Naked Anticipation 2017
Jason Paterson
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Welcome to my 2017 anticipation geeklist. I'm aiming to fill this with new titles or new editions of older games. This list in no way reflects when the game might be released, only that it hasn't been released when I added it. This list will focus on euro games, wargames, historical games, and maybe the odd train game (though I'm not an 18xx player... at least, not yet).

() I'm intrigued but I need more info.
() There's a good chance I'm going to buy it based on what I've seen, but it's not quite a sure thing yet.
() I'm definitely going to buy it, if I haven't already preordered it.

If you're looking for it, here is my:

2015 geeklist
2016 geeklist

As always, if you care to follow me on the Twitter, where I'm most active... please do!

Enough preamble. On to the games!
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1. Board Game: 1754: Conquest – The French and Indian War [Average Rating:8.12 Overall Rank:2694]
Jason Paterson
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NEW GAME

I've played both 1812 and 1775 from Academy Games, and both are wonderful dicey takes on more traditional wargames. They sit somewhere between Command & Colors and COIN, but play smoother than most of the titles in either of those series', doing a phenomenal job of telling the story of these conflicts with very little rules overhead. 1754: Conquest, tells the story of the French & Indian war (or the Seven Years War, as it's often called in Europe and Canada). This is the third instalment in Academy's "Birth Of America" series.

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In 1754: Conquest – The French and Indian War, players play as the French and British Factions who fought for dominance over the Americas. This war is known as the French and Indian War in the United States, the War of Conquest in Canada and was part of the Seven Years War which was fought around the world by the European Powers. The French players either play as the French Canadian Militia or the French Regulars. The British players play as the British Colonial Militias or the British Regulars. Both players can ally and fight with the Native Americans but the French start with more Native Allies.

Players for each side work together in order to coordinate their strategies. To win, each side attempts to control Victory Spaces on the map that represent towns and forts. The militia players receive reinforcements from muster points while the French and English Regulars must ship their reinforcements from overseas. The game ends when the Treaty of Paris is signed and the side controlling the most cities wins the game.


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2. Board Game: 1960: The Making of the President [Average Rating:7.56 Overall Rank:144]
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NEW EDITION

I really love the premise of 1960: The Making Of The President... but I don't even get Twilight Struggle to the table enough, and adding another heavy political game like this may just be wishful thinking. On the other hand, I think it's a smoother player, shorter game than TS - and after the last US election debacle - my wife may be more keenly interested in the theme. Regardless of where my decision falls, the new GMT edition of 1960 is one on my radar.

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"The contest is fought out on an electoral map of the United States as it stood in 1960—a map where Louisiana and Florida share the same number of electoral votes, as do California and Pennsylvania. Using a card-driven game system, all the major events which shaped the campaign are represented: Nixon’s lazy shave, President Eisenhower’s late endorsement, and the 'Catholic question' are all included as specific event cards. The famous televised debates and final election day push are each handled with their own subsystems. Candidates vie to capture each state’s electoral votes using campaign points in the four different regions of the country. At the same time, they must build momentum by dominating the issues of the day and attempt to gain control of the airwaves.

"As with any election campaign, the challenge is to adapt your game plan as the ground shifts out from under you. There are never enough resources or time to do everything, but you need to make the tough calls to propel yourself into the White House. This fast-playing strategy game for two players challenges you to run for the most powerful elective office in the world, at one of its most unique crossroads. Will you recreate history, or rewrite it? 1960: The Making of the President provides you the opportunity to do both."


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3. Board Game: Arcology [Average Rating:0.00 Unranked]
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NEW GAME

Alban Viard's final entry into the Small City family of games, which includes Town Center, Small City, and Card City. This one takes some of the adjacency concepts of Town Center and mixes them with the depth of Small City. I'm hearing that this may get pushed into 2018, but for now it's still listed as a 2017 release.

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The game is divided into 8 seasons where the players try to raise the highest city by minimizing the pollution generated by the factories. To the concept of adjacency already developed in Card City and Town Center, the players will use the Residential-Shops-Leisure cubes in order to host the most citizens as possible...

Players will also allocate a job to their citizens and will move them in the 3D structure...

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4. Board Game: Ave Roma [Average Rating:7.36 Overall Rank:1675]
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REPRINT

I've known about Ave Roma for a little while... through word of mouth on Twitter and from several podcasts that have mentioned it here or there. Still, despite a successful Kickstarter - which is delivering to backers now, I haven't heard much feedback. That could be a bad sign, or it could be that Ave Roma is just getting lost in the noise of dozens of other louder games at the moment. Regardless, I think the game sounds really intriguing. It's a worker placement game with a twist - a common set of workers or varying value, used by all. Though this is a 2016 Kickstarter that's gone (or is going) out to backers now, A Games is expecting to do a 2017 reprint.

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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.


