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David Whitcher
United States Manchester Michigan
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Most of the time when I design a game I start with a very basic concept, possibly pairing a theme or game type with a mechanism I think will be interesting, such as a train game with a modular board that is built during play. From this I try to let the idea evolve, adding in the game mechanisms in as organic of a way as possible, such as having your train require more coal if you have a heavier load.
This is where I started with my first real attempt to make a train game, which was to focus on route-building and deliveries. I decided to use large hexes for the modular board and sticks for rails – some spare Catan parts would do the trick. I put two locations on each hex where you could pick up and drop off freight and the positions where rail could be built cheaply. Freight would be replenished by drawing it unseen from a bag.
A recreation of a hex in the first prototype, the original having been lost in a hard drive crash I threw together a crude prototype and gave it a solo test. It worked mostly as planned – game designs are rarely gems right from the start. The freight load rule worked well; you could load your train with multiple cars to carry more by paying more coal, allowing you to deliver large loads if you could get to them. What I didn't like was that the route-building was too fiddly and the game too long for what it was. At the time I had other more promising projects, so I put it on my prototype shelf with other misfits and moved on.
Running Off the Rail
At this point you're probably thinking someone messed up and put the wrong title on this diary. Not so, as Tahiti started out as the aforementioned train game. Several months after I had set it aside, I was doing some writing for a different game when the "Modular Train Game" folder caught my eye. After rereading the rules and my notes I was keen to fix it. The problem seemed to stem from building routes, so I tried placing predetermined track on each hex with track exiting on three sides. Depending on how you placed the tiles, there could be dead ends all over the board. Adding more track to the tiles connected everything to everything else, which didn't seem very rail-like either.
I decided to chuck it – not the game but the track. Since trains don't work well without track, I knew that required a theme change. Trucks need roads so that was out, too; planes didn't seem intersting either. I decided that boats delivering to and from islands would work best. I also made the leap of players delivering to a central hub rather than to locations all over the place, which helped jell the theme of islanders gathering food.
I still had the problem of over-connection as some paths needed to be better than others, so I decided to add reefs.
From the first prototype, salvaged from 1.5 Gigs of design files on the hard drive The reefs would act as a barrier, allowing the player who was placing the island to make it easier or more difficult to get to depending on its location and orientation. This addition required a rule to prevent players from completely blocking off an island, but it worked. I had to change a great deal for this transformation; coal was changed to muscle power, and I removed the currency from the game, changing the goal to collecting instead of becoming wealthy. I changed all the commodities to food and goods that could be scavenged on or around the islands, including fish.
Fish Don't Grow on Trees
Wait, fish? I had introduced a good that needed to be handled differently. I have done my share of fishing and know that the one constant in fishing is uncertainty. I wanted this uncertainty to be reflected in the mechanism for collecting fish but didn't want to add dice to the game.
Turns out that I didn't need dice as I already had a better randomizer: the bag of cubes. Fishing in Tahiti means just that, reaching into the bag and trying to fish out a fish cube. Unlike with dice, the bag's state evolves over the course of the game and you know what that state is based on what has already come out. This makes fishing a risk but one that can be mitigated.
The Goddess Arrives
The game worked well most of the time but there was trouble in paradise. The archipelago building rules allowed players to place an island tile anywhere as long as it shared two sides with other islands. This could cause the archipelago to become quite elongated. When a player placed an island he was not interested in, he would generally place it far from the home island to keep others away from it. This was disastrous as another player might have to travel many hexes from the home island to reach it, traveling around reefs in the process. If the island was six hexes out, it could take three turns to reach it. Three boring turns!
I needed a way to control the archipelago expansion, and this is where the fertility goddess comes in, traveling the edges of the map and guiding where islands may be placed. This mechanism helps drive the archipelago formation in a way that gives everyone an equal share of control. Although the goddess will allow elongation of the archipelago, it can happen only if the players collectively push it in one direction.
