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Archive for W. Eric Martin
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W. Eric Martin
United States Apex North Carolina
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In the middle of 2011 I posted a round-up of what French publisher Gigamic had recently released or had on the schedule. Since Gigamic has a half-dozen new offerings hitting the market on May 18, 2012 – neatly divided into two card games, two dice games, and two abstract strategy games – it seems like a good time for another round-up. And since I created entries for three of these games and added full descriptions and links for the other three, I want to get the most that I can out of the work I do. No invisible labor here!
Let's start with the card game Tea Time from Emanuele Ornella, whose name I have to look up each time I write it because I always want to put two "n"s or "l"s in his first name. Details! Here's a game description:
Quote: Who will you invite to tea? Be careful who you invite as sometimes the characters will disappear as soon as they arrive!
In Tea Time, players collect characters from Lewis Carroll's Alice in Wonderland, and each character card (other than Alice) is double-sided, with a normal image on one side and a reverse "mirrored" image on the other. Each round, an array of characters is laid out, with normal and mirrored images alternating. The round's start player takes one character, adds it to his collection, then places the Alice card in that spot of the array. The next player takes 1-2 cards, but if he takes two, the cards must be adjacent. From the third player on, each player takes 1-3 cards; again, you can take multiple cards only if they're adjacent. If you ever have a normal and a mirrored image of the same character in your collection, *poof* they both disappear.
After five rounds (with two players) or three rounds (with 3-4 players), the game ends. Players score 1-15 points for collecting 1-5 cards of the same character – with zero cards of a character being worth five points, so sometimes you do want them to vanish quickly! Alice herself is worth four points, and whoever has the most points wins.
The other card game is Home Sweet Home from newcomer Annick Lobet, who debuted in 2011 with two releases and has another title later in this list:
Quote: In Home Sweet Home, players have five diving bells and want to get as many sea creatures into them as possible – but crabs don't like octopi and vice versa, so keep those two species separate if you don't want trouble.
To set up the game, each player lays out diving bell cards in front of them, numbered 1-5, and receives four cards from the shuffled animal deck; crab and octopus cards are also numbered 1-5. At the start of a round, a player lays an animal card from her hand in the center of the table and states the sum of all cards played. The next player does the same, making sure that all animal cards are visible. This continues until the sum of the animals played totals twelve or more. The player who laid the last card takes the stack, then places the animals in her diving bells based on the number on the cards. If you would lay a crab in a diving bell that already holds one or more octopi cards (and vice versa), you must discard one card of each type.
Once the deck rounds out, players finish the round, if possible, then sum the animals in their diving bells. The player with the highest total wins! Dice game #1 – Next! – comes from Gil Druckman and Danny Hershkovits and is another take on the familiar roll-three-times Yahtzee-style dice game:
Quote: In the dice game Next!, players try to roll specific combinations of colors/symbols in order to claim target cards. The harder the target is to claim, the more points that card is worth.
To set up the game, shuffle the 45 target cards, then lay them out face up in stacks of 15 in the three card trays. On a turn, a player can roll the dice up to three times, setting aside any dice that she wants to keep after each of the first two rolls. If a player could claim a target card after the first or second roll – such as a card showing three-of-a-kind – but decides to roll again, she can no longer claim that card after a future roll. Once a player claims a card, her turn ends and the next player goes, rolling all six dice to start the turn.
If a player doesn't claim a card, however, the next player has the option of immediately claiming a card that matches the dice previously set aside or keeping those dice set aside and having only two rolls on his turn to try to claim a card.
Some cards have icons that allow whoever wins it to take a special action, such as a bonus turn or theft of a card from an opponent.
After a player has claimed a certain number of cards (4, 5 or 7 with four-to-six, three or two players), that player can decide to end the game. The game ends automatically once a player has claimed six, eight or ten cards (again, based on the number of players). Players then tally their points, and whoever has the high score wins! Dice game #2 – Panic Lab – is designed by Dominique Ehrhard and falls into the Bongo!-style of dice game in which players roll dice, then compete to do something quickly based on what was rolled:
Quote: In Panic Lab, the player-scientists have their hands full trying to figure out which amoeba to catch and where it might have oozed off to. To set up the game, shuffle the 25 cards, then lay them out in a circle.
At the start of a round, one player rolls four special dice which indicate the color, shape and pattern of the amoeba being sought as well as the color of the lab it left and in which direction it was traveling. Competing at the same time, players need to find the lab, then move in the right direction to spot the amoeba (which may, of course, be striped and not spotted).
But wait! If you encounter a vent after leaving the lab, you need to skip to the next vent in the circle before continuing your search. (Amoebas prefer to travel in the dark when possible.) Plus, if an amoeba passes through one of three mutation devices in the circle, you need to alter the criteria for your search, looking for a tentacled amoeba instead of one with a tail, for example, or an orange/red amoeba instead of a blue/purple one. Zap!
The first player to lay her hand on the correct card collects a token, and the first player to collect five tokens wins! Stratopolis is the other Annick Lobet design on the list, and it aims for the classic two-player "learn in a minute, pretend that you're going to spend a lifetime to master it" school of abstract strategy design:
Quote: In Stratopolis, players want to build wide, while also building big.
Each player starts the game with twenty L-shaped tiles comprised of three squares; one player has tiles showing all green squares, green and neutral squares, or two green squares and one red square, while the other player's tiles reverse red and green. Players shuffle and stack these tiles face down, revealing only the topmost tile.
