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Buckle, Turczi, and Mindclash Invite You to Prevent Voidfall in 2022

W. Eric Martin
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Board Game Publisher: Mindclash Games
Hungarian publisher Mindclash Games aims large with its releases, both in the worlds that it creates and the games themselves, and it will continue that tradition with the 2022 release Voidfall from designers Nigel Buckle and Dávid Turczi.

Here's an overview of the setting and gameplay, with Voidfall taking 1-3 hours to play, with Ian O'Toole providing the art and graphic design, and with the game hitting Kickstarter in 2021:
Quote:
For centuries, the Novarchs, descendants of the royal House of Novarchon, have ruled with an iron fist over the feudalistic galactic empire of humankind, the Domineum. During this time, they brought stunning technological innovation and scientific advancements to their domain. This accelerated progression helped the Domineum reach — and eventually inhabit — even the farthest segments of the known galaxy, where new Houses emerged to govern the outer sectors of the empire. As the House of Novarchon grew in power, so grew the religious cult that surrounded them, proclaiming grim prophecies about an ancient cosmic being from another dimension: the Voidborn.

Many thought it to be only a myth, but in truth, it was the Voidborn's dark influence that granted the Novarchs the sheer knowledge to achieve rapid expansion for the empire. While the cult of the Novarchs envisaged eternal life through the otherworldly entity, the Voidborn's only intention was satiating its eternal hunger. And so, when the Domineum had achieved a vastness fitting the Voidborn's craving, interdimensional rifts opened at the heart of the Domineum to unleash cosmic corruption. As the House of Novarchon and its followers welcomed the Voidborn and sought their false salvation, the entity infected and spread and seized control over the inner worlds. Now, it is time for the remaining Great Houses to purge the galactic corruption, prevent the Voidborn from fully manifesting in our dimension, and to ultimately overcome the chaos as the new rulers of the Domineum.

Board Game: Voidfall

Voidfall is a space 4X game that brings the genre to Euro enthusiasts' tables. It combines the tension, player interaction, and deep empire customization of the 4X genre with the resource management, tight decisions, and minimum-luck gameplay of an economic Euro. Win by pushing back the Voidborn in the ''solo/coop mode'', or by overcoming your rivals' influence in restoring the Domineum in the ''competitive mode'' — both using the same rule set and game system. Variability is ensured not only by multiple playable houses with their own strengths and weaknesses, but also by many different map set-ups for all game modes.

As the leader of a defiant Great House, you play through three cycles (rounds), each with a game-altering galactic event, a new scoring condition, and a set number of focus cards that can be played. Focus card decisions and sequencing is the centerpiece of the gameplay. By selecting two of their three impactful actions as you play them, you develop and improve techs; advance on your three house-specific civilization tracks; manage your sectors' infrastructure, population, and production; and conquer new sectors with up to five different types of space fleets. Space battles are fought either against the Voidborn's infected forces (which are present as neutral opponents even in the competitive mode) or against other players. Instead of relying on the luck of a die roll, battles in Voidfall are fully deterministic and reward careful preparation and outsmarting your opponents.
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Game Preview: Witchstone, or Experience the Magical Transformation of Two Designers into a Third

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Board Game: Witchstone
At the end of March 2021, I posted a round-up of new games from designer Reiner Knizia that included Witchstone, a title from German publisher HUCH! with co-design by Martino Chiacchiera, making this one of only two Knizia co-designs that I know.

I've now played the game three times on a review copy from U.S. licensee R&R Games, and I've updated the basic description of the game, which I'll repeat here:
Quote:
Each player in the game has a personal cauldron that bears seven crystals and six pre-printed magic icons, and they share a larger game board that features a crystal ball that shows the entire landscape. Each player has a set of fifteen domino tiles, with each half of the domino being a hexagon; each domino depicts two different magic icons from the six used in the game.

