Heavy Cardboard 2016 Anticipation List!
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Recommend
579 
 Thumb up
39.86
 tip
 Hide

**Please thumb this list when you stop by!**


Welcome to the 2016 Anticipation List!


2014's list - 2015's list

2014 & 2015's list were fun to do and folks found them useful, so here we are! The purpose of this list is both for our own use as well as to highlight pretty much all of the games that are on our radar for the upcoming year. These games range from "we'd like to learn more about this" to "insta-buy" and everywhere in between. We certainly hope that y'all find it useful!

For those that are unfamiliar with us & our podcast:

We are a couple of guys who found that the medium & heavy side of the board game media lacking, when it came to podcasts and information. So we started a twice-monthly podcast in the summer of 2014. Our format is some discussion of what we've been playing/hunting/acquired & we feature one main review of a medium or heavy game and spend 45mins to an hour breaking it down and reviewing the game. We don't do much by way of a rules run-through, just our review discussion. Also, we have a couple of 'trailers' of other games...think of them as mini-reviews. That's the jist of it, so if you're interested, check us out here: Heavy Cardboard or our guild here on BGG: Heavy Cardboard Guild


I'm sure this list will grow as time goes by, but I'll do my best to keep it updated (with new additions noted below, at the bottom of the header). Feel free to comment and, as always, hit us up if you have any suggestions of games you think we'd be interested in and may have overlooked!


For easy reference (based on what I know) these are the likely release windows:

Pre-Essen release - supposed to be releasing before Oct 2016
Essen release - supposed to be released at Spiel (Oct 13-16, 2016)
Post-Essen release - supposed to be releasing November thru the end of 2016
Unknown release - meaning, well, I haven't heard a release date. In Marine speak "No impact, no idea"
Released! - It's already out in the wild. Yay!



Added Games (with the date added to the list):
1/18 - Arkwright
3/7 - Sol: Last Days of a Star
3/7 - Scythe
3/7 - Epoch: Early Inventors
3/7 - Peak Oil
3/7 - 13 Days: The Cuban Missile Crisis
3/7 - Great Western Trail
5/23 - Bruxelles 1893
5/23 - Crisis
5/23 - High Treason: The Trial of Louis Riel
5/23 - Multiuniversum
5/23 - Pax Pamir: Khyber Knives
5/23 - Pax Renaissance
5/23 - Trick of the Rails
9/13 - Ave Roma
9/13 - Barcelona: The Rose of Fire
9/13 - Beer Empire
9/13 - Hannibal: Rome vs. Carthage
9/13 - Iberian Rails
9/13 - Key to the City: London
9/13 - Keyflower: Keymelequin
9/13 - Lorenzo il Magnifico
9/13 - Martians: A Story of Civilization
9/13 - Pericles: The Peloponnesian Wars
9/14 - The Arrival
9/14 - Russian Railroads: American Railroads
9/14 - Sola Fide: The Reformation
9/14 - Tallinn
9/14 - The Colonists
9/14 - Ulm
9/14 - Ninja Arena
9/14 - War of the Ring: Warriors of Middle-earth
9/14 - Fog of War
9/14 - Pixie Queen
9/14 - HIRÞ
9/14 - Phalanxx
9/14 - Dokmus
9/14 - Inis
9/14 - The Flow of History
9/14 - Plus Ultra: The Court of the Emperor Charles V
9/14 - Days of Ire: Budapest 1956
9/15 - Area 51: Top Secret
9/15 - Democracy under Siege
9/16 - Railroad Revolution
9/29 - An Infamous Traffic
Your Tags: Add tags
Popular Tags: [View All]
  • [+] Dice rolls
1 , 2 , 3 , 4 , 5  Next »   | 
1. Board Game: 13 Days: The Cuban Missile Crisis [Average Rating:7.54 Overall Rank:505]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Asger Sams Granerud &Daniel Skjold Pedersen
Artist: Jacob Walker
Publisher: Jolly Roger Games



Quote:
Experience the dense Cold War suspense and scratch that Twilight Struggle itch in only 45 minutes.

13 Days: The Cuban Missile Crisis is a nail-biting, theme saturated two-player strategy game about the Cuban Missile Crisis. Your fate is determined by how well you deal with the inherent dilemmas of the game, and the conflict.

1) Will you push to gain prestige at the risk of escalating the crisis to global nuclear war?
2) How do you best manage your hand of cards to further your own plans while depriving your opponent of options?

Work out these dilemmas in order to emerge as victor of the Cuban Missile Crisis after thirteen suspenseful days.

13 Days: The Cuban Missile Crisis is a meaty filler utilizing the card-driven game mechanics. Rich with history, yet accessible to gamers with no prior knowledge of the crisis. It is targeted specifically at catering to two groups of gamers: the enthusiasts that just don't have the time they used to and the curious newcomers that are scared off by the heavy commitment and long play times of the classics in the genre.


Twilight Struggle feel in 45 minutes, eh? Ok, I'll check it out! Word is it should be released this month (March '16).



Released!
14 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
2. Board Game: 1844/1854 [Average Rating:8.20 Unranked] [Average Rating:8.20 Unranked]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Helmut Ohley, Leonhard "Lonny" Orgler
Artist: Klemens Franz
Publisher: Lookout Games, Mayfair Games





Quote:
The railway history of both Switzerland and Austria can be explored in 1844/1854, two previously self-published designs — both based on the 1829 game system created by Francis Tresham — that have thoroughly revised for this new edition.

