underwhelming, specifically the different stones that you highlighted on your list (the Goblin Chirurgeon card is actually pretty funny). I'm not saying that Dan Frazier isn't an incredible artist, but I'm worried that what you've highlighted here isn't the best work that he has to offer.
It's probably a good thing that I never saw the Kickstarter for Fractal as Tom Lopez's artwork would have pulled me in immediately. The science-fiction bent and fractal design would have been like catnip for me and I find myself wanting to check the game out now just for the artwork as well.
As far as Canvas is concerned, I think the reason it looks so good is because Luan Huynh has managed to recreate the style of Vincent VanGogh in her own way, making it look absolutely incredible. While I've never had a chance to play the game yet, I definitely have wanted to for a while now because of that gorgeous art. Excellent choice!
Andrew’s Response: Man, that Fractal art is just hazy sci-fi perfection. It feels like the covers of the books I read when I was a teenager in the late 80s and early 90s. I'm in love with it.
Unlike some people, I think that utility art like stones and flasks is really important, and I like the work on display here. I never played MtG and have absolutely no nostalgia for it, but I like the clean lines and uncluttered presentation of the stones. That Goblin Curgeon card, though...woof.
And what do you even say about Canvas? It's a jaw-droppingly beautiful game, and half the joy in playing is that it invites you to take all of these beautiful elements and combine them into your own works of art. Great choice,
Who would have thought I would end up the positive one here?
[poll=2177831]
That's it for today's Triple Threat as I don't want this to go on too long. We're experimenting with adding some comments to each other's picks to offer our own perspectives on what was chosen and to highlight our feelings on what was posted by the others. Hopefully this is well received and we can continue onward with this type of reaction in future posts. I have also limited the question to just a single choice to make the winner a bit more obvious. Aside from that, I hope to hear from you about some underappreciated artists that you think deserve more coverage!
I also wanted to add a quick update here as it's going to affect the next week or so, but I just had my third little girl, so both Josh and Andrew have kindly stepped in to help cover for a few posts this week. While I had planned on writing my SETI: Space Agencies Review and have it go live this Friday, with the new baby in the house, I'm going to be taking a much needed break. I should be back next week with my regular content and moving forward, Wednesdays will most likely be dedicated to a post from Josh and/or Andrew to give me a bit more of a break as well. They have some excellent material in store and I cannot wait to have them get the same support that you all have given me over the last few years!
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Posted: Mon, 29 Jun 05:00:02
As [user=popebelligerent]Andrew[/user], [user=skello496]Josh[/user] and I have started diving further into our connection and discussions on Discord in regard to board games and how we want these collaborative posts to continue onward and there's been some really fun ideas floated past. We have a few in the pipeline, but one topic that we thought would be fun to discuss is board game artists. There's some famous artists out there like Andrew Bosley, Kwanchai Moriya, and Ian O'Toole to name a few, but for this post we wanted to focus on some lesser-known artists and highlight their materials.
Below we each have chosen three artists that we wanted to highlight due to their fantastic artwork as well as some of the projects that they have worked on as well. These are going to be some awesome artists that are extremely talented and deserve to have their work showcased, so here are nine incredible people who deserve some recognition:
[heading]
Example Game - Deliverance
Other games: Mansions of Madness: Second Edition, The Elder Scrolls: Betrayal of the Second Era[/heading]
When I was thinking about what artist that I would love to highlight, Yoann Boissonnet was the first person that came to mind. I have previously highlighted his work on my first Top 10 Artists list, but I again wanted to highlight the excellence that his artwork portrays. Each of the characters that can be found in Deliverance is absolutely brilliantly designed and each one feels distinct. It is truly a testament to an artist when each of the main characters exudes their main characteristics without even having to provide further context with the description of the angel. Azrael looks menacing with his cowl and green aura that he exudes, showing off his focus on damage over time and poison damage. Gabriel exudes power with the pose that he has and the arm pulled back into a throw of his shield lets players know that is his main attack. Mikko has water flowing around her and the meditative pose that she has adopted lets players know that she flows through combat, just like water.
Image credit [user=TrybSolo]Marek[/user].