On a turn, you place one of the five face-up dominos in your reserve onto your cauldron, then you take the action associated with each icon depicted on that domino; if the icon is adjacent to other dominos showing the same icon (or the matching pre-printed icon), then you can take that action as many times as the number of icons in that cluster. You must complete the first type of action completely before taking the second action. With these actions, you can:

• Use energy to connect your starting tower to other locations on the game board, scoring 1, 3 or 6 points depending on the length of the connection.
• Place witches next to your starting tower on the game board or move them across your energy network to other locations. As you do this, you gain points and possibly additional actions to use the same turn.
• Move your token around a pentagram to collect points and to acquire bonus hex tiles; you can use these tiles immediately for actions or place them in your cauldron to make future tile placement more valuable.

Board Game: Witchstone
Pack those tiles tight

• Move the crystals in your cauldron, whether to make room for future tile placement or to gain bonus actions by ejecting the crystal completely.
• Advance on a magic wand to gain points and take additional actions, with the actions being doubled should you currently be the most advanced player on the wand.
• Claim scroll cards that boost future actions or earn you bonus points at game's end depending on how well you've completed the prophecy depicted.

After each player has completed eleven turns — which could equal 40-60 actions depending on how well you've used your cauldron — the game ends and players tally their points from prophecies and other collected scoring markers to see who has the highest score.
If you saw my earlier post, you might have noticed that I left off the start of the description that gives a thematic setting because in practice the thematic setting is pure window dressing. The game "world" is purely one of placing tiles on a personal game board so that you can then take actions on a larger shared board, with the images of witches, wands, pentagrams, and so forth being no more than decorative.

I'm fine with such absences, though, because Witchstone delivers what I am looking for in games: challenging choices that bring you into conflict with other players. The conflict, in this case, involves competition for energy paths, for bonus actions, for point tiles, for other bonus actions, for prophecy scrolls, and for still more bonus actions.

Board Game: Witchstone

Witchstone feels very much like a Stefan Feld design, specifically 2020's Bonfire (which I covered in October 2020) because that game also has you placing tiles in a personal space — ideally generating multiple actions with each placement — so that you can then do stuff on a larger shared board and compete for tiles, cards, bonuses, and so on.

Given the publication dates of these titles, clearly Witchstone and Bonfire were designed independently, but the similarities are surprising. What differs about the games is that in Bonfire you collect target tiles and you must go through a lot of steps to score those tiles — assembling a path, opening gates, moving the guardians, and actually doing what's required on the targets — typically in a game-ending push of actions whereas in Witchstone you pick up points here, there, and everywhere, with the scrolls scoring automatically at the end of play and with the game being more about trying to multiply actions like rabbits in a magic act.

Board Game: Witchstone
Setting up my final four tile placements — unless I draw something better

My games of Witchstone have been with three and four players, and as is often the case with such designs, players generally did far better in their second and third games compared to their first. You have a sense for how the cauldron tiles might better fit together to generate more actions and which actions you want to take before which other actions and whether an opponent can do the thing that you want to do before you can so that you can build a back-up plan. In the first game, you do stuff to see what happens; from the second game on, you do stuff because you know what will happen.

More thoughts on the game in this overview video:

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Mon May 3, 2021 4:11 pm
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Donate to India Covid Relief for a Chance to Win Games

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Beneeta Kaur livestreams game demos and playthroughs on Twitch, and on Sunday, May 2, 2021, she's running a charity event to raise funds for COVID-19 relief for India. Here's a reposting of info from her initial posting on BGG:
Quote:
For the past month or so, my co-host, AnnaMaria [Jackson-Phelps], and I have been going through the BGG Top 100 and discussing them. It's been a lot of fun whilst often fostering serious discussions. This Sunday, we will also be raising money to benefit India's Covid situation. For those unaware, the situation in India is dire and there is a lack of oxygen and hospital beds.

The board game community has come together and I am excited to announce that over 50 companies have pledged a free board game or accessory. Any donation over $3 will be entered into the giveaway. Any donation over $25 will be entered into the big ticket item giveaways (ie. Tidal Blades Deluxe, Too Many Bones, etc). If you donate $35, AnnaMaria will send you an original watercolor piece of art, and those over 100$ have the option of appearing in a future stream with us to play a game. Please join us for a lively discussion and to help raise funds and awareness for this important cause

The stream will be on Sunday, May 2nd at 7pm ET, 4pm PT, and 11pm GMT. Join us here.
From gallery of Kaur

From gallery of Kaur

And here's a more detailed list of companies and individuals who have donated items for this event:

From gallery of Kaur
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Sun May 2, 2021 6:44 pm
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Five from Flatout Games: TEN, Dollars to Donuts, Abstract Academy, Cascadia, and Verdant

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Board Game: TEN
Flatout Games — the game design collective comprised of Molly Johnson, Robert Melvin, Shawn Stankewich — has a new title coming in 2021 with publisher AEG, which has worked with Flatout previously for the card games Point Salad in 2019 and Truffle Shuffle in 2020.

