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BoardGameGeek News

To submit news, a designer diary, outrageous rumors, or other material, please contact BGG News editor W. Eric Martin via email – wericmartin AT gmail.com

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News from Italy: Aztlàn, Micro Monsters, AstroNuts, iPad/iPhone news and Italian Master

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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: EvolutionMicro 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.
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Nominees for the 2012 Spiel, Kennerspiel & Kinderspiel des Jahres

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The nominees for the most influential award in boardgaming – the Spiel des Jahres, Germany's "game of the year" award – were announced today by the jury of eleven German journalists who have sifted through hundreds of games released since the early part of 2011 to settle on the three that they think best "promote games as a cultural asset to encourage gaming amongst family and friends", as described on the SdJ website. Those nominees are:

-----Eselsbrücke, by Stefan Dorra and Ralf zur Linde (Schmidt Spiele)
-----Kingdom Builder, by Donald X. Vaccarino (Queen Games)
-----Vegas, by Rüdiger Dorn (alea)


That same jury also announced its nominees for the Kennerspiel des Jahres, an award that debuted in 2011 to honor games intended for connoisseurs and gaming experts. The introduction of that award, along with the winners of the Sdj and KedJ in 2011 – Qwirkle and 7 Wonders, respectively – signaled a shift in direction for the SdJ jury for many gamers, with the SdJ supposedly meant to highlight easy games (based on what I would say is a misjudgement of Qwirkle) and the KedJ intended for more complex games. The jury does judge Vegas a 1 on its four-level complexity scale, but the other titles are rated at 2 – and many had even suspected that Kingdom Builder would fall into the KedJ category due to it being too complicated for the "new" SdJ.

The nominees for the 2012 Kennerspiel des Jahres, by the way, all merit a 3 rating for complexity by the SdJ jury, and those titles are:

-----K2, by Adam Kałuża (Heidelberger Spieleverlag)
-----Targi, by Andreas Steiger (Kosmos)
-----Village, by Inka and Markus Brand (eggertspiele)


This same jury also released a list of recommended games from the titles released during this time period – roughly April 2011 to March 2012 – and unlike in 2011, when the recommended list included titles ranging in complexity from super easy to ultra-double tough, for 2012 the jury presented separate recommendation lists for the SdJ and the KedJ, and those recommendations are grouped in that order below:

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-----Drecksau, by Frank Bebenroth (Kosmos)
-----Indigo, by Reiner Knizia (Ravensburger)
-----Kalimambo, by Antonio Scrittore (Zoch Verlag)
-----Kulami, by Andreas Kuhnekath (Steffen-Spiele)
-----Miss Lupun...und das Geheimnis der Zahlen, by Ralf-Peter Gebhardt and Thomas Sing (Winning Moves)
-----Pictomania, by Vlaada Chvátil (Pegasus Spiele)
-----Rapa Nui, by Klaus-Jürgen Wrede, (Kosmos)
-----Santa Cruz, by Marcel-André Casasola Merkle (Hans im Glück)

-----Friday, by Friedemann Friese (2F-Spiele)
-----Hawaii, by Greg Daigle (Hans im Glück)
-----Ora et Labora, by Uwe Rosenberg (Lookout Games)

At the same time, the jury for the Kinderspiel des Jahres – the children's game of the year – announced the nominees for this award:

-----Die kleinen Drachenritter, by Marco Teubner (HUCH! & friends)
-----Schnappt Hubi!, by Steffen Bogen (Ravensburger)
-----Spinnengift und Krötenschleim, by Klaus Teuber (Kosmos)


The winner of the Kinderspiel des Jahres will be announced Monday, June 11, while the Spiel and Kennerspiel winners will be revealed on Monday, July 9. Congrats to all the nominees!
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Links: Awards in the Netherlands and Switzerland, Play the Universe & How Valid Are Game Genres Anyway?

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• On May 12, 2012 the nominees for the 2012 Nederlandse Spellenprijs were announced:

-----Lancaster, by Matthias Cramer (Queen Games)
-----Mondo, by Michael Schacht (White Goblin Games)
-----Ninjato, by Dan Schnake & Adam West (White Goblin Games)
-----Power Grid: The First Sparks, by Friedemann Friese (999 Games)
-----Takenoko, by Antoine Bauza (Matagot)

Erwin Broens of Dutch game news site Bordspel notes that the Nederlandse Spellenprijs is now an all-jury award, with an enlarged jury of eleven members, rather than being a combined jury-plus-gamer-vote award. (Broens
was a jury member in 2011 while the Spellenprijs transitioned to a new format, but is no longer a jury member.)