In 1844, set in Switzerland, the challenge lies in running different types of businesses: Local railway companies, which merged at that time to form SBB, and national historical societies require different decisions and support different strategies. Many companies have a destination station and receive a large part of their working capital only if they have connected this stations to their route network. The game also features mountain railways, tunnels, private companies and two different types of locomotives, providing for lots of variation for railway enthusiasts and lovers of complex games.

A special feature of 1854, set in Austria, is located in the stock split, which comes into play in the additional shares. As in 1844', there are mergers of companies, two types of locomotives, tunnels, mountain railways, and private companies. In addition, some private companies operate on a separate game board depicting the Steyr region.


This game has the unenviable honor of being on all of my anticipation geeklists for the last 3 years. In theory, it comes out this year. Forgive me for not holding my breath. Seriously, though, it should be this year and has the artwork of Klemens Franz. Last update that I saw was in Dec '15, that they were still not happy with the rulebook. Nonetheless, I'm excited for it!



Released!
55 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
3. Board Game: 1846: The Race for the Midwest [Average Rating:8.08 Overall Rank:512]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Tom Lehmann
Publisher: Deep Thought Games, Golden Spike Games, GMT Games

Eric Brosius said it best as to why folks should get a copy of this if you're interested in 18xx games, so I'll just quote him here (1846 --- a fine introductory game in the 18XX series):

Quote:
I've played quite a few other 18XX games in the past year, and I enjoy some of them quite a bit, but 1846 is my first choice for teaching 18XX to new players. Here are some reasons I like it, and some reasons why it's particularly good for new players:

1. 1846 starts with a private company draft in which your drafting options vary randomly from one game to another. After the draft, you pay the list price for each company you drafted. As a rule, you can't ruin your chances through poor choices at the very start of the game, because almost any set of private companies will offer you some reasonable options (the privates with weaker powers generate good income, at least.) This is easier on new players than the typical 18XX game that starts with an auction---in many of them you can lose the game before the "regular" part of the game starts.

2. Companies begin operation in the Stock Round immediately after the President's certificate is bought. (1846 is what is known as an "incremental capitalization" game.) You can run a company in which only two shares have been bought (this may or may not be a good idea, depending on the situation.) This gets everyone started right away. It also makes each share purchase important.

3. Each company has a single unitary stock price, and that's the price at which a player can buy or sell shares. In many 18XX games there's a "par" price for shares that have never been bought and a "market" price for shares that have already been bought and sold at least once. The latter approach is less natural for most people, and though I don't insist on complete realism in games, this issue affects how hard it is to learn a game's rules. In addition, it's a benefit for a teaching game that the stock market is 1-dimensional (which means there is only one box for each price.) I understand why 2-dimensional stock markets are used, but if you're teaching beginners, it's hard to explain why there are six different spaces on the stock market chart that all correspond to a price of $100.

4. The map contains only full-size cities, not the "dot" towns that are common in many 18XX games. The "dots" are treated differently in the various games that use them, but leaving them out makes life simpler for first-timers. You also avoid the phenomenon, common in some 18XX games, of people deliberately avoiding towns (something that would have made little sense to the historical railroad surveyors!)

5. The private companies include three that allow any company to "teleport" to a different location on the board (potentially ignoring their original starting city completely.) In addition, two of the companies may "teleport" without the help of a private by paying a price. These abilities, together with the private company draft, allow track patterns to differ from game to game in a natural way.

6. The game does not typically lead to bankruptcies (though they are possible---I managed to go bankrupt in one of my first games of 1846 by taking too much risk.) In addition, the game does not end as a result of a bankruptcy (though it does end if all but one player go bankrupt---a highly unlikely occurrence.) Many games in the 18XX series feature bankruptcies as a standard outcome. This is disorienting to beginners, and, if they are victims, discouraging as well.

7. 1846 is a game in which there is no easy rule about how to win. Sometimes it's best to pay dividends, but at other times your company should retain all or part of its earnings. You can win by starting a company at a high share value and buying a few shares, or by starting one at a low share value and buying a lot of shares. (In the first case you need to worry about outside investors earning almost as much off your highly profitable company as you do, while in the second you need to worry about being a rich player saddled with a weak company.) You can win while being the President of only one company, or by running two (or, in rare cases, more than two.) You can win running one or even two 7/8 trains in a company, and you can win running a single 5 train from Windsor to Chicago.

Many 18XX games see regular company dumping. It's possible to dump a trainless company on another player in 1846, but it's typically a losing move if the situation isn't exactly right for the trick, so you don't see a lot of company dumps, at least not among players who are all trying to win---in my experience, dumping is most often the way to come in next-to-last.

Perhaps you are asking why a game with no easy rule about how to win is good for beginners. In games with easy rules about how to win and little or no luck, people find it almost impossible to avoid telling the beginners exactly what they should do every turn (or if they don't tell them, they often roll their eyes when the beginners don't follow the "correct" strategy.) In 1846, it's often not obvious what the beginner should do, so the experienced players are not faced with as much temptation.

8. Decisions about which companies to invest in (whether your own or those of other players) are usually non-obvious and important. If an opponent has started a company with great long-term prospects, it often makes sense to buy shares as a balancing technique. This reduces the amount of money going into that company's treasury and makes it difficult for the President to negotiate the mid-game train rush without withholding dividends---and withholding dividends makes that company less lucrative for a period of time. I prefer 18XX games in which the stock market matters, and 1846 is such a game.