This new title — TEN — is for 1-5 players, is due out in Q3 2021, and currently features this minimalist description:
Quote:
TEN is an exciting push-your-luck and auction game for the whole family! Players draw cards one-at-a-time, trying to add as many as they can without exceeding a total value of TEN, or they bust!

From gallery of W Eric Martin

Players may push their luck to draw more cards and use currency to buy additional cards in their attempt to build the longest number sequence in each color. When valuable wildcards emerge from the deck, players compete in auctions to obtain them in order to fill gaps in their sequences.
Board Game: Dollars to Donuts
• Two other titles designed by the Flatout team of Johnson, Melvin, and Stankewich will be released in 2021 by U.S. publisher Crafty Games.

Dollars to Donuts was funded on Kickstarter in August 2020 and is due out Q3 2021, and you have to live up to the title of this 1-4 player game because in the end dollars mean nothing and donuts are everything:
Quote:
Donuts must be made whole! That's the spirit driving your actions in Dollars to Donuts, mostly because the customers in your donut shop will not want to purchase half-donuts that will undoubtedly be stale on their open ends.

To set up the game, place four 1x1 starting tiles on the 6x6 game board that represents your donut shop and take five "dollar" tiles from the bag; on their back side, dollar tiles have either a half donut (plain, chocolate, sprinkle) or a set of donut holes (again in the three flavors). The starting tiles depict half donuts in these three flavors

On a turn, you can purchase a 1x4 donut tile that depicts half donuts along its edges from the six available tiles for a cost of $0-5. You then add this tile to your shop — with some of the tile hanging off the edge of the board if you wish — ideally lining up the half donuts on that tile with those already on your board. If you make a matching donut, i.e., putting two sprinkle halves together, then you take a sprinkle scoring token; if you make a non-matching donut, i.e. a plain half combined with a chocolate half, then you draw a dollar tile from the supply bag. Note, however, that jelly donuts give no dollar tile if paired with a non-jelly donut because who in the world would reward something like that?

Board Game: Dollars to Donuts

To end your turn, you can place a dollar tile on your shop board to complete a donut (and score) or fill a space with donut holes (which might also score). Additionally, you can serve a customer in line by offering them scoring tokens that match their desired donuts, which will earn you more points than the tokens on their own.

When one player has filled every space in their shop or the donut tiles run out, the game ends, with you scoring for satisfied customers, neighborhoods served, donuts still on hand, and donut hole pairs in the shop, while losing points for empty spaces in your shop. The player with the highest score clearly has the most popular shop in town!
Board Game: Abstract Academy
• The other Flatout title from Crafty Games is Abstract Academy, a game for two or four aspiring art students who must share a canvas for their creations:
Quote:
Abstract Academy is played over three rounds, with the players completing a new canvas each round.

At the start of the game, you lay out 2-3 scoring cards for each round, so you all know what you're trying to achieve to score. Additionally, at the start of each round, each player receives an inspiration card that shows a pattern they're trying to create on the canvas.

Board Game: Abstract Academy

In the two-player game, players take turns playing canvas cards into a shared 4x4 play area, and in the four-player game, they play in a shared 5x5 area. Canvas cards are divided into quadrants, and each quadrant is colored yellow, red, or blue. The canvas grows organically as you all play cards, and the edges aren't fixed until you have four (or five) cards in a row or column. The edge of the canvas closest to you is your home row, and once the canvas is locked in size, no one else can play in your home row (unless all other spaces are filled).

