Gen Con Indy 2014 takes place August 14-17, 2014, and as the largest and longest-running game convention in the U.S. – more than forty years! – it's no surprise that U.S. publishers will demo or sell many new games at the show in order to introduce fresh releases, build buzz, and (of course) make sales.
This Geeklist highlights titles that, to the best of my knowledge, will (1) debut at Gen Con 2014, (2) be released shortly before the convention, or (3) be available in demo/preview form. To add titles to this list (or send me general game news for coverage on BGG News), please write me at wericmartin AT gmail.com. Thanks!
The Spoils, a card game first released in 2006 by Tenacious Games, taps into other card games such as Magic: The Gathering and Magi-Nation for some of its gameplay mechanisms, but the game is uniquely its own. You start the game with a figurehead or faction card in play that determines how you begin your turn and which actions you are allowed to take. These factions have special abilities, unique to each faction card.
Players need to amass resource cards in order to play characters, tactics, items and locations, with each of these card types often having subtypes. Players may drop any card from their hand face down as a resource, but cards dropped in this manner will not count as having any resource icons – and you need those to play cards. The resource icons come in the form of five trades, which are:
Banker (Greed icon)
Rogue (Deception icon)
Warlord (Rage icon)
Gearsmith (Elitism icon)
Arcanist (Obsession icon)
Discontinued at January 1st, 2017.
• Price $25, with a discounted con price
• The 2014 edition of The Spoils is the New Player Pack – The Basic Box of Awesomeness, which comes in two versions, but is the same aside from the box. This is an introductory set for ''The Spoils'' that contains:
—5 39-card decks, each including a faction card —Instruction sheet and glossary —5 exclusive foil resources —5 semi-random foil ''Shade of the Devoured Emperor'' cards —A funky storage box
• Adds Arcane Tinmen's Michael Stehr Nielsen: "We will also have plenty of sealed product and events throughout the convention! Lead designer Ken Pilcher will be at the booth as well as at select events."
Above, the "Ghost & Hound" design; "Splatters" is at left
Prince John is coming to Nottingham! Players, in the role of merchants, see this as an opportunity to make quick profits by selling goods in the bustling city during the Prince's visit. However, players must first get their goods through the city gate, which is under the watch of the Sheriff of Nottingham. Should you play it safe with legal goods and make a profit, or risk it all by sneaking in illicit goods? Be mindful, though, as the Sheriff always has his eyes out for liars and tricksters and if he catches one, he very well may confiscate those goods for himself!
In Sheriff of Nottingham, players will not only be able to experience Nottingham as a merchant of the city, but each turn one player will step into the shoes of the Sheriff himself. Players declare goods they wish to bring into the city, goods that are secretly stored in their burlap sack. The Sheriff must then determine who gets into the city with their goods, who gets inspected, and who may have their goods confiscated!
Do you have what it takes to be seen as an honest merchant? Will you make a deal with the Sheriff to let you in? Or will you persuade the Sheriff to target another player while you quietly slip by the gate? Declare your goods, negotiate deals, and be on the lookout for the Sheriff of Nottingham!
Sheriff of Nottingham is the first game in the Dice Tower Essentials Line from Arcane Wonders.
• Price $35
• Arcane Wonders' Scott Morris notes that Sheriff of Nottingham is available in "limited quantities" at Gen Con 2014, with the game reaching retail outlets shortly afterward.
• In addition to what's listed below, Ares Games will hold a Sails of Glory event Thursday, August 14th at 10 a.m. (game id#HMN1458894, $14) in which it will try for a record number of players in a Sails of Glory game. As noted in the press release, "players receive a frigate to keep as part of the entry".
The Battle of Five Armies – based on the climax of JRR Tolkien's novel The Hobbit – pits the hosts of the Elvenking, the Dwarves of Dain Ironfoot, and the Men of the Lake led by Bard the Bowman against a horde of Wolves, Goblins and Bats led by Bolg, son of Azog. Will Gandalf turn the tide for the Free Peoples? Will the Eagles arrive, or Beorn come to the rescue? Or will Bilbo the Hobbit perish in a last stand on Ravenhill?
The Battle of Five Armies features a game board representing the Eastern and Southern spurs of the Lonely Mountain and the valley they encircle, and a number of plastic figures representing troops, heroes and monsters.
The Battle of Five Armies is a standalone game based on the rules for War of the Ring, which is from the same designers, but with the rules modified to function on a tactical level as they describe a smaller battle rather than the entire war. Ares Games plans to expand the Battles game system in the future, releasing expansions depicting other battles from the Third Age of Middle-earth narrated in The Lord of the Rings, such as the Siege of Gondor and the assault of Saruman against Rohan.