To start the game, a two-square tile (one red, one green) is placed on the table. Players then take turns adding their topmost tile to the display. A tile can be placed (1) on the table with at least one edge adjacent to an edge in play or (2) on top of at least two tiles already in play. When placed on a higher level, each square of the tile must be supported, the tile must be level, and red and green squares cannot cover one another. (Every other color play – such as green on neutral or red on red – is legal.)
Once all tiles have been played, players count the number of squares in the largest contiguously connected area of their color, then multiply this number by the height of the square in this area that is at the highest level. The player with the highest score wins!
Finally comes Color Pop from Lionel Borg, a multi-player abstract strategy game that seems like a video game reverse-imported to the board game world, complete with a cool gadget to mimic the work done by our digital overlords.
Quote: The game board consists of an inclined plastic holder that holds ten racks, with each rack holding ten colored tokens. Tokens come in five player colors (19 each) and the white Jokers (5). To set up the game, slide the tokens into the racks, then place the racks in the holder so that no more than color has more than five tokens orthogonally connected. Each player then receives a token that reveals her color for the game, a token that she keeps hidden from other players.
On a turn, a player chooses a group of two or more orthogonally connected tokens and pushes on these tokens so that they fall through the racks and down the holder. (A player can choose to make a joker any color, so she can include or exclude a joker as she wishes during her turn.) Any tokens that were above these will slide down inside the racks. The player keeps all the tokens removed.
Players take turns removing tokens until either a player is eliminated from the game or no groups of two or more tokens remain. At this point, the game ends and players reveal their secret colors. Whoever has the fewest tokens of her color on the board wins! If two or more players are tied, they compare the tokens they collected during the game; whoever collected fewer of her own color wins.
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W. Eric Martin
United States Apex North Carolina
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• Dutch publisher White Goblin Games has announced a series of small expansions for Mark Chaplin's Revolver, which WGG debuted at Spiel 2011 and which appeared on the North American market in May 2012 via Stronghold Games. Each expansion consists of two modules, with players being able to add one or both – from any number of expansions - to the base game.
The first expansion – Revolver: Ambush on Gunshot Trail, due out August/September 2012 - includes ambush cards that Colonel McReady can place on the battlefield, two new bandits for Jack Colty, and eleven cards for each player's deck, allowing for customization and a deck-building element.
Revolver: Hunt the Man Down, due out later in 2012, adds a new battlefield – San Manzanillo Prison – that Jack Colty can decide to raid if things feel right; if he succeeds, the formerly imprisoned bandit Santiago joins his crew. This expansion also includes new cards for both decks, new tokens, an additional ambush card, and a new way for Jack Colty to die.
The 2013 release Revolver: Where the River Bends adds a neutral 22-card "Frontier" deck to the game. Players each start with a half-dozen silver dollar tokens with which they can purchase these cards. Additional cards are included that can be used on their own or that tie in to cards from the first two expansions. From the press release: "One of the exciting new cards is 'Old Three Toes', a menacing grizzly bear that can harass both players!"
• Wydawnictwo Portal has released a nine-page campaign scenario for Neuroshima Hex! titled "The Defense of Stonekill" (PDF), authored by Szymon Zachara.
• Winning Moves Games is releasing a new version of Mystery Date. Yes, really. The game includes a one-year subscription to Family Circle magazine, which makes me confused as to who is the intended market for this game. Nostalgic moms who want to get their young daughters dating early? (HT: The Gaming Gang)
• Polish publisher Kuźnia Gier has announced its big Spiel 2012 release: 1984: Animal Farm from Rafał Cywicki, Krzysztof Cywicki and Krzysztof Hanusz, the design team responsible for its Spiel 2011 release, Alcatraz: The Scapegoat. Here's a description of the game:
Quote: "All Animal Comrades believe that 1984 was a great year for the Animal Farm – at least the Ministry of Truth claims so..."
1984: Animal Farm presents a dystopian reality in which animals have overthrown their human masters. When the fires of the revolution died down, a political game began to establish the only proper totalitarian regime. The players take the roles of animal dictators who will stop at nothing to gain absolute power over the global Farm.
1984: Animal Farm is a modular negotiation game for 3 to 5 players that's based on the concept of forced cooperation. On one hand, players share some business with their neighbors; on the other hand – they are divided by the will to win. The game favors efficient strategy, slick negotiations and successful bluffing. At the same time, it forces the players to form temporary alliances with their enemies and keep an eye on their friends. All this makes each round of the game abound in heated talks (both public and secret), pacts, promises and betrayals. Special abilities drawn before the game, along with the winning conditions, guarantee that no two games will be the same. • Spanish designer Néstor Romeral Andrés has released a new game through his own nestorgames, an abstract strategy game (which should not be a surprise, I would think) titled UNITY.
The game is played on a hexagonal board with each of the 2-3 players having some combination of colored rings and asterisks on the board at the start of the game. On a turn, a player does one of three actions: moves one of her pieces to an empty space on the board (jumping over other pieces but not walls), or adds one or two walls to the board, or activates one of her rings or asterisks to capture pieces; the ring removes itself and all pieces surrounding it that aren't protected by walls, while the asterisk removes itself and all pieces in a straight line of the player's choice (again, with walls protecting pieces from removal). The first player to have a single group of pieces wins; if more than one players achieves unity on the same turn, the player with the largest group wins.