Once the canvas is filled, the two rows closest to you form your scoring zone. If the color patterns in your zone complete a scoring card better than the patterns in anyone else's zone, then you claim the scoring card. Additionally, if you've created the right pattern in your scoring zone, you can score your inspiration card. Whoever has the most points after three rounds is the star pupil of Abstract Academy and wins!
• Aside from designing and developing games, the Flatout team also publishes them, with Randy Flynn's Cascadia having been funded on Kickstarter in Q4 2020 with delivery expected in Q3 2021. Here's an overview of how the game works:
Quote:
Cascadia is a puzzly tile-laying and token-drafting game featuring the habitats and wildlife of the Pacific Northwest.

In the game, you take turns building out your own terrain area and populating it with wildlife. You start with three hexagonal habitat tiles (with five types of habitat in the game), and on a turn you choose a new habitat tile that's paired with a wildlife token, then place that tile next to your other ones and place the wildlife token on an appropriate habitat. (Each tile depicts 1-3 types of wildlife from the five types in the game, and you can place at most one tile on a habitat.) Four tiles are on display, with each tile being paired at random with a wildlife token, so you must make the best of what's available — unless you have a nature token to spend so that you can pick your choice of each item.

Board Game: Cascadia
Prototype copy

Ideally you can place habitat tiles to create matching terrain that reduces fragmentation and creates wildlife corridors, mostly because you score for the largest area of each type of habitat at game's end, with a bonus if your group is larger than each other player's. At the same time, you want to place wildlife tokens so that you can maximize the number of points scored by them, with the wildlife goals being determined at random by one of the three scoring cards for each type of wildlife. Maybe hawks want to be separate from other hawks, while foxes want lots of different animals surrounding them and bears want to be in pairs. Can you make it happen?
• Finally, we come to Verdant, a design by Johnson, Melvin, and Stankewich along with Aaron Mesburne and Kevin Russ that Flatout Games will Kickstart in 2021 ahead of a planned release in 2022. For now, we have only a general description of the game, which seems to fit in the same category of games as Dollars to Donuts, Cascadia, and Flatout's 2020 runaway hit game, Calico:
Quote:
Verdant is a puzzly spatial card game for 1 to 4 players. You take on the role of a houseplant enthusiast trying to create the coziest interior space by collecting and arranging houseplants and other objects within your home. You must position your plants so that they are provided the most suitable light conditions and take care of them to create the most verdant collection.

Board Game: Verdant
Art by Beth Sobel

Each turn, you select an adjacent pair of a card and token, then use those items to build an ever-expanding tableau of cards that represents your home. You need to keep various objectives in mind as you attempt to increase plant verdancy by making spatial matches and using item tokens to take various nurture actions. You can also build your "green thumb" skills, which allows you to take additional actions to care for your plants and create the coziest space!
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Thu Apr 29, 2021 1:00 pm
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Quacks Is Backs, Dream Machines Need Repairs, and Dragons Come to Catan...Again

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Board Game: The Quacks of Quedlinburg
Board Game: The Quacks of Quedlinburg: The Herb Witches
Board Game: The Taverns of Tiefenthal
• In late June or early July 2021, Wolfgang Warsch's The Quacks of Quedlinburg will return to print in North America from publisher CMYK, which has picked up the license previously held by North Star Games.

Asked how CMYK acquired the game's license, co-owner Alex Hague told me, "I'd say we got the license because: 1. We have a close working relationship with Wolfgang as co-designers and developers on Wavelength, The Fuzzies, and some upcoming projects — and he wanted to be more hands-on in the manufacturing and publishing side of his games. And 2. [originating publisher] Schmidt Spiele publishes Wavelength and The Fuzzies in the German language markets, and we've had a great experience working with them on those. So between those two things, it was a really good fit!"

At the same time, the game's first expansion — The Herb Witches — will be joined on the North American market by the game's second expansion: The Alchemists, which to date has been released only by Schmidt Spiele.

CMYK also plans to bring Warsch's The Taverns of Tiefenthal back to the North American market, although a release date has not yet been announced for that title.

Board Game: The Quacks of Quedlinburg: The Alchemists

• In 2009, Catan GmbH released Die Siedler von Catan: Schätze, Drachen & Entdecker, a set of six scenarios for use with Klaus Teuber's Catan and the Seafarers and Cities & Knights expansions.

