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W. Eric Martin
United States Apex North Carolina
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• U.S. publisher Twilight Creations, Inc. has announced a trio of new titles due out in 2012, but despite what you might expect only two of them involve zombies, the first of which is Zombies!!! The Card Game, described as follows:
Quote: You are so tired. You just can't run anymore. Your breath sounds like a jet engine and sweat has soaked every inch of your body. A shower would be nice. Hell, just being able to catch your breath would be great... Who are we kidding? Ten whole minutes not completely enveloped in sheer terror would be heaven. To bad the zombie horde looking to make you lunch doesn't see it the same way...
Zombies!!! The Card Game simulates the coming zombie apocalypse in card game form. Each player uses her own deck to form the narrative of her attempted escape; the ground-breaking card design allows for each card to be used for the card effect printed on the front or as a location as indicated by the card's back. The first player to make her way to the "helipad" at the bottom of her deck escapes certain death and wins the game.
The zombies are right behind you. Do you have what it takes to survive? "Simulates the coming zombie apocalypse" – it's not even a hypothetical anymore. We are going to have a zombie apocalypse, oh, yes we are. It says so right in the description of this card game.
Zombies!!! 11: Death Inc. is another take on the "everyone except for the other players is a zombie trying to get you" genre, with the players being employees who have found that their co-workers have lost their brains for real. Time to kill those zombies once again – or at least escape from the building before anyone else so that the zombies can feast on them instead of you.
The third title from Twilight Creations is not about zombies, but is instead about the devil and its numerous incarnations. Whether that's a plus or not I'll leave you to decide. The Current Number of the Beast is a dice-manipulation game in which you play cards and roll dice in order to get your dice to match the number of the current "beast" card in play. My wife, a college friend and I used to draw maps showing the locations of the beast, the neighbor of the beast (#664), the annoying old man across the street from the beast (#665), and so on. Never thought to make a game out of the activity. Our loss.
• After showing off Snowdonia throughout UK Games Expo 2012, designer Tony Boydell has posted lots of images showing off the game board and finished art, while also describing parts of the game.
• Z-Man Games notes on its Facebook page that Tournay and the new edition of Goa will be available in U.S. stores on Wednesday, May 30, 2012.
• Similarly, Donald X. Vaccarino's Infiltration, coming from Fantasy Flight Games, has a U.S. street date of May 30, 2012, as does The Lord of the Rings: Nazgul from WizKids.
• ACD Distribution lists Cryptozoic Entertainment's DC Comics Deck-Building Game – mentioned in this BGGN item – as a July 2012 release. What's the game about? Dunno. Cryptozoic has offered zero information to date.
• Other July 2012 releases, according to ACD, include Siberia and Vanuatu, which are being imported to/distributed in the U.S. by Coffee Haus Games, as well as the new edition of Arctic Scavengers from Rio Grande Games.
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Olivier Lamontagne
Canada Montreal Quebec
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Inspiration for the Game
Before starting the Richelieu project, I had been designing games for about two years – and before having an interest in board games, I was very much into RPGs, especially 7th Sea, which led me to an interest in the 17th century, particularly in French history. I've read a lot about this era and later it proved useful for this game.
The spark for Richelieu happened in 2008. Me and two others were playtesting an early version of Québec for co-designer Pierre Poissant-Marquis. As usual, random ideas about gaming in general were discussed. At some point, I had the idea of a game in which you lose all your points if you pass the zero on the scoring track instead of receiving some kind of +X marker. Pierre suggested to 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.
The First Prototype
The next day, I started doing research about the Cardinal. I already had a general game concept, but this step helped the game get really started. When I had enough thematic information, it was easier to work out the game.
The main idea of the game involved intrigue in the court of Louis XIII; every intrigue would set Cardinal Richelieu against his enemies. The players would be nobles taking sides in these intrigues, choosing to side with Richelieu or the conspirators – or even helping both. Players control agents with secret value to influence those intrigues. The Cardinal's mood is influenced by his success or failure, and he would be intolerant against nobles – that is, players – who became too influential. The intrigues would have costs to place agents, and the winning faction gives higher rewards to the players who helped them the most.
I also had a lot of ideas of additional places to play the agents and to gain favors, additional money and agents, but I quickly realized it was diluting the game instead of adding interesting options, so I focused on the core mechanisms. The game basically offered two actions per turn, with two options:
-----• Play on one of the three intrigues, or -----• Collect income.
At first, the game had fixed intrigues and named specific historical events as intrigues with different costs and circles to play. However, I quickly realized this would hinder the game, and randomizing the intrigues would help the game's replayability. So each intrigue would always have four circles with the same costs on each sheet.
The next step was to give every faction some personality, while tying those to the intrigues, so if a player wants something in particular, he would have more chances to get it from specific allies. The four opposing factions were easy to determine: French nobility, Habsburgs, England, and the Protestants.
There also was a military track to represent the player's implications in the Thirty Years War. The purpose of this track was to have rewards to offer in the intrigues, but also a way for players (1) to score points without worrying about the Cardinal and (2) at certain points in the track to improve their income.
In addition to the Cardinal, two other characters needed to be present: the Queen and L'Éminence Grise. The Queen played an important role in history for Richelieu in the famous Day of the Dupes, and L'Éminence Grise – he was a shady and feared character at this time. For game purposes, they are special neutral agents won in intrigues, and their purpose is to hinder their respective opposite factions, so they add an aggressive element to the game, even allowing multiple intrigue resolutions if timed properly.
An additional rule seemed necessary to encourage players to play on different intrigues, so I added an additional cost if a player wants to play twice on the same intrigue, for the same faction.
