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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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New Game Round-up: New Life for 12 Realms, Roll Skyscrapers in Skyline & Yes, Finally, Nefarious

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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:

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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:

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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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New Game Round-up: More Worlds to Core, Noah Sails to North America & A Peek at 3012

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• U.S. publisher Stronghold Games has announced an expansion for Andrew Parks' Core Worlds, due out Q4 2012. Here's a rundown of what you'll find in Core Worlds: Galactic Orders:

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In Core Worlds: Galactic Orders, players begin to forge alliances with the six Galactic Orders, powerful organizations that have maintained their independence in the midst of a crumbling empire. These Orders consist of the Galactic Senate, the Science Guild, the Merchant Alliance, the Mining Coalition, the Order of Knighthood, and the Mystic Brotherhood. The Galactic Orders expansion focuses on these six independent organizations and their influence upon a galaxy at war.

Each Galactic Order is represented on the table by a large Galactic Order card that specifies the special power associated with that Order, and each player starts with 20 Faction Tokens that match the Faction symbols on their Starting Decks. Whenever a player deploys a Unit or plays a Tactic with a Galactic Order icon on it, he gets to place his Faction Token onto the corresponding Galactic Order card. Players must choose between leaving their Faction Tokens on the Galactic Order cards to score points at the end of the game, or removing their Faction Tokens in order to use the unique special powers associated with each Order.

• Asmodee will distribute the Cathala/Maublanc title Noah, published in separate French and English editions by Bombyx, with the game expected to be available in North America in July 2012. (HT: Game Salute)

• Designer David Ausloos has posted an update on the release status of his cooperative horror game Dark Darker Darkest: "The good news is: a major publishing company has now the game under contract and we have started all the preparations for production and final development. So the game is now definitely heading towards a release."

• In a short news update about its presence at Spiel 2012 in October – booth 12-29, shared with BoardGameGeek! – Jay Tummelson at Rio Grande Games notes, "We will be presenting several new games including: Dominion: Dark Ages, Race for the Galaxy: Alien Artifacts, and Arctic Scavengers as well as new games from our European partners, including 2F-Spiele and Czech Games Edition."

• To follow up on the announcement of the deck-building game 3012, Cryptozoic Entertainment has now released the game's cover and a few cards. In a press release accompanying the game announcement, designer Charles Tyson says, "I have been working on 3012 for years, and I'm really excited that Cryptozoic decided to bring it to life.... [T]hey've been fantastic to work with – great developers, great marketers and great gamers. But the thing I liked best was the artwork they put together. It's creepy and stylish, and it's just what a post–Mayan–end of the world future would look and feel like to me."


Due out in September/October 2012, 3012 retails for $45.
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Mon May 21, 2012 6:30 pm
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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: 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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New Game Round-up: Revolving Expansions, Orwellian Game Play & Monetary Dis-Unity?

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• Dutch publisher White Goblin Games has announced a series of small expansions for Mark Chaplin's Revolver, which WGG debuted at Spiel 2011 and which appeared on the North American market in May 2012 via Stronghold Games. Each expansion consists of two modules, with players being able to add one or both – from any number of expansions - to the base game.

The first expansion – Revolver: Ambush on Gunshot Trail, due out August/September 2012 - includes ambush cards that Colonel McReady can place on the battlefield, two new bandits for Jack Colty, and eleven cards for each player's deck, allowing for customization and a deck-building element.

Revolver: Hunt the Man Down, due out later in 2012, adds a new battlefield – San Manzanillo Prison – that Jack Colty can decide to raid if things feel right; if he succeeds, the formerly imprisoned bandit Santiago joins his crew. This expansion also includes new cards for both decks, new tokens, an additional ambush card, and a new way for Jack Colty to die.

The 2013 release Revolver: Where the River Bends adds a neutral 22-card "Frontier" deck to the game. Players each start with a half-dozen silver dollar tokens with which they can purchase these cards. Additional cards are included that can be used on their own or that tie in to cards from the first two expansions. From the press release: "One of the exciting new cards is 'Old Three Toes', a menacing grizzly bear that can harass both players!"

Wydawnictwo Portal has released a nine-page campaign scenario for Neuroshima Hex! titled "The Defense of Stonekill" (PDF), authored by Szymon Zachara.

