![]() ![]() AuZtralia is a race to claim as much territory, resources, and points as possible, all while avoiding incurring too much attention from the terrors slumbering in the desert. Not that everything is hunky-dory between colonies. Gone are A Study in Emerald’s uncertain loyalties, barrage of assassinations, and the possibility that your best bud is actually a vampire. Their various toeholds on the coast aren’t necessarily friendly with one another, but they aren’t going to be taking any direct action to hinder their opposition, and will occasionally resort to some minor cooperation when something nasty gets awakened in the Outback and can’t be stopped by a single company. Here, players are colonizers rather than members of shadowy secret societies. At the very least, it’s as un-train-game as a train game gets.īefore we dive into anything else, we should dispel the idea that this is a sequel to A Study in Emerald in any sense other than narratively. Fortunately, it possesses about as many good ideas as a Mi-go has human brains stored in jars on Pluto. Right from the start, AuZtralia is fighting an uphill battle, both against its squamous foes (because they’re big and scary) and for my affections (because trains). Dammit.Īn untamed continent, brimming with Old Ones. Now the allied nations of humanity must expand across the continent, employing modern armies to blast Old Ones and their thralls, including, yes, the occasional zombie horde.Īnd how will they go about this expansion? By rail, of course. Except, uh oh, it turns out the Old Ones never fled Earth, instead taking refuge in the Outback of Australia. Now humanity is venturing out into the portions of the world that were hitherto off-limits, and have discovered a fresh continent ripe for colonization. Or, fine, perhaps a sequel to that game’s inferior second edition.ĭo your utmost to keep pace: After the extraterrestrial Great Old Ones conquered the world back in the 12th century, the restorationists - the plucky rebels under the leadership of Sherlock Holmes and Emma “Grumpface” Goldman - eventually tossed bundles of dynamite into all the right carriages, leading to regime turnover in 1888. ![]() Rather, it’s something far better: a sequel to Martin Wallace’s near-perfect A Study in Emerald. (If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi.AuZtralia is not a zombie game, despite that big blocky Z in the middle of its title. Timestamps can be found after the jump.ĩ:00 - Shuss’s personal interest in the Stonewall Riotsġ4:46 - merging deck-building with a tug-of-warġ8:10 - expanding the scope from one decade to threeģ3:40 - what asymmetry reveals about Pride versus The Manģ9:52 - people’s reluctance to play as The ManĤ5:40 - including the AIDS epidemic in a board gameġ:08:00 - the response to Stonewall Uprising Today we’re joined by Taylor Shuss, designer of Stonewall Uprising, to discuss how his game charts the beginnings of the Pride movement, wading into the muddy waters of gamifying the AIDS epidemic, and how playing as history’s baddies can give players a deeper perspective on civil rights. This was the turning point in the fight for LGBT+ rights in the United States. On this day in 1969, a police raid in Greenwich Village sparked three days of intense rioting by members of the gay community.
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