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5. Board Game: Bayonets & Tomahawks [Average Rating:0.00 Unranked]
Jason Paterson
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Another game about the French & Indian War (or the Seven Years War, as it's known in Canada), which takes place in my next of the woods... and the pre-production map here is already looking gorgeous. This is Marc Rodrigue's first game, by all accounts, but so far Bayonets & Tomahawks is shaping up to be a strong first title.



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Bayonets & Tomahawks offers scenarios that range from one year duration to the full campaign (5 years). In each, the British player can achieve victory by capturing a set number of key sites by game end (e.g. Louisbourg, Québec, Ohio Forks, etc.). The French can win by preventing this or by knocking out the British colonies with raids in any single year. Each year has eight Action rounds where movement, constructions, and battles take place; and three Logistics rounds where fleets arrive with reinforcements, colonials enlist, pieces return to colonies for winter and reserve supply is drawn.

Action tokens drive the game: both players start the year with one reserve action token and draw a new one at the beginning of each Action round. They then secretly bid one of their tokens for the present round. Each supply point (SP) on a token allows one stack of pieces to perform one action: e.g. raid, muster, movement, construction, etc. With a varying number of SP per token, there’s a built in degree of uncertainty for players regarding their capacity to act during each round.

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6. Board Game: Berlin Airlift [Average Rating:8.00 Unranked]
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NEW GAME

Legion Wargames has a game called Berlin Airlift coming out, which is a subject a bit near and dear to my heart - since my mother utilized the airlift to escape Berlin in the late 40's and eventually come to Canada and meet my father. It's a subject that seems perfectly fitted for conversion to a boardgame. Well, now it is, and my early research makes this one look pretty intriguing.

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The Berlin Airlift is a historical treasure begging to be gamed and here we attempt to fit the bill. But a game is only as enjoyable as the conflict it portrays. The game pits players against each other in a race against the clock. Can players overcome accidents, miscommunication and soviet interference to achieve their goals? Who can deliver the most tonnage, and will it be enough for Berliners to survive? Naturally, Berlin Airlift is 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.

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7. Board Game: Black Angel [Average Rating:0.00 Unranked]
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NEW GAME

Troyes trio take on space. Xavier Georges, Sébastien Dujardin, Alain Orban.

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8. Board Game: Brasil [Average Rating:7.57 Unranked]
Jason Paterson
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NEW GAME

Brasil is the new title from the award winning Madeira/Panamax/Nippon team of Nuno and Paulo, this time set in 18th century Brazil during the gold rush there. Players will mine that gold to send it back to Portugal (who took a good portion of their wealth from the region).

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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.


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9. Board Game: Brass: Birmingham [Average Rating:8.55 Unranked]
Jason Paterson
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NEW GAME

This is a brand new sequel/companion game to Brass: Lancashire (the new title of the game previously known only as "Brass"), published by Roxley Games. Birmingham kind of picks up where Lancashire leaves off, but using a new map and some new components. The goal of the game is basically the same, but there are some new goodies. Let's look at those...

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Brass: Birmingham is an economic strategy game sequel to Martin Wallace' 2007 masterpiece, Brass. Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution, between the years of 1770-1870.

Brass: Birmingham ... features a new sixth action:

6) Scout - Discard three cards and take a wild location and wild industry card. (This action replaces Double Action Build in original Brass.)

New "Sell" system

Brewing has become a fundamental part of the culture in Birmingham. You must now sell your product through traders located around the edges of the board. Each of these traders is looking for a specific type of good each game. To sell cotton, pottery, or manufactured goods to these traders, you must also "grease the wheels of industry" by consuming beer. For example, a level 1 cotton mill requires one beer to flip. As an incentive to sell early, the first player to sell to a trader receives free beer.

Birmingham features three all-new industry types:

Brewery - Produces precious beer barrels required to sell goods.

Manufactured goods - Function like cotton, but features eight levels. Each level of manufactured goods provides unique rewards, rather than just escalating in VPs, making it a more versatile (yet potentially more difficult) path vs cotton.

Pottery - These behemoths of Birmingham offer huge VPs, but at a huge cost and need to plan.

Increased Coal and Iron Market size - The price of coal and iron can now go up to $8 per cube, and it's not uncommon.

It's tough for me to get MORE excited for Birmingham when I've not yet played it's big brother, Brass (Lancashire)... but I'm still on board for it, and I'm eager to play them both.

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10. Board Game: Brass: Lancashire [Average Rating:8.01 Overall Rank:28]
Jason Paterson
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NEW EDITION

I've never played Brass, but after a lot of research, I think it's a game I would enjoy. I waited, though... knowing of the upcoming attempt at reprinting a new edition, and here it is. Roxley has produced a beautiful work of art with Brass: Lancashire. They've also produced a sister game, with Brass: Birmingham. I Kickstarted both.