9. 1846 scales very well as you change the number of players. In most 18XX games you get significantly more cash at the start of the game when there are fewer players, so you feel much richer than when there are a lot of players. In 1830: Railways & Robber Barons, for example, it's almost an entirely different game with 3 players than with 6 players. In 1846 you always start with $400, but certain railroads and private companies are removed from play with 3 or 4 players. This allows a player who has played the game with one player count to play with another player count without finding that everything he or she has learned is useless.

10. 1846 plays quickly, giving you a better chance to finish before the new players lose the ability to pay attention. In my group we can play a 3-player game in less than 2 hours and a 5-player game in less than 3 hours. Your group's playing time will probably be longer, because we play unusually quickly, but even so it is still shorter than most of the other 18XX games while retaining plenty of variety and interesting decisions.



It is currently up for preorder thru GMT's P500 pre-order system. If you're even mildly curious to try out the 18xx system, go get a copy. It's a steal at $47: Click here to preorder


edit: I'm hearing late October, hopefully....



Post-Essen release
63 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
4. Board Game: 1880: China [Average Rating:8.29 Overall Rank:2254]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Helmut Ohley, Leonhard "Lonny" Orgler
Publisher: Double-O Games

Quote:
An 18xx game by Helmut Ohley and Lonny Orgler set in China. As usual, players are railroad capitalists and operate in a stock market buying and selling shares, opening companies and trying not to go bankrupt.

It's a big game even by 18xx standards, with a few innovations added to the system:

- turn order for companies not changing with the evolving stock prices: it is set along with the par price when a player opens a company

- A player-manipulated ratio of stock rounds and operation rounds: for an example, a new stock round occurs when the last of a type of train is bought.



Another holdover from both previous lists. Maybe this is the year? I certainly hope so. It's a different animal than most 18xx games, but also really interesting and one of our favorites!

edit: Still not much as far as info on when the reprint will be available.

Unknown release
25 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
5. Board Game: 1881: Das Berliner Strassenbahnspiel [Average Rating:6.71 Unranked]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Michael Mette
Artist: N/A
Publisher: Marflow Games



Quote:
This game features the development of the tramway/trolley car net in Berlin. The game starts with the bidding for the seating position. In the first stock round each player buys up to four stock certificates during her/his first turn. Track laying costs are high but there is a compensation for connecting town quarters which are a long distance from the Berlin town center. Route length of the trams is determined by number of stations whereas whistle stops do not count but generate income. Track construction is espensive but this is compensated by rewards when connecting the subburbs with the city center.

The has been published by the designer in 1990 already. For the reissue the rules will be reviewed in order to cease some weak points. This applies especially to the rules regarding the S-Bahn.


When this game first came out, it was declared a 'broken' 18xx. Since then, Marflow has playtested changes and said that they would not publish it until it was fixed...well, seeing as it's ready for an Essen release, I'm going to assume that it's fixed. It'll be cool to check it out!



Essen release
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
6. Board Game: 18NL [Average Rating:7.42 Unranked]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Helmut Ohley
Artist: N/A
Publisher: Marflow Games

Quote:
A classic 1830 game . But the relatively small map of the Netherlands and the nine corporations are a real challange for experienced players to build a profitable net work for the corporations.


This sounds to me like a Winsome-esque 18xx game. Sign me the hell up!



Essen release
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
7. Board Game: Age of Conquistadors: 1492-1612 [Average Rating:6.75 Unranked]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Gregory Allen (formerly Richer Berg)
Artist: Ralph Loewen, Stacey Menin, Erwin Osias
Publisher: Heritage Game Studios

Quote:
A complete remake of the classic SPI and Avalon Hill versions from the 1970's. While the original game featured largely the classic hex and counter movement that was prevalent in the 70's. This new version will feature features area-movement, action points for movement and a new card deck (that adds random events without driving the game). Players will use cards for both events and action points and at the same time being able to play cards during their opponent's turns to counter their efforts.

Players can play one of four European powers competing for control of the resources of the new world. The game's time line goes from 1495 to 1615 with players trying to establish colonies in the Americas and bring home as much gold and resources as they can back to Europe. Along the way they will have to deal with natural disasters, other European powers and of course the indigenous people of the New World including the Mayans, Incas and Aztecs.


I was interested in this game 2+ years ago when it first popped on my radar, designed by Richard Berg. But then mad drama ensued and Berg was removed as the designer and the publisher took over. The game is TBD, but I do hope it sees the light of day as, again, it's a unique theme and something that looks like a lot of fun to play.

edit: Still no word other than playtesting is still going on. I'm writing off 2016 at this point.

Unknown release
17 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
8. Board Game: Agricola [Average Rating:8.02 Overall Rank:18]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Uwe Rosenberg
Publisher: Lookout Games, Mayfair Games

(courtesy of Jason Paterson)
Quote:
In addition to just being a straight reprint, the new publication of Agricola will apparently include seven 168 card decks in the box. There will be A,B,C,D,J,K,and L decks. The decks break down like this:

Decks A,B,C = 504 cards will be previously published cards by Uwe (from E,I,K, NL, FL, WA, Bi, Cz, O, Z = 645 cards)
Deck D = 168 cards will be new cards by Uwe
Deck J,K = 336 cards will be previously published cards by Play-Agricola.com (from G, Wm, Fr, Pi = 378 cards)
Deck L = 168 cards will be new cards by Play-Agricola.com (from G4, G5 = 240 cards)



The game already has so many decks that I could play it every week forever and have a different game each time, so I'm not sure that this is needed...but it can't be a bad thing, right?