This set was released in other languages, such as Dutch, Polish, and Chinese, in 2017 to coincide with a new German release from KOSMOS, but the English-language edition has taken a few more years to bring to market, with Catan Studio planning to release Catan: Treasures, Dragons & Adventurers in July 2021.

Board Game: Catan: Treasures, Dragons & Adventurers

Board Game: Catan: Treasures, Dragons & Adventurers

Board Game: Imaginarium
• In September 2021, French publisher Bombyx will release Nicodemus, a two-player game from designers Bruno Cathala and Florian Sirieix set in the world of their 2018 release Imaginarium. Artist Felideus Bubastis will provide entrancingly imaginative character illustrations for this game, as he has for the earlier Imaginarium releases.

Here's an overview of the game:
Quote:
Nicodemus Gideon is retiring! To take his place, two assistants of the Dream Factory — that is, you and one other — will face off in a duel in which you repair machines and complete projects as quickly as possible in order to score 20 or more points first.

In Nicodemus , you can return to the universe of Imaginarium in a game in which the two players must block one another repeatedly, with advantages swinging one way, then the other, with the slightest mistake possibly being fatal to your chances.

Board Game: Nicodemus

On a turn, you have a choice of two actions:

—Play a machine card from your hand to the Bric-a-brac to earn charcoalium, produce a resource, or apply the effect of the machine.
—Repair a machine from the Bric-a-brac to score points and place this machine in your workshop.

Each resource indicated in the production zone of machines in your workshop reduces the number of resources needed to repair subsequent machines. Additionally, repairing a machine can help you complete specific projects and win points.
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Wed Apr 28, 2021 1:00 pm
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Game Overview: Everything on 1 Card, or The Title Tells You What To Do

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Board Game: Everything on 1 Card
In a comment on my April 24, 2021 post, someone complained that Rolling Dice — the name of a game in which you roll dice — "might be the most unimaginative name for a game I've ever heard." That user might need to re-assess their statement after checking out the title featured here. Anyway...

•••

I've written about my love of Steffen Benndorf game designs several times in this space, as with this introductory post about The Game from March 2015 and this long, meditative post on the first three titles in The Game series.

Benndorf designs quick-playing games with a strong wave of randomness that you must try to ride to victory, and I've had great success teaching his games to dozens of people over the years. The rules are short, so you jump into playing right away, and while sometimes the randomness swamps you, at other times things come together for you perfectly — whether through luck, skill, or a bit of both — and you feel a burst of euphoria that sticks with you later, regardless of winning or losing.

His newest release — the 2021 title Everything on 1 Card from his frequent publishing partner NSV — has all the hallmarks described above and most resembles his 2012 design Qwixx because players take turns being the active player and rolling dice, but everyone has the chance on all turns to mark spaces on their personal player sheet based on the die results. As in that earlier game, the challenge is whether you can use the same results as everyone else to either score more points or score quickly and end the game before someone else can score more points.

From gallery of W Eric Martin
End of a two-player game, with my wife crushing me

In more detail, on a turn as the active player, you roll the dice up to three times, freezing what you like, then everyone chooses one of their two cards and marks off spaces matching the colors rolled — except that if you can't use ALL of a color, then you can't use ANY of that color. In the image above, for example, I couldn't mark off the single purple space and single green space on the card in the lower middle since the dice show two purple and two green.

(The dice are dual-coded with color and shape to make it easier for individuals with color recognition issues to play the game, but NSV goofed by making the hexagons red and the pentagons orange because both the colors and the shapes can easily be mistaken at first glance. Ideally the pentagon would have been blue and the triangle orange, but that's not the case.)

From gallery of W Eric Martin
Managed the perfect roll here!

As soon as you complete three or more rows on a card, you score it, then get a new card; the turn that someone completes their fourth card, the game ends, and you tally points on your scored cards and the completed rows on unfinished cards to see who wins.