Finally, the first prototype was ready to print and be tested. The board was quite rudimentary, and the intrigues were also simple but easy to modify. The icons on the intrigue sheets are the rewards offered for players.
I made three playtests with this version of the game, and while it worked well, there was a considerable balance issue with the military track. Also, players tried to lose some intrigues to receive the lesser rewards – at this stage the game offered compensation for players who lost intrigues – so it didn't work at all with the thematic and game spirit I was aiming for. I took some notes and stored the game to work on other projects.
Renaissance of the Game
About six months later, my brother was at my home and we talked about games. At this precise moment I remembered the Richelieu prototype and decided to restart working on it. I quickly had ideas to fix the balance issues, and the game was more balanced and effective. At this point I was still aiming more for a family game and the game was quite pleasant to play. Of course, intrigues no longer gave backers of the losing side a reward as it was the prototype's major flaw. This simple modification fixed most of the balance issue with the military track.
Previously, the player who had the first place used to pick his reward in the two offered. Now the first and second player rewards are fixed, and I made the second place bonus more interesting on purpose for some intrigue. This can lead to some tricky situations, like placing good agents to win the intrigue – but not too much in order to get the second place if the player wants this specific reward.
During a weekend, I wanted to play a game with my brother, so I made a two-player variant. I am not a fan of neutral players, but I think I made something interesting here. It needed a few tests to find the correct balance of agents. The secret value of agents helped the game, as each player knows only the half of the secret player, so this can make for interesting game situations.
After many tests and some months, the Plateau d'or game design competition was being held, so I was given an opportunity to give the game a good test; as an unexpected bonus, the game became known by Dutch publisher White Goblin Games. I was very surprised to win this competition; I was confident in my game, but there were good games there.
A funny fact about this competition is that I had the ugliest prototype, even though I work in graphic design. Some time later a French graphic designer, Jean-François Terrabon, took interest in the game and made me a prettier prototype.
Meanwhile Jonny De Vries from White Goblin contacted me via Geekmail, telling me he was interested in the game – great news!
Working with White Goblin Games
Something important about the designer/publisher relationship is trust, and it was quick to develop with White Goblin Games.
Jonny had great ideas about the game, and some of them were major changes. At first, I was not convinced about a few of the changes, but Jonny and his team saw great potential in the game, and I must say today I wouldn't play the "pre-Goblin" Richelieu.
Before changing the rules, some things needed to be clearer visually: Make sure Richelieu is always placed above the opposing faction (to remind players that he wins ties due to his political skill). Also, in the first version of the rules, first place in each intrigue won always gave two prestige points, and the second place one prestige point, plus the additional prestige shown on the intrigue. This was quite confusing, so from now on, the total number of points won is directly on the intrigue. Finally, Jonny wanted more interaction with the Richelieu pawn, so the rules changed a little and the moving value of Richelieu varied from one intrigue to another. All these changes gave me this idea for a new sheet disposition.
The next three changes were about faction majorities, income, and use of agents. In every case, I appreciated the way changes were made. No change was forced on either side; it was a true teamwork.
In the older version, agents came back to a player immediately after an intrigue was completed. This rule was changed to used agents going to a city on the board, with agents coming back only after all were played. I had already received these suggestions a few times before. The numbers and value of agents needed tests to have an interesting balance of choices.
Majorities needed work. Their function as ending bonuses didn't change, but it was a little too easy to get many points with only one won intrigue. Now bonuses are awarded if a player can get many of the same faction, but it is difficult to get three of the same faction (except for Richelieu), so points are now more appropriate to the challenge it represents. Only Richelieu's intrigues now uses a majority mechanism; the other ones are now sets.
The last of this wave of changes was the money scarcity. As I mentioned above, I was aiming to make a family game, and this change would make Richelieu a little more complex. At first I wasn't sure about the change, but it seriously upgraded the game. I then suggested adding jewels to the game, with each player starting with two jewels that would be worth victory points at the end of the game. Selling them for fast income is interesting, but the cost in points makes it a difficult decision. The cost to buy a jewel was difficult to adjust, between 7 and 8 Louis (the money), and 3 or 4 points.
While working on these changes, I considered another game option: purchasing ranks on the military track. It added another available action for the players, and on a thematic point of view, such purchases were commonplace during the Richelieu era.
A few months and many tests later, I received the first pictures from the artist, Marco Morte. It was a great day for me, as the look fit perfectly with the game spirit. (These are not the final versions.)
There were also revised intrigues; they were quite different to the ones in my latest version, but as I mentioned above, trusting the publisher is important. Those new intrigues were very interesting, and the first playtests quickly convinced me they were well tested.
The Fine-Tuning
Having a nice board and intrigue sheets didn't mean the game was finished. Jonny had a new idea: Add another circle on the intrigue sheet. It was a simple but much welcome addition. There was also the issue of the jewel cost, and we finally set it to 8 Louis and four Prestige.
After these last changes were made, I stopped testing Richelieu; instead I was playing it.
In the last months, there were a few minor changes, some rule point clarifications, and minor visual modifications...and one last minute change in the rules that surprised me, and again it improved the game.
Acknowledgements
Working with Jonny and his team was a great experience. I learned a lot from the goblins, especially in pushing a game's limits when the game seems fine. It's a lesson I now take into consideration when making games.
Many people helped the game in many ways, so thanks to everyone implicated, especially my family, Anne Le Floch from La Récréation where I had many regular testers, Louis-David Péloquin from Espace-Jeux and his family for the game nights they generously host every week, Jean-François Terrabon for the nice prototype he made, the Dragons Nocturnes game community, and the many players that took the time to play the game.