Trying to save their dinosaurs from extinction, players in Dino Race run as quickly as possible through plains, deserts, swamps and jungles while avoiding the nasty tricks of the opponents. Each player must bring his dinosaur couple to the end of the race track, scoring points when one of his dinos finishes the race. Players also score points by bringing the dino egg to safety.
• Price $35, but available only for preview games at Gen Con 2014 ahead of its retail release.
• For an overview of the game in more detail, here's a video that I recorded at Spiel 2013 with designer Roberto Grasso and Ares Games' Roberto Di Meglio:
Each Wings of Glory: WW2 Special Pack is a ready-to-play large size model, painted and assembled, 100% compatible with any other WW2 Wings of Glory game product. In each pack you will find all you need to play with the airplane: a special base with gaming stats, a variable altitude flying stand, and a specific deck of maneuver cards, as well as specific rules and components necessary to use the airplane.
• In addition to the WW2 Special Packs that have already been released, Ares Games plans to preview two new items at Gen Con 2014: B-17 and Avro Lancaster. To quote from the Ares press release:
Featuring the B-17F "Memphis Belle", the B-17G "A Bit of Lace", the Avro Lancaster B.III "Grog's the Shot", and Mk.III Dambuster. These packs will be mini-expansions to the game, presenting, in addition to the miniatures, paper play mats with specific targets (industrial sites, dams), and special rules.
• Says Asmadi's Chris Cieslik, "We'll be demoing all four of the new games heavily, plus Innovation, We Didn't Playtest This at All, Channel A, Fealty and the rest of our line!"
• Cieslik adds, "We have a full event room in ICC 134-135, right across from the expo hall. We are sharing it with Indie Board & Cards again! It's twice as large as last year (60'x60'). It is the Department of Fun, and it will be open all weekend! Search keyword 'Asmadi' in the Gen Con event system. Any ticketed demo events will give coupons worth money off purchase of the game you demoed." Asmadi has an overview of the "Department of Fun" on its site, including Werewolf For the Galaxy ("A merging of role selection from Race for the Galaxy with the deception of Werewolf"), We Didn't Playtest This Resistance Movement at All! (combining those two games), an "Iron Game Designer" competition, and a preview of upcoming releases.
Earth has been connected to the fantasy world of Laris. The result of the mixture of technology and magic is the Cataclysm, an event that tore holes in the fabric of time and space. Five heroes have been pulled together on Laris, where they embark on a journey to mend both worlds.
Consequential is a co-operative board game that lets players live the tale of this adventure. Over the course of four acts, the story will be told. The base game box contains the board, and all the cards for Act I. Acts II, III, and IV are packaged and sold separately. They contain additional cards, new locations, and new mechanics!
The unique aspect of this game is that it is not solely a tabletop experience. A free companion app for your iOS/Android device or laptop is required for play. It will display voice-acted events that are triggered by actions in the physical game, and tell more of the story. The app also is responsible for keeping the timer for the real-time portion of each episode. One episode of Consequential contains a turn-based phase (about 45 minutes) and a real-time phase (about 10 minutes) to conclude the session. The real-time phase can be played without a timer, if players prefer.
• Available for demo games at Gen Con 2014 to coincide with a Kickstarter funding campaign at the same time.
Equinox is an abstract tile-placement game with 48 different two-sided hexagonal tiles named things such as Night, Day, Sword, Tower; these tiles have a white side and black side that are otherwise identical.
One player plays as black and the other as white. They take turns playing tiles from a common pool until all have been played. Each tile has a unique action that affects the tiles around it, the score, or some other gameplay element. At the end of the game, each player scores points for the tiles showing their side, plus any bonus point tokens they have earned. Win by having the highest score!
(The beta version of Equinox had only 36 tiles, and players played only one tile each turn instead of two.)
Recruit members of your criminal mob, then pull off jobs in the city for cash. Some crimes attract more attention from the police than others, and bringing down the Heat is bad for everybody.
Heat is a micro-ish card game that plays out over three rounds. Every round, there's a drafting phase where your hand evolves by passing cards to your neighbor and drawing new cards. Then you select which cards from the hand you draft to play, attempting to out-guess the other players while scoring the highest yourself and carefully managing the amount of Heat you have, lest the police come down on you at the end.