While UNITY seems like a standard thinky abstract strategy game that you would do terrible at initially, then slowly improve at over time – not you specifically, mind you, but you in the sense of anyone learning to play it – two things stand out about the release. First, Andrés has gone the same route that he did with the release of Margo and the Shibumi game system, and released UNITY in both a regular edition and a super-fancy laser-cut acrylic edition, with the acrylic set featuring a larger game board and consequently including more pieces.
Second, and of more consequence for anyone interested in acquiring this coffee table-ready item, Andrés will accept only Bitcoin as payment for the deluxe edition of UNITY. Bitcoin, for those who don't know, is a peer-to-peer digital currency meant for use in transactions anywhere in the world – assuming that both buyer and seller use Bitcoin, of course – that uses public-key cryptography to ensure that a coin can be spent by a seller only once. Andrés has accepted Bitcoin payments since June 2011, but UNITY is the first release for which he'll accept nothing else. (Okay, he'll accept gold and silver, too, but still...)
I jokingly asked Andrés whether he was trying to find payment alternatives in case the next round of Greek elections don't go well and the Euro evaporates. (Not that Bitcoin hasn't had unexpected stumbling blocks of its own, but given all that's happening in Greece and the anticipation by some that anti-austerity candidates will sweep to power in mid-June 2012, the fate of the Euro is a huge and more immediate concern.) After a bit of prodding from me – at the risk of shipping this post straight to RSP-ville – Andrés expounded more on his thinking:
Quote: Bitcoin gets its power from a network of individuals and not from a central authority, so those individuals are the ones who must fight to spread the word. Others have compared Bitcoin with the printing press or even Napster, and have said that Bitcoin will be widely adopted when it gets "easier" to use. IMHO, this is not true. Bitcoin will be widely adopted when it becomes the only way to get something that you want. Let me explain. Let's go back to the days of Napster. It was not easy to use. You had to download it from a non-user-friendly site, install it in your computer, look for servers, configure the ports...but it was a success after all. Why? Because it was the only way to get music for free! Not because it was easy to use. People wanted free music, but music was not available for free anywhere else. That was the product people were looking for – free music – and only Napster gave it to them. So I decided to support Bitcoin by using my best skills (designing and producing board games) and bringing a product to the "real" world that can be purchased only in Bitcoin.
UNITY is a board game for 2 to 3 players in which each player strives to unite his pieces at any cost. By sacrificing the right pieces at crucial moments, you can shatter your opponents' groups as they coalesce, or eliminate a pesky splinter group of your own pieces — anything to create unity. Why "Unity"? The game name is a call to all to awaken to join this technological wonder. Even if Bitcoin fails, others will come afterwards as this technology is here to stay. I don't expect to sell thousands of copies. I expect others to follow this path or bring some new ideas to wipe out the central planned systems. This is not a giant leap – but a giant leap is made of these tiny steps.
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W. Eric Martin
United States Apex North Carolina
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• In addition to revamping its website, U.S. publisher Plaid Hat Games has announced an August 2012 release date for Jerry Hawthorne's Mice and Mystics. Here's a description of the game from the publisher:
Quote: In Mice and Mystics players take on the roles of those still loyal to the king – but to escape the clutches of Vanestra, they have been turned into mice! Play as cunning field mice who must race through a castle now twenty times larger than before. The castle would be a dangerous place with Vanestra's minions in control, but now countless other terrors also await heroes who are but the size of figs. Play as nimble Prince Colin and fence your way past your foes, or try Nez Bellows, the burly smith. Confound your foes as the wizened old mouse Maginos, or protect your companions as Tilda, the castle's former healer. Every player will have a vital role in the quest to warn the king, and it will take careful planning to find Vanestra's weakness and defeat her.
Mice and Mystics is a cooperative adventure game in which the players work together to save an imperiled kingdom. They will face countless adversaries such as rats, cockroaches, and spiders, and of course the greatest of all horrors: the castle's housecat, Brodie. Mice and Mystics is a boldly innovative game that thrusts players into an ever-changing, interactive environment, and features a rich storyline that the players help create as they play the game. The Cheese System allows players to horde the crumbs of precious cheese they find on their journey, and use it to bolster their mice with grandiose new abilities and overcome seemingly insurmountable odds. A cheese system?! That's one thing missing from nearly all games released to date.
• Plaid Hat Games has also posted a preview of Dungeon Run 2 from Dungeon Run designer "Mr. Bistro". A summary of what's in the works: "DR2 is being developed as both a standalone game and an expansion for the original Dungeon Run. New players will find a complete game that lets them jump in the action, while players with Dungeon Run will discover a wide range of new toys, treats, and backstabbity goodness to add to their games. DR2 will be entirely compatible with Dungeon Run, yet also update and streamline the rules."
• Small Box Games has shipped both Omen: A Reign of War and Hemloch to Kickstarter backers; the games are also available via the SBG website. Designer John Clowdus adds, "We'll be releasing a 'lite' print-and-play version of Omen later this week. With the number of units available in the full version, we had some flexibility in creating a lite version with less content that people with enough patience could download for free and try out. Seems like a good fit for the game." Update, May 16: Clowdus just dropped me this note: "We're not moving forward with Omen Lite at the moment, but it's something we're still looking at for the future."
• In addition to all the other deck-building games in its 2012 line-up, as covered on BGGN in mid-April 2012, Cryptozoic Entertainment has announced another deck-building game titled 3012. Here's a short description:
Quote: The year is 3012. It's been a millennium since the Armageddon. Deep in the Yucatan jungle, humanity has mutated, degenerated, and segregated into five clans: Jaguar, Snake, Monkey, Gar, and Bat. These clans now battle it out for dominance in the region, cooperating when it suits them and actively working against each other when the opportunity arises.