Olivier Lamontagne
(Editor's note: BGG user Henk Rolleman has posted a photo impression of Richelieu, showing off the published game in much more detail. —WEM)
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W. Eric Martin
United States Apex North Carolina
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• Uwe Eickert of Academy Games was interviewed in late May 2012 on The Wargamer. An excerpt: "We have a unique [design] process, I believe, based on our engineering backgrounds. Every game must begin with a solid game engine – the mechanics that make it run. This is the most important part of the game and has nothing to do with the game theme. Only after the engine is solid do we add the game theme on top of this. Then we begin the refinement process." Who knew that theme was pasted onto designs at Academy Games?
Eickert is incredibly excited about Gettysburg: The Bloody Crossroads, due out October 2012, and gives a quick overview of the game. Best of all is his answer to this question:
Quote: 10.) In closing, what can Academy Games offer to the wargaming market that other developers cannot?
Nothing. We are part of a very creative, diverse, and growing market segment. Other developers are publishing incredible games that I love to play and often recommend to others. What Academy Games can offer is to be part of the driving force that is expanding this wonderful hobby of ours. Modesty and truthfulness combined – very classy, Mr. Eickert!
• Designer Jerry Hawthorne talks about Mice and Mystics in an interview conducted by BGG user "dustinthewind". Here's Hawthorne explaining the origins of the game: "A couple of years ago, my daughter was struggling with learning to read. I was convinced that she just didn't understand how imaginative books could be. Her reading was labored and robotic. I wanted to create an activity to accompany reading that would help her somehow. At the time, mice were her most favoritest of all animals. I started working on a story that could be played like a game. Later we discovered that she has a learning disorder similar to dyslexia, but the game had already taken on a life of its own."
• If you're interested in the "Voice of Experience" game review challenge being run on BGG, you might want to check out "The Long View", a new podcast on 2D6.org that "is designed to provide a critical and in depth look at a specific game each episode", according to podcast host Geof Gambill. "The games we feature in our discussions will be more than just a few months old! Many will have been released in the past one to three years. New enough to not be old, but not old enough to have already been designated as classic or clunker."
As Joel Eddy notes in the comments section of The Long View's first podcast, which covers Thunderstone, the guest panel will vary each episode depending on the game being discussed.
• In a timely post – well, timely for preparations in 2013 – someone at the Games & Grub blog asks "Can Origins be fixed? Does it need to be?" An (edited) excerpt:
Quote: GAMA's use of web 2.0 and social media is simply laughable. The Facebook page was updated at the beginning of the month (May 5th), but its Twitter account hasn't been updated since Summer of 2011. Gen Con, in comparison has a BOT account dedicated to retweeting anything with #GenCon. The official Gen Con Twitter account also updates almost daily. Gen Con also works with the surrounding businesses, frequently tweeting and providing information about hotels, restaurants, etc. in the area. They are a well oiled machine. And it isn't just Gen Con who has a significant voice on social media. ForgeCon, a first-time convention taking place in May is quite active on Twitter, as are lesser known cons such as NeonCon, Denver ComiCon, etc. I don't know if Origins thinks something like this is out of their budget or if it's simply unneeded, but they're shooting themselves in the proverbial foot every day they don't proactively interact with fans and potential customers. • If you're a publisher who used Kickstarter – or just a curious fan who likes to poke your nose into various things – check out Kicktraq.com. You can paste in a Kickstarter URL and see the number of backers and amount of funds gained each day during a project, as well as the projected total for the project based on current projections. Did you know that the Ogre Kickstarter project picked up $200k in its final two days? Or that the gobsmackingly stupid STAX, marketed by showing headless women and their cleavage, is trending toward a two-month total of $610? Well now you do.
Sat May 26, 2012 12:20 pm
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W. Eric Martin
United States Apex North Carolina
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• Two years after the game's German-only debut, Ravensburger has now released Reiner Knizia's BITS in a multilingual version with rules in English, German, French, Dutch and Italian.
• Steve Jackson Games has announced two new items for release in August 2012: Munchkin Zombies 3: Hideous Hideouts, which adds double-sized dungeon cards that warp the rules of play for particular types of zombies and other cards, and Cthulhu Dice Metäl, which is not afraid to use an umlaut incorrectly in order to bring the appropriate amount of metalness into being. Cthulhu Dice Metäl is being released in bronze, pewter, and nickel with neon green ink versions, and the die is heavy enough to kill a small mouse, should you need to use it for a secondary purpose.
• Dice Hate Me Games has published revised rules for Cherilyn Joy Lee Kirkman's Carnival that should answer everyone's questions about what to do if the deck runs out of cards, if you can't take a certain action, and so on. Rules can be downloaded from DHMG's Carnival page.
• Dice Hate Me Games has also announced that it's picked up Darrell Louder's Compounded for release in mid-2013, with the latest version of the game being available for demo at the Origins Game Fair, May 30-June 3, 2012 in Columbus, Ohio, along with advanced copies of VivaJava: The Coffee Games and future DHMG releases Take the Bait and Soapbox Derby.
Quote: Compounded is a game about building chemical compounds through careful management of elements, a fair bit of social play and trading, and just a bit of luck. In Compounded, players take on the roles of lab managers, hastily competing to complete the most compounds before they are completed by others – or destroyed in an explosion. Some compounds are flammable and will grow more and more volatile over time; take too long to gather the necessary elements for those compounds and a lot of hard work will soon be scattered across the lab.