That artwork doesn't only pertain to the Angels that players are controlling, but also the enemies that players will face off against as well as the various treasures and town that players are fighting in. There's an overwhelming sense of menace that is evoked in the enemies and each one again features a unique design that sets them apart from other enemies. The Cruel Archers have a hooded cowl with arrows piercing their backs and the Meddling Imps are short, squat, ugly creatures that are befitting their name. These aren't enemies that you feel bad for and the artwork of Yoann Boissonnet highlights this.

I would pull more examples of his artwork from the games that he has worked on, but many of them are from the various card games that have been put out by Fantasy Flight Games as well as several games published by ChipTheory and pulling out specific examples is difficult. Nevertheless, I have managed to find a few images that were created by him and I still find myself enamored with the worldbuilding that he creates with simple images. Yoann Boissonnet definitely deserves more credit as his work is fantastic.
[heading]
Example Game - The Lord of the Rings: The Fellowship of the Ring – Trick-Taking Game
Other games: The Lord of the Rings: The Two Towers – Trick-Taking Game[/heading]
As a massive Lord of the Rings fan, when the trick-taking games were announced, I immediately knew that I would want to purchase them for myself. I was all for a game that went through the various chapters of the book and utilized characters from my favorite series, even introducing some characters that were not included in the movies. When I saw the artwork that was being used for the game, I immediately was on board as the absolutely gorgeous stained-glass look worked very well for the whole experience.
Image credit [user=TiffsBoardGames]Tiff[/user]
As I dove further and further into the game, I found beautiful renditions of some of my favorite characters in any books that I have read and while I disagree with some of the directions that the art was taken, I can still appreciate the incredible work that Elaine Ryan has done on the series. At the time of writing, the two games in the trick-taking series are the only games that she has illustrated, so I am beyond excited to see what else she comes up with for any games that she works with in the future.
[heading]
Example Game - The 7th Continent
Other games: The 7th Citadel, Steam Torpedo: First Contact[/heading]
As I wracked my brain for artists that I wanted to highlight with this article, I started thinking about the games that I loved to play and my final choice became obvious. Ludovic Roudy is the main artist for The 7th Continent and I absolutely love the worldbuilding that he has created with his art style. It’s evocative of pulp novels from the late 1800s and 1900s where artists added in their own interpretation of the story that was held within, but with modern technology, color has been added to the materials, bringing it further to life.
Image credit [user=Triangulate]Ross[/user]
As I have journeyed through the lands of The 7th Continent and The 7th Citadel Roudy's work has been on display the entire time, offering alien interpretations to what should be familiar landscapes, and flora and fauna that populate them. It’s a fantastic design that allows clues to be hidden in the cards as players progress through the game, offering glimpses of what may lurk on the next card to those that are willing to dive further into the experience.
Andrew’s Response:
The art in the LotR trick-taking games is so good that it makes me mad at the art in every other fantasy-themed game (except my pick below, obvz). I love that every card looks like a mosaic or a stained-glass window, giving the game an epic, legendary feel.
Deliverance just isn't my speed, either from a thematic or artistic standpoint. I think, weirdly, that the art is a little too clean for my tastes. It's hard to put it into words in a way that doesn't sound insulting, but it feels a bit computery to me, on the edge of looking almost AI-generated. I know this is a style that a lot of people really like, but it's just not for me.
And I don't have strong feelings about the board or card art for The Seventh Continent, but that box cover is an all-timer. Excellent logo design, pulls me right in every time I see it. I suspect I'd be lukewarm on the game itself (which is part of why I haven't played it), but that cover makes me want to know what's inside the box.
Josh’s Response:
Honestly I have to agree with Andrew on Deliverance - it's just not my cup of tea. When I look at this one, it doesn't really do anything for me. It feels AI-adjacent, and I really don't care for most AI art, or art that just looks computer generated in any way. I tend to prefer more classic artwork and style, and I think that this one just falls flat for me.
As far as Fellowship of the Ring, I 100% agree with everything said. I love good Tolkien art, and doing it as stained glass is just awesome. Nothing will ever beat the original Alan Lee illustrations for Tolkien's work, but honestly these make a pretty good contender. Below is an example of what I compare everything Tolkien-related to for artwork.
Finally, I'm not super familiar with 7th Continent, but I would pretty much agree with Andrew's assessment here. The box is iconic and makes me want to play, but every time I've clicked to the page for a closer look I've been left underwhelmed - and have never purchased it as a result. All in all, I think Josiah has a decent picks, but not ones I totally agree with.
