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Tabletop Scotland 2026 - my highlights


Scotland’s answer to the UKGE, held in a smaller venue at the Royal Highland Centre near Edinburgh Airport. Tabletop Scotland’s modest size creates distinct benefits that set it apart from its big brother. It lets smaller local designers and artists gain more visibility, and it creates a more relaxed vibe with shorter queues, smaller wait times and reduced general commotion. With that said, let’s dive into some board games that brought a smile to my face over the weekend!

It’s important to note that the games featured here aren't limited to upcoming and new releases; rather, they highlight titles my friends and I found intriguing and entertaining while exploring the convention, which you might not have come across before.   

A silly, chaotic and very competitive game in which you and your friends control various Arthurian knights of the Round Table and their vassals, pushing, shoving and gossiping about one another in order to retain high standing in the court and a seat near King Arthur.

The gameplay is straightforward. Each player controls a group of knights of the same colour and uses various cards to move their own or other players’ knights along the board’s branching paths, which portray the bustling court. Each card has a specific action, such as move, banish, gossip, assign vassals, or enlist the help of the capricious Merlin, who can swap the position of two knights. Finally, score cards award points based on the knights’ current standing in the court, which is how players earn points to win. However, everyone scores when a scoring card is played, so the key is to use them at the right time, when your knights are in better standing than others.  

We found the game to be extremely enjoyable and intentionally comedic in both its presentation, with ridiculous pun names for the knights and simple, funny artwork, and its gameplay, with players encouraged to use their entire hand of cards, resulting in the state of the court changing dramatically every turn. Overall, it’s a delightful, light-hearted game to spend an hour messing around with your friends.  

Personal Demons 

The sole upcoming game I had my eyes on was Personal Demons, designed and illustrated by Judson Cowan, the talented creator behind one of my favourite games of last year, Deep Regrets. I wasn’t alone in my excitement; during the weekend, demo sessions were almost fully booked, but thankfully I managed to snag one of the last slots available! 

In this game, players engage in a group ritual in which they summon their own personal demons and attempt to overcome them by capturing them with various coloured seals. The gameplay revolves around card drafting, similar to games like Sushi Go or 7 Wonders; players select a demon card to keep and place simultaneously, then pass the remaining cards clockwise until all cards are chosen. Each demon card features segments of a coloured seal in its corners, and players strategically position demons with matching seal colours beside each other on the board to complete the seal and capture the demons. At the end of a round, players score points primarily based on the seals they completed and the demons they captured. As the game progresses, players will acquire various power-ups and summon larger, more powerful demons with unique effects that offer more points. 

The game blends card-drafting and tableau-building to create a satisfying experience where players are puzzling out their own point-scoring engine with a demonic flair. The illustrations of the demons are gorgeously grotesque and colourful, while the design of the player boards is intricate yet practical. My only minor issue was that I struggled to connect with the theme of confronting inner demons through therapeutic rituals. The game’s objective and mechanics had us feeling like warlocks or occultists, summoning and harnessing demons for power and our own selfish gain. However, that is simply a personal preference regarding the theme that does not diminish the game’s engaging gameplay. 

I have been eager to try Tag Team for some time now, being a big fan of two-player head-to-head games. I had heard much praise for the game since its release, and I must say, it didn’t disappoint.  

Tag Team is a deck-building card game where two players each control a duo of unique fighters and brawl it out until one of them is knocked out. However, each duo auto-battles using a combined deck of cards related to each character, and players can only choose which cards to add to the deck and where, as the deck is always played in the same order. This emulates the strategic mental contest of an arcade fighting game, with each player trying to anticipate, react to, and counter their opponent’s attacks while delivering devastating blows of their own. What sets the game apart is that each fighter is unique, with their own deck of cards, abilities and fighting styles, adding depth and excitement as players aim to create powerful synergies between two characters.  

Although I have only played the game once, with a specific set of characters, I could already appreciate the easy-to-learn mechanics that pave the way towards a complex metagame. Skilled players with a thorough understanding of all the characters can engage in intense matches, filled with intricate combos and thrilling exchanges. Additionally, the diverse roster of characters, further extended by the Arthur’s Legacy expansion, ensures the game is highly replayable, offering players the opportunity to experiment with different character combinations and matchups.  