Although Compounded does involve a fair share of press-your-luck tension and certainly some strategic planning, the most successful scientists will often be those who strike a good trade with their fellow lab mates. Players are able to freely trade elements, laboratory tools and even favors – if there is truly honor among chemists! • Spanish publisher nestorgames has released Stephen Tavener's Web of Flies, a strategy game in which each player has a team of spiders – with each spider's strength represented by its leg count – and they want to take out the opposing team. Each turn, a player must capture a fly or enemy spider, with a spider able to move over friendly pieces and empty spaces in order to capture only those spiders of the same strength or weaker. When the game ends, whoever has the most eight-legged spiders (or seven-legged, six-legged, etc. in the case of a tie) wins.
• ICv2 reports that Fantasy Flight Games will release Dungeon Fighter in August 2012. As previously noted on BGG here and over here, original Italian publisher Cranio Creations is handling the English-language production of the game, with FFG providing distribution in the U.S. For details on the game play, check out Andrea Ligabue's Dungeon Fighter preview on BGGN from October 2011.
• For this post's Kickstarter item, I'll point out Hoplomachus: The Lost Cities, a "hex-based tactical board game set inside a gladiatorial arena" from Adam and Josh J. Carlson and Chip Theory Games. From the BGG game description:
Quote: Players have a very clear objective: Eliminate the opponent's champion. Champions start the game in the arena but are inactive and defenseless. They will not fight until the crowd is behind them. Each player takes turns drawing, playing and moving gladiators from their "hand" and assisting them with tactic chips.
Based on opponent's moves and play style, each person will need to adjust their strategies. Defend your champ, take over and hold the crowd favor areas, assault opponent's champion, cover deployment zones, eliminate tactictions to reduce enemy options, fight beasts to gain crowd favor, the list of tactical possibilities is endless. (KS link)
Sat May 26, 2012 11:11 am
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W. Eric Martin
United States Apex North Carolina
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• Collapsible D: The Final Minutes of the Titanic, designed by Gianluca Santopietro and published by Sir Chester Cobblepot – which despite the name is an Italian publisher – is not entirely new, as copies started being delivered in late April 2012, but I thought it new enough for a call-out here. Plus, many new images have been uploaded on the game page in the past few days, so there's more to see if you'd looked at it previously. As for the game play, here's a short description:
Quote: The idea for Collapsible D: The Last Minutes of Titanic comes from the mind of the Italian author Gianluca Santopietro. In this game the players are on board the Titanic during the night of April 14, 1912, starting at 11:40 p.m. when the ship collides with an iceberg; each turn represents ten minutes in real time. Each player controls a passenger of each Class and a member of the Crew. Each character has a different starting point, an attempt to recreate the exact location where they were on the ship, thanks to historical research lead by the author in cooperation with history experts on the Titanic, such as Claudio Bossi. Thanks to an intuitive movement system, players will move their passengers through the ship, trying to reach the lifeboats on the dock.
Meanwhile, the water floods in quickly and the risk of drowning is very high. Each saved passenger grants victory points, and the player with the highest score wins. The first several times I saw this game's name, the only thing I could picture was Jack Black and Kyle Gass continuing to rock out while everyone else fled for the lifeboats...
• SchilMil Games is a new publisher located in New Zealand that's debuting with two titles: Komodo and Raid the Pantry. Raid the Pantry is another take on the "collect ingredients to complete dishes" school of card games, while Komodo tasks players with building new habitats for Australasian animals imperilled by an incoming asteroid. Yikes! Here's a description of game play:
Quote: Each player holds two animal cards stating the type and amount of terrain needed, five multi-terrain tiles, and wild cards. On a turn, she may lay up to three tiles, place one or both of her animals in free-form contiguous blocks of appropriate terrain, and use all or some of her wild cards. The starter tile has two blocks of each of the four terrain types: forest, grassland, desert and water. The number of blocks of terrain needed by an animal is equivalent to the number of points you can score by placing it. When the tile supply is exhausted, each player takes a final turn, then loses points for an unplaced animals still in hand. The player with the highest score wins.
Komodo can be played competitively in both basic or strategic mode. In the former, wild cards are obtained randomly; in the latter, players can choose their wild cards. Actions permitted by a wild card include: releasing animals to free up their terrain; bartering or stealing terrain tiles; remodeling tiles already placed; and forcing an exchange of animals.
In the cooperative version of Komodo, all 32 animals must be housed and each player must place at least one animal during her turn. The game is played open-handed, and the wild cards hinder the players. • Steve Jackson Games wants feedback on its rules for Beau Beckett's Castellan by the end of Monday, May 28, 2012. What's in it for you? Um, better rules? An early look at the game? (And if that's what you want, I'll be posting a detailed preview of Castellan in the near future after a few more games.)
• At my request, Uwe Eickert at Academy Games has passed along updated release dates for several upcoming titles. Eickert notes that everything has been delayed due to a mishap with a new computer – "a real barn burner graphics rig" – in which he had to acquire a replacement computer a month after the new one, only to discover that all of the files and the back-ups made during that time would not open. Says Eickert, "Needless to say, this pushed our schedule back quite a bit." The new release dates for the next four releases from Academy are:
-----– Conflict of Heroes: Awakening the Bear! (second edition) - September 2012 -----– 1775: Rebellion, game #2 in Academy's "Birth of America" series - November 2012 -----– Conflict of Heroes: Guadalcanal - December 2012 -----– Gettysburg: The Bloody Crossroads - March 2013
Also, Eickert notes that as of May 19, 2012, all orders for Academy Games titles will be processed and fulfilled by PSI (Publisher Services, Inc.) instead of FRED Distribution.