Winning Moves Games is releasing a new version of Mystery Date. Yes, really. The game includes a one-year subscription to Family Circle magazine, which makes me confused as to who is the intended market for this game. Nostalgic moms who want to get their young daughters dating early? (HT: The Gaming Gang)

• Polish publisher Kuźnia Gier has announced its big Spiel 2012 release: 1984: Animal Farm from Rafał Cywicki, Krzysztof Cywicki and Krzysztof Hanusz, the design team responsible for its Spiel 2011 release, Alcatraz: The Scapegoat. Here's a description of the game:

Quote:
"All Animal Comrades believe that 1984 was a great year for the Animal Farm – at least the Ministry of Truth claims so..."

1984: Animal Farm presents a dystopian reality in which animals have overthrown their human masters. When the fires of the revolution died down, a political game began to establish the only proper totalitarian regime. The players take the roles of animal dictators who will stop at nothing to gain absolute power over the global Farm.

1984: Animal Farm is a modular negotiation game for 3 to 5 players that's based on the concept of forced cooperation. On one hand, players share some business with their neighbors; on the other hand – they are divided by the will to win. The game favors efficient strategy, slick negotiations and successful bluffing. At the same time, it forces the players to form temporary alliances with their enemies and keep an eye on their friends. All this makes each round of the game abound in heated talks (both public and secret), pacts, promises and betrayals. Special abilities drawn before the game, along with the winning conditions, guarantee that no two games will be the same.

• Spanish designer Néstor Romeral Andrés has released a new game through his own nestorgames, an abstract strategy game (which should not be a surprise, I would think) titled UNITY.

The game is played on a hexagonal board with each of the 2-3 players having some combination of colored rings and asterisks on the board at the start of the game. On a turn, a player does one of three actions: moves one of her pieces to an empty space on the board (jumping over other pieces but not walls), or adds one or two walls to the board, or activates one of her rings or asterisks to capture pieces; the ring removes itself and all pieces surrounding it that aren't protected by walls, while the asterisk removes itself and all pieces in a straight line of the player's choice (again, with walls protecting pieces from removal). The first player to have a single group of pieces wins; if more than one players achieves unity on the same turn, the player with the largest group wins.

While UNITY seems like a standard thinky abstract strategy game that you would do terrible at initially, then slowly improve at over time – not you specifically, mind you, but you in the sense of anyone learning to play it – two things stand out about the release. First, Andrés has gone the same route that he did with the release of Margo and the Shibumi game system, and released UNITY in both a regular edition and a super-fancy laser-cut acrylic edition, with the acrylic set featuring a larger game board and consequently including more pieces.

Second, and of more consequence for anyone interested in acquiring this coffee table-ready item, Andrés will accept only Bitcoin as payment for the deluxe edition of UNITY. Bitcoin, for those who don't know, is a peer-to-peer digital currency meant for use in transactions anywhere in the world – assuming that both buyer and seller use Bitcoin, of course – that uses public-key cryptography to ensure that a coin can be spent by a seller only once. Andrés has accepted Bitcoin payments since June 2011, but UNITY is the first release for which he'll accept nothing else. (Okay, he'll accept gold and silver, too, but still...)


I jokingly asked Andrés whether he was trying to find payment alternatives in case the next round of Greek elections don't go well and the Euro evaporates. (Not that Bitcoin hasn't had unexpected stumbling blocks of its own, but given all that's happening in Greece and the anticipation by some that anti-austerity candidates will sweep to power in mid-June 2012, the fate of the Euro is a huge and more immediate concern.) After a bit of prodding from me – at the risk of shipping this post straight to RSP-ville – Andrés expounded more on his thinking:

Quote:
Bitcoin gets its power from a network of individuals and not from a central authority, so those individuals are the ones who must fight to spread the word. Others have compared Bitcoin with the printing press or even Napster, and have said that Bitcoin will be widely adopted when it gets "easier" to use. IMHO, this is not true. Bitcoin will be widely adopted when it becomes the only way to get something that you want.

Let me explain. Let's go back to the days of Napster. It was not easy to use. You had to download it from a non-user-friendly site, install it in your computer, look for servers, configure the ports...but it was a success after all. Why? Because it was the only way to get music for free! Not because it was easy to use. People wanted free music, but music was not available for free anywhere else. That was the product people were looking for – free music – and only Napster gave it to them.

So I decided to support Bitcoin by using my best skills (designing and producing board games) and bringing a product to the "real" world that can be purchased only in Bitcoin.

UNITY is a board game for 2 to 3 players in which each player strives to unite his pieces at any cost. By sacrificing the right pieces at crucial moments, you can shatter your opponents' groups as they coalesce, or eliminate a pesky splinter group of your own pieces — anything to create unity.