[heading]
Example Game - Dragonmaster
Other games: Dark Tower[/heading]
I'm coming in hot from the start on this one. I don't think anyone would call Dragonmaster a timeless classic as far as gameplay goes. It's basically just Hearts played over four rounds with a special twist rule every round. Whoever leads the round gets to choose which of the twist rules is in effect, and therefore has a massive advantage. It's not a bad game per se, but trick takers have come a long, long way since 1981.
But look at that art!
I would buy a tarot deck of this art.
Each card is lovingly, gorgeously unique, and each suit is themed. Pepper was most famous for his covers for sci-fi and fantasy books of the 60s and 70s that were lush and evocative despite their minimalism, many of which have since become collectors' items. I think that illustrating a whole world and not just offering cover art gives Pepper a real chance to shine, and I wish that he had more board games in his portfolo. Alas, he has exactly two: this and the original Dark Tower. Dragonmaster has a very "what if Frank Frazetta but Art Deco" vibe, and I love it so much. My partner introduced me to this game, which was a childhood favorite of hers. I keep the box on display in my game room because it's simply too beautiful to hide.
[heading]
Example Game - Magical Athlete
Other games: n/a[/heading]
[heading]Game #2 - Magical Athlete[/heading]
I understand that this is perhaps not everyone's cup of tea, but being a gentleman of a certain age this very 1970s-coded art hits me directly in the nostalgia. It reminds me of the Saturday morning cartoons of my early childhood, experimental and psychedelic, before they were overrun by toy commercials masquerading as entertainment. It reminds me of Schoolhouse Rock, The Great Space Coaster, and the weirder end of the Hanna-Barbera universe. Kirkwood's surreal, silly style perfectly compliments this chaotic and ridiculous game, and I love that the design of each racer reflects their power.
Banana sucks to play against, but I would crawl through hell for him.
The production of Magical Athlete is off the charts with it's plethora of lovely, chunky, screen-printed wooden player pieces and it's light but extremely satisfying wooden dice, but I can't imagine any other art adorning this box. I actually do quite like the original 2003 art as well, but the joyous, colorful surrealism of the CMYK edition will forever reign supreme in my heart.
[heading]
Example Game - Leaf
Other games: Dawn, Druid[/heading]
I think that Leaf is a criminally underappreciated game. It's fairly simple but has a lot of decision space, and the leaf placement mechanic is really unique. But what brings this package together and ties it in a lovely, earth-toned bow is the serene and beautiful art. The bold lines give it a bit of the feel of a woodcut, but the rich, lush colors feel more at home in a children's book. Though it's very stylized, the animals all feel alive and natural. It really reminds me of Henri Rousseau, or a less graphic-oriented Charley Harper. I love that unlike other nature games it's more concerned with the feel of the forest than Audubon-style documentary realism. It's warm and impressionistic without being cartoonish or cutesy.
He is not interested in your Tootsie Pop, thank you very much.
Leaf is, in most ways, the polar opposite of Magical Athlete, but they both share excellent production values and a colorful, inviting aesthetic. I wouldn't quite apply the dreaded "cozy" label to leaf but, like, it's not not cozy either.
Josh’s Response:
Dragonmaster has amazing art. I had never seen this game before Andrew picked it, but holy cow. It reminds me of old-school Magic and D&D, and the art of both I absolutely adore (see Dan Frazier in my choices below). I love this one, and it's a great choice.
Next, though... Andrew loses me. I absolutely get the cartoon pop-art vibes, and I can see where someone would genuinely adore that, but as a child of the 90s it just misses for me. I can imagine that an old man like Andrew would really appreciate something nostalgic like this, but it just isn't my thing. I would love to try the game out, but I don't see myself ever coming around on the art. To each their own!
Finally, Leaf is beautiful. Period, end of story. Great choice from Andrew, and while I have never played it I am absolutely interested, just from checking out the art here.