• In the crowd-sourcing category this time, we have Piotr Burzykowski, founder of the Polish publisher LocWorks, who is trying to raise funds in order to publish a new version of Tory Niemann's Alien Frontiers with materials in eight languages – Czech, Dutch, French, German, Italian, Polish, Portuguese and Spanish – and the Latin-based name Alien Frontiers: Aurora. Sounds crazy, right?
Since LocWorks is not a U.S. company, Burzykowski has turned to Ulule.com for its fund-raising efforts, which has the not-so-incidental benefit of being able to present the same page in multiple languages – just the thing for when you're trying to attract potential buyers from all over the world. For those who already own Alien Frontiers, Burzykowski offers you the option of adding pink or grey bits to your game – or even 25 metal dice in the four basic colors. For background on the project, you can check out Burzykowski's BGG blog. (Ulule.com link)
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W. Eric Martin
United States Apex North Carolina
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• As noted on BGGN in early April 2012, the next Dominion release would be titled "The Dark Ages" and now U.S. publisher Rio Grande Games has finally dropped info on the game, albeit not a release date. Here's the official description of Dominion: Dark Ages, complete with humorous introduction by designer Donald X. Vaccarino:
Quote: Times have been hard. To save on money, you've moved out of your old castle and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice since no one has any money. You beg twigs from the villagers, and they beg them back, but no one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.
Dominion: Dark Ages is the seventh addition to the game of Dominion. It contains 500 cards but is not a standalone game. It adds 35 new Kingdom cards to Dominion, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can get only via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards. • Fantasy Flight Games' release of Antoine Bauza's Rockband Manager, originally scheduled for March 2012, has been rescheduled for Q3 2012.
• In other FFG news, ICv2 reports that Fantasy Flight will release the English version of Andreas Pelikan's Die GulliPiratten: Der Schrecken der Kanalisation under the much shorter name Sewer Pirats – which still sounds more German than not, but still. Original German publisher Heidelberger Spieleverlag has rules in both German and English on its website and is listed as the publisher of the English edition there, so either plans have changed or ICv2 is mistaken. We'll see...
• Designer Alf Seegert's next release – Fantastiqa – goes live on Kickstarter in mid-June 2012, with Gryphon Games producing the game, as it did for Seegert's The Road to Canterbury, but the game listing is now live on BGG and its description provides an overview of what's going on:
Quote: Fantastiqa is a deck-building board game set in a fantastical landscape of dark forests, mist-shrouded highlands, and frozen wastes. As you and your opponents journey around the board, you will subdue strange creatures and fulfill fabulous quests.
Each creature you encounter has both an ability and a vulnerability. By playing card symbols to which a creature is vulnerable, you can subdue it and recruit it as an ally. Each creature you defeat is added to your expanding deck of cards, making its special ability into an ability of your own! A defeated Enchantress will wield her beguiling charms to help you overcome wandering Knights. Knights in turn subdue Dragons, adding their fiery breath to your cause. By combining the powers of different creatures you can fulfill curious quests: Send forth your Rabbits of Unusual Size to Nibble Through the Violin Strings of the Violent Vampire Volnar! Deploy a party of web-slinging Spiders to String a Bridge Across the Chasm of Chaos! Send your Dragons and Vampire Bats together on a mission to Ignite the Whisker-Wick'd Candle Guarded by the Ice Cats of Kituviel!
Some of the creatures you encounter carry precious gems, which you can spend to purchase powerful artifacts or to summon mythical beasts to your aid. You begin with little, but you will grow in power as you adventure and gather allies! By completing quests you score victory points and claim other special rewards. The board changes every time you play, so prepare for a new, exciting adventure each time you enter the world of Fantastiqa!
Fantastiqa is easy to learn but challenging to master – a game for families and gamers alike. The components are lavishly illustrated with fine art by Caspar David Friedrich, Vincent van Gogh, Claude Monet, Arthur Rackham, John William Waterhouse, John Bauer, Edward Burne-Jones, Francisco Goya, and others. • Canadian publisher FoxMind will attend the Origins Game Fair, held May 30-June 3, 2012 in Columbus, Ohio, to demo Fauna and Rise or Fall, and for this latter game – in which players represent a clique and try to hold on to their popularity points for as long as they can – FoxMind will have a special goodie available at the show, a clique of game designers to replace the game's normal "cool teachers" clique. As FoxMind's Marie-Ève Lupien puts it, "You can see Steve Jackson, Friedemann Friese, Reiner Knizia and Antoine Bauza come together to kick the ass of the other cliques."
FoxMind will have fifty copies of this goodie available at Origins, with the goodie being free with the purchase of Rise or Fall. Says Lupien, "We hope that gamers will be pleased with the goodie as much as with the game. The more people we have to play it, the more fun the game is!"
• We'll wrap up this time with Morels, the first release from designer Brent Povis and publisher Two Lanterns Games, which is available as a preorder only through May 25, 2012. Yes, I'm late running across this one; mushrooms are sometimes hard to find. Here's a description of the game:
Quote: The woods are old-growth, dappled with sunlight. Delicious mushrooms beckon from every grove and hollow. Morels may be the most sought-after thing in these woods, but there are many tasty and valuable varieties awaiting the savvy collector. Bring a basket if you think it's your lucky day. Forage at night and you will be all alone when you stumble upon a bonanza. If you're hungry, put a pan on the fire and bask in the aroma of chanterelles as you sauté them in butter. Feeling mercantile? Sell porcini to local aficionados for information that will help you find what you seek deep in the forest.