Unknown release
31 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
9. Board Game: Area 51: Top Secret [Average Rating:6.65 Overall Rank:9245]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Stefan Alexander
Artist: Christian Opperer
Publisher: Mücke Spiele

Quote:
Welcome to 1950s USA — the era of huge cars, rock 'n' roll, and alien activity! To prevent a mass panic, the President has ordered his generals to store all evidence of the existence of aliens.

In Area 51, a secret military base in the Nevada desert, players store all the futuristic weapons, unbelievable tools, and alien corpses in high-end storage facilities. However, this base is capable of hiding only certain artifacts and must be improved all the time. The generals try to outperform each other in building and upgrading the facilities and the infrastructure in addition to finding the optimal logistics for storing the artifacts to please the President.

In Area 51: Top Secret, players encounter several categories of artifacts — ships, weapons, tools, etc. — which are numbered 1-4 to show how dangerous they are (and therefore what security level is needed to store them).

Players must build storage facilities to store these artifacts. Artifact cards need to be collected, but the decisive element in the game is that once a player chooses to pick up a pile of artifact cards to place them into storage facilities, they need to store ALL cards possible, including those that will score points for the other players. The main strategy of the game is thus to use the existing storage facilities and transportation vehicles to optimize one's own scoring.


A quirky theme and what looks to be some interesting decisions make put this on my radar. Well, that and it's the same designer as King Chocolate.



Essen release
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
10. Board Game: Arkwright [Average Rating:7.93 Overall Rank:574]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Stefan Risthaus
Publisher: Capstone Games


Quote:
In Arkwright players run up to four factories in England during the late 18th Century. Your goal is to have the most valuable block of own shares. Thus, you must increase your share value and buy shares from the bank.

To run the factories, you need workers. When hiring Workers, demand is automatically created. But of course you want to replace your expensive workers (wage 2-5) by machines (1). To have more output from your factories you may employ new Workers or improve your factory to the next technical level.

You fix the price for your goods during an action round. To enhance your chances of selling goods, you improve your factories to higher levels, increase the quality and make some sales promotion. The higher these factors, the better are your chances of success - the higher the price, the lower.

Each player has an own set of "action tokens" like "build and modernize factories", "employ new workers", "improve quality" etc. On your turn you place one of those tokens on one of the free spaces in your line of the "Administration board" and pay the according administration costs, ranging from 2 to 10 (odd numbers). Some actions depend on how much you paid, i.e. you may buy more machines with one single action, when you pay more (= use a higher space, which is then blocked for the rest of the round). During the game your actions become more and more effective by new tokens, i.e. allow you to buy 3 machines in a single turn instead of 2, increase quality 2 levels instead of only 1...).

After each round of actions one kind of factories is active and you have to pay for all your workers and machines there, then sell the manufactured products. The value of your shares increases for sold products and best quality.

Goods may also be traded to the colonies by ship - provided you have a contract with the monopoly of the East Indian Company.

After four turns each of the factories has produced and the round ends. Players remove the action tokens from the administration board and reveal an event token. After 5 rounds the player with the most valuable block of shares wins. Neither being to be the one with the most shares nor being the one with the highest share value guarantees victory.

Arkwright allows you to act in different ways. Run all four factories with most possible output, set the focus on only two factories and improve them more than the others can; use shipping to colony or focus on the home market. In any way you have to react to the opponents and their strategy. Enter markets with deficit in supply or give up business where the other players start to push you out. Buy shares when they are cheap and increase the value, or first make money and buy shares later.

To get familiar with the market mechanics you may start with a 120 minutes version "Spinning Jenny", but for those who like full strategy in economic themed games, the 240 minute "Waterframe"-Rules come with more options to improve your factory and use ships.


A new publisher, Capstone Games, has been given the keys to what was, in our opinion, the best game of 2014 (and thus, the Golden Elephant Award). Word is that they are making minor improvements to the game and it is look at a June release. Needless to say, we are both very much looking forward to seeing the new edition of this fantastic game!



Released!
41 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
11. Board Game: The Arrival [Average Rating:6.91 Overall Rank:3393]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Martin Wallace
Artist: Robert Altbauer, John Ariosa, Rica Bünning
Publisher: Game's Up



Quote:
In a time long forgotten, the cruel Fomori rule over Érin, the green island. They praise their king Balor, who reigns from his fortifications in the north with an iron fist. Old paths and ruins spread over the island's face, which will be called Ireland many generations from now. But new tribes arrive at the island striving for permanent presence. Who will control Érin's fate over the next centuries to come?

Each player in The Arrival represents a tribe leader who tries to gain predominance over the mythical island of Érin while pushing back the demon-like Fomori. But the players are facing a dilemma, for spreading too quickly means becoming more and more corrupt and strengthening the Fomori in their power...

Over 4-6 rounds, the players determine their resources by means of a unique game mechanism, which will be used later on profitably. During a first phase (Earning Phase), players draw four cards, each showing three sections of different resources. Two of these sections are gradually blocked by the player, thus leaving one section. The resources shown on this section are the ones the player gets. During this phase, they have to decide which section is the best one; while the upper section of the cards offers many resources, it also results in unwanted Corruption Points. The middle and the lower sections offer fewer resources, but also less Corruption.