I've played Everything on 1 Card five times on a review copy from NSV, and it delivers what I expect from a Benndorf design, with you constantly moving toward completion turn by turn, whether via short rows that make you wonder whether you should be completing them at all or through a lucky roll like the one above that locked in 25 points — the maximum score on a card. I run through several turns and discuss the gameplay in more detail in this video overview:

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Mon Apr 26, 2021 1:00 pm
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Build Towers, Wreck Towers, Ride Tram 28, and Revisit Teothihucan

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Board Game: Hurlyburly
• The 2019 release Hurlyburly from Rikki Tahta, Verbena Tahta, and La Mame Games has been picked up by U.S. publisher CMYK, which plans to Kickstart a new edition of this dexterity game. Here's an overview of the setting and gameplay of the original release:
Quote:
In Armenia in 1901, you lead a team of scientists on an international expedition. In the remote mountains you discover a new element in the volcanic rock and realize that the first team to report the discovery will gain the credit (and everlasting fame). The fastest way to communicate is by flags, so a race starts to build towers and keep your flag flying long enough and high enough to stake your claim. Of course the other teams have the same idea...

Board Game: Hurlyburly
Promotional art from CMYK

Hurlyburly is a physical dexterity game of building and defending your tower while trying to demolish your opponents' towers and steal their resources. Imagine Rhino Hero with catapults! On your turn, you can take one action:

—Build (increase the height of your tower or build defenses),
—Prepare (upgrade your catapult or gather ammunition), or
—Attack (launch rocks at opponents' towers to knock them down)

Whoever has a five-level tower with their flag on top at the start of their turn wins.
• In mid-March 2021, Board&Dice tweeted a teaser about Founders of Teothihucan, a tile-lying game from Filip Głowacz that — as B&D's Rainer Ahlfors explains here on BGG — is a standalone game set in the same location and time as the publisher's earlier Teothihucan: City of Gods. Writes Ahlfors:
Quote:
It has been in the works since well before the final expansion was announced, and it has a different designer, uses different mechanisms, and so forth...

From gallery of W Eric Martin

Of course, due to the popularity and fan base of Teotihuacan: City of Gods, with us being the publisher of both games, we intend to make fans feel "at home" in this second game by utilizing some of the same artwork and iconography, none of which is, of course, our own creation, but rather based on murals and sculptures found in the city of Teotihuacan itself.
Board Game: Lisbon Tram 28
• Portuguese publisher MEBO Games has dropped a bit of information about its next release: a 2-4 player game from designer Pedro Santos Silva titled Lisbon Tram 28 — although the box bears only the numeral "28".

In case you are curious as to why "28" might be all that's necessary to make it clear what the game is about, here's an excerpt from the Essencial Portugal website about Tramway 28:
Quote:
Tram 28 is one of the jewels of Lisbon and the small yellow wagons representing the tramway appear in many souvenir shops in the Portuguese capital. The yellow tramway No. 28 is a must to visit Lisbon. The old tramway crosses the most famous districts of Lisbon such as Alfama, Baixa or Chiado.
As for the game, here's what we know for now:
Quote:
Lisbon Tram 28 is a game in which you travel through Lisbon with this famous tram, pick up passengers, and take them to visit some of the city's monuments.

Handle your tickets strategically so that you can move your tram around Lisbon's historical area. Set the best route so you can get the right passengers to the most valuable monuments. Optimize your tram's space, unlock bonuses that will improve the way you can play during your turn, and connect the tickets from the monuments you will visit.

Board Game: Lisbon Tram 28

You receive points via the cards from visited monuments and the connected tickets, and whoever earns the most points wins.
Pencil Nose is not a new game, having first appeared in 2018 from U.S. publisher Fat Brain Toy Company, but I greatly appreciate the ridiculousness of this promotional video from Piatnik to coincide with its release of the game in Germany in January 2021:

"You will believe that a nose can pencil..."
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Sun Apr 25, 2021 1:00 pm
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Open Banks in China, Slap Fish Like a Cat, and Don't Fall off the Ice

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Board Game: Pingyao: First Chinese Banks
Now it's time for another round-up of "new games left open on tabs in Eric's browser for months", with titles featured here dating to January 2021:

• In early 2021, Chinese publisher Jing Studio ran a Kickstarter campaign for an English-language edition of Pingyao: First Chinese Banks, a game for 1-4 players from designer Wu Shuang that had debuted in 2017.