Print-and-play version of Tahiti, with Haumea showing the way to unexplored islands Small Change = Big Effect
Tahiti was working well, and I was testing it with a fellow designer to ready the game for Protospiel when it dawned on me that the reefs would be more interesting if they were a decision point rather than just a barrier, the decision being whether to risk goods by traveling over the reef or to stay safe (but spend more time) by going the long way around. Once again I needed a randomizer, so I turned to the bag again.
The Protospiel testing not only went well; some of the testers raved about the game, which is unusual since we typically pick them apart with the goal of improving them. Tahiti was 90% done at this point, which was enough for James Mathe at Minion Games to ask for a submission copy. The remaining 10% was balancing the game and eliminating first-player advantage – which took almost as long as the first 90%.
Kickstarting It
Minion Games has successfully used Kickstarter to fund several games but this one is my first. Finalizing the art, making videos, figuring reward levels, getting the rules (PDF) and print-and-play files ready so people know what they are supporting – all of that took months. Now that the Kickstarter campaign is underway, it's exciting to watch the pledging and read comments from the participants. Hope you're interested in checking it out...
David E. Whitcher
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W. Eric Martin
United States Apex North Carolina
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• In a new game round-up in late March 2012, I mentioned a forthcoming release from Soda Pop Miniatures titled Tentacle Bento, which was described as follows by retailer The Castle's Ramparts: "It's an anime-themed trick-taking card game with more than a touch of hentai to it. Each player is a monster tasked with capturing Japanese school girls, and the more girls the better. After the fourth event card in the deck turns up, the game ends and the player with the most girls wins." On May 8, 2012, Soda Pop launched a Kickstarter project for Tentacle Bento, blowing past its $13k goal in a few days and topping more than $30k after a week.
Then the project was cancelled by Kickstarter.
Why? Protests against the game by two writers – Brandon Sheffield on Insert Credit and Luke Plunkett on Kotaku – that called on people to contact Kickstarter and protest it providing a fundraising home for a game devoted to tentacle rape. (Kickstarter first removed the project from search results, making it accessible only if you had the direct URL, then cancelled it entirely.) From Sheffield's May 14 article on Instant Credit:
Quote: The style is a cute, lighthearted, pastel-colored look at the wonderful world of forcing your way inside a female against her will. There are, to my mind, a lot of things wrong with this....
Tentacle Bento's Kickstarter success is the product of a society that doesn't take sexual assault against women seriously enough. It shows that enough people think it's "not a big deal". The argument comparing a game about rape to games about violence is limited by the fact that murder is almost universally penalized in our culture, meaning there is a clear line between fantasy and reality there. With rape and molestation, that line is not so clearly drawn, and it results in "cute" games like Tentacle Bento.
I have been told the game isn't overt about its scenarios, and is more about innuendo than obscenity. But there is no doubt where it comes from, and what it's drawing on. And molesting girls "just a bit" or through innuendo does not make the game much better.
Promotional image on the Tentacle Bento Kickstarter project Brandon Sheffield subsequently posted an interview with Tentacle Bento designer John Cadice. Two excerpts from Cadice:
Quote: The "tentacle" genre is a well known cliché in the anime/manga fan circles. This product is one of many products we have designed, or are designing to touch on interesting or odd clichés or themes in popular Asian and Japanese sub cultures that have found their way over to the US. They simple "are", and we wanted to give a snapshot that was true to the weirdness of the subgenre. A tip of the hat to one of the weirdest things I have ever seen come out of Japan, and one of the most "unspoken" of inside jokes within the US anime subculture.