Josiah’s Response: Dragonmaster is the quintessential look at how games used to be illustrated and honestly, I miss that style a bit. It's so rough, but also at the same time, just super fun and nostalgic. I wonder if it has to do with the printing capabilities of that time period that ends up leaving the artwork a bit rougher. While I can absolutely agree that Leaf is incredible, I'm not certain if I would have necessarily highlighted the artwork of Magical Athlete. It's a weird pop-art style, but after reading your comments about the 1970's cartoons, I can definitely see why it ended up on your list. I still preferred Scooby Doo over Schoolhouse Rock but to each their own.
[heading]
Example Game - Fractal: Beyond the Void
Other games: Katmai: The Bears of Brooks River, X-ODUS: Rise of the Corruption[/heading]
I backed the Fractal: Beyond the Void kickstarter at the full pledge, almost entirely because of the art. This game is absolutely gorgeous. The tiles and planets and such are your normal 4x planets, but the art on the cards and faction boards and the art inside of the rulebook is just gorgeous.
Fractal is the only time that I have ever bought a game solely based on the art. It reminded me of the good old days when I played video games, back when my brother-in-law and I would get on Destiny and play raids for hours at a time. This one just spoke to me, and when I saw how beautiful it was, I knew I just had to get it.
Beyond the actual art, the pieces and player boards and ships are all really well made and designed to fit with the exceptional art that they put into this game. I love how this game looks and feels, and I only wish I could get it to the table more than I have been able to.
[heading]
Example Game - Magic: The Gathering[/heading]
There was absolutely no way that I would ever do this list without choosing at least one Magic artist. Honestly, there are so many that I could have chosen. I love the art in this game, and choosing a favorite is nigh impossible. I bounced back and forth between Rebecca Guay-Mitchell and Mark Poole as well, but I decided that Dan is the choice. He illustrated all of the original Moxen, which is a crazy resume for an artist.
In addition to all of this, Dan illustrated one of my personal favorite pet cards. Goblin Chirurgeon. I'm a lifelong goblin fan, and if you know Magic, this card is absolutely insane. I love that it has art that is just as equally ludicrous.
[heading]
Example Game - Canvas[/heading]
Canvas is a gorgeous game. I mean, the entire game is based on paintings, so I would be shocked if it did not have beautiful art. Each of the backgrounds is bright and beautiful, bursting with color and style.
The combination of cute, dark, romantic and fantastical makes for an absolutely incredible combination of artistic possibilities. The fact that all of these things come from the mind and talent of a single artist.
To me, this pick is a no-brainer. Canvas is one of the best illustrated games I have ever seen, and I hope that this artist does more work in the gaming industry.
Josiah’s Response: I feel like you've got two excellent artists and one that is on the list due to nostalgia here, Josh. While the artwork for MTG is decent, I think it's a product of it's time and it feels a bit underwhelming, specifically the different stones that you highlighted on your list (the Goblin Chirurgeon card is actually pretty funny). I'm not saying that Dan Frazier isn't an incredible artist, but I'm worried that what you've highlighted here isn't the best work that he has to offer.
It's probably a good thing that I never saw the Kickstarter for Fractal as Tom Lopez's artwork would have pulled me in immediately. The science-fiction bent and fractal design would have been like catnip for me and I find myself wanting to check the game out now just for the artwork as well.
As far as Canvas is concerned, I think the reason it looks so good is because Luan Huynh has managed to recreate the style of Vincent VanGogh in her own way, making it look absolutely incredible. While I've never had a chance to play the game yet, I definitely have wanted to for a while now because of that gorgeous art. Excellent choice!
Andrew’s Response: Man, that Fractal art is just hazy sci-fi perfection. It feels like the covers of the books I read when I was a teenager in the late 80s and early 90s. I'm in love with it.
Unlike some people, I think that utility art like stones and flasks is really important, and I like the work on display here. I never played MtG and have absolutely no nostalgia for it, but I like the clean lines and uncluttered presentation of the stones. That Goblin Curgeon card, though...woof.
And what do you even say about Canvas? It's a jaw-droppingly beautiful game, and half the joy in playing is that it invites you to take all of these beautiful elements and combine them into your own works of art. Great choice,
Who would have thought I would end up the positive one here?
[poll=2177831]
That's it for today's Triple Threat as I don't want this to go on too long. We're experimenting with adding some comments to each other's picks to offer our own perspectives on what was chosen and to highlight our feelings on what was posted by the others. Hopefully this is well received and we can continue onward with this type of reaction in future posts. I have also limited the question to just a single choice to make the winner a bit more obvious. Aside from that, I hope to hear from you about some underappreciated artists that you think deserve more coverage!
