Hoppa till innehåll

Hur brädspelet The Presence skapar skräck och spänning genom design och illustration

When you first hear about a narrative horror board game, you might imagine eerie artwork, a haunted mansion trope, or maybe some predictable spine-tingling trick. But with The Presence, an upcoming title that has already caught attention on BoardGameGeek News, the creative heartbeat lies deeper.

This is not just cardboard with creepy art layered on top—it is a collaboration between a designer working to shape players’ emotions and an illustrator crafting images that influence the mood before the first card is even drawn. Together they ask a challenging question: how do you create a sense of dread in a space filled with dice and meeples instead of film reels or soundscapes?

Building Fear Without Gore

Unlike movies or novels, tabletop games don’t rely on sudden noises or dramatic cuts. Instead, they lean on the most fragile—and potent—tool of all: the imagination of the players. With The Presence, the design team embraced that fragility and turned it into power.

  • Asymmetry with intent: One player takes control of the mysterious entity itself, tasked with manipulating the rest of the group.
  • A gradually revealed narrative: The game unveils story elements in steps, stretching out an uneasy atmosphere with every new card pulled.
  • Tense collaboration: Like in a horror movie, the survival of the group hinges less on mechanical skill than on whether they can trust and rely on one another.

The result avoids outright shock or gore. Instead, unease builds in the minds of players who wonder: what’s next, and who among us can I really depend on?

When Illustrations Do More Than Look Pretty

Mechanics may construct the framework, but the artwork breathes life into it. In The Presence, illustration becomes a psychological device, pushing players into uncertainty. Lighting shifts, warped perspectives, and restrained colors unsettle the viewer so that every glance at the board reminds them: something is not quite right.

Far from simple decoration, the illustrator’s work is part of the storytelling. Every brushstroke carries the intent of making players feel what their characters feel—paranoia, anxiety, exposure.

A Dialogue, Not a Conveyor Belt

This project didn’t move forward in a single direction. Instead, it unfolded like an ongoing conversation between systems and aesthetics.

  • The designer considered pacing, emotion, and conflict at the table.
  • The illustrator mirrored those beats visually, intensifying them through imagery.
  • Playtesters responded not just to rules but to the look of the game, prompting changes that connected art and mechanics even more closely.

Each element shaped the other, until the whole experience resembled a shared heartbeat rather than separate parts assembled in sequence.

Why It Matters

Plenty of horror board games already exist, but The Presence strives for something more intimate. It doesn’t chase chaotic dice rolls or puzzle-minded optimization—it leans into atmosphere and emotional immersion. The goal is not only survival, but walking away from the table saying, “That felt intense.”

The unique strength of tabletop games, after all, is physical presence. Unlike staring into a screen, players share the same space; tension sits around the table with them. Creating mistrust while someone you know sits right across the board? That’s a rare and potent approach.

The Takeaway

The Presence reminds us that horror does not have to be loud, bloody, or cliché. On the tabletop, it can be whisper-quiet, psychological, and haunting. For fans of the genre—or simply those curious about what emotion-driven games can achieve—this one offers something that feels different: not just rules and victory conditions, but atmosphere and unease woven tightly into the play experience.

Your Turn

Can a tabletop experience ever truly scare, or does it always depend on the willingness of players to immerse themselves? And what’s your most chilling gaming session—the one that lingered in your imagination long after the last piece was packed away?