Quote: Back to our previous response, it is something that "is". The project was an interesting premise, and we test marketed that premise with our target audience with great feedback, we overcame whatever our personal misgivings were and gave it a shot. We felt we dealt with the subject in a funny way to play up the relational iconic images of aliens snatching up humans for nefarious purposes, if those purposes were for eating them up... we wouldn't be having this conversation, the natural inclination of sexualized imagery in some Japanese manga and anime lends to a more lascivious bend, and in the culture, it simply "is". Sheffield's response: "Cadice says the game is a satire of a 'horrid genre of anime', but I simply don't see the satire. It's cuter, it's lighter, but that does not a satire make. So I am meant to believe that while the game is based on the genre of tentacle rape anime, it is not about tentacle rape. There's clearly a fundamental disconnect between our consideration of inference and implication versus intent." As further evidence of this disconnect, Sheffield points to this demo video from Cadice:
From Sheffield:
Quote: Here are a couple of interesting quotes from his demo that seem to negate the clean image of the game he is trying to propose. At the 1:15 mark, he says, "In this case we grab poor sidney, drag her to the classroom, and we have ourselves a 'cram session'." After saying this, he suggestively bites his lip. At 1:53, he says you can "take a sexy student to the headmaster's office, and then get slippery when wet". Does this not imply sexual contact, in his own words? After Kickstarter cancelled the project, Soda Pop Miniatures moved its funding campaign to its own website and as of this date has nearly matched the $30k total previously pledged on Kickstarter, with many supporters claiming that they've doubled their previous pledges and withdrawn all support from other Kickstarter projects. SPM has the following disclaimer on both the Kickstarter page and its own website: "A note to our sponsors. Tentacle Bento is a mature themed product not intended for sale to children under the age of 17. In the long history of horrible combinations of tentacles and school girls, we have taken a cheeky satire look at the genre to create a silly, if not innuendo rich, product. We are firmly against the depiction of violence against women in any regards."
• In his personal blog, Hiew Chok Sien explores the lifecycle of a gamer, using himself as an example. An excerpt: "This year, it struck me that me exiting the boardgame hobby is a possibility. Not that it is likely in the near future, but this is probably the first time I considered it a possibility at all."
• Writers on the Opinionated Gamers, including yours truly, have presented their educated(?) guesses for the Spiel des Jahres and Kennerspiel des Jahres nominees, which will be announced this coming Monday, May 21, 2012 on the SdJ website. My picks, for those too lazy to click the link, are Africana, Kingdom Builder and Takenoko for SdJ – with Africana taking home the poppel – and Glory to Rome, Hawaii and Village for Kennerspiel, with Village winning this award. Here's why I went with those choices:
Quote: I've played (relatively) few new titles since the middle of 2011, so I'm blending personal knowledge, crowd observation, and wild-eyed guesses in order to make my choices. Josh [Miller, whose picks preceded mine in the list,] has a decent list of qualifications for SdJ nominees – visually attractive, easy to learn, smooth play out of the box, and vast sales/expansion potential. Africana and Kingdom Builder have all of this in spades. (I’ve yet to play Takenoko, but Antoine Bauza won the first Kennerspiel with 7 Wonders, the components are gloriously appealing, and the game has widespread German distribution, so it seems like a solid third choice.) One element he didn’t mention, but which seems important when viewing previous SdJ winners, is that the nominees tend to straddle the family/gamer line – that is, casual gamers can play them, have fun and do reasonably well while gamers will look deeper, discover more and play better. Again, Africana and Kingdom Builder fit this qualification well. Why choose Africana over Kingdom Builder? Partly due to its contrast with 2011 SdJ winner Qwirkle in that Africana has a realistic thematic setting, and partly due to the German love of travel. All three of my Kennerspiel nominees – Glory to Rome, Hawaii, and Village – are excellent designs, and all fit the Kennerspiel category of games for connoisseurs as they're more involved that your average game, yet not off the charts in terms of complexity or opaqueness, although GtR might have one foot across that line. Still, I think GtR is an incredible design that goes beyond what you normally think is possible in a card game, and with Lookout Games having released an attractive version in German in 2011, I think it could get the nod. As for Hawaii and Village, both are straight-up Eurogame designs that present gamers with interesting-to-explore game systems in an inviting setting. They're not too difficult to learn and play, making them ideal for those who have played the basics and want something more. I prefer Hawaii over Village as the money management and tight competition for goods among players makes the game tougher than Village, while also providing a wider range of set-up variability, which kicks your brain in new directions each game. Village gets my vote, however, as it has the homey thematic edge, just as Thurn & Taxis had the home-turf advantage over Blue Moon City in 2006. Yes, your villagers die and sure, that could be morbid for some, but that aspect of the game also encapsulates the broader cultural outlook in Europe, with people viewing themselves as part of history-in-the-making rather than above it, as seems to be more common in the U.S. Who knows? I could just be blowing smoke...