In 3012, players start the game with small decks of Scout cards, which provide gold to make purchases. Two piles of cards – an Ally deck and a Weapon deck – provide static cards to buy, with three cards from each deck always available to purchase each round. Cards that are not bought remain there for other players to buy. Two non-static Action decks – one with cheap cards, the other expensive – are also available, and at the start of your turn, you reveal one card from each of these two Action decks. You get the benefits of the Action cards you reveal, whether you buy them or not, and they're removed from play if you don't buy them. • Wizards of the Coast will release the first two of four announced Dungeon Command games on July 17, 2012. Here's a description for one of those releases:
Quote: Dungeon Command: Sting of Lolth is a card-driven skirmish game played on modular interlocking map tiles that uses action cards, creature cards and miniatures. The object of the game is to remove all of the gold from your opponent's vault. Each player controls a faction comprised of 12 miniatures, while also having a deck of 12 creature cards and a deck of action cards, the number of which varies by faction. Play begins with each player choosing, then putting into play creatures whose combined levels total no more than seven, with and no creature exceeding the third level during this initial placement. Each player then draws three action cards and three creature cards, then places 20 gold into his vault. Creatures are put into play from your hand by paying gold from your supply equal to the creature's level. Action cards can be played by creatures whose stats match the card. (For example, a creature with Dex as its main stat can play any action card that has Dex as its requisite stat.) When a creature is killed, the creature's controller moves gold from his vault into his supply equal to the creature's level. The game ends when a player can no longer move gold from his vault to his supply. Players receive victory points (VP) for gold in their vault, and the player with the most VP wins. Each Dungeon Command release will include twelve miniatures specific to that set. Sting of Lolth, for example, includes an arachnomancer, spiders and spider guards, while Dungeon Command: Heart of Cormyr includes a rogue, a knight, and defenders. Two players can split a Dungeon Command set and have a simplified version of the game, but ideally (especially from the point of view of WotC!) each player would have his own set. Dungeon Command: Tyranny of Goblins is due out August 21, 2012, while Dungeon Command: Curse of Undeath has a November 20, 2012 street date.
And just to let you know, Dungeon Command: Sting of Lolth used to be the only Dungeon Command game in the BGG database, so if you're looking for more details on the game system and what's included in each box, head to that page and peruse the forums there.
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W. Eric Martin
United States Apex North Carolina
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• For those who don't already know the news, Fantasy Flight Games has announced a new version of Richard Garfield's Netrunner collectible card game, first released by Wizards of the Coast in 1996. As noted on the game announcement, the new Android: Netrunner – set in FFG's Android-based dystopian future – is "based on the classic card game designed by Richard Garfield", but Garfield himself will not be involved, as he confirmed in a comment on the Games With Garfield blog:
Quote: Fantasy Flight is publishing a new version of Netrunner, a standalone game rather than a trading card game. I am not involved with the design – Fantasy Flight offered to involve me but the time frame seemed too tight. I have not yet seen the design though it has been described – and based on its description and Fantasy Flight's excellent handling of many classic games, I am sure it is in good hands. For those unfamiliar with the game, here's a rundown of the game play:
Quote: Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners.
Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with "ice". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.
In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.
The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity. FFG's Living Card Game format consists of a Core Set of fixed cards that is supplemented by regular releases of expansion packs, each with a fixed assortment of cards rather than a randomized selection of cards. Android: Netrunner carries a MSRP of $40 and is due out Q3 2012, so I expect to see it on display – and, more likely, for sale – at Gen Con in mid-August. If not, I'll do something drastic, like open that sealed box of Proteus cards in my garage...
• In other FFG news, Alliance Game Distributors is noting that the Revised Printing of Mansions of Madness: Forbidden Alchemy, which will include a number of corrected cards and revised scenarios, is due out in May 2012. If you own a copy of the first printing of Forbidden Alchemy, you can request replacement parts from FFG as detailed in this FFG news post.
• Filosofia's Sophie Gravel has mentioned on BGG that Christian Marcussen's Clash of Cultures will be published "later this year" by Z-Man Games, along with Atlantis Rising, Battle Beyond Space and Equilibrion (now due out in May).
• Wydawnictwo Portal has updated its game page for The Convoy to include a longer game description and depict ten of the 70 cards in the game.
• NSKN Legendary Games, in association with Italian fan site Le Tana dei Goblin, is releasing a small expansion for Warriors & Traders titled Warriors & Traders: Italia in July 2012. Warriors designer and publisher Andrei Novac said that the limited-edition expansion sold out weeks earlier than he had anticipated. As a result, he says, "NSKN is considering creating an expansion – also a limited edition of a hundred copies – to be sold exclusively at Spiel 2012 in Essen. The time is short, but we will confirm this in the summer."
Game board for Warriors & Traders: Italia • Novac also notes that NSKN has hired David Prieto to do the art and design on its Wild Fun West card game (previously titled Wild Wild West) due out at Spiel 2012.
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W. Eric Martin
United States Apex North Carolina
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• "GeekInsight" at Giant Fire Breathing Robot answers the question "Is Glory to Rome a Strategy Game?" The answer, although written in a more GtR-specific manner than my interpretation below, can be applied to any number of games: It's a strategy game if you know how to play it well; otherwise, it's not.
