Review: Critical Role’s new board game is a rousing success
Darrington Press, the publishing imprint of Critical Role’s media empire, began with a tumultuous start. Its debut board game, Uk’otoaIt floundered, and it failed to impress. This new release was something I approached with some skepticism. Fearing the worst. I was surprised to discover that my fearlessness wasn’t justified. Till the last gaspThis board game is not uninspired and comes with Mighty Nein-branded paint. Rather, it’s a story-infused tabletop design that crosses genres and hangs together extraordinarily well. It’s a design that speaks to the publisher’s strengths, and more effectively appeals to the brand’s target demographic — fans of improvised storytelling. In short, it’s a rousing success.
Till the last gaspThe board is a hybrid of a role-playing and a game. A central map shows a place with points-to-point areas that represent interactive possibilities, like a throne or animal pen. Players don’t move individual pawns, instead shuffling about a token that highlights where both combatants are currently fighting. A player board is used to represent each character. It hosts the dice pool and arranges information for ease of play. This is all in support of structured combat, which serves as the basis for storytelling.
A clever system of action points allows for the invocation of the duel. When players fiddle with their dice pool and create action points, it feels like playing a board game. You can spend these for discrete actions like wounding your foes, moving them to a different location or interfacing with the terrain. Many opportunities exist in this environment. You can ring a bell tower, grab an improvised gun from the scrap pile or even make a weapon. These are contextual based on the setting you’ve chosen with a solid variety on offer.
Darrington Press image
What’s compelling is how the design crosses over into more free-form improvisational theater. For example, a wound isn’t mechanically recorded with tokens or health. Instead, the opponent describes what the hit does to the story and the impact it has on the plot. It’s the same when you go to the bar for a beer or accuse your opponent in the throne area of treachery. There’s a general sense of freedom and trust afforded to the players that is refreshing and novel in this form.
This approach can be fragile. This approach can become dull and boring if it is used with someone who doesn’t understand the concept of narrative improv or role-playing. Often mechanical effects do accompany the outcomes of actions, such as changing your opponent’s stance and altering their options on the following turn, but the real spark of Till the last gaspIt is about creating a shared story. Expecting a classic board game experience will not find it here. Although there are strong guidelines and clear advice, the tactical meat is not sufficient to meet such needs. Board game enthusiasts will be quick to accomplish their objectives. They’ll tick off the boxes quickly and then go for it. However, the spirit of play demands more. The spirit of play wants more. It desires you to enjoy each moment, and hold on to every word. It desires you to lose focus on winning, and instead be more interested in the story that will result.
Darrington Press image
Darrington Press image
This emphasis on shared narrative and role-playing is apparent throughout the entire design. Play begins with an abbreviated “session zero” where both players discuss the setting they’d like to explore and then create characters. Before the fight begins, motivations, strengths, and concise backstory can all be conjured. As a central principle in the story and the play arc, the relationship between fighters must also be agreed on. You can choose to use either one of our pre-generated characters, or you may roll up your own background on the charts. This will make the experience more fluid and quick. This is naturally the less fulfilling approach, but it’s nice to afford the option of simply jumping into the conflict and wrapping the entire session up in less than an hour.
The story will continue to unfold at the right moments once the violence has begun. Often, the drama cards will require one of them to draw. These prompt questions and quips, including effects such as “compliment your foe, to irritate or enrage them.” Sometimes they will probe each other’s backstories and secrets, teasing out additional character development and thereby enriching play. They also play. It isThis is the end of the story. Those looking for mechanical crunch might find it disappointing.
Leaning in, however, it’s clear that Till the last gasp’s sense of narrative exploration and collaboration is handled expertly. People who feel comfortable with this approach will find their role and make something extraordinary. It is also flexible. It is possible to reuse characters and have them meet again in their lifetimes, continuing an endless duel. Or perhaps one of the players returns as a previously fallen character’s child, seeking revenge upon their parent’s killer. It is possible even to assume the iconic roles of heroes from established intellectual properties. With just a bit of creativity, you could reenact Darth Vader and Luke Skywalker’s magnificent lightsaber duel on the second Death Star — just with a narrative envelope that encompasses everything you know about the prequels, sequels, and everything in between. Duels such as this can easily go from dramatic to hilarious, with both sides firmly in control.
The box is small and contains only a handful components. The Last Gasp bleeds potential. The unique design offers an organized, yet narrative-oriented tabletop gaming experience. It draws from both indie and traditional board games. It’s engrossing yet light, allowing for complex narratives or concise poetic duels shrouded in mystery. It’s a shame that the author made this mistake. Uk’otoa, I’m frankly shocked at how effective and moving this game manages to be.
Till the last gasp It was made available to the public online on March 14, as well at retail stores in your area. Darrington Press provided a retail copy of the game for review. Vox Media is an affiliate partner. They do not affect editorial content. However, Vox Media might earn commissions for products bought via affiliate links. Here are some links to help you find. additional information about Polygon’s ethics policy here.
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