We'll see how well I did in a couple of days... • To follow up on an earlier post about "The Wheaton Effect", someone at Black Diamond Games, a retail shop in Concord, California, blogs about people coming in to pick up specific titles after discovering them on Wheaton's TableTop online program: "[Fan-based] podcasts have barely moved the needle when it comes to influence, as opposed to TableTop, which can send a small legion of people to hunt for Tsuro after a positive review, an all-right abstract board game with modest reviews that made its debut in 2004."
The writer continues: "The difference, of course, is the celebrity angle.... It also goes without saying that there's a bit of geek resentment to see these kinds of vehicles move geek culture to the mainstream.... As gamers, we spent our childhoods dodging adults who thought our hobby was sinister and peers who wanted to ridicule us for it, plus it wasn't exactly a chick magnet.... To have geek celebs make your struggle popular can be viewed as a denial of that journey through the desert." Really? I haven't heard any resentment addressed at Wheaton and TableTop, other than for repeated rule mistakes and a less-than-stellar presentation of The Settlers of Catan – and that just sounds like geeks being geeks, not an angry mob marching to reclaim their previous geek cred.
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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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Lorien Green
United States
New Hampshire
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Hey there, BGG readers. My name is Lorien Green, and I'm a boardgame lover/BGG lurker around these parts. I also made the tabletop gaming documentary Going Cardboard. Today I wanted to share with you some of what went into creating that.
I came at this project as a double noob. First, I was a boardgaming noob (compared to some, anyway). I knew designer board games were cool and special, and I'd played a decent number of them. (At the time, my favorites were Goa, Power Grid, and Bohnanza.) I knew enough about the games to realize they would make for a good documentary, but I didn't know a ton about the community, the designers, or how the whole genre came to be. That was an asset in some ways because I approached the hobby with a clean slate, asking lots of questions.
I also didn't know an awful lot about filmmaking. I loved watching documentaries, but had zero experience behind a camera. As I studied up on filmmaking, my nose buried in Documentary Storytelling and The Shut Up and Shoot Documentary Guide, I discovered that I needed to sketch out a story for the film. At first that was counterintuitive. "This is a documentary! You're not supposed to make the story! You just... you document it." Still, people watching films have a certain expectation of a film's structure, whether it is conscious or not, even for a documentary:
Quote: Most screenplays have a three-act structure, following an organization that dates back to Aristotle's Poetics. The three acts are setup (of the location and characters), confrontation (with an obstacle), and resolution (culminating in a climax and a dénouement). In a two-hour film, the first and third acts both typically last around 30 minutes, with the middle act lasting roughly an hour. Confrontation? Climax? We're talking about a hobby documentary here so that was sort of mystifying, pretty much the same way that putting "documentary" and "storytelling" together in a title was to me at that time.
I wasn't expecting to find drama; I just thought it was a cool topic and I wanted more people to know about it. I figured I was going to have to ignore that traditional act structure, so I sketched an outline of what I thought I would cover – things like communities, game nights, game groups, conventions, variety and peoples' favorite games, benefits of gaming, etc. – then I started interviewing people at Unity Games in Woburn, Massachusetts in February 2009. I was asking pretty generic questions, but I made a point of asking every interviewee what THEY thought was important or special about the hobby. Their responses started to open up my eyes to things like Spiel (the annual game convention in Essen, Germany, which I did NOT know about prior), self-publication, and more interesting topics than where I'd started.