• Tao Wong at online retailer Starlit Citadel writes about "The Wheaton Effect". Wil Wheaton's online boardgame-centric show TableTop – available on YouTube, with the Small World episode boasting a half-million views and the featuring Get Bit!, Tsuro and Zombie Dice having more than 200,000 views after less than a week – has boosted sales on most games that have been featured, with Wong offering the following chart as evidence:
Why didn't The Settlers of Catan receive a similar sales bump? Wong guesses that "Settlers is such a popular, mainstream game that [it] is easy to find; it's no wonder that we don't see a change in sales. Customers don't need to come to a game shop to find it – Chapters, Amazon, B&N all have the game in-stock. The other 3 though are harder to find; and thus we receive the 'knock-on' effect from the publicity." The sales figures aren't huge, mind you, but in cases like these you don't necessarily expect them to be. (Wheaton – or someone from the Geek & Sundry crew – includes links to Amazon listings for the games, so expect Amazon to be the prime beneficiary of such sales.)
As the months pass, however, people will keep discovering TableTop, watching the episodes, and ordering the games. And folks who have bought the games will play them with others, and some of those players will become buyers as well. The road to mainstream success is paved with celebrity endorsements...
• Designer Philip duBarry has started a weekly series of designer diary postings about Courtier, due out from Alderac Entertainment Group in October 2012. Here's an excerpt from the first installment:
Quote: Courtier began its game life as Henry the Great. This title may bring to mind Henry VIII of England, however my game was about the much-revered Henry IV of France (1553-1610). Champlain's Dream, David Hackett Fischer's engaging history of French-speaking settlements in the New World, inspired me to make a game about the complicated court intrigue surrounding Henry IV.
Fischer describes a world populated by strange but important-sounding figures such as Intendant, Chancellor, and Marshal who sought to administer the kingdom of France. Many religious groups, both Catholic (Jesuit and Recollet orders) as well as Protestant (Huguenot), and numerous artisans and businessmen all vied for the patronage of their king. Added to this web were several layers of nobility and those supporting the Queen, Marie de Medici (yes, those Medicis). In 1600, the famous Cardinal Richelieu was only a bishop, yet he had already begun to maneuver his way into the royal court. And hardly anything was done without the consent of the powerful Minister Maximilien de Bethune, duc de Sully. Champlain, the great explorer and founder of Quebec, routinely wove his way in and out of this complex mess to secure needed permissions, capital and supplies.
I admired Champlain's skill at navigating this sea of bureaucratic red tape. It seemed like a compelling setting: the kind of story that could be told by a board game. • All of your favorite childhood games (or the games you hated) come into play, rock to the beat, then get destroyed in the video for "Get By" by Delta Heavy:
Having done a bit of stop-motion animation in the past, I'll just say, "Egads, that must have taken a long time..." (HT: Dale Yu)
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W. Eric Martin
United States Apex North Carolina
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• French publisher Funforge will release Tokaido, an Antoine Bauza design at Spiel 2012. Here's an overview of the game which is long on theme and setting and light on game play details:
Quote: In Tokaido, each player is a traveler crossing the "East sea road", one of the most magnificent roads of Japan. While traveling, you will meet people, taste fine meals, collect beautiful items, discover great panoramas, and visit temples and wild places but at the end of the day, when everyone has arrived at the end of the road you'll have to be the most initiated traveler – which means that you'll have to be the one who discovered the most interesting and varied things.
Through a unique zen mood, Tokaido is a strategic game while being extraordinarily peaceful and easy to apprehend by everyone. The artwork by Naïade is incredibly evocative, lush and inviting, and after viewing this and all the games coming from Libellud in 2012, I think that for my artistic tastes, every game should be published by small French publishers.
• Valley Games has posted a Kickstarter update about D-Day Dice, noting that the game's production is supposed to be finished before the end of May 2012, after which everything will be shipped to North America, which takes about three weeks on its own. Thus, the hoped-for (by some) June 6 release date won't happen. As noted on the update: "[T]he factory has informed us that this project has been more labour intensive than originally anticipated :-) A year's worth of expansions, limited edition items and consolidation of items from other manufacturers made for a lot of collating and non-generic packaging. This does not affect the above date but did play a role in the game taking this long to get done. Just an FYI really."
• Ares Games has announced a Spiel 2012 release from designer Leo Colovini. Here's an overview of Aztlán, which will be available in stores in Q4 2012:
Quote: Aztlán is a strategy game with bluffing and challenging mechanisms set in the mythical land of Aztlán, ancestral home of the Nahuatl (Aztec) people. In Aztlán, four tribes strive to survive and prosper, under the scrutiny of the Aztec Gods themselves.
The game develops during five different epochs, each one divided into four phases. Players try to conquer the largest realm, using an intriguing and highly interactive mechanism. In each epoch, the tribes have uneven and secret strengths, so the players' strategy must be based on intuition and bluff.
When winning a conflict, you are faced with the difficult choice between eliminating your enemies, or deciding to co-exist with them. Peaceful co-existence brings the opportunity to develop your own civilization and gain future advantages, but can you trust your opponent? • English rules are now available for Philip duBarry's Courtier (PDF) and Jeff Tidball's Mercante (PDF), the first and second titles in Alderac's Tempest series of games.
• On the Catan.com blog, designer Klaus Teuber has posted the first two articles of sixteen (!) covering the next expansion for The Rivals for Catan, which will be titled The Rivals for Catan: Age of Enlightenment. Both articles are part of a fictional narrative about "The Era of Prosperity" theme set from that expansion, revealing numerous card details in the process of telling the story.