• On the Dice Hate Me blog, Tom Gurganus interviews Matthew Duhan of Gozer Games, focusing on its upcoming release of Titans of Industry.

• Not specifically game-related but applicable to game design and the game industry: On Orgtheory.net, Brayden King asks "Are we in a post-authentic music world?" by building on a quote from Bruce Springsteen. An excerpt from King:

Quote:
I think Springsteen's main point is that it's no longer necessary for artists to play by the rules of a specific genre to make music that resonates with a crowd. You don't need to strive for authenticity in the same way that artists of a previous generation did because the rules for what it means to be authentic don't apply anymore. The proliferation of new genres has, in a sense, freed musicians to do whatever the hell they want. An artist doing his version of classic blues on a synthesizer is just as authentic as is a folk artist doing an an acoustic cover of "Robot Rock". What counts more than one's inclusion in a genre subcategory is an artist's workmanship and basic creative impulse.

Boardspace.net has added Alex Randolph's Universe and its two-player predecessor Pan-Kai to its online play offerings.

• Purple Pawn has revamped its "comprehensive listing of current tabletop games and related projects on Kickstarter and Indiegogo" by, first of all, including IndieGoGo on the list, by dividing up the games by type (board games, RPGs, etc.), and by making the tables sortable in any number of ways. Did you know that Tress, "the Chess Game of the New Millennium", has achieved 1% of its funding goal? Well, now you do.

• In late April 2012, Inka and Markus Brand's Village won the "Mensa Preference" award from Mensa Switzerland, the first time that this branch of the Mensa organization has given such an award. From the [url=press release announcing the winner: "[T]he game combines an innovative mechanism for a quick passage of time with a intriguingly developed theme. Moreover, the variety of options guarantees that each game provides a different dynamic. Village contains all elements to make it a crowd favorite."

Village was chosen from among six finalists announced on April 1 by Mensa Switzerland. The other finalists were Aquileia, Miss Lupun, Ninja: Legend of the Scorpion Clan, Tschak!, and The Castles of Burgundy.

Commence complaining about U.S. Mensa's game choices......now.
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Links: Guess the 2012 Spiel des Jahres Nominees, The Gamer Lifecycle & More on The Wheaton Effect

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Let's reboot following yesterday's comment onslaught and repost the non-tentacle-related items so that they can get a bit of attention:

• 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...

• 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."

• 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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Links: Tentacle Bento Boxed by Kickstarter, Guess the 2012 Spiel des Jahres Nominees & More on The Wheaton Effect

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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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Links: Glory to Rome Has Strategy?, Wil Wheaton Drives Sales & duBarry's Courtier History

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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 TableTopavailable 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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Thu May 10, 2012 1:00 pm
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Links: Not-So-Exclusive Distribution, Dave Arneson's Stuff & Gaming Homework

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• In March 2012, Z-Man Games announced an exclusive distribution deal with Alliance Game Distributors, as covered on BGGN at the time – yet ACD Distribution, one of Alliance's U.S. competitors, is now offering both Vinhos and Fairy Tale to U.S. retailers in late April 2012. What gives?

The answer lies in the logo at the lower-right of both boxes on the ACD announcement. ACD is distributing the What's Your Game? versions of these titles and not the Z-Man Games versions. WYG is the original publisher of Vinhos, which debuted in Europe in late 2010, and the European licensor of Fairy Tale from original publisher Yuhodo. I asked WYG's Mariano Iannelli whether ACD purchased the games directly from WYG, and he answered, "[W]e did not have any kind of relationship with ACD and we did not sell them any units of our version of Vinhos and Fairy Tale."

• From Wired's Geekdad: "Auction Preview of D&D Co-Creator’s Personal Collection and Archives — Game's Secrets to Be Revealed". Starting May 6, 2012, according to the Wired article, Dave Arneson's "personal archives and game collection", which were found in an abandoned storage locker in Minnesota, will be auctioned on eBay. Arneson died in 2009.

• Klaus-Jürgen Wrede's Rapa Nui, published in 2011 by Kosmos, is now available for play in beta form on Yucata.de.

• Out of the Box Publishing interviewed designer Keith Meyers, whose Shake 'n Take was published by, yes, OotB. Meyers also has design or co-design credits for Sitting Ducks Gallery, Tiki Topple and Fantasy Flight's 2001 version of The Hobbit.