So as far as that "document this!" side goes, the film follows this general informational flow:
-----• Nostalgic introduction ("what's past is prologue"): people talk about their childhood memories of boardgaming. -----• History: how did designer games come to be, and make their way to the United States all of a sudden -----• Monopoly -----• Community: meeting people, forming game groups, holding game events -----• Designers and Publishers: industry stuff -----• ESSEN -----• So you want to be a game designer? -----• Looking forward: board games moving into the video game space -----• Summary: what does this hobby mean to people
In some ways, the above does follow the three-act structure. There is sort of an Act 1 of setting the stage and relaying background information. One could argue that Essen is the climax of the film, and that the stuff that comes after Essen is "where do we go from here" and summary. Here is one of my early attempts at organizing the topics into that structure:
As it turned out, though, there were a couple of story arcs that themselves followed that three-act structure pretty well...
Bryan Johnson/Huang Di
Act 1 The story behind Huang Di and Bryan himself. The background information of his Salem, Massachusetts surroundings, and a summary that brings you to the point at which JKLM is scheduled to publish his game.
Act 2 Basically the story that unfolds after the set-up, leading up to the bad news and status update about Huang Di's "to date" publishing status. That serves as the climax, I think.
Act 3 Originally, I would have thought the final title card in the credits sequence (and I'm trying to avoid spoilers here, such as they are) would be the climax. But that's actually the "dénouement", "the outcome or resolution of a doubtful series of occurrences" – which does make perfect sense, when you put it that way.
Donald X. Vaccarino/Dominion
Act 1 Same situation here, there's background information that brings you up to speed on Dominion, Donald X. Vaccarino, and Rio Grande Games, and how it all came together.
Act 2 The confrontation, or suspense part, is the anticipation leading up to the Spiel des Jahres win in 2009. Speculations before the announcement. The climax of winning that, and the initial reactions by Jay and Donald.
Act 3 The resolution involves the odd situation in that while the SdJ win has meant a great deal around the world, with Dominion being published in "16 languages already" – 18 last I checked in with Jay, which is more languages than Magic: The Gathering is published in! – here in the U.S. there's still a challenge in trying to get people to understand the magnitude of this accomplishment.
Obviously, I had no idea these two stories would emerge when I first started filming or that they would fit into this act structure format. When I first interviewed Jay Tummelson about Dominion, the game had not yet even been nominated for the Spiel des Jahres. When I was first interviewing Bryan, we were talking about filming his launch party. But if it hadn't been these stories, it would have had to be some other story. This is also why there is room for more documentaries on boardgaming; there are an infinite number of stories to tell around this hobby, and an infinite number of angles and approaches people would take to tell them. In the end, the stories of Huang Di and Dominion not only serve as engaging story arcs, but also contrast with each other very well. This was all luck-based, a matter of me being there with cameras at the right place and time to get enough angles and opinions, and the right timing for these stories to be able to run their courses in time to be concluded before post-production ended – but I think it's one of the big reasons the film is getting a pretty good reception. Because let's face it, it's not my elite filmmaking expertise at work. 
And by the way, if you're interested in documentaries of this nature, these are some I highly recommend, with IMDB links for each:
-----1. Rock, Paper, Scissors: A Geek Tragedy -----2. TILT: the Battle to Save Pinball/Special When Lit -----3. The King of Kong: A Fistful of Quarters -----4. Monster Camp -----5. Get Lamp
Safe travels!
Lorien Green
P.S. – One other little bit I wanted to share was the process behind designing the inside cover of the DVD. My husband had this cool idea for it to be a menagerie of board game components. I think if he'd known what he was getting into, he might not have shared that concept with me, though. I just went down into the basement one night and warned him not to come down there – for his own good:
I used pieces from about 75 games in the final shot. Six of those pieces remain orphaned to this day because I couldn't figure out which game they came from. Hey, out of 75, that's not bad! And they will find their way home someday, but I figured you guys would appreciate the gravity of that photo. This was one of the initial progress shots to give you an idea what the final product looks like:
P.P.S. For those of you who want some taste of what the actual movie is like, here's the trailer:
(Editor's note/disclosure: As you can see from the screenshot above, I'm in the movie. I'm a friend of Lorien's and helped her get in contact with some of those interviewed, so I'm hardly unbiased when it comes to wishing her success – and someday I'll actually watch the movie, too! —WEM)
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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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Oleksandr Nevskiy
Ukraine Khmelnitsky
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At the start of summer 2011, Oleg Sidorenko and I had the idea of creating a game which could display the life of a small farm in a light and accessible form. We wanted to show the seasonality of labor and the dependence of crop ripening with the seasons. Different crops have different terms of ripening, and we wanted to make this process take place with the players.