After that, the Action Phase takes place and the players must use their resources wisely while having the choice from different kinds of actions in order to get Fame Points.

The game ends when a certain number of rounds have been played or somebody reaches the corruption limit.

The winner is either the one with the highest amount of Fame Points or the one with the fewest Corruption Points. This depends on the scene of the board at the end: Do the tribes (players) control more locations on Érin than the Fomori do — or is it the other way around?


A reimplimentation of one of Martin Wallace's more obscure games (that I don't own!) Mordred, so you know I'm excited for this.



Essen release
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
12. Board Game: Ave Roma [Average Rating:7.28 Overall Rank:1628]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Attila Szőgyi
Artist: Gyula Pozsgay, Attila Szőgyi
Publisher: A-games

Quote:
Ave Roma is a worker placement game with some unique mechanisms. All workers have a value and all are common workers. At the beginning of a new turn you always start with five workers, but depending on your previous decisions you will always have different workers. In the first phase you have to send out your workers, and in the next one you have to collect them — but in most cases you get back different ones.

You have several ways to win the game. You can build buildings, support wars, convince patrons, obtain influence in territories, get money and resources, and so on. It's a complex game with several mechanisms and components.


Always interested in new twists on worker placement games. I missed the kickstarter, but looking forward to checking it out nonetheless.



Essen release
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
13. Board Game: Barcelona: The Rose of Fire [Average Rating:6.55 Overall Rank:4946]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Marco Maggi, Francesco Nepitello
Artist: David Parcerisa
Publisher: Devir

Quote:
Barcelona: The Rose of Fire is a board game for 2-4 players in which the players compete for social prestige and personal wealth while trying to avoid the revolution that is spreading through the city.

In more detail, the players take turns using cards to build their influence by constructing buildings (tiles) in the new city, outside the old medieval walls. The better and more spectacular the construction, the more notoriety they gain. But at the same time, this construction boon brings many workers who are living in much cheaper venues. Building high-class buildings, while rewarding in terms of prestige, may generate unrest amongst the popular classes. In order to avoid strikes and riots, players have to make sure that they construct buildings for the popular classes as well.

During the construction phase, players place workers in the Raval zone depending on the sort of buildings they construct. At the end of each era, all those workers are placed into a bag, alongside peacekeeping soldiers. Depending on the level of unrest, a number of these figures are drawn from the bag and the player with more figures drawn from their color suffers a strike.


A brief perusal of the rules has me thinking that there are some interesting mechanics & the way the board is built by the players looks intriguing. Looks cool to boot. We shall see!


Essen release
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
14. Board Game: Beer Empire [Average Rating:6.53 Overall Rank:7174]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Filip Głowacz, Ireneusz Huszcza
Artist: Paweł Niziołek
Publisher: Board & Dice

Quote:
In Beer Empire, you become the owner of a brewery who strives for market share by skillfully matching recipe ingredients. At the same time, you aspire to brew beer that's the best of the festival — but these two elements do not always go hand in hand.

That’s why players have to examine what the market expects from their beer, which styles are in current trend, and what festival critics like. As if that was not enough, the world in which we brew beer is alive! Shifts on the beer market change trends and critics taste. The market set-up is unique each time, so you need to manage your resources wisely and follow carefully the market and other players' actions.


I have been patiently waiting on this for over 2 years now and it has changed drastically since it was originally Piwne Imperium. I'm still looking forward to learning more about it, but I'm worried that it's become a bit too streamlined? I also hope that that worry is unfounded.



Essen release
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
15. Board Game: Berlin Airlift [Average Rating:8.00 Unranked]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: John Poniske, David Thompson (II)
Artist: Nils Johansson
Publisher: Legion Wargames


Quote:
Following the end of hostilities in Europe the Soviet Union sought to close the allied portion of Berlin to all supplies arriving via road, train or river. The allied forces then attempted something few thought possible - supplying a city population of two million souls with food, medicine and fuel for more than a year. But they did it! Over the course of 12 months the Berlin Airlift provided 2,225,510 tons of cargo for the city’s survival. At one point an airlift plane was lifting off every four minutes. In the end, more supply was provided to Berlin by air than could have been provided by rail. The Soviets did not stand passively by. There were 726 recorded instances of Soviet harassment involving everything from aerial buzzing, and ground fire to rockets, chemicals, smoke and balloons. In the course of the airlift 25 aircraft were lost, costing the lives of over 100 American, British and German personnel. And during the course of the airlift, many curious and heartwarming incidents enhanced the legend of their effort, including the candy bomber, the tour of Clarence the camel and the Easter Parade.

Legion Wargames is entering into this project in an attempt to broaden knowledge of the topic and of the publisher as well. The game has entered into its final playtesting and has attracted the artistic talent of Nils Johannson. You just have to love his unique approach to game art. The Berlin Airlift is a historical treasure begging to be gamed and here we attempt to fill the bill. Berlin Airlift is a genuine cross between the wargame and the Euro. It offers a maximum number of interesting components while restricting the number of components in play to a minimum, while the number of variables guarantees replayability. Yet a game is only as enjoyable as the conflict it portrays. To this end the design may surprise you. One player does not play the soviets in an attempt to defeat the allies, rather each player controls an allied squadron pitting their skills against each other, against the soviets and against the clock. Can players overcome accidents, miscommunication and soviet interference to achieve their goals? Who can deliver the most tonnage? Will it be enough for Berliners to survive? Naturally, the few flights and squadrons in Berlin Airlift are only representative of the larger enterprise, but in it, players will enjoy tense competition as they face all of the elements these brave allied aircrews faced when the war ended and - the blockade began.