• Ted Alspach at Bézier Games has posted a Kickstarter update for Mutant Meeples, noting that the game won't meet its previously announced May 2012 release date. Pegasus Spiele, the German publisher of the title, has adjusted the release date to July 2012 on its website.
• For a Kickstarter link this time, let's look to the Road to Enlightenment – the second mention of "enlightenment" this post, hmm – a huge game from designer Dirk Knemeyer and Conquistador Games, Inc., with artwork by Heiko Günther. The rulebook itself is 37MB (PDF), despite being only twelve pages long. Here's a short description of the game:
Quote: Road to Enlightenment gives players control of great scientists, artists, philosophers, religious leaders, politicians and military leaders, bringing them uniquely and individually to life.
You play as one of the great monarchs from 17th and early 18th century Europe representing one of the seven top powers of the era: Austria, England, France, Poland, Russia, Spain or Sweden. Your objective is to be recognized as the most prestigious monarch by producing the most admired art and culture, lead the continent in scientific innovations, spread or resist the spread of Catholicism, and attempt military expansion beyond your historical borders. All of this is accomplished by marshaling 134 historical "luminaries": important historical figures covering every relevant domain of human achievement during the period.
The luminaries are rated in between one and seven different areas of endeavour: military, politics, religion, ideas, science, art or wealth. Additionally, each luminary has a unique Action, Enhancement or Response based on their real historical achievements to be brought to bear in service of your nation.
In order to create a game that simulates the battle between nations for prestige - covering war, politics, religion, science and art - while focusing on many of the diverse people of history, we've mashed up aspects from wargames, Euro games, deck building games, and statistical sports simulations. While it is an eclectic mix, this broad spectrum approach to the game's design enabled this diverse and richly detailed set of conditions to come together in a game that is epic in scale but doesn't take all day to play. (KS link)
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W. Eric Martin
United States Apex North Carolina
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• In March 2012, Z-Man Games announced an exclusive distribution deal with Alliance Game Distributors, as covered on BGGN at the time – yet ACD Distribution, one of Alliance's U.S. competitors, is now offering both Vinhos and Fairy Tale to U.S. retailers in late April 2012. What gives?
The answer lies in the logo at the lower-right of both boxes on the ACD announcement. ACD is distributing the What's Your Game? versions of these titles and not the Z-Man Games versions. WYG is the original publisher of Vinhos, which debuted in Europe in late 2010, and the European licensor of Fairy Tale from original publisher Yuhodo. I asked WYG's Mariano Iannelli whether ACD purchased the games directly from WYG, and he answered, "[W]e did not have any kind of relationship with ACD and we did not sell them any units of our version of Vinhos and Fairy Tale."
• From Wired's Geekdad: "Auction Preview of D&D Co-Creator’s Personal Collection and Archives — Game's Secrets to Be Revealed". Starting May 6, 2012, according to the Wired article, Dave Arneson's "personal archives and game collection", which were found in an abandoned storage locker in Minnesota, will be auctioned on eBay. Arneson died in 2009.
• Klaus-Jürgen Wrede's Rapa Nui, published in 2011 by Kosmos, is now available for play in beta form on Yucata.de.
• Out of the Box Publishing interviewed designer Keith Meyers, whose Shake 'n Take was published by, yes, OotB. Meyers also has design or co-design credits for Sitting Ducks Gallery, Tiki Topple and Fantasy Flight's 2001 version of The Hobbit.
• In one of its daily Illuminator posts, Steve Jackson Games mentioned that it's sold 65,000 copies of Zombie Dice, which is in its third printing and recently had an expansion released for it, Zombie Dice 2: Double Feature. Zombie Dice was also featured in episode #3 of Wil Wheaton's TableTop show on Geek & Sundry, along with Get Bit! and Tsuro.
• In the first of what I imagine could be a series, I present this image of math homework presented to the child of a BGG user who wishes to remain anonymous:
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W. Eric Martin
United States Apex North Carolina
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• "Giving people a customized die is very sexy." —Richard Garfield
King of Tokyo has an expansion due out in the near future, with it ideally being released at Gen Con 2012, according to the game's designer Richard Garfield. In an hour-long podcast at Games with Garfield, he talks about the complications involved with designing this expansion, which in the end does not include sexy customized dice, but does include separate abilities for each of the monsters – something he says was the most requested feature/addition by players.
One of Garfield's discoveries will working through possibilities for the expansion was that he didn't want to front-load complication in the game by having everyone start with a different power. In the base game, everyone starts from the same point, then they diverge as the game progresses, moving to attack other monsters, occupy Tokyo, or focus on cards based on the dice they roll and what everyone else is doing. If each player started with one or more abilities, (1) they'd have to keep in mind up to six abilities from the start of the game, which makes the game tougher to explain and get into and (2) they might be forced down a path they'd prefer not to take. After all, if your powers relate to gaining and using cards, and you prefer to attack, your monster works against your inclinations, making the game less fun for you.
In the end, each player will have a set of eight cards specific to her monster and these cards start the game face-down. When a player rolls three hearts, she can activate one of her cards, allowing her monster to make a one-time surprise play or level up with a constant ability.
The entire podcast would likely be of interest to anyone who cares about game design as Garfield and Skaff Elias go through the many ups-and-downs of the King of Tokyo expansion as well as other aspects of game design and submission. King of Tokyo fans, on the other hand, might want to listen for hints of what else might be published for the game in the future. (HT: Chris Schreiber)
• Michael Schacht's Call to Glory, announced the other day on BGGN, is now in the BGG database and revealed to be a new version of Crazy Chicken with a Japanese setting. While the basic game play remains the same as in that game – or rather its previous successor Drive since Call to Glory is for 2-4 players – the Q3 2012 title from White Goblin Games also includes two variants: one in which you're trying to achieve particular targets in order to score imperial tasks, and another in which the ninja cards provide an extra bonus for players.