Morels, a strategic card game for two players, uses two decks: a Day Deck (84 cards) that includes ten different types of mushrooms as well as baskets, cider, butter, pans, and moons, and a smaller Night Deck (8 cards) of mushrooms to be foraged by moonlight. Each mushroom card has two values: one for selling and one for cooking. Selling two or more like mushrooms grants foraging sticks that expand your options in the forest (that is, the running tableau of eight face-up cards on the table), enabling offensive or defensive plays that change with every game played. Cooking sets of three or more like mushrooms – sizzling in butter or cider if the set is large enough – earns points toward winning the game. With poisonous mushrooms wielding their wrath and a hand-size limit to manage, card selection is a tricky proposition at every turn.
Following each turn, one card from the forest moves into a decay pile that is available for only a short time. The Day Deck then refills the forest from the back, creating the effect of a walk in the woods in which some strategic morsels are collected, some are passed by, and others lay ahead. I'm always strangely attracted to food-based games, despite not really caring about what I eat. Not sure what that means...
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W. Eric Martin
United States Apex North Carolina
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• Kevin O'Sullivan interviews Albrecht Werstein, CEO of German publisher Zoch Verlag. A (lightly edited) excerpt:
Quote: Germany was one of the biggest markets for board games in the 1980s and 1990s and so having a games company over that time has been a wonderful experience. However the rest of the world has woken up to this so there is a bit of a crisis in Germany. Everybody is seeking to sell their games into the German market with some great games coming out of the Czech Republic, Italy, Korea, and Brazil amongst other countries, and the number of games being produced is just not sustainable given the current levels of demand.
Over the years the German games publishers have had a convivial rivalry with it being like a big family where everybody is doing their own thing but we all know each other. Increasingly though the smaller retail outlets are not taking games, and whilst the big chain stores do, they don't have staff that understand the games and can demonstrate them. We are also increasingly seeing companies coming into our market with games very similar to ours and or with very similar artwork but ultimately nothing new, other than at a lower price point! Werstein notes in the interview that the 2011 Kinderspiel des Jahres winner – Carmen Kleinert's Da ist der Wurm drin – "sold over 200,000 units last year", that is, in 2011.
• The Wheaton Effect, cont.: On Friday, May 18, 2012, the day that the Ticket to Ride episode of Wil Wheaton's TableTop debuts, the game sits at #41 on the Toys & Games best-selling list on Amazon.com. Come Monday, May 21 and a 103,000 views later, the game sits at #22. Two days later, the view count stands at 130k and TtR's sales rank on Amazon is #16.
• Designer Bruno Faidutti has posted dozens of images on Facebook from his annual Ludopathic gathering in Étourvy, France. He typically posts a full write-up of the event on his own website, but his latest post indicates that (1) he's exhausted from the gathering and not up to posting anything soon and (2) he's overhauling his website. More specifically:
Quote: This website was originally designed like a small game encyclopaedia, and this concept has become largely obsolete, for at least two reasons. First, there are more and more new board and card games every year, and I play fewer of them every year, which makes the ideal game library much less relevant. Second, the internet also has changed, and encyclopaedias are now collective stuff. There is more even about my own games on the Boardgamegeek than on my own website.
This is why, in a few weeks, I plan to shut down this website and replace it with a more modest, more standard, but also more actual blog, with only short descriptions of my games and the occasional op-ed, not necessarily always about games. To which I say, noooooooo! Bruno, please don't eliminate all the write-ups you've done over the years. Your personality comes through well in the reviews and your point-of-view as a designer and player is not well represented elsewhere.
• For a game-related Kickstarter project that's not itself a game, let's take a look at Curtis Lacy's effort to fund Global GameSpace (KS link), a set of open source online tools that could be combined to, in his words, "[c]reate a shared gaming area, provide graphics and rules, then use online matchmaking to find playtesters and set up a game". Designer Lewis Pulsipher talks up the project in his blog.
• The Awesome Dice blog features an illustrated history of dice, along with linked sources for each detail and a few myth debunkings. (HT: Purple Pawn)
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W. Eric Martin
United States Apex North Carolina
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• French publisher Jactalea has announced the next release in its line of tiny games, which already includes The Blue Lion and Button Up! As with that latter game, Okiya is from designer Bruno Cathala and it's a lightly themed two-player abstract strategy game. Here's a description of Okiya, due out July 2012:
Quote: In Okiya, subtitled "The House of the Geishas", each player tries to arrange her geisha tiles in a pleasing manner in order to gain the favor of the emperor. Alternatively, you can prevent your rival from placing a geisha in the Imperial garden, showing that you have more control than your opponent.
To set up the game, shuffle the 16 tiles and arrange them in a 4x4 square; each tile shows one of four types of vegetation (maple, cherry, pine or iris) and one of four types of poetic symbols (rising sun, bird, rain or tanzaku - the small pieces of paper on which people sometimes write wishes).
The starting player removes one tile on the border of the square, sets this tile aside, then places one of her geisha tokens in this space. The opponent must then do the same thing, but can choose from only those tiles that depict the same type of vegetation or poetic symbol shown on the tile first set aside. Play continues, with each set-aside tile determining where the next player can go until:
• A player forms a line with four of her geisha tokens in any direction, • A player forms a 2x2 square with four of her geisha tokens, or • A player chooses a tile which doesn't allow her opponent to place a geisha token.
In any of these cases, the player has won the game. A match can be a single game, a "best of three" series, or a point-based match, with the winner of a game earning as many points as the number of tiles remaining in the grid when she wins; in this case, the player who first collects ten points wins the match. • Ed Carter of U.S. publisher Cambridge Games Factory has posted an update on the status of the black box edition of Carl Chudyk's Glory to Rome. The short version: The games have yet to ship from China, and Carter doesn't have a new expected release date as he's still trying to arrange everything. He notes: "The original dates we were working to slipped because we didn't get our quantities/paperwork finalized in time." Whoops.