• In one of its daily Illuminator posts, Steve Jackson Games mentioned that it's sold 65,000 copies of Zombie Dice, which is in its third printing and recently had an expansion released for it, Zombie Dice 2: Double Feature. Zombie Dice was also featured in episode #3 of Wil Wheaton's TableTop show on Geek & Sundry, along with Get Bit! and Tsuro.

• In the first of what I imagine could be a series, I present this image of math homework presented to the child of a BGG user who wishes to remain anonymous:

Problem created by BGG user Eddie Feeley
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Tue May 8, 2012 7:49 pm
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Links: Brathwaite (Again) on Train, Voting Opens for the DSP & Cthulhu Warms Your Face

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• From now through July 31, 2012, you can vote on the games you feel should receive the Deutscher Spiele Preis, the annual award run by Spiel organizer Friedhelm Merz Verlag and voted on by gamers around the world. Click on "Hier geht's zum Abstimmformular" to cast your vote, with your #1 game receiving five points, #2 game four points, and so on. You can view previous DSP winners on that website for a taste of what the voting audience prefers.

• New Zealand gaming site Seriously Board has posted a 38-minute interview with designer Martin Wallace, where among other things he discloses that he's moving to New Zealand.

• At TEDxPhoenix, Brenda Brathwaite talks about her artistic project/game design Train and, according to the YouTube description, "what it means to design games that can truly teach us culture, and change our perceptions about the events that have molded our society":


• While Toy Vault publishes games, such as the newly released Abaddon from Richard Borg, it also sells toys, including several that clearly fall on the Geek end of the scale. The most ridiculous item yet, however, might be the Cthulhu Knitted Ski Mask, now looking for funding on Kickstarter.

• Don Dehm and Scott Forster at Pulp Gamer Prime have posted an interview with High School Drama! designer Boyan Radakovich, who also happens to be Associate Producer of Wil Wheaton's new web series TableTop.

• Nate Straight has a fun blog post here on BGG titled "Ten Exciting Designers Doing Exciting Things", and while I don't think he's referring to Néstor Romeral Andrés' hand jive, I could be wrong...
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Links: Mensa Mind Games 2012, Talk of Dreams and Games & Knizia Explains Whoowasit?

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• Mensa has announced the five winners of the 2012 Mensa Mind Games competition with 300 "judges" rifling through 68 games in 48 hours to vote on their favorites. The winning titles are:

-----Coerceo (Coerceo Company)
-----IOTA, by Gene Mackles (self-published)
-----Mine Shift, by John Forte, Jr. (MindWare)
-----Snake Oil, by Jeff Ochs (Snake Oil, LLC)
-----Tetris Link (Techno Source)

• Z-Man Games posted a short interview with designer Shadi Torbey (Onirim, Equilibrion) on April 24, 2012 in its news section. (Oddly, that section doesn't have direct links, so you'll need to scroll to the correct date.) In the interview, he mentions two more games in the "dreams" series started with Onirim as well as a game about opera that is "finally starting to take shape".

• In mid-March 2012, I posted a video of designer Reiner Knizia giving a presentation on "Maximum Impact Game Design" at the Digital Games Research Association conference in September 2011. Turns out that wasn't the only conference at which Knizia spoke around that time. In late October 2011, Knizia spoke at the NYU Game Center for "Practice: Game Design in Detail" with an hour-long talk that focused on the creation and publication of Whoowasit?, his Kinderspiel des Jahres winning design from 2007. Here's that talk:


(HT: JugamosTod@s)

• From designer Daniel Solis on his blog:


Notes Solis on the blog post in question:

Quote:
So, a little background: John [Stavropoulos] made some observations about RPG rules presentation on a Google Plus thread. Luke Crane suggested this could be modeled as a hierarchy by some designerly folks. I took the case and made slight slight tweaks broaden the scope to board games, too. Feel free to use this in your discussions. I'm not really interested in getting into game theory debates though.

(HT: Purple Pawn via Tim Moore)
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Tue May 1, 2012 3:54 pm
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Links: Africana Online, BGG Auctions Aggregated & Connecting Designers to Their Creations

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• Michael Schacht's Africana – released in Germany from ABACUSSPIELE in early 2012 and due in the U.S. from Z-Man Games in May – is now available for play online at Schacht's own Boardgames-online.net. Notes Schacht when announcing this release, "In this most complex implementation so far, the focus is on a good interface."

• Schacht has also released an online solo version of his 2012 Ravensburger release 5 vor 12 as Lucky Numbers Extra, with the puzzles requiring an increasing number of moves as the player progresses.