Impulse is a quick-playing 4X (explore, expand, exploit, and exterminate) game set in space with the game board being composed of cards that have actions on them. Players also have cards in hand, and in addition to featuring one of ten possible actions, these cards have a color (red, yellow, blue or green) and a size (1, 2 or 3, as indicated by the number of icons on the card). Each card also has six edges, and these edges connect adjacent cards in the hex-shaped playing area.
The cards in the playing area start face down, with each player controlling a card(their Home) on a corner of this area. Each player has two transport ships in the center of his Home card and a cruiser on an edge. Cruisers are used to patrol sectors of space and destroy opposing transports, while transports let you activate sectors that you enter.
On a turn, a player adds a card to the Impulse from his hand, then (optionally) performs an action for a tech in his playing area, then (optionally) performs all the actions in the Impulse, then draws two cards and adds them to his hand. The Impulse is a line of cards shared by all players that changes turn by turn as players add cards to it and as cards fall off once it reaches maximum size. Thus, players need to feed the Impulse with actions that benefit them more than opponents, but that's easier said than done.
When you perform actions – whether from moving transports to them or using the Impulse – you can boost them by having minerals of the same color or lots of transports. Each action has a single numeral on it, e.g., "Command  ship for one jump" or "Build  cruiser at home"; when you boost an action, you increase that numeral.
Players score points by destroying enemy ships (one point per ship), by controlling edge spaces on the central card (one point per edge), and by taking other actions via cards. The first player to score 20 points wins!
Set during the tumultuous 'yellow journalism' years at the end of the 19th century, Penny Press has players taking on the role of newspaper magnates such as Pulitzer and Hearst as they strive to become the dominant paper in old New York City.
Players move up on the circulation track throughout the game by publishing newspapers, and they are awarded bonuses at the end of the game for best covering the five news 'beats' or leading news categories of the day: War, Crime & Calamity, New York City, Politics, and the Human Condition.
To publish newspapers, players assign some or all of their five reporters to the popular stories of the day. When they're ready, players 'roll the presses' to claim those stories where their reporters have a majority and assemble them on their 'front page' player mat. The score of each press run is determined by the current values in each of the five news beats. Stories also have 'star' values, and the player with the most stars in each news beat gets that beat's endgame bonus.
The end of the game is triggered when one player publishes his fourth (in a two- or three-player game) or third (in a four- or five-player game) newspaper. The player who moved farthest along the circulation track is the winner of Penny Press.
• Available for demo games at Gen Con 2014 ahead of its release at the end of 2014.
The rules of "Red" are simple: highest card wins! But "Red" is just one of seven games you'll be playing in Red7, and if you're not winning the current game at the end of your turn, you're out! The last person standing wins the round.
The deck in Red7 is 49 cards: each of the colors of the rainbow numbered 1 to 7. A hand takes just a couple minutes!
• Price $12
• One hundred copies of Red are available at Gen Con 2014: fifty on Thursday and fifty on Friday.
• Since Asmodee serves as a distributor for many (mostly French) publishers (Bombyx, Matagot, Repos Production, etc.), you'll find many other titles in the Asmodee booth than what's included below. Those other titles are alphabetized by publisher name in this preview.
The Abyss power is once again vacant, so the time has come to get your hands on the throne and its privileges. Use all of your cunning to win or buy votes in the Council. Recruit the most influential Lords and abuse their powers to take control of the most strategic territories. Finally, impose yourself as the only one able to rule the Abyssal people!
Abyss is a game of development, combination and collection in which players try to take control of strategic locations in an underwater city. To achieve this, players must develop on three levels: first by collecting allies, then using them to recruit Lords of the Abyss, who will then grant access to different parts of the city. Players acquire cards through a draft of sorts, and the Lords of the Abyss acquired on those cards grant special powers to the cardholder — but once you use the cards to acquire a location, that power is shut off, so players need to time their land grabs well in order to put themselves in the best position for when the game ends.
The mythical realm of Hyperborea was ruled by an ancient civilization that used magical crystals as their main source of energy. With time, the Hyperboreans became greedy, and their search for power in the deep made the crystals unstable, causing earthquakes, mutations, droughts and floods. Hyperboreans just dug deeper, and only a few wise mages, foreseeing the inevitable, built an unbreakable magical barrier. When the unharnessed magical energy was unleashed from the deep, the Hyperborean civilization was destroyed in a single day, only the magical barrier preventing the disappearance of life from the whole land. The survivors living in the small outposts outside Hyperborea were now sealed out by the barrier. The knowledge of crystals was declared forbidden it was because too dangerous, or simply forgotten.