• Speaking of Chudyk, U.S. publisher Asmadi Games has a new release from him titled FlowerFall that will be available in a short-run edition for $10 at the Origins Game Fair, which runs May 30 to June 3 in Columbus, Ohio. Why so little advance notice for this release? Says Asmadi's Chris Cieslik, "Because I like going from a silly idea to printed game in twelve days."
You play FlowerFall by letting your flowers...fall. In more detail, you set up the game by laying out four green cards that have five green flowers on them. Each player has a deck of ten cards, with each deck having a different color of flowers and the backgrounds being part green and part white. Players take turns dropping the cards onto the table for eye height, and whoever has the most flowers in a green patch scores one point for each green flower in that match. The player with the most points wins. Quite a change in tone from Glory to Rome and Innovation!
• With the Ogre juggernaut now resting its treads until its end of 2012 release, Steve Jackson Games has slurped another geeky mainstay into its vast Munchkin universe with the September 2012 release of Munchkin Penny Arcade, a fixed 15-card booster pack that features artwork by PA's Mike Krahulik.
• In Q2 2012 Winning Moves will distribute a special edition of Bananagrams that bears the London 2012 Olympics logo and includes "five additional colored 'joker' tiles featuring various Olympic sport pictograms". Why? Because "the London 2012 Olympic committee has named Bananagrams the official word game of the 2012 Summer Games", according to the Bananagrams blog.
Official word game? That's pretty specific, so perhaps an enterprising publisher or two still has time to lock up official push-your-luck game or official worker-placement game.
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W. Eric Martin
United States Apex North Carolina
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• Greek publisher Mage Company, which has Wrong Chemistry on Kickstarter right now, has announced that it's picked up the cooperative game 12 Realms from designer Ignazio Corrao, although it hasn't set a release date for what will be the first published edition of the game. As for the game play, here's an overview:
Quote: Siegfried, Snow White, D'Artagnan, Red Riding Hood, and the other heroes of the twelve realms are being reunited for one last great adventure. The Dark Lords have joined forces to completely conquer and subjugate all the known Lands, and only the combined efforts of all the greatest heroes can halt their nefarious plan.
12 Realms is a fast and lighthearted cooperative game for 1 to 6 players. All players must band together to stop the Dark Lords' overwhelming hordes from pillaging the 12 Realms. Individual invaders can be defeated by using each hero's different talents, but to vanquish the Dark Lords you must claim a powerful artifact.
In their quest to stop the invasion, the heroes can travel together between different lands, or they can try to single-handedly defend a Realm. Each of the 12 Realms is an individual land, with different treasures and events, and populated by unique creatures. • Swiss publisher Hurrican will release Lady Alice, an investigation and deduction game by first-time designer Ludovic Gaillard, sometime before the end of 2012. Designer Bruno Cathala, showing off an early look at the game during Bruno Faidutti's annual Ludopathic gaming event, served as the game's developer.
• Donald X. Vaccarino's Nefarious from Ascora Games has started to ship from large U.S. distributors, so the game should finally be available in U.S. game stores soon.
• Steve Jackson's Illuminati is back in stock at Steve Jackson Games after being out of print for a while. SJG also has two new releases: Munchkin The Guild, a fixed booster pack for any of the many Munchkin games, and Munchkin Cthulhu Kill-o-Meter, a level tracker packaged with two new cards – both with a U.S. street date of May 23, 2012.
• The Big Bang Theory: The Party Game from Cryptozoic Entertainment has a U.S. street date of May 22, 2012. Bazinga?
• As part of its Kickstarter campaign for David Short's Ground Floor, Tasty Minstrel Games has been teasing an additional game as a bonus if a certain level of funding is reached. I hadn't realized it previously, but that game – Skyline – is also by David Short and is also themed around the construction of buildings. Here's a game overview, along with non-final art from TMG:
Quote: Skyline is a quick push-your-luck dice game involving set collection. Unlike other dice games that provide no relationship from turn to turn and no player interaction, this game allows players to literally build upon their decisions each turn and react to their opponents' actions.
Each turn, players choose to roll dice from either the Construction Yard or the Abandoned District with the goal of erecting urban buildings. Buildings are made up of three types of dice: Ground Floor dice, Mid-Floor dice and Penthouse dice. Some buildings are safer to build but provide little reward, while other buildings have poor probabilities but can have substantial impact on the success of a player's skyline.
After rolling his selected dice, the player must use at least one of these dice to take one of three possible actions: Build, Demo, or Abandon. The Build action is the desired outcome, of course, but can be carried out only if the die result matches what you need to build. For instance, all Ground Floor dice can be built without restriction, but a High-Rise Mid-Floor die result can be built only on top of a High-Rise Ground Floor die. Likewise, a Mid-Rise Penthouse die can be built only on a Mid-Rise Mid-Floor die. If the rolled results do not allow you to build, then the player must demo one of his existing buildings. If a player does not want to demo, then he must Abandon by placing that die in the Abandoned District, which gives his opponents the opportunity to capitalize on his failure.
At the end of the game, points are rewarded for completed buildings according to their height. A Level 3 building – that is, a building comprised of three dice – is worth 9 points, while a Level 4 building is worth 16, and so on. • The Richard Borg-designed card game Cowtown, previously mentioned on BGGN in March 2012, is now live on Kickstarter, with Gryphon Games being the publisher behind this project. Here's a pun-devoid game description to let you know what the game's about:
Quote: In the card game Cowtown, you want to move cows into the right herds so that you can score points and empty your hand.