I also wanted to add a quick update here as it's going to affect the next week or so, but I just had my third little girl, so both Josh and Andrew have kindly stepped in to help cover for a few posts this week. While I had planned on writing my SETI: Space Agencies Review and have it go live this Friday, with the new baby in the house, I'm going to be taking a much needed break. I should be back next week with my regular content and moving forward, Wednesdays will most likely be dedicated to a post from Josh and/or Andrew to give me a bit more of a break as well. They have some excellent material in store and I cannot wait to have them get the same support that you all have given me over the last few years!
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[microbadge=28711]I also want to make sure that I am offering additional support to my amazing friends and collaborators, Andrew and Josh. They both write their own blogs here on BGG and I would love for you to check them out! Read the Story/Board blog written by Andrew here. Read Josh’s thoughts about games here on the Not Another Board Game Blog here.[microbadge=28711]
I greatly appreciate each and every one of you dear readers and hope that this blog is offering some positive encouragement to everyone in this wonderful hobby. I especially would like to thank the various publishers who have been willing to work with me over the last few years as I have grown this blog and written more and more. I would not be able to offer as many thoughts nor have as much experience with games without you providing your support, both with games and relationships that I have been able to develop with your company. Thank you from the bottom of my heart for trusting me to offer high quality writing, especially in a world where that is becoming less and less prevalent.
As always, thank you so much for reading this blog. If you liked it, please hit the green thumb [microbadge=23724] at the top of the page and feel free to leave a comment on the post. We appreciate all interactions and will respond to everything that I can. If you really liked the post and want more ramblings and odd commentaries, please hit that subscribe button to get new posts every Monday/Wednesday/Friday (and some extra days here and there). Every single click helps and together we can build a community here on this blog for positive connection around our favorite hobby.
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Review: Isle of Ruk:: Abstracted worldbuilding does not an adventure make
Posted: Mon, 29 Jun 02:31:28
Moonwhisper Magic
OSE
Level ... 3?
The world is shattered, the wizards are gone, and the sea swallows the ruins of their age. Scattered across the waves lie the broken islands of a forgotten empire places of fire, frost, and ancient magic. Among them stands the Isle of Ruk, a frontier of black sands, steaming jungles, and secrets buried beneath volcanic stone. […] The wizards are dead. Their secrets are not.
This 64 page adventure uses about seven pages to describe about fifty encounters in two dungeon on an island, with all of the supporting pages being abstracted worldbuilding. There’s a whole lot of generalizations and could be’s in here with actual encounters and locations that don’t come close to realizing the designers vision, I suspect.
This is an island with a couple of towns on it, a barrow field with sixteen locations, and a three level dungeon with about 45 or so rooms. With got this world where WIZARDS fucked up, they are all gone now but the world is blanketed in ice except for these volcanos around that keep things warm. A pretty decent number of pages is used to describe all of this, although it plays little to no import on the adventure. It’s just an island with a couple of towns and a couple of adventuring locations. The ice and volcano doesn’t really come through much. There is a volcano/volcano cultists/fire spirits, especially in the main dungeon, but that theming is still not really present at all.
The main town is described in a somewhat interesting way, at least in the keys for it. “1. Church of Foki has a large cauldron and offers free food for all.” That’s the first line for the temple location, in bold, as a kind of a location header. It’s an interesting way to embed the crux of the location in to the key title, allowing you to know immediately what the main thrust of it is. There’s a related concept with dungeon keys that I sometimes talk about, where instead of “11.” or “11. Bedroom” you put something like “11. Mildewed Victorian Bedroom.” In that instance you are framing the room encounter, preloading the DMs mind, so they interpret what is to come in the description with a “Mildewed Victorian Bedroom” mindset. It’s not exactly consistently used in the town descriptions, but it is present in places and does a great job when it is present.
The rest of the adventure is much murkier in its descriptions.