Over centuries, six rival realms were born from the ashes of the Hyperborean civilization: the militarist Red Duchy; the Emerald Kingdom and its death-delivering archers; the Purple Matriarchy fanatically worshipping the goddess of life; the skilled diplomats and merchants of the Golden Barony; the Coral Throne with its efficiently organized society and finally the secluded and enigmatic Celestial Reign.
The fragile peace between the different realms was not intended to last. One day, the magical barrier suddenly collapsed. A whole new land stood in front of the six kingdoms, still haunted by the old Hyperboreans turned into harmless but ominous ghosts, full of ruins to discover and cities to explore. Each realm is now sending its best warriors and explorers to Hyperborea in order to achieve dominance over their rivals, but which will prevail? Brutal strength or deep understanding of science? The discovery of valuable artifacts in the lost ruins or the retaking of long, lost cities? Only you, as the leader of one of the factions, can lead your people to the ultimate dominance over Hyperborea!
Set in a mythical land of the same name, Hyperborea is a light civilization game for 2 to 6 players that takes 20-25 minutes per player. The game begins at the time when the magic barrier protecting access to the mythical continent of Hyperborea suddenly falls.
Each player takes the role of the leader of a small kingdom situated just outside the now open to be conquered and explored land. Her kingdom has limited knowledge of housing, trade, movement, warfare, research, and growth, but new and exciting powers are hidden in Hyperborea. During the game, this kingdom will grow in numbers and raise armies, extend its territory, explore and conquer, learn new technologies, etc...
The game's main mechanism, which can be described as "bag-building", involves you building a pool of "civilicubes". Each cube represents specializations for your kingdom: war, trade, movement, building, knowledge, growth. Grey cubes represent corruption and waste, and players will acquire them by developing new technologies. (Power corrupts by its own definition, and the more complex a society becomes, the more waste it generates.) Each turn, players draw three random cubes from their bags, then use them to activate knowledge (technologies) they own.
• Price $100
• Available at Gen Con 2014 ahead of its September 2014 retail release.
Which happened first: the Salem Witch Trials or the foundation of Harvard College? Was Watergate before Woodstock? Sure, it's easy to know whether the discovery of America came before the Deepwater Horizon oil spill, but how well can you remember everything that happened in between?
In Timeline: American History, players have hands of cards and take turns attempting to place the cards correctly into the growing timeline. Easy at first, but rapidly growing more difficult, Timeline: American History tests your knowledge and helps you learn the history of the nation.
• Available for demo games at Gen Con 2014 ahead of its September 2014 retail release.
From the first Stetson hat to the unveiling of the first iPad, America's history and its popular culture have gone hand in hand. See if you can remember when the Red Sox traded Babe Ruth, or when Lindbergh crossed the Atlantic. American popular history was never this much fun!
Timeline: Americana takes the players through a historical tour of the popular history of the country. Each player has a hand of cards, and they take turns trying to place those cards correctly into the growing timeline. Guess correctly to get rid of all your cards and win!
Themes included are: Sports, Events, Music, Inventions, and Cinema
• Available for demo games at Gen Con 2014 ahead of its September 2014 retail release.
The deck-building card game World of Tanks: Rush is based on the World of Tanks online game, uses the same terminology as that game, and has been illustrated by the same artists.
In World of Tanks: Rush you are given the role of a tank squad commander, and you lead your tanks into battle, defend your bases, call for reinforcements, and receive medals. The main idea of the game, which uses simple deck-building principles, is to strategically select cards from the hundreds available to form a strong squad. The goal of the game is to earn more medals than everybody else, and you can earn a medal three ways:
Zombies are moving into the cemetery close to your home. Unfortunately, none of the parents believe you or your friends, so you decide to take matters into your own hands...
In the cooperative children's game Zombie Kidz, players work to stop the zombies from taking over the cemetery by either locking the gates or eliminating the zombies. The game rules can be adapted to increase the difficulty level.
• Available for demo games at Gen Con 2014 ahead of its scheduled September 2014 release date.
The world of Gloom is a sad and benighted place. The sky is gray, the tea is cold, and a new tragedy lies around every corner. Debt, disease, heartache, and packs of rabid flesh-eating mice—just when it seems like things can't get any worse, they do. But some say that one's reward in the afterlife is based on the misery endured in life. If so, there may yet be hope—if not in this world, then in the peace that lies beyond.
In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. You'll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own characters to lower their Self-Worth scores, while trying to cheer your opponents' characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.