Here's an overview of the design, which is being co-published with Board Game Rookie and is due out in Q4 2021:
Quote:
During the Qing Dynasty, a time before coal-powered travel, citizens of Pingyao relied primarily on camels to cross through deserts, wilderness, plains, and cities to trade wealth and goods. The nation was divided, unable to operate an efficient economy. A national agency of bankers was established as a means to connect all of China. With a network of banking created, wealth began to accumulate, and the city of Pingyao became the financial heart of China.

Pingyao: First Chinese Banks is an economic dice-as-workers placement game in which players assume the role of famous Jin merchants in the Qing Dynasty. During the blossoming age of banking, players expand from Pingyao to open agencies across China, offering remittance services to businessmen in order to earn profits. The goal of the game is to build up money over eight rounds and be the wealthiest player by game's end.

Throughout the game, players must recruit reliable managers to oversee their agencies, which can grant powerful abilities. With cash in hand, players may deposit their earnings to gain interest or offer loans in exchange for government favors and fame.

Pingyao: First Chinese Banks also includes a solo mode in which you are challenged by a series of quests.
Board Game: Cat's Tsukiji
Cat's Tsukiji from Benjamin Leung and Homosapiens Lab is a tiny game from December 2020 in which each of the 2-6 players dons a cloth cat paw on one of their fingers.

During a round, on the count of 3 you all simultaneously point to the fish card on display that you want, and if you're the only player to point at a card, you take it; otherwise, you don't. Collect cards to score points, and whoever scores 6 points first wins.

Board Game: Cat's Tsukiji
Cat paws!

• A more recent title from Homosapiens Lab and designer Chen Chih-Fan is Mandora Fever, about which I know nothing other than what's depicted here. I can tell you, however, that a "mandora" is a cross of mandarin and orange grown on Cyprus. Now you know what I know.

Board Game: Mandora Fever

• Designer Tony Chen of Monsoon Publishing debuted in 2017 with two titles — Iberian Rails and Warriors of Jogu: Feint — and in February 2021 he noted that "we are almost ready to release the next five factions" for Warriors of Jogu. Aside from that, he's been working on a heavy Eurogame design titled "Quemoy" that he described in November 2020 as "One island, four workers, and many buildings."

Perhaps you can decipher some of the game from this image:

• We'll close with Rolling Dice, a 2-6 player dexterity game from Peter Wichmann, Karl-Heinz Schmiel, Albrecht Werstein, Klaus Zoch, and German publisher ABACUSSPIELE.

I'm a bit surprised not to have heard anything about this title yet, but I suspect that's due to events like Spielwarenmesse being cancelled. Otherwise we'd have video to share of lots of dice-chucking action. In any case, here's an overview of the gameplay:
Quote:
In Rolling Dice, the interior of the game box becomes a dice arena, with a cardboard ice floe stuck in place to give you a spot upon which to land your dice and one side of the box removed to make it easier to roll your dice.

Each round in the game, you roll three or four dice onto the ice floe. If you rolled four dice, then you choose one die to leave on the floe, removing the other three dice from play. If you rolled three dice — because one of your dice was on the ice floe from a previous round — then you must choose a just-rolled die that has a higher number than your previously-placed die or a just-rolled die that has gone farther on the ice floe than your previously-placed die. If you throw all your dice too hard and land in the "water" around the ice floe or you fail to roll higher or farther than a previously-placed die, then you place one die as a penalty on an ice block to the side of the board.

Board Game: Rolling Dice

Once all players have rolled in a round, whether with three dice or four, players score. Whoever has a die on the ice floe scores points equal to the sum of the pips showing on their die AND all the pips showing on dice that didn't go as far on the ice floe AND all the pips showing on dice out of play on ice blocks. Score bonus points if you're on a fish net and lose points if you're on an ice hole. (If you have a die on an ice block, you do not score this round.) Thus, the farther you roll on the ice floe, the greater your scoring potential — not to mention the potential of landing in the water.

After scoring, start a new round beginning with whoever was first to place a die on an ice block, with all players once again rolling either three or four dice. The game ends the round that a player reaches or exceeds a certain point threshold, then the player with the most points wins.
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Sat Apr 24, 2021 1:00 pm
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Survive a Delicious Plague in Messina 1347

W. Eric Martin
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Board Game Publisher: Delicious Games
Czech publisher Delicious Games has existed only since 2018, but it's already produced two highly regarded games from designer/co-owner Vladimír Suchý: Underwater Cites and Praga Caput Regni.