There’s this abstraction going on, a bit different than other abstractions I generally see. It’s written almost like a regional guide that introduces mysteries without explanation. This is pretty consistent in the overviews of the various areas, which do seem to take up the bulk of the adventure. It comes off with a hefty lean to the purple side of the spectrum. “Thin wisps of yellow smoke coil lazily from the darkness within, carrying the acrid tang of sulphur and old fire. The mountain air snatches them, pulling them apart and scattering their scent into the breeze, but the trace remains a lingering reminder of whatever festers in the depths beyond.” That whole last sentence, with the snatching and scattering and festering in the depths beyond. It’s clearly going for inspiration for the DM, but there is FAR too much of it, especially considering the depths beyond don’t really live up to the concepts introduced. It certainly feels like the bulk of the adventure is made of these general overarching theme writing sections that meet more novelization rather than turning in to something concrete.
This can then be contrasted with the actual location descriptions in the adventuring sites. “3.7 Firedrake (1) has made its lair here.” That’s not much of a description, eh, for a festering depth? Or, for another one “Black stone walls. In the middle of the room is an ancient ashy corpse. A Shadow (1) preys on adventurers.” A little more to this, but still not really living up, I think, to the vision the designer had in their minds when putting this down to paper.
And then there are a few out of place things present. One room on the second level has a table and two chairs and a wardrobe in it. And a sad eyed bard sitting at the table drinking. Uh … there are fire spirits. Fire cultists. Gomens. Shadows. And dude is just sitting there in his cups? A dungeon population table can help inspire us to encounters but it does needs to be placed in context. Lost his party? Just hanging out for funsies? Refuge from a cult? The framing here, or complete lack of it besides him drinking in a room with a wardrobe, just is out of place. Minimal keying would have the DM making things up, as they would if populating from a table. A word of two of context would allow the DM to riff. I’m not really sure what to make of something so seemingly out of place. “Uh, there are a bunch of civvies on level eight of the balrogs lair having a format dance? Uh …”
There’s just this disconnect. The page count is devoted to the world and generalized framing that is leaning purple while the actual dungeon keys are less than thrilling in the capacity they serve. The vision presented in the world building never really comes to pass.
This is $5 at DriveThru. The preview is four pages and doesn’t really show you anything, just a brief overview, this is what an RPG is type of things. We need some meat in a preview to understand if the product is right for us.
https://www.drivethrurpg.com/en/product/568698/dungeon-modul...
Posted: Mon, 29 Jun 02:31:28
by bryce0lynch
By Stephen GreenMoonwhisper Magic
OSE
Level ... 3?
The world is shattered, the wizards are gone, and the sea swallows the ruins of their age. Scattered across the waves lie the broken islands of a forgotten empire places of fire, frost, and ancient magic. Among them stands the Isle of Ruk, a frontier of black sands, steaming jungles, and secrets buried beneath volcanic stone. […] The wizards are dead. Their secrets are not.
This 64 page adventure uses about seven pages to describe about fifty encounters in two dungeon on an island, with all of the supporting pages being abstracted worldbuilding. There’s a whole lot of generalizations and could be’s in here with actual encounters and locations that don’t come close to realizing the designers vision, I suspect.
This is an island with a couple of towns on it, a barrow field with sixteen locations, and a three level dungeon with about 45 or so rooms. With got this world where WIZARDS fucked up, they are all gone now but the world is blanketed in ice except for these volcanos around that keep things warm. A pretty decent number of pages is used to describe all of this, although it plays little to no import on the adventure. It’s just an island with a couple of towns and a couple of adventuring locations. The ice and volcano doesn’t really come through much. There is a volcano/volcano cultists/fire spirits, especially in the main dungeon, but that theming is still not really present at all.
The main town is described in a somewhat interesting way, at least in the keys for it. “1. Church of Foki has a large cauldron and offers free food for all.” That’s the first line for the temple location, in bold, as a kind of a location header. It’s an interesting way to embed the crux of the location in to the key title, allowing you to know immediately what the main thrust of it is. There’s a related concept with dungeon keys that I sometimes talk about, where instead of “11.” or “11. Bedroom” you put something like “11. Mildewed Victorian Bedroom.” In that instance you are framing the room encounter, preloading the DMs mind, so they interpret what is to come in the description with a “Mildewed Victorian Bedroom” mindset. It’s not exactly consistently used in the town descriptions, but it is present in places and does a great job when it is present.
The rest of the adventure is much murkier in its descriptions.