Printed on transparent plastic cards, Gloom features an innovative design by noted RPG author Keith Baker. Multiple modifier cards can be played on top of the same character card; since the cards are transparent, elements from previously played modifier cards either show through or are obscured by those played above them. You'll immediately and easily know the worth of every character, no matter how many modifiers they have. You've got to see (through) this game to believe it!
Each of the three expansions for Gloom adds one more player, thus with all three expansions, this should be playable with seven players.
• Price $25 for the second edition of the base game and $15 for each second edition expansion.
• Atlas Games notes that the second edition of Gloom "makes a host of minor improvements to gameplay and card design, such as to the timing of certain events and the way they're recorded on the cards". The cards in the first and second editions are compatible with one another.
Throughout the 18th century, Britain and France waged a bloody series of wars for nothing short of global domination. Massive sailing warships, armies of bayonet-wielding soldiers, and their skilled allies fought for control of North American, African, and Indian colonies. In many ways, this was the first "world war".
In 1750: Britain vs. France, you play as Britain or France, wielding your forces to decide the outcome of this struggle. During the game, you recruit generals and admirals from the Seven Years' War (French and Indian War) and the War of the Austrian Succession, and send other military forces to take colonies by force, with colonies producing exports to aid your economy. Your units roll dice in combat against enemy forces, and you can modify those results by playing historic event cards to turn the tide of battle, modifying dice rolls and destroying enemy cards at critical moments. You'll also engage in political efforts to persuade other world powers to enter the conflict on your side and bring their resources to the fight.
Your final score is decided by the number of colonies you have captured, countries you have gotten to join your cause, and enemy leaders you've taken as prisoners. Will you change history, or will history repeat itself?
• Available for demo games at Gen Con 2014 to coincide with a Kickstarter campaign that starts in August 2014.
In the tile-laying game Castles of Mad King Ludwig, players are tasked with building an amazing, extravagant castle for King Ludwig II of Bavaria...one room at a time. You see, the King loves castles, having built Neuschwanstein (the castle that inspired the Disney theme park castles) and others, but now he's commissioned you to build the biggest, best castle ever — subject, of course, to his ever-changing whims. Each player acts as a building contractor who is adding rooms to the castle he's building while also selling his services to other players.
In the game, each player starts with a simple foyer. One player takes on the role of the Master Builder, and that player sets prices for a set of rooms that can be purchased by the other players, with him getting to pick from the leftovers after the other players have paid him for their rooms. When a room is added to a castle, the player who built it gains castle points based on the size and type of room constructed, as well as bonus points based on the location of the room. When a room is completed, with all entranceways leading to other rooms in the castle, the player receives one of seven special rewards.
After each purchasing round, a new player becomes the Master Builder who sets prices for a new set of rooms. After several rounds, the game ends, then additional points are awarded for achieving bonus goals, having the most popular rooms, and being the most responsive to the King's demands, which change each game. Whoever ends up with the most castle points wins.
• On display at Gen Con 2014 ahead of its release at Spiel 2014 in October.
Subdivision mimics the city-building feel of Bézier Games' Suburbia, but differs in scope as now each player has been allocated a specific area in which to create the best possible subdivision, filling it with residential, commercial, industrial, civic, and luxury zones, while balancing various improvements to the area, including roads, schools, parks, sidewalks, and lakes. By the end of the game, each player will have created a unique, custom neighborhood with areas that interact with each other, hoping to outscore the competition by having the best subdivision.
In the game, each player starts with a subdivision player board and a hand of hex-shaped zone tiles. A parcel die is rolled to indicate the type of parcel where a zone tile may be placed, and all players simultaneously place one of their tiles. If a zone tile is placed next to existing zone tiles, those existing tiles have the ability to create new improvements, which may also be placed at this time. Those improvements provide money and points, while slowly covering up as many parcels as possible. Players pass the remaining zone tiles in hand to their left, then someone rolls the parcel die once again. This continues until only one zone tile remains in hand, which is discarded.
Players then play another round, but at the start of the second, third, and fourth rounds, players first check to see whether they've achieved bonuses, which give them extra cash or allow for extra activations of certain zone tiles.
After four rounds, the game ends, and scores are tallied, with players gaining points for parks being adjacent to other tiles, sidewalks passing through as many different zones and improvements as possible, schools ranking the best in the city, and zones connecting to the highway that runs around (or through) your subdivision.
• Price $50. Preorders available via the Bézier Games website; choose "Gen Con pick-up" in order to have the game waiting for you at the show.