• Reiner Stockhausen's Siberia, which I noted the other day will be distributed in the U.S. by Coffee Haus Games, will also be distributed in France by Oya, according to TricTrac.net.
• Following up on the Town Center announcement from yesterday, designer/self-publisher Alban Viard has passed along news of his Age of Steam expansions for 2012. Notes Viard, "As a big fan of Age of Steam, you can't forget it is the tenth anniversary of its release." As such, Viard has designed not one pair of expansions, but two: Age of Steam: Tibet and Cyprus and Age of Steam: Las Vegas and Korea (N&S).
"I mixed simple twists with original new rules as usual with my latest expansions," says Viard. In the former set, players can use sherpa discs to help deliver cubes through otherwise impassable Tibetan mountains, while in the three-player-only Cyprus one player controls the Greeks, another the Turks, and the third the UN, with each player having particular strengths and weaknesses. In the latter set, players build a network in Vegas while also looking for money on the game board; in Korea, the building costs and availability of cubes matches what you'd expect – cheap and sparse in the North, expensive and plentiful in the South – with rising delivery costs across the DMZ as the game progresses.
Says Viard, "These two sets can not be split, and I offer a completely new pair of expansions for SNCF (Paris Connection) for customers who order the four Age of Steam expansions. The price of the set will be €50, which I think should be around $70 including shipping to U.S." Delivery will start at the end of May 2012; email Viard at ageofsteam2012ATgmail.com if you're interested.
• Wow, this is turning into a total follow-up post for previous BGGN posts. The Doom That Came To Atlantic City, covered on BGGN here, is now live on Kickstarter. As someone commented on the BGGN post, this game is a riff on Monopoly with players playing one of eight Great Old Ones. Sculptor Paul Komoda has created GOO figures available in pewter and stainless steel at various KS levels.
(KS link)
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W. Eric Martin
United States Apex North Carolina
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• Designer Alban Viard has released a number of Age of Steam expansions over the years, starting with The Moon in 2005 and Mars in 2007, then moving closer to home. For 2012, however, Viard is releasing the first in what he plans as a trilogy of SimCity-style city-building games. Here's an overview of Town Center, which he plans to release in June 2012 through AoS Team, which he co-owns:
Quote: In Town Center, players build a city – in particular, the town center. They add cubes on their personal board and try to arrange them as best as possible in order to score the most victory points. Each cube represents a different type of module. Flats, shops, offices, generators, lifts, car parks, town hall can be built and stacked during the course of the game. Each module generates influence on adjacent land and on cubes directly below or above.
Each round, players will gain two cubes of different colors through a non-random mechanism, build them on their game board, then eventually stack them in order to make towers according to the building rules. If the players have done their job well, some modules will be able to evolve, becoming bigger in three dimensions. The last phase is an income phase in which players gain money from the shops and parking lots if they are supplied with electricity.
The bigger and higher your city is, the more victory points players will have at the end of the game, which lasts ten rounds – but do not forget to provide electricity to all your flats, shops, and lifts to make them more efficient. "I will make only eighty copies," says Viard, noting that he'll have to buy more than ten thousand cubes for even that small of a print run. "It is impossible for a professional publisher to release this game due to the nature of the components. I chose 10mm cubes to stack as the cube towers are rarely above the fourth floor, and it is pretty nice to stack cubes, paying attention to which sort of cubes surround each module in three dimensions." The price will be approximately €15, and I'll post details once Viard is taking orders.
• Fantasy Flight Games has announced an expansion for Cadwallon: City of Thieves titled The King of Ashes, due out in Q3 2012. From the game description: "Rumors claim the newly-opened catacombs contain the legendary treasure of Sophet Drahas, and the thieves of the city above race to find the entrance to these long-hidden catacombs and grab their riches. The King of Ashes explores these catacombs with a new board and six adventures that can be played independently or combined into a larger campaign. Revised rules make the militia a more imposing force, and rules for experience, equipment, and mercenaries afford tremendous strategic options in your games, especially when you play them as part of a larger campaign."
• Gloom designer Keith Baker has a new title coming from new publisher The Forking Path. Here's a description of The Doom That Came To Atlantic City, due out November 21, 2012:
Quote: You're one of the Great Old Ones – beings of ancient and eldritch power. Cosmic forces have held you at bay for untold aeons, but at last the stars are right and your maniacal cult has called you to this benighted place. Once you regain your full powers, you will unleash your Doom upon the world!
There's only one problem: You're not alone. The other Great Old Ones are here as well, and your rivals are determined to steal your cultists and snatch victory from your flabby claws! It's a race to the ultimate finish as you crush houses, smash holes in reality, and fight to call down The Doom That Came To Atlantic City!
You and your fellow players are Great Old Ones competing to be the first to destroy the world. There are two ways to achieve this:
• Any Great Old One can win by obtaining six gates, at which point the game instantly ends. You have only five gate markers because if you open a sixth gate, you win!