There’s this abstraction going on, a bit different than other abstractions I generally see. It’s written almost like a regional guide that introduces mysteries without explanation. This is pretty consistent in the overviews of the various areas, which do seem to take up the bulk of the adventure. It comes off with a hefty lean to the purple side of the spectrum. “Thin wisps of yellow smoke coil lazily from the darkness within, carrying the acrid tang of sulphur and old fire. The mountain air snatches them, pulling them apart and scattering their scent into the breeze, but the trace remains a lingering reminder of whatever festers in the depths beyond.” That whole last sentence, with the snatching and scattering and festering in the depths beyond. It’s clearly going for inspiration for the DM, but there is FAR too much of it, especially considering the depths beyond don’t really live up to the concepts introduced. It certainly feels like the bulk of the adventure is made of these general overarching theme writing sections that meet more novelization rather than turning in to something concrete.
This can then be contrasted with the actual location descriptions in the adventuring sites. “3.7 Firedrake (1) has made its lair here.” That’s not much of a description, eh, for a festering depth? Or, for another one “Black stone walls. In the middle of the room is an ancient ashy corpse. A Shadow (1) preys on adventurers.” A little more to this, but still not really living up, I think, to the vision the designer had in their minds when putting this down to paper.
And then there are a few out of place things present. One room on the second level has a table and two chairs and a wardrobe in it. And a sad eyed bard sitting at the table drinking. Uh … there are fire spirits. Fire cultists. Gomens. Shadows. And dude is just sitting there in his cups? A dungeon population table can help inspire us to encounters but it does needs to be placed in context. Lost his party? Just hanging out for funsies? Refuge from a cult? The framing here, or complete lack of it besides him drinking in a room with a wardrobe, just is out of place. Minimal keying would have the DM making things up, as they would if populating from a table. A word of two of context would allow the DM to riff. I’m not really sure what to make of something so seemingly out of place. “Uh, there are a bunch of civvies on level eight of the balrogs lair having a format dance? Uh …”
There’s just this disconnect. The page count is devoted to the world and generalized framing that is leaning purple while the actual dungeon keys are less than thrilling in the capacity they serve. The vision presented in the world building never really comes to pass.
This is $5 at DriveThru. The preview is four pages and doesn’t really show you anything, just a brief overview, this is what an RPG is type of things. We need some meat in a preview to understand if the product is right for us.
https://www.drivethrurpg.com/en/product/568698/dungeon-modul...
Review: Beneath Twin Pines Farm:: The idea of a bugm rather than a bug, so to speak
Posted: Mon, 29 Jun 02:29:59
Self Published
5e/OSR
Level ... 4?
Farmer Jebsom has a problem – half his farmhouse, along with all of his family fell into a sinkhole that appeared beneath his farm’s foundations. Now he is desperate to get his wife and children back from the mysterious depths and is willing to give 20% of his farm to anyone succeeding in returning them to safety.
This seven page backstory uses one page to describe nine rooms in a tunnel complex full of bugs. A general overview with a lengthy backstory and terse tunnel chambers result in an IDEA for an adventure rather than an adventure proper.
I am less than thrilled with every aspect of this adventure. There is an extensive backstory here of a wizard noble dude, exiled, back, with a gang of like fifty doppelgangers, his revenge in getting ankhegs in to a village to disrupt the farms, and then his use of a giant burrowing monster to undermine a former rival farmers fields. You’re in the village to clear out an ankheg infestation. That, alone, seems weird. It’s all very nonchalant and no one seems to care much about rampaging monsters. But, whatever. Then farer bob runs in to the tavern noting that his wife and kid fell in when a large portion of his house collapsed in to a sinkhole. Again, no one seems to care much. There’s an off-hand comment that the village priest wants you to wait a day to go save them so that the farmer can recover enough to tell his tale. None of this makes any sense to me. The casual monster infestation that no one cares about. No one really caring about a member of the communities family being in trouble. The priest urging you to wait a day. This is not how people react. I get it, we’re hiring adventurers to solve our problem, but this immediately drags me out of immersion. Things would have gone much better with some local involved and framing this as a village crisis. They won’t even form a militia because the farmers don’t want their hands away. It’s just this super long backstory and irrelevant detail to set up this absurd situation that just results in “you’re hired to …”
And then there’s a evil noble mage and his doppelganger gang. There’s a note that they are replacing people, but nothing more than that. Evil Dude gets a stat block and you find letters in the tunnel, and evidence, tying him to whats going on … but nothing more. No reactions. No evil dude lair. That’s it. The amount of backstory and time spent on him, and the gangers, would make it seem like this IS the adventure. But it’s not. Nothing is there.