• The eighth annual game designers' meeting at the Swiss Museum of Games takes place May 5-6, 2012. GameWorks' Sébastien Pauchon, one of the hosts of the event, describes the special Saturday afternoon presentation as follows:

Quote:
Didier Bonvin, multimedia journalist, and Manuel Rozoy, game designer at Ubisoft France and former editor-in-chief of the late JsP magazine will talk about "Video games / board games: a strange love affair". Didier will tell us about the various attemps of video games to get closer to board games through the last three decades, while Manuel will tell us about similarities and divergences between designing video games and board games.

Check out this online flier for more details about the event.

• Technology in action! If you want to purchase a specific game, particularly an out-of-print title, you might want to look at the BGG Auction Aggregator, which compares the wishlist on your BGG account against an aggregated list of games being auctioned on BGG.

• I've received the following open letter from a PR agent and present it unedited, aside from added links and minor punctuation and formatting changes.

Quote:
The Connect-4 Conundrum


By Jeanne and Michael Strongin, April 27, 2012

We are Ned Strongin's children, writing in response to a series of articles and interviews in which Howard Wexler has been taking all of the credit for creating the Connect-4 game. From our observation, Howard's self-promotion seems to have begun in earnest a few years ago when Ned's health was deteriorating and has continued more aggressively after Ned's death last year shortly before his 92nd birthday. We can't sit quietly and see these claims made without challenging them any longer. Though our perspective is very different from Howard's, we believe it is factually accurate based on existing documentation, discussions with our dad from the time Connect-4 was licensed until his death, and our own personal observations. We feel it's our responsibility to set the record straight since Ned isn't around to speak for himself.

In the early 1970s, Ned Strongin, an established independent toy designer, formed a company with Howard Wexler called "Strongin & Wexler Corp.", owned equally by him and Howard. Ned was a street smart, informal, self-made businessman who had not graduated high school and had pretty much always been his own boss. Howard was a formally educated Ph.D. who insisted on being addressed as "Dr. Wexler" and who came to the partnership with a large corporate mindset after having worked at Hasbro for several years. Because Ned had reservations about having a partner (particularly one with such a different background and business style), he kept his already existing company, Ned Strongin Associates, together with its existing toy designs, office lease and employee artists, designers and model makers, separate from the newly formed Strongin & Wexler Corp. Their partnership was short lived and would have been considered a failure except for one thing: it produced Connect-4.

Strongin & Wexler Corp. licensed Connect-4 to Milton Bradley (which was later acquired by Hasbro) in 1973. Ned and Howard dissolved Strongin & Wexler Corp. shortly thereafter. To this day: (a) Connect-4 continues to be owned equally by Ned Strongin Creative Services (the successor in interest to Ned Strongin Associates) and Howard; (b) Hasbro continues to manufacture and sell the original version of Connect-4, expanding upon and updating it with a variety of spin-off versions, thereby maintaining its uniqueness and relevance; and (c) royalties from such sales continue to be shared equally between Ned Strongin Creative Services and Howard. These are undisputed facts.

Ned always acknowledged that the initial idea for Connect-4 was Howard's, but told us that Howard presented Connect-4 to him as a horizontal game, like checkers, to which he said "the world doesn't need another board game, let's make it vertical" – and really isn't that the underlying uniqueness of Connect-4? Ned's design process was collaborative in nature. The centerpiece of Ned's office was a big white round table, where Ned and his artists, designers and model makers would present and discuss ideas. Some of these ideas came from him, some from one or more of his employees and some from one of the many independent designers who came to him with unfinished ideas who didn't have the expertise or wherewithal to complete them and bring them to market. By the end of a discussion the resulting product was often a true collaborative effort. Connect-4 was redesigned and developed by Ned and Howard via this collaborative process until a final design was agreed upon, artwork was produced, a model was made and Connect-4 was presented and licensed to Milton Bradley.

Ned was active in the toy business through the late 1990s, including all discussions and negotiations with Hasbro regarding a variety of Connect-4 issues that arose over the years. During that time he was responsible for the design of many other successful toy products through that same collaborative process. If our dad were alive today, he'd get a chuckle out of Howard's Connect-4 claims. He'd tell us to leave it be, the truth is the truth, anyone old enough to care already knows the truth and the 50/50 ownership and royalty split speak for themselves. Nevertheless, we believe Ned Strongin's contributions to Connect-4 should be acknowledged and hope this letter promotes that in some way.
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Fri Apr 27, 2012 9:00 pm

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