CrokinoleCrokinole 

Whenever I attend a board game convention, I always make sure to squeeze in a few rounds of Crokinole. Originating in the 1870s, it is not by any means new, but it remains an endlessly satisfying dexterity game.  

For those unfamiliar with Crokinole, in essence, it is a tabletop curling game, where players use their fingers to flick their disks and slide them on a large, round and polished wooden board. The board consists of three rings, each offering an increasing amount of points as you get closer to the centre. The centre features a perfectly disc-shaped hole that acts as a bullseye and scores the most points. Players compete for potential points by aiming to flick their discs into, or as close as possible to, the centre while trying to knock their opponents’ discs off the board into the recessed gutter.   

I play Crokinole during spare moments at conventions because, besides providing a moment for the mind to rest, I know I could never own it. The masterfully crafted wooden board comes with an appropriate price tag and demands a dedicated room of its own, making it impractical for my small London flat. Yet, for those fortunate enough to have the room and budget for it, Crokinole is the board game equivalent of having a foosball table in their basement or garage, ready to be dusted off for entertaining guests or hosting parties.  

At the same stand as Crokinole, I was introduced to a different dexterity game featuring a circular wooden board with a hole in the middle, but this one was much more compact and used dice instead of discs. Quite intriguing…  

JamSumo consists of two phases: Jam and Sumo, who would have guessed! In the Jam phase, players aim to flick all their dice into the central hole. Interestingly, the first player to succeed scores nothing, which, like in golf, is good. The other players receive negative points based on their dice values still in play. The Sumo phase reverses this concept, as players once more flick their dice, but this time they aim to keep them on the board while knocking opponents’ dice off. Here, the first player with no dice remaining on the board scores nothing, which, like in most other games, is now bad. The others receive positive points based on, once again, their dice values on the board.  

This is a quick and engaging game whose two contrasting phases keep players on their toes. It is easy to mix up which phase is currently happening and inadvertently harm your own chances! Also, a word of caution: when playing with passionate players, be prepared for the dice to go flying off the table, never to be found again.  

Finally, I played two games I recognised at the Zatu Games booth, since I had the opportunity to demonstrate them previously at ZatuCon. This familiarity made me feel more acquainted with them, but this time I got to experience them fully as a player. 

Thief’s Market, a new edition of the 2016 original, was one of those games. In this game, players assume the roles of thieves who pull off heists off-screen and are now debating how to split their ill-gotten gains. Each round, players roll dice representing the loot and then take turns choosing loot from the middle of the table or from another player until everyone is satisfied with their haul. The acquired loot is then spent in the market on items, investments for future heists, or valuable relics. The goal is to build a card engine that generates the most infamy points by the end of the game.  

This game is entertainingly interactive, encouraging players to bicker over loot, backstab each other, and point fingers at one another, with cards that still provide a good level of strategic crunch. After a brief glance at the original, I can confidently say that the design has been streamlined and improved. The iconography on the cards is now clearer and easier to understand, and certain rule changes have made the game faster, sharper, and simpler to grasp. 

The second game was Rebirth, Reiner Knizia’s latest title, a tranquil tile-laying and point-scoring experience that unfolds in the naturally beautiful landscapes of Scotland. Players take control of different clans with hopes of rebuilding Scotland after a series of unknown calamities collapsed civilisation, leaving cities, castles and cathedrals in ruins. Every turn, a player draws a random tile and places it on the map. That’s it! The tiles, which come in three types, have some placement restrictions and implications, which gently guide players to strategically place them on the map where they benefit them the most. Cathedrals provide players with objective cards to further steer their tile placement, while castles offer extra points to the player with the most tiles surrounding them.   

This game is surprisingly light and straightforward, making it ideal for introducing kids or people unfamiliar with or intimidated by board games to the hobby. It also serves as a great first, warm-up game for a game night. While there is some mild competition among players for control of castles and cities, because the drawn tile is random, players tend to mostly focus on their own areas of the map and objectives, making it quite a relaxing collective experience. However, the game does also offer an alternate setup using the map of Ireland on the reverse side of the board, providing a slightly more competitive experience for those craving more conflict.  
 

As Tabletop Scotland wraps up for another year, I would like to extend a huge thank you to all the organisers, designers, demonstrators, and volunteers who make this event possible and contribute to its success and growth. I am looking forward to attending next year! 

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