In Berlin Airlift players command either a British or American air squadron. Each squadron consists of up to three flights depending upon the number of people playing. Each flight contains from 3 to 5 period aircraft depending upon the scenario and the faction being played. Individual planes have a rated capacity and in some cases are restricted to carrying fuel. The object for each player is to attempt to carry his squadron's tonnage goals in fuel, food, medicine and spare parts into the city and carry refugees and finished products out (cargo is represented by colored cubes). Each turn the ACTIVE player rolls two dice, consults either the Personality chart, the Help & Hindrance or the Soviet Harassment Chart to determine effects, then begins drawing flight chits to determine who moves when. Strategy enters into the Active player's assignment of problems, decision making as to what to carry and who to fix, what base to return to and how to block opponents from reaching their goals. Oh, but players must be careful, for there is a cooperative aspect to the game. Players have to keep up the Berliner Morale for if it remains in the negative range after the final flight has delivered its cargo Berlin loses and so do all the players.



Gives me a similar feel (at least from what I'm reading) as The Hunters: German U-Boats at War, 1939-43 and that's a good thing. Color me interested.

Currently available for preorder direct from Legion War Games: Click here for details



Unknown release
14 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
16. Board Game: Bios: Genesis [Average Rating:7.33 Overall Rank:1658] [Average Rating:7.33 Unranked]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Phil Eklund
Publisher: Sierra Madre Games

Quote:
One to four players start as organic building blocks in the primordial soup, specialized in one of four pre-biotic functions: cellular, metabolism, reproduction, or energy management. These correspond to fats, proteins, sugars, and pigment respectively.

Bios: Genesis, a prequel to Eklund's Bios: Megafauna, can be played in a cooperative "Gaian" or competitive "Medean" mode. Players can swap genes, or become internal parasites or symbionts.

With Bios: Genesis, Bios: Megafauna, and Origins: How We Became Human, designer Phil Eklund takes players through almost the whole breadth and scope of life on Earth.


Phil's goal is to have this ready in time for Essen. I'm in! I mean, yes, I still have yet to play Bios: Megafauna, but still, I'm in. whistle



Essen release
39 
 Thumb up
0.02
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
17. Board Game: Brasil [Average Rating:7.79 Unranked]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Paulo Soledade, Nuno Bizarro
Artist: Mariano Iannelli
Publisher: What's Your Game?



(picture from Nils)

Quote:
Brasil is a game about gold-mining in 18th-century Brazil when Bandeirantes (explorers) started to travel through the country and discovered a new region of "black gold" along the way. The "sugar rush" was coming to an end in the northeast part of the country and near the city-to-be of Vila Rica, a whole new region of precious metal was suddenly one of the most important suppliers of the old world. Hundreds of thousands of men came from everywhere once word spread, and a number of small but relevant locations started to grow near Vila Rica.

Most of the wealth in Europe had its origins in the colonies of that time. Brazil, for example, was the number one provider of gold, and Portugal lived a prosperous long time from it. Some people maintain that the industrial revolution was in part financed by the metal that came from Brazil.

The game of Brasil is played with cards. More than a simple game about mining, it requires that players combine actions to develop the region by building essential infrastructures like houses, stores, farms, churches and roads. Players build their path to wealth by keeping in mind the changing characteristics of the region, the moves and needs of other players, and the common good of the vibrant and prosperous Vila Rica.



I'm interested in everything these guys put out, so definitely on my radar.

edit: Well, it looks like the fellas have pushed this back to 2017. I applaud them not rushing things and making the game the best that it cane be. We'll be here when it's ready!



Post-Essen release
74 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
18. Board Game: Brass: Lancashire [Average Rating:8.04 Overall Rank:32]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Martin Wallace
Publisher: Roxley Games

Quote:
Martin Wallace has granted Roxley Games the opportunity to publish Brass. The details are currently being finalized.

I have been playing Brass for many many years, and regard it as one of the greatest games ever designed. Needless to say, we very excited about this opportunity. We understand and gladly accept the responsibility being put on us to honour the original game.

In the past year, Roxley has released Steampunk Rally and Super Motherload. Previous to that, we have also assisted with the art direction of various other games, including Eminent Domain. We have a strong work ethic, but above all, our focus is to create games that fire on all cylinders.

New Art - The new edition will feature all new artwork. As the artistic director for the project, rest assured that we will do everything in our power to ensure that the artwork of the game has a strong connection to the theme and game play. We will also ensure that the graphic design is clean, attractive, functional and intuitive.

Additional Map - The new edition will of course include the original map. Additionally, we are currently assisting Martin Wallace with the development of a new map. This map is themed around the area of Birmingham. While nothing about this new map is finalized, so far it features two new industries, including breweries. It also features a few new mechanisms and rules. So far, it feels like Brass, but it feels very fresh, and provides a feeling different enough from the original to absolutely justify it's existence.

The game will be coming to Kickstarter in 2016. We are aiming for a Q2-Q3 campaign launch. By utilizing Kickstarter, we hope to offer a deluxe edition which will feature various exclusives. Roxley does not believe in Kickstarter Exclusive content. Therefore, all versions of the game will include all maps and content and the deluxe edition exclusives will be limited to aesthetic and component upgrades.

The game will become available in your FLGS soon after fulfillment of the Kickstarter is complete.


