Spokes: Bert Hardeman's Route to Redefining Spatial Strategy
Bert Hardeman's upcoming board game, Spokes, promises to twist familiar route-building into a dynamic, player-driven puzzle. We dissect how its innovative 'variable routes' mechanic could reshape the tabletop landscape.

The tabletop landscape is a vast and ever-shifting thing, constantly challenged by designers seeking to inject fresh life into familiar genres. Every so often, a whisper turns into a roar, and the rumblings around Bert Hardeman’s debut title, Spokes, from the burgeoning Arcane Forge Games, are growing louder. This isn't just another route-building game; it's a fundamental re-imagining of player agency and board interaction, promising a strategic depth that veterans will appreciate.
At its core, Spokes introduces a fascinating dual mechanism. Players navigate a modular board composed of various colored pathways, each segment a potential link in a larger network. The first innovative twist comes from the shared movement phase: on your turn, you don't just move your own pieces. Instead, you declare a specific color, and *every* piece currently situated on a segment of that color *must* advance along its designated path. This isn't merely a movement phase; it's a tactical declaration that forces players to consider the implications for *all* opponents, not just themselves. Do you advance your rival closer to their objective to clear a path for yourself? Or do you strand them, knowing you might also limit your own options?
The second, equally compelling layer, is the 'variable routes' system. After the communal movement, the active player gains the ability to manipulate the very fabric of the board. Certain path segments, perhaps those of a different color or a special 'junction' type, can be rotated, swapped, or even entirely replaced from a common pool. This means the board is never static. What was a clear path to victory on one turn can become a convoluted maze on the next, or vice-versa. Objectives might involve delivering resources across the network, establishing control over key hubs, or simply reaching specific destinations before your opponents. The points system is elegant, rewarding both efficient delivery and strategic board control.
This dynamic interplay between shared consequence and individual manipulation creates a strategic tension rarely seen in the genre. It’s a delicate dance of foresight and adaptation, where every choice ripples across the table. Think less 'build your own path' and more 'collective navigation of a living, breathing network you also get to subtly rewire'.
Arcane Forge Games has wrapped this intricate mechanical core in the evocative setting of Aethelburg, a sprawling metropolis powered by a network of ethereal energy conduits. These conduits, or 'Spokes,' hum with a magical current, channeling vital arcanum to the city’s districts. Players take on the roles of Guild Masters, each vying for influence by efficiently routing this energy, delivering rare enchantments, or disrupting rival flows. The variable routes aren't just abstract game pieces; they're unstable energy channels that surge and shift, requiring Guild Masters to constantly re-evaluate their strategies. The visual design, from the early mock-ups we’ve seen, leans into a beautiful blend of art deco and steampunk, perfectly encapsulating the city’s blend of ancient magic and industrial innovation.
The immediate impact on the table promises to be one of constant engagement. Downtime is minimized, as every player must pay attention to the active color declaration, anticipating its effect on their own pieces and planning their subsequent moves. The variable routes introduce a delightful layer of 'gotcha' moments and spectacular comebacks, ensuring that no lead ever feels entirely safe. It’s a game that will reward careful planning but equally celebrate audacious plays and quick thinking. For players who enjoy the spatial puzzles of a good Eurogame but crave more direct, albeit indirect, player interaction, Spokes looks like a must-watch. It fosters a competitive, yet often collaborative, spirit as players might temporarily align to clear a path, only to betray each other on the very next turn by rotating a crucial segment. This creates a narrative arc unique to each play session, far removed from the static board states of many contemporaries.
Spokes doesn't just offer a new twist; it fundamentally re-evaluates how we interact with a shared game space. It’s a game that demands tactical flexibility and a keen understanding of emergent board states. Hardeman’s journey from a 'terrible game' prototype to this sophisticated design is a testament to iterative design and the power of inspiration, proving that even a simple observation can spark a truly original idea. The result looks to be a tight, engaging, and deeply strategic experience that will challenge and delight.
Top Pick: Ticket to Ride
Its elegant route-building provides a foundational understanding, but Spokes offers a compelling evolution of the concept.
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