• At the start of the game, each Great Old One receives a Doom card providing a shortcut to victory. If you land on one of your gates and meet the preconditions, you may attempt the action listed on your Doom. If you succeed, you win! • APE Games will publish D. Brad Talton, Jr.'s Kill the Overlord! and has posted English rules for the game on its website. Here's a description for, as APE puts it, a "light hot-potato-passing party card game for 4-8 scoundrels":
Quote: It's good to be the Overlord. You have minions to grovel at your feet, limitless wealth, and absolute power over all the lands – but you know that your subjects are plotting. They envy your wealth and hope to steal it for themselves, specifically by removing you from the picture.
So you've decided to secure your power and eliminate these individuals by sending your executioner out with orders to kill the first person he meets. Unfortunately, your executioner is a gullible fellow who's extremely enthusiastic about his job – easy to dissuade and misdirect, if you're clever enough.
Who will be the first player with no excuse to miss his own funeral? Once the axe starts swinging, not even the Overlord is safe!
Kill the Overlord is a fun, fast-paced game of political murder for 4 to 8 players that can be played in about twenty minutes. The goal of the game is simple: Eliminate other players by sending the Overlord's executioner after them, while at the same time saving your own skin. Each time a player dies, his survivors climb another rung up the political ladder, taking the deceased's title and all the wealth and power that comes with it. The player who can secure enough wealth and the title of Overlord first will become the True Ultimate Supreme Overlord (and win the game). APE Games hasn't yet announced a release date for Kill the Overlord!, which includes the cutest little ol' executioner ever!
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W. Eric Martin
United States Apex North Carolina
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• Dutch publisher White Goblin Games has announced Olivier Lamontagne's Richelieu for release in June 2012. Here's a description from the publisher of Richelieu, which won the annual Plateau d'or award in 2009 from Journées ludique de Québec:
Quote: Paris, XVIIth century. Cardinal Richelieu is centralizing power in the name of King Louis XIII and defends France against those he considers its enemies: the English, the protestants, the Habsburgs and French nobles scheming against him and the crown. Will you side with the cardinal, or will you be seduced by the promise of wealth and power from the queen and foreign nations? Be warned that the cardinal will hinder too ambitious intrigants. Become an influent noble in the court by accumulating prestige and favors. The player most helpful to each faction is also rewarded at the end of the game.
Richelieu is a tactical game with a lot of bluff and interaction, with intrigue everywhere. Every instance of intrigue will pit Cardinal Richelieu against his enemies. The players are nobles taking sides in these intrigues by placing agents with secret values and thus influencing the intrigues. Will you choose to side with Richelieu or the conspirators – or perhaps even help both? You can keep your support secret or make it directly known to others when placing your agents at the intrigues. It costs money to place agents, but the winning faction gives higher rewards for the players that helped them the most.
The Cardinal's mood is influenced by his success or failures, and he will become intolerant against too influential nobles (i.e. the players), who will have one fewer action to spend during a turn as a result.
There are many possibilities and opportunities to score points for the player who foresees and thwarts the plans of other players. During the game, you will constantly have to choose your side: Will you side with the Cardinal, or will you be seduced by the promise of wealth and power from the Queen and from foreign nations? From White Goblin's press release announcing the game: "The spark for Richelieu happened in 2008", says Lamontagne. "Me and two other testers were playtesting an early version of the game Québec for the designer Pierre Poissant-Marquis. As usual, random ideas about gaming in general were discussed. At some point, I had the idea of a game where you lose all your points if you pass the zero on the scoring track, instead of receiving some kind of +X marker. Pierre suggested me that this could actually be made into a more serious game. I considered his advice and the idea soon evolved into an interactive pawn on a score track that would hinder the characters with too much prestige. I immediately thought this could only be the unique Cardinal Richelieu." (Québec, by the way, won the 2007 Plateau d'or.)
• Samurai Battles is "expected to arrive at the warehouse by May 4" 2012, according to William Niebling, who is apparently doing public relations work for Russian publisher Zvezda.
• In his May 2012 newsletter, designer Michael Schacht announced a number of forthcoming releases and rereleases of his designs, noting that for "2012 my new releases are spread over the whole year, so there is the chance between the big fairs to talk about new games." To which I say, if you have this many games published, I think you're assured of having stuff to talk about all year long! The games in question are:
-----–Call to Glory, from White Goblin Games in July/August 2012, is a "ninja-themed card game" with illustrations by Drew Baker. -----–Quietville, from Kanga Games, is a rethemed version of Bull in a China Shop. -----–Unravel, from SimplyFun, is a family game in which players try to figure out who is holding the string of the kite depicted on the die that turn. -----–Dino Minis, from Ravensburger, is a new version of Schacht's Mampf, but he notes that the game is "hard to find because in the minis series you can't see what game is inside the box". Yikes! Randomized games and toys! -----–Wort & Fort, which Schacht describes as "a game released by the Kölner Stadt-Anzeiger, the big newspaper of the Cologne region", is due out in June 2012.
• In the forum of German publisher alea, developer Stefan Brück answers a question about the release date of Saint Malo – which he had announced as delayed in late March 2012 due to problems with the erasable pens – as follows: "We're still 'fighting' with the ink of the pencils, but we're getting closer to a solution ... slowly... So the release date of Saint Malo will be probably not before next September."
• On a Kickstarter update for Omen: A Reign of War, designer John Clowdus notes that "1,400 pounds of Omen cards are on a truck heading our way", which means that games will be packaged and shipped roughly mid-May and in stores sometime after that.
• Designer Frank Branham notes of his Battled Beyond Space: "Pinged Zev for an update. The game is in the middle of production, and the current release target estimate is looking like late July, assuming no major production or transport issues." And we all know that games never have major production or transportation issues, so July it is!
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