In order to give sense to the process of growing the crop, it was necessary to come up with a deserved reward – that is, a logical calculation of victory points. Just growing this or that crop was dry and boring, and we wanted something deeper and more unusual. There was also the idea of competition between players in the quality of their harvest: some kind of County Fair, in which each farmer would be praised for his "longest squash" – but a seed's transformation into "better" or "less better" crops appeared too accidental (via a deck of events) and we didn't like that. In addition, the question arose about displaying a larger number of different crops of one kind, not just the worst and the best. All of this seemed to be too overloaded and not very interesting.
After that, we decided to abandon the competition for quality and instead try to arrange a competition for different combinations of fruit. Right at this time, we got the idea for which different fruit combinations might be needed – and in such a roundabout way the animals were born, animals which must be fed, and the feeding process of the game reminded us of our childhood.
We don't know whether the following game is known outside the Soviet Union:
Each player draws on the top of a sheet of paper the head of a person/animal/fish, then folds the sheet so that the next player cannot see the image. Then the next player draws the body and folds the sheet again. The last player draws the legs or tail or anything else. In such a way the "animals" appear, and it's very funny...
In this way, the general concept of My Happy Farm occurred and the game immediately started up with a large number of animals, including dogs, cats and even mice. One of the first prototypes even included a human: "Uncle Nick" (a cousin of the farmer, elbow-bender). We treated it as some kind of model tryout for the game in which we had to leave just the right animals we would need for a good game. (Many of our friends regretted Uncle Nick leaving the game as he was a favorite.) The game process appeared quite logical and interesting. We just needed to bring this model to the perfection of balance and replayability. And so the week of tests began...
Artist Margitich Mihail, aka Monkey, made us a test copy of the game components. Almost immediately we decided to reduce the number of animals. Uncle Nick left first, while the pig remained a favorite among the animals as it eats everything, acting like a wild card. During the evolution of the game, we tried different mathematical models: something changed, something added, something cut off completely. Finally, half of the initial number of animals left our farm, and the game mechanisms turned out simple, logical, and dynamic.
A beta-version of the "farm" was made by Monkey in the style of Android, with players feeding the "animal-robots" with screw nuts, letting them drink lubricating oil – but we abandoned this style; that's another game!
At the same time, while working on the project StalkerQuest, we met with the artist Leonid Androschuk and he agreed to draw images for My Happy Farm in a cartoon style.
Весела Ферма was presented to the public by the Ukrainian publisher IGAMES for the first time at the Ukrainian Boardgaming Festival 2011 in August and received the award for "Best Game Art" and a nomination for "Best Game of the Exhibition". While we liked Leonid's style at once – and the game design of the first edition hasn't changed since being released in Ukraine and Russia – we have made some changes to the art which will appear in future editions. We hope players will like our new art.
After the Ukrainian Boardgaming Festival, we clarified some details of the game mechanisms, decided on the game components, and printed the game. At that same festival, our "farm" was sighted by the largest Russian publisher, Hobby World, and in February 2012 Счастливая ферма appeared on the shelves of Russian stores. A few months later, we signed an agreement for an English-language edition of My Happy Farm from publisher 5th Street Games, which is running a Kickstarter campaign for the game through mid-June 2012.
Also, after the Igrosfera 2012 (Ukrainian Game Fair), Hobby World said that it wants an expansion for My Happy Farm, as this game has found ready sales...
Oleksandr Nevskiy
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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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