At the start of each round, each player receives a hand of six cards, then four more cards are placed face-up on the table; the deck includes cards in four colors, numbered 1-10 twice, along with two "Cowtown" cards of each color. Cowtown cards are always played on the table immediately in order to give the little dogies a place to settle.
On a turn, you play a card from your hand onto a stack on the table. The card you play must be one higher than the top card on a stack. (Cowtown cards are effectively numbered 0.) If you can play multiple cards in numerical order – a Horn-to-Tail Sequence – you can do so; in addition (or alternatively) you can play multiple cards with the same number – a Stampede – onto different stacks when those stacks have the same lower number. Playing a three-card Horn-to-Tail Sequence or a Stampede is worth 1 "scorecow".
Whenever you play a card of matching color onto a stack, you're safe, but if you play at least one card of a different color – a bullish play – then you must draw and discard the top card of the deck. If that card shows a red bull's eye, then you've been kicked and must draw a card. Lay a 10 on a stack and you close that barn, getting to take another turn or pass one of your cards to another player.
The round ends as soon as one player is out of cards or the deck runs out. The player with the fewest cards earns 4 scorecows, the player with the next fewest 2 scorecows, and everyone other than the player with the most cards earns 1 scorecow. After four rounds, whoever holds the most scorecows wins! To make sure you're the right target audience for this game, you should know that you're supposed to MOOOOOOOOOO loudly when you have only one card in hand – even when you're not playing this game. (KS link)
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Andrea Ligabue
Italy Modena Italy
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Here I am with another round-up of news from Italy:
Ares Games: Aztlàn, an Euro-style game from Leo Colovini
Ares Games announces its debut in the Eurogame category with the upcoming board game Aztlán, created by the Italian game designer Leo Colovini and scheduled for release in the fourth quarter of 2012.
The game had previously been announced in 2010 as the second title in the "Designer Series" from Nexus Games, following Faidutti and Laget's Ad Astra.
Aztlán is a strategy game with bluffing and challenging mechanisms, for 3 to 4 players, 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.
From the publisher's game description: The game develops over five different epochs, with each 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 a player's 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?
In a press release announcing the title, Christoph Cianci, CEO of Ares Games, said, "We are very happy to publish Aztlán. This will enrich our catalog with a great Euro-style game from Leo Colovini, one of the most renowned Italian game designers. It's an easy to learn game system, but with a deep strategy, which will please different players' profiles."
Game development is at an advanced stage, and Ares Games plans to release Aztlán at Spiel 2012, which takes place October 18-21 in Essen, Germany.
Ares Games: Details of Micro Monsters
I was able to get a preview copy of the international edition of Micro Monsters from Ares Games, and comparing it to previous editions of the design – that is, X-Bugs and Micro Mutants: Evolution – Micro Monsters is much simpler and more oriented toward play with kids and families. The four races differ only in their graphics and in the special power that's activated by one face of the single die.
During your turn, you roll the die and move the displayed monster. You have three different kinds of pieces: small round ones, big round ones, and rectangular ones.
The game is much more of a dexterity game than it was before, but it's really fun for families and kids. (Within a few days of receiving this preview copy, I had played it more than ten times with my son and his friends!)
Mücke Spiele: AstroNuts from Angelo Porazzi
Since I know Angelo Porazzi very well, thanks to his greatest design (Warangel) and to his presence at most of the Italian gaming events with Area Autoproduzione – an area for self-publishers to show of their creations – I'm going to let him say a little about AstroNuts, an almost unknown design published by Mücke Spiele and first presented at PLAY: The Games Festival in Modena in March 2012.
Quote: AstroNuts is a game in which you have to colonize the Galaxy to discover the "Nuts", the colored resources on the planets.
You can improve the technology of your fleet, meet Aliens, attack other players' colonies, and buy new ships...controlling the actions you have each turn. The game art is also by Angelo, who started drawing the fighting fantasy warriors that you see in Warangel back in 1986! For the 2012 release AstroNuts, you have a more cartoonish "AstroNut" piloting his funny astroship while another ship is dogfighting as in a scene from Star Wars, a third ship is crashing in asteroids, and a mellow alien has discovered a ganja nut...
I've played the preview copy I got from the designer with my kids, and it's a real family/kids game with a lot of luck and interaction. To start your turn, you figure out how many actions you have by choosing a number from 1 to 6, then rolling the die. If you roll that number or higher, you receive two times as many action points as your declared number; otherwise you receive just the rolled number. With actions you can move, collect resources, colonize planets, attack, build new starships or research. Planets have 2-3 resources in different colors. Landing on a planet forces you to roll for a random effect on a 36-line table, something that brings to mind the random tables in the old Task Force Games.
iPad/iPhone Game News
• Designer Spartaco Albertarelli announced that he's working on an iPad version of Magnifico. More details in the next "News from Italy" round-up.
• Dario de Toffoli announced that Studiogiochi and iNigma are working on an iPad version of Inkognito, which which was designed by Leo Colovini and Alex Randolph.
Game Releases
• Asterion Press released Dobble, the Italian version of Spot It!
• Giochi Uniti released Olympicards by Paolo Mori.
• Stratelibri released the Italian version of the new edition of 1830.
• Play Strong released Play Ultras, which is *ahem* "only for radicals".
Italian Masters 2012
Quote: 25.308 points, 907 minutes of play, 68 gamers, 17 team, 7 games, 6 referees, 2 games of play, 1 winner: game That's the data from the Italian Masters 2012, Italy's greatest board game competition which qualifies the team for the European Championship. Details of the event are on the website.
Tue May 22, 2012 12:39 pm
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