Why "Unity"? The game name is a call to all to awaken to join this technological wonder. Even if Bitcoin fails, others will come afterwards as this technology is here to stay.

I don't expect to sell thousands of copies. I expect others to follow this path or bring some new ideas to wipe out the central planned systems. This is not a giant leap – but a giant leap is made of these tiny steps.
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New Game Round-up: Plaid Hat Offers Mice and Cheese, Cryptozoic Offers a Millennium of Deck-Building & Get Ready to Battle for Dungeon Command

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• In addition to revamping its website, U.S. publisher Plaid Hat Games has announced an August 2012 release date for Jerry Hawthorne's Mice and Mystics. Here's a description of the game from the publisher:

Quote:
In Mice and Mystics players take on the roles of those still loyal to the king – but to escape the clutches of Vanestra, they have been turned into mice! Play as cunning field mice who must race through a castle now twenty times larger than before. The castle would be a dangerous place with Vanestra's minions in control, but now countless other terrors also await heroes who are but the size of figs. Play as nimble Prince Colin and fence your way past your foes, or try Nez Bellows, the burly smith. Confound your foes as the wizened old mouse Maginos, or protect your companions as Tilda, the castle's former healer. Every player will have a vital role in the quest to warn the king, and it will take careful planning to find Vanestra's weakness and defeat her.

Mice and Mystics is a cooperative adventure game in which the players work together to save an imperiled kingdom. They will face countless adversaries such as rats, cockroaches, and spiders, and of course the greatest of all horrors: the castle's housecat, Brodie. Mice and Mystics is a boldly innovative game that thrusts players into an ever-changing, interactive environment, and features a rich storyline that the players help create as they play the game. The Cheese System allows players to horde the crumbs of precious cheese they find on their journey, and use it to bolster their mice with grandiose new abilities and overcome seemingly insurmountable odds.

A cheese system?! That's one thing missing from nearly all games released to date.

• Plaid Hat Games has also posted a preview of Dungeon Run 2 from Dungeon Run designer "Mr. Bistro". A summary of what's in the works: "DR2 is being developed as both a standalone game and an expansion for the original Dungeon Run. New players will find a complete game that lets them jump in the action, while players with Dungeon Run will discover a wide range of new toys, treats, and backstabbity goodness to add to their games. DR2 will be entirely compatible with Dungeon Run, yet also update and streamline the rules."

Small Box Games has shipped both Omen: A Reign of War and Hemloch to Kickstarter backers; the games are also available via the SBG website. Designer John Clowdus adds, "We'll be releasing a 'lite' print-and-play version of Omen later this week. With the number of units available in the full version, we had some flexibility in creating a lite version with less content that people with enough patience could download for free and try out. Seems like a good fit for the game." Update, May 16: Clowdus just dropped me this note: "We're not moving forward with Omen Lite at the moment, but it's something we're still looking at for the future."

• In addition to all the other deck-building games in its 2012 line-up, as covered on BGGN in mid-April 2012, Cryptozoic Entertainment has announced another deck-building game titled 3012. Here's a short description:

Quote:
The year is 3012. It's been a millennium since the Armageddon. Deep in the Yucatan jungle, humanity has mutated, degenerated, and segregated into five clans: Jaguar, Snake, Monkey, Gar, and Bat. These clans now battle it out for dominance in the region, cooperating when it suits them and actively working against each other when the opportunity arises.

In 3012, players start the game with small decks of Scout cards, which provide gold to make purchases. Two piles of cards – an Ally deck and a Weapon deck – provide static cards to buy, with three cards from each deck always available to purchase each round. Cards that are not bought remain there for other players to buy. Two non-static Action decks – one with cheap cards, the other expensive – are also available, and at the start of your turn, you reveal one card from each of these two Action decks. You get the benefits of the Action cards you reveal, whether you buy them or not, and they're removed from play if you don't buy them.

Wizards of the Coast will release the first two of four announced Dungeon Command games on July 17, 2012. Here's a description for one of those releases:

Quote:
Dungeon Command: Sting of Lolth is a card-driven skirmish game played on modular interlocking map tiles that uses action cards, creature cards and miniatures. The object of the game is to remove all of the gold from your opponent's vault.