The actual adventure is nine keys in a tunnel. This amount to “you enter a room and some bugs are there to attack you.” You can find the missing family. While YOU take between 4d4 and 8d10 damage from collapsing tunnels, they are ok. And, no details about what makes a tunnel collapse or anything. You can also find some dead doppelgangers with the letter from the evil noble. Yeah.
I find this so frustrating. At best you get an outline of things that could be going on. There is almost no specificity. The actual dungeon encounters are less interesting than Boggems, NO! From Legion of Gold. “Hey, heres this long backstory of stuff that could be happening. Now here’s nine rooms in some tunnels with bugs”
I get it. I get the vision. But nothing in the adventure is supporting that vision. Not even this review. OSR. Pffft.
This is $2.50 at DriveThru. The preview shows you the first two pages of baccktsory. Enjoy that.
https://www.drivethrurpg.com/en/product/569215/beneath-twin-...
Posted: Mon, 29 Jun 02:29:59
by bryce0lynch
By Peter D GraySelf Published
5e/OSR
Level ... 4?
Farmer Jebsom has a problem – half his farmhouse, along with all of his family fell into a sinkhole that appeared beneath his farm’s foundations. Now he is desperate to get his wife and children back from the mysterious depths and is willing to give 20% of his farm to anyone succeeding in returning them to safety.
This seven page backstory uses one page to describe nine rooms in a tunnel complex full of bugs. A general overview with a lengthy backstory and terse tunnel chambers result in an IDEA for an adventure rather than an adventure proper.
I am less than thrilled with every aspect of this adventure. There is an extensive backstory here of a wizard noble dude, exiled, back, with a gang of like fifty doppelgangers, his revenge in getting ankhegs in to a village to disrupt the farms, and then his use of a giant burrowing monster to undermine a former rival farmers fields. You’re in the village to clear out an ankheg infestation. That, alone, seems weird. It’s all very nonchalant and no one seems to care much about rampaging monsters. But, whatever. Then farer bob runs in to the tavern noting that his wife and kid fell in when a large portion of his house collapsed in to a sinkhole. Again, no one seems to care much. There’s an off-hand comment that the village priest wants you to wait a day to go save them so that the farmer can recover enough to tell his tale. None of this makes any sense to me. The casual monster infestation that no one cares about. No one really caring about a member of the communities family being in trouble. The priest urging you to wait a day. This is not how people react. I get it, we’re hiring adventurers to solve our problem, but this immediately drags me out of immersion. Things would have gone much better with some local involved and framing this as a village crisis. They won’t even form a militia because the farmers don’t want their hands away. It’s just this super long backstory and irrelevant detail to set up this absurd situation that just results in “you’re hired to …”
And then there’s a evil noble mage and his doppelganger gang. There’s a note that they are replacing people, but nothing more than that. Evil Dude gets a stat block and you find letters in the tunnel, and evidence, tying him to whats going on … but nothing more. No reactions. No evil dude lair. That’s it. The amount of backstory and time spent on him, and the gangers, would make it seem like this IS the adventure. But it’s not. Nothing is there.
The actual adventure is nine keys in a tunnel. This amount to “you enter a room and some bugs are there to attack you.” You can find the missing family. While YOU take between 4d4 and 8d10 damage from collapsing tunnels, they are ok. And, no details about what makes a tunnel collapse or anything. You can also find some dead doppelgangers with the letter from the evil noble. Yeah.
I find this so frustrating. At best you get an outline of things that could be going on. There is almost no specificity. The actual dungeon encounters are less interesting than Boggems, NO! From Legion of Gold. “Hey, heres this long backstory of stuff that could be happening. Now here’s nine rooms in some tunnels with bugs”
I get it. I get the vision. But nothing in the adventure is supporting that vision. Not even this review. OSR. Pffft.
This is $2.50 at DriveThru. The preview shows you the first two pages of baccktsory. Enjoy that.
https://www.drivethrurpg.com/en/product/569215/beneath-twin-...


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