For 2021, Delicious will release another title with Suchý's name on the front cover, but this game is actually a co-design with Spanish author Raúl Fernández Aparicio that has a bit of a history. The game in question — Messina 1347 — was originally added to the BGG database in 2017 with a different publisher attached, but Aparicio and the publisher parted ways in 2018.

"While we were visiting the November Boardgame Convention in Malaga 2019," says Delicious co-owner Katka Sucha, "both authors met for the first time. We had the opportunity to play Raúl's game there, and Vladimir immediately had ideas of what to do next and how to improve the design of this game. He also liked the historical theme of the game."

Board Game: Messina 1347
Non-final hex tiles

Delicious brought the game back to the Czech Republic for more testing, says Sucha, and "after common agreement with Raúl, it was reworked to give it the 'weight' of the Eurogames that DG publishes." The two designers then worked together to balance the design, which will be released before SPIEL '21 in mid-October 2021, whether that event takes place digitally or in person.

As for what the game is about, here's an overview:
Quote:
Messina 1347 takes place during the introduction of the plague epidemic (a.k.a. the "black death") and the spreading of its infection through town. During this time period, merchant ships delivering luxury goods to Europe brought to these countries an unprecedented epidemic — and one of the first affected cities was Messina, Italy.

Board Game: Messina 1347
Game board

In the game, players take the role of important Messina families who are leaving town and moving to the countryside out of fear of being infected by the plague. While doing this, they are focusing on saving other inhabitants and helping to fight the plague infection in town. They must also endeavor to prosper in their countryside residence, where they are temporarily accommodating rescued residents. They are all waiting there for the epidemic to subside, then they return to Messina to take over and dominate particular districts in the town.
For more on the history of this event, I invite you to start with the Wikipedia entry for "Black Death in Italy".
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Thu Apr 22, 2021 1:00 pm
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CGE Relaunches Galaxy Trucker in Q3 2021

W. Eric Martin
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Board Game: Galaxy Trucker
Vlaada Chvátil's Galaxy Trucker was the first title released by publisher Czech Games Edition, hitting the market in 2007, the year after Chvátil's Through the Ages had debuted from Czech Board Games — and the contrast between the two games was fascinating.

Galaxy Trucker was very successful, spawning multiple expansions and giant anniversary edition in 2012, with rulebook writer Jason A. Holt noting that it was CGE's most successful board game until Codenames rocketed to previously unimaginable sales heights in 2015.

In mid-2021, CGE plans to relaunch Galaxy Trucker in a new edition, with gameplay staying largely the same — and yet not. For those not familiar with the game, here's an overview of gameplay, followed by a summary of what's changed in this new edition:
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In the fast and goofy family game Galaxy Trucker, players begin by simultaneously rummaging through the common warehouse, frantically trying to grab the most useful component tiles to build their spaceship — all in real-time.

Board Game: Galaxy Trucker

Once the ships are launched, players encounter dangerous situations while vying for financial opportunities, each hoping to gain the most valuable cargo and finish with as much of their ship still intact as possible. Of course, that's easier said than done since many hazards will send pieces of your ship, your cargo, and your crew hurling into the depths of space.

The goal is to survive the trek — hopefully with at least some of your crew and ship intact — and have at least one credit by the end of the game. (Profit, yay!) Players earn credits by delivering goods, defeating pirates, having the best-looking ship, and reaching their destination before the others.

This version of ''Galaxy Trucker'' is a relaunch of the original 2007 release by Vlaada Chvátil that features new art, more ship tiles, tweaked card effects, and streamlined gameplay that consists of only a single flight through space. That said, should you want a longer, more challenging experience, you can play a three-flight campaign known as the "Transgalactic Trek".
This new edition of Galaxy Trucker will be released in Q3 2021, with the game being packaged in a smaller box than it was previously and selling for $/€30.

Board Game: Galaxy Trucker
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Wed Apr 21, 2021 2:00 pm
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