Each player controls a faction comprised of 12 miniatures, while also having a deck of 12 creature cards and a deck of action cards, the number of which varies by faction. Play begins with each player choosing, then putting into play creatures whose combined levels total no more than seven, with and no creature exceeding the third level during this initial placement. Each player then draws three action cards and three creature cards, then places 20 gold into his vault.

Creatures are put into play from your hand by paying gold from your supply equal to the creature's level. Action cards can be played by creatures whose stats match the card. (For example, a creature with Dex as its main stat can play any action card that has Dex as its requisite stat.)

When a creature is killed, the creature's controller moves gold from his vault into his supply equal to the creature's level. The game ends when a player can no longer move gold from his vault to his supply. Players receive victory points (VP) for gold in their vault, and the player with the most VP wins.

Each Dungeon Command release will include twelve miniatures specific to that set. Sting of Lolth, for example, includes an arachnomancer, spiders and spider guards, while Dungeon Command: Heart of Cormyr includes a rogue, a knight, and defenders. Two players can split a Dungeon Command set and have a simplified version of the game, but ideally (especially from the point of view of WotC!) each player would have his own set. Dungeon Command: Tyranny of Goblins is due out August 21, 2012, while Dungeon Command: Curse of Undeath has a November 20, 2012 street date.

And just to let you know, Dungeon Command: Sting of Lolth used to be the only Dungeon Command game in the BGG database, so if you're looking for more details on the game system and what's included in each box, head to that page and peruse the forums there.
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New Game Round-up: Netrunner and Alchemy Reborn, Warriors Travel to Italy & Clash of Cultures in 2012

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• For those who don't already know the news, Fantasy Flight Games has announced a new version of Richard Garfield's Netrunner collectible card game, first released by Wizards of the Coast in 1996. As noted on the game announcement, the new Android: Netrunner – set in FFG's Android-based dystopian future – is "based on the classic card game designed by Richard Garfield", but Garfield himself will not be involved, as he confirmed in a comment on the Games With Garfield blog:

Quote:
Fantasy Flight is publishing a new version of Netrunner, a standalone game rather than a trading card game. I am not involved with the design – Fantasy Flight offered to involve me but the time frame seemed too tight. I have not yet seen the design though it has been described – and based on its description and Fantasy Flight's excellent handling of many classic games, I am sure it is in good hands.

For those unfamiliar with the game, here's a rundown of the game play:

Quote:
Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners.

Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with "ice". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.

In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.

The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity.

FFG's Living Card Game format consists of a Core Set of fixed cards that is supplemented by regular releases of expansion packs, each with a fixed assortment of cards rather than a randomized selection of cards. Android: Netrunner carries a MSRP of $40 and is due out Q3 2012, so I expect to see it on display – and, more likely, for sale – at Gen Con in mid-August. If not, I'll do something drastic, like open that sealed box of Proteus cards in my garage...

• In other FFG news, Alliance Game Distributors is noting that the Revised Printing of Mansions of Madness: Forbidden Alchemy, which will include a number of corrected cards and revised scenarios, is due out in May 2012. If you own a copy of the first printing of Forbidden Alchemy, you can request replacement parts from FFG as detailed in this FFG news post.

Filosofia's Sophie Gravel has mentioned on BGG that Christian Marcussen's Clash of Cultures will be published "later this year" by Z-Man Games, along with Atlantis Rising, Battle Beyond Space and Equilibrion (now due out in May).

• Wydawnictwo Portal has updated its game page for The Convoy to include a longer game description and depict ten of the 70 cards in the game.

NSKN Legendary Games, in association with Italian fan site Le Tana dei Goblin, is releasing a small expansion for Warriors & Traders titled Warriors & Traders: Italia in July 2012. Warriors designer and publisher Andrei Novac said that the limited-edition expansion sold out weeks earlier than he had anticipated. As a result, he says, "NSKN is considering creating an expansion – also a limited edition of a hundred copies – to be sold exclusively at Spiel 2012 in Essen. The time is short, but we will confirm this in the summer."

Game board for Warriors & Traders: Italia

• Novac also notes that NSKN has hired David Prieto to do the art and design on its Wild Fun West card game (previously titled Wild Wild West) due out at Spiel 2012.
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Mon May 14, 2012 3:54 pm
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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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New Game Round-up: Bauza Returns to the Far East, Colovini Does Mesoamerica & Teuber Gives Us (More) Catan

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• French publisher Funforge will release Tokaido, an Antoine Bauza design at Spiel 2012. Here's an overview of the game which is long on theme and setting and light on game play details:

Quote:
In Tokaido, each player is a traveler crossing the "East sea road", one of the most magnificent roads of Japan. While traveling, you will meet people, taste fine meals, collect beautiful items, discover great panoramas, and visit temples and wild places but at the end of the day, when everyone has arrived at the end of the road you'll have to be the most initiated traveler – which means that you'll have to be the one who discovered the most interesting and varied things.