I'm curious about this. Word is there will also be the inclusion of a 2p map. I'm unsure that the game needed the added tweaks and such, but we shall see. The positive, though, is that the original game will be preserved on the original map, albeit with new artwork. Cool. With the KS running later this year, I kinda expect this to run into 2017, but maybe they'll surprise us all! thumbsup

edit: Roxley has confirmed to me that they work on one game at a time, therefore, when the publication of Santorini is complete, they'll turn their focus on Brass. So it looks like 2017 for Brass!



Post-Essen release
55 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
19. Board Game: Bruxelles 1893 [Average Rating:7.66 Overall Rank:249]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Etienne Espreman
Artist: Alexandre Roche
Publisher: Asmodee

Quote:
Bruxelles 1893 is a worker placement game with elements of bidding and majority control. Each player is an architect of the late 19th century and is trying to achieve, through various actions, an architectural work in the Art Nouveau style. The most successful building yield the most points. Each player can also create works of art to increase his score.

The action board is modular, with not every player having access to each action each turn. Some actions cost money – acquiring high-quality materials, building a level of your personal house, finding a patron, creating a work of art, selling that art for money and prestige – while other actions are free but can potentially cause you to lose one of your workers; these latter actions include acquiring low-quality materials, activating your patrons, visiting the stock exchange, and taking one of the actions with a cost. Once everyone has passed on taking more actions, the round ends and players have an art exhibition during which they can sell works. After this, players receive prestige points or bonus cards based on the symbols they've placed their workers next to on the action board.

After five rounds, the game ends and players score bonus points based on their architect level, their bonus cards, how well they've completed their work, and their money on hand. The player with the most points wins.



Reprint coming, supposedly in Q3 this year! Enjoyable game that we're likely to review. Worth checking into if you don't already own it!



Unknown release
8 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
20. Board Game: Cataclysm: A Second World War [Average Rating:8.11 Overall Rank:3454]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Scott Muldoon, WIlliam Terdoslavich
Publisher: GMT Games



Quote:
Cataclysm is a two to five player game simulating political and military conflict in the 1930s and 40s. The premise is that a second World War could have broken out at any time, not just September 1939, given the numerous political crises that signaled the march of fascism against the contemporary international order.

Each player commands one or more powers representing an ideology: Fascism (Germany/Italy/Japan), Communism (USSR) or Democracy (UK/France/US). The status quo resides with Democracy, while Communism and Fascism use political or military force to revise the world order to their liking... but once all three ideologies are fighting, another World War is on!

Cataclysm is designed to be playable in one long sitting (five or six hours), but with scenarios as short as 60 minutes. Components will include one 22" x 34" map, 456 counters (9/16"), 160 wood cubes, and about 20 pages of rules. The several scenarios include start points in 1933, 1939, 1941, and 1943, covering one or both theatres, plus an "intro" scenario covering just the Crisis in the West from 1937-40, and "alternate history" options like a fascist France or war between the Soviets and the West after the fall of Germany. There will be an extensive playbook with play-throughs, examples, design notes, strategy notes, and a bibliography.

The game scale is army groups, fleets, and air forces, and two years per turn (with a variable number of actions). Design goals include a minimum of maneuver elements, a minimum of arbitrary constraints, and a maximum of interaction. Players must do more forward planning than is typical of strategic WWII games, but also must remain flexible to respond to events. There is no sequence of play, everything (including production) is mediated through a chit-pull mechanism. Every game is an outlier.


Not a ton of info out there yet, but I'm always interested in the latest/greatest political wargame when it comes to WWII, esp when you're talking grand-strategic scale! Currently not on the printing schedule, so if it comes in 2016, it'll be late in the year. Here's to hoping though, it's less than 100 orders short of hitting the print #!

Currently on GMT's P500: Click here to preorder!



Post-Essen release
27 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
21. Board Game: Cave Evil: Warcults [Average Rating:8.13 Overall Rank:6071] [Average Rating:8.13 Unranked]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Nate Hayden, Mat Brinkman, Jochen Harmann
Publisher: Emperors of Eternal Evil

Quote:
Cave Evil: Warcults is a stand alone game. Players who own Cave Evil can expand their game with Warcults. It can be played either as an individual game or as an expansion.

Players who own Cave Evil have the liberty to play as only a Warlord, only a Necromancer or both.
Players who own Warcults will begin as a Warlord, but they will be able to connect each future Corroded Corridor to this issue.

GAMEPLAY
As we learned in CAVE EVIL, a Necromancer can weave a web of control over 6 Squads, but their power does not end there. While they may dominate 6 squads, others may swear their allegiance to the infernal magi. The cave is endless. Battles for territory will forever ensue. The forbidden wizards must raise troops from their species, create Warriors from the weak and shoddy, inspire Command and demand the allegiance of their greatest Warlord. The warrior path begins!

Warcults is an introduction to a Warrior Path - the first expansion for CAVE EVIL.

A Warrior path is a way to play Cave Evil. It is a modified Sequence of Play to accommodate players that prefer to play with just a Warlord Character or with both a Warlord and a Necromancer.

The Warlord is a branch of Necro command and is under the allegiance of a Necromancer. The Necromancer is NOT needed to play!

A Warlord commands an army and the divisions of command below them.
Apart from WARCULTS features, the game introduces new actions and adjustments to the overall Sequence of Play.

Victory is dependent on each scenario.