• Designer Lucas Hedgren wrote a designer diary about Subdivision for BGG News and I added some game commentary to that post after two playings on the prototype.
Hiding in these woods, there lies not just one Bigfoot, not a few Bigfoots, and not a gaggle of Bigfeet — but an entire community of Bigfootses. Now it's time to go in the woods with your trusty Bigfootses's call, cloak your scent with Bigfootses's urine, and get ready for adventure with aliens, yeti, the Loch Ness monster, and every other legendary creature you can think of.
Bigfootses, The Card Game consists of two decks: the Woods Deck (75 cards) and the Thingies Deck (75 cards). In the Woods Deck, you encounter Bigfootses and creatures to battle, and draw events that can dramatically change the game. The Thingies Deck is full of equipment, items, actions, and card modifiers to help you along in your quest. Also included are 10 professions, ranging from the practical to the absurd.
Your goal? Be the first player to corral ten Bigfootses to win the game!
You are the leader of a survivor camp on the edge of a city named Pazic. Each round you must decide whether each of your survivors will go after objectives to collect resources, enhance your camp, recruit other survivors, or attack the other camps.
Every survivor card in the deck is two-sided, and when a survivor is wounded, infected, or killed, the card can be turned over to become a zombie card, with the world slowly but surely having fewer and fewer survivors and increasingly more zombies.
The winner of PAZIC (Post-Apocalyptic Zombie Infested City) is the last camp leader to have any survivors left in his camp, whether by eliminating the other camps or creating a camp so powerful that it can continue to survive the onslaught longer than the other camps as resources and survivors become harder to find.
• Available for demo games at Gen Con 2014 to coincide with a Kickstarter funding campaign to begin in mid-August 2014.
Join in the valiant battle to end the ultimate stalemate of good vs. evil and etch the final outcome into history. Regnum Angelica is a two-player strategic card/board game pitting Gabriel and his army of archangels against Beelzebub and the dark forces of the fallen. Wield the three elements of fire, earth and water in angelic combat, use ancient angelic scripts to gain an advantage over your opponent, or deploy pillars to protect your troops in an attempt to infiltrate the enemy's realm.
Regnum Angelica is played with one player having the white deck to represent the archangels of Gabriel, and the other the black deck to represent Beelzebub and his army of fallen angels. Each deck consists of three types of cards: Angels, which are your main combat units; Angelic Scripts, written in the ancient celestial alphabet (Malachim) and granting the angels special abilities to assist them in infiltrating the enemy realm; and Pillars, which call up the elements of earth, fire, or water to protect them from enemy attacks.
Each army has a power meter which is charged when either side's angels visit earth. The power meter must be carefully managed if you hope to crush your opponent as your power meter determines your movement and your ability to execute the Malachim. If too many Angelic scripts are played, then your mobility on the board suffers; if, on the other hand, you use your power for movement, then your ability to harness the powers of the angelic scripts wanes.
Mobility or Angelic Scripts? Have your angels protect your realm, or go on the full offensive to penetrate your enemies kingdom? Execute your scripts now, burn them for precious power, or save them to use with other scripts to pull off powerful combinations? Many of these tactical decisions await you as you control the most powerful beings in the universe of Regnum Angelica!
• Available for demo games at Gen Con 2014 ahead of the game's release in October(ish) 2014.
In Nuggets (2003), players try to surround the "gold mines" (numbered cylinders) on an 8x5 grid board. On a turn, a player either places a numbered tile face down or places two fence sections on the board; these fences determine the borders of each claim, and each claim must be at least four spaces large. At the end of the game, all tiles are revealed, and each gold mine is awarded to the player whose tiles in that claim have the largest sum, with ties resulting in an equal division of points. Whoever collects the most mine points wins.
Armadöra (2013) uses the same gameplay as Nuggets for the base game, albeit with the players themed as orcs, elves, mages and goblins on the hunt for dwarven gold. Armodöra also adds advanced rules to the game, with each player receiving one reinforcement token and 1-2 special power tokens. Instead of placing a warrior or erecting palisades (fences), a player can place a reinforcement token on one of his warriors in a territory that's already filled, boosting the strength of that warrior by one. A player can use his special power before taking one of the three normal actions, with the elf shooting an opposing warrior in an unfilled territory (lowering his strength by one), the orc placing an additional palisade that turn, the goblin placing a second warrior (with this one being face-up), and the mage looking at the value of an already placed opponent's warrior.
• Price $25
• Available in limited quantities at Gen Con 2014 ahead of the game's inclusion in Blue Orange's 2015 line-up.