Through a unique zen mood, Tokaido is a strategic game while being extraordinarily peaceful and easy to apprehend by everyone.

The artwork by Naïade is incredibly evocative, lush and inviting, and after viewing this and all the games coming from Libellud in 2012, I think that for my artistic tastes, every game should be published by small French publishers.


Valley Games has posted a Kickstarter update about D-Day Dice, noting that the game's production is supposed to be finished before the end of May 2012, after which everything will be shipped to North America, which takes about three weeks on its own. Thus, the hoped-for (by some) June 6 release date won't happen. As noted on the update: "[T]he factory has informed us that this project has been more labour intensive than originally anticipated :-) A year's worth of expansions, limited edition items and consolidation of items from other manufacturers made for a lot of collating and non-generic packaging. This does not affect the above date but did play a role in the game taking this long to get done. Just an FYI really."

Ares Games has announced a Spiel 2012 release from designer Leo Colovini. Here's an overview of Aztlán, which will be available in stores in Q4 2012:

Quote:
Aztlán is a strategy game with bluffing and challenging mechanisms set in the mythical land of Aztlán, ancestral home of the Nahuatl (Aztec) people. In Aztlán, four tribes strive to survive and prosper, under the scrutiny of the Aztec Gods themselves.

The game develops during five different epochs, each one divided into four phases. Players try to conquer the largest realm, using an intriguing and highly interactive mechanism. In each epoch, the tribes have uneven and secret strengths, so the players' strategy must be based on intuition and bluff.

When winning a conflict, you are faced with the difficult choice between eliminating your enemies, or deciding to co-exist with them. Peaceful co-existence brings the opportunity to develop your own civilization and gain future advantages, but can you trust your opponent?

• English rules are now available for Philip duBarry's Courtier (PDF) and Jeff Tidball's Mercante (PDF), the first and second titles in Alderac's Tempest series of games.

• On the Catan.com blog, designer Klaus Teuber has posted the first two articles of sixteen (!) covering the next expansion for The Rivals for Catan, which will be titled The Rivals for Catan: Age of Enlightenment. Both articles are part of a fictional narrative about "The Era of Prosperity" theme set from that expansion, revealing numerous card details in the process of telling the story.

• Ted Alspach at Bézier Games has posted a Kickstarter update for Mutant Meeples, noting that the game won't meet its previously announced May 2012 release date. Pegasus Spiele, the German publisher of the title, has adjusted the release date to July 2012 on its website.

• For a Kickstarter link this time, let's look to the Road to Enlightenment – the second mention of "enlightenment" this post, hmm – a huge game from designer Dirk Knemeyer and Conquistador Games, Inc., with artwork by Heiko Günther. The rulebook itself is 37MB (PDF), despite being only twelve pages long. Here's a short description of the game:

Quote:
Road to Enlightenment gives players control of great scientists, artists, philosophers, religious leaders, politicians and military leaders, bringing them uniquely and individually to life.

You play as one of the great monarchs from 17th and early 18th century Europe representing one of the seven top powers of the era: Austria, England, France, Poland, Russia, Spain or Sweden. Your objective is to be recognized as the most prestigious monarch by producing the most admired art and culture, lead the continent in scientific innovations, spread or resist the spread of Catholicism, and attempt military expansion beyond your historical borders. All of this is accomplished by marshaling 134 historical "luminaries": important historical figures covering every relevant domain of human achievement during the period.

The luminaries are rated in between one and seven different areas of endeavour: military, politics, religion, ideas, science, art or wealth. Additionally, each luminary has a unique Action, Enhancement or Response based on their real historical achievements to be brought to bear in service of your nation.

In order to create a game that simulates the battle between nations for prestige - covering war, politics, religion, science and art - while focusing on many of the diverse people of history, we've mashed up aspects from wargames, Euro games, deck building games, and statistical sports simulations. While it is an eclectic mix, this broad spectrum approach to the game's design enabled this diverse and richly detailed set of conditions to come together in a game that is epic in scale but doesn't take all day to play.

(KS link)
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Wed May 9, 2012 9:10 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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