Nate is a local designer and he has some very, very unique themes and game ideas. I missed out on Cave Evil, so I'm definitely curious to check this one out. Pre-orders are closed, but hopefully more copies will be made available.

edit: As of Labor Day, they were a couple of weeks from shipping the first copies. Excited to see more about this!



Pre-Essen release
16 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
22. Board Game: Colonial Twilight: The French-Algerian War, 1954-62 [Average Rating:7.97 Overall Rank:1709]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Brian Train
Artist: Rodger B. MacGowan
Publisher: GMT Games

Quote:
This latest instalment in GMT’s popular COIN Series system is the first to be designed for two players. You must consider carefully just what you want to do, and how much of it, before the initiative will slip from your fingers. Also, a full solitaire system enables solo players to test their skill against a devious game-run enemy.

Colonial Twilight takes 1 to 2 players into the tangled web of military and political actions comprising the French-Algerian war of 1954-62.

The insurgent Front de Liberation Nationale (FLN), starting from modest beginnings, must build massive and enduring popular support for its cause, and organize to assume power when Algeria finally gains its independence. The Government, representing both the colonial authorities and France’s military leadership, must engage the nationalist insurgency decisively while striving to preserve the support and commitment of the civilian government and society. Players will enter the “heart of darkness” as they use military, political, and economic actions and exploit events to build and maneuver forces to influence or control the population or otherwise achieve their aims along the twisting route to independence.


I've cooled a bit on the COIN system, but that doesn't mean I won't at least look into it, right? If it comes in 2016, it'll be late in the year, per GMT's current print schedule.

Currently on the P500 at GMT: Click here to preorder

edit: Now scheduled for 1Q 2017 release.



Post-Essen release
34 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
23. Board Game: The Colonists [Average Rating:7.82 Overall Rank:333]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Tim Puls
Artist: Klemens Franz
Publisher: Lookout Games, Mayfair Games

Quote:
In The Colonists, a.k.a. Die Kolonisten, each player is a mayor of a village and must develop their environment to gain room for new farmers, craftsmen, and citizens. The main goal of the game is full employment, so players must create new jobs, educate the people, and build new houses to increase their population. But resources are limited, and their storage leads to problems that players must deal with, while also not forgetting to upgrade their buildings. Players select actions by moving their mayor on a central board.

The Colonists is designed in different levels and scenarios, and even includes something akin to a tutorial, with the playing time varying between 30 minutes (for beginners) and 180 minutes (experts).


Not a ton of info out there on this, but evenso, it's one of my most anticipated games based on pedigree & description. Anxious to find out more for sure!



Essen release
7 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
24. Board Game: Comanchería: The Rise and Fall of the Comanche Empire [Average Rating:8.08 Overall Rank:1896]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Joel Toppen
Artist: Rodger B. MacGowan
Publisher: GMT Games



Quote:
Comanchería is the second game in Joel Toppen's "First Nations" series. Like its predecessor, Navajo Wars, Comanchería is a solitaire game in which the player plays from the Native American tribe's point of view.

In Comanchería, the player takes command of the Comanche nation. The player must drive hostile tribes from the southern plains, establish dominance over the region, set up trade networks with both friendly tribes and colonial powers, and finally defend all of this against relentless military and cultural attack.

While many mechanics will feel similar to Navajo Wars, Comanchería is a very different game. Comanchería promises to deliver all the tough decisions and drama that Navajo Wars players have come to expect, but with a faster playing time and more streamlined victory objectives.


I'm in. I do love unique themes and unique gameplay.

Currently on GMT's P500 and on the schedule to be printed this summer: Click here to preorder

edit: Slid until December of 2016. Considering all the logistics changes GMT is going thru, totally understandable. Looking forward to this!



Post-Essen release
33 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
25. Board Game: Crisis [Average Rating:7.69 Overall Rank:1165]
Edward Uhler
United States
Commerce City
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Designer: Pantelis Bouboulis, Sotirios Tsantilas
Artist: Anthony Cournoyer, Sami Laakso
Publisher: LudiCreations


Quote:
Αxia. A land with a glorious past, a most uncertain present, and an even more unpredictable future.
Populated by what has been described as a fervent and warm-blooded people, Axia is in crisis – economic, social, and political: the longest-running recession in its modern history, the highest inequality in years, and a political system teetering on the brink of collapse.

In more ways than one, Axia is fighting against itself. Old divisions of the past have given way to new ones, and this generation – along with the next ones – has the most to lose.

Will you, along with your fellow industrialists, do your part to help Axia? Will you sacrifice short-term gain in the present for a brighter future? Can you do that, and survive? Perhaps you can, and perhaps you can even thrive – and you will, if you see opportunity where others only see crisis!


CRISIS is a turn-based game for 1 to 5 players, who assume the roles of businessmen, trying to rebuild their businesses and create value at a particularly challenging time. By skillfully placing their Managers in a position to invest in companies, trade resources and navigate the local bureaucracy and regulations, they can thrive and prosper in a time when others might struggle and decline.



I had initially written this off as 'another sci-fi meh game'. But hearing it's supposed to be a heavier economic game w/ a different theme...ok, I'll give it a shot.

Supposed to hit Kickstarter this summer.

edit: The Kickstarter has come and gone and been far more successful than I think Ludicreations thought it would be. We've played it a number of times and really enjoyed it. Looking forward to a published copy late this year!



Post-Essen release
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
1 , 2 , 3 , 4 , 5  Next »   | 
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
1 , 2 , 3 , 4 , 5  Next »   | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.