Quote:
Brass: Lancashire — first published as Brass — is an economic strategy game that tells the story of competing cotton entrepreneurs in Lancashire during the industrial revolution. You must develop, build, and establish your industries and network so that you can capitalize demand for iron, coal and cotton. The game is played over two halves: the canal phase and the rail phase. To win the game, score the most victory points (VPs), which are counted at the end of each half. VPs are gained from your canals, rails, and established (flipped) industry tiles.

...maybe not the most spellbinding description for some people, but it generates some excitement in me. I'm anxious to give it a go.

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11. Board Game: Charterstone [Average Rating:7.72 Overall Rank:6927]
Jason Paterson
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Charterstone is the new game coming from popular Kickstarter company Stonemaier Games. I've not been hugely interested by the Legacy movement so far (Risk: Legacy, Pandemic: Legacy, or Seafall), but a Legacy city building game really seems like a natural and intuitive idea to me, so this one has captured my imagination.

Quote:
In Charterstone, a competitive legacy game, you construct buildings and populate a shared village. Building stickers are permanently added to the game board and become action spaces for any player to use. Thus, you start off with simple choices and few workers, but soon you have a bustling village with dozens of possible actions.

Your journey through Charterstone’s many secrets will last 11+ games, but it doesn’t end there. Your completed village will be a one-of-a-kind worker-placement game with plenty of variability.

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12. Board Game: The Climbers [Average Rating:6.89 Overall Rank:1450]
Jason Paterson
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NEW EDITION

Capstone Games has created a new imprint called "Simply Complex", which aims at bringing thinky filler style games to the market. The Climbers, originally from Chili Spiele, will be the first title. I believe they're also reprinting Neue Heimat.

The Climbers looks and sounds like an adult version of Snakes & Ladders, but with gorgeous wooden blocks, in three dimensions, and with no "down" movement.

Quote:
Starting with all the blocks in a random tower, players move a block and then climb up the tower gradually -- without ladders for small steps up, and with ladders for larger climbs. Blocking stones keep the block in place and unoccupied for one round, but you can only use your blocking stones and each ladder once during the game. The winner is whoever gets to the highest point first when no one can go higher for one round. You can only climb onto surfaces that are the same color as your climber or gray (a neutral color any climbers can use). Alternate rules allow for simultaneous movement and using ladders as bridges.

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13. Board Game: Colonial Twilight: The French-Algerian War, 1954-62 [Average Rating:8.23 Unranked]
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NEW GAME

Designer Brian Train takes another journey into COIN, this time exploring the French-Algerian War in a 1-2 player format, which is a new approach to the system - and could impose a radically different dynamic onto the traditional COIN framework.

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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.

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.


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14. Board Game: Comanchería: The Rise and Fall of the Comanche Empire [Average Rating:8.31 Overall Rank:2316]
Jason Paterson
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NEW GAME

I adored the incredibly beautiful (in more ways than one) Navajo Wars from designer Joel Toppen and GMT games. I was lucky enough to score that one in a trade last summer, and have since played through one whole scenario (losing). I hope to get it back to the table soon. If I had one complaint about the game, it's how "rules heavy" it was. That may sound like a strange complaint for a wargame, but Toppen seems to be addressing it with Comancheria, his follow up game about the Comanche nation... aiming to slim it down a bit and make things run a little smoother.

Quote:
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.


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15. Board Game: Container: 10th Anniversary Jumbo Edition! [Average Rating:6.02 Unranked]
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NEW EDITION

A few months ago it was announced that the Canadian based company Mercury Games had acquired the rights to reprint Container, previously published by now defunct Valley Games. I spoke with Kevin Nesbitt, who did most of the production work on the original Container, and will be leading the redesign effort on the new one, and he gave me some glimpses into a couple of potential production choices... now I'm super excited to see what Mercury will come up with.

Quote:
Container is a game about big ships and big production. Each player will play both as a producer and shipper of goods. Players will decide which products they want to produce, and which of the OTHER players' goods they want to ship out to a remote island. During these phases, players will be able to set the prices for their goods and try to maximize their cash!

Once the goods have reached the island, players will play the part of the purchaser for their tiny island. Players bid for the goods arriving each day by ship, and the highest bidder collects these goods for conversion into points at the end of the game.

Sounds simple? It is! But the real challenge is turning your home production into goods for your island. Your government is willing to subsidize your purchases, but just how much money do you want to give to your competitors for that lovely crate of goods your island desperately needs?


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16. Board Game: CO₂ (second edition) [Average Rating:8.71 Unranked]
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NEW EDITION

CO2 was my first Vital Lacerda game and my wife and I fell in love with it, despite the sometimes frustrating challenges presented by the game. It's a semi-cooperative affair, where players are competing to win, but unless they help each other, everyone will lose. This forced altruism is thematically appropriate for an environmental game (ie. We help each other, or we all lose), but it's tougher than it seems. I'm interested to see if any of this is adjusted in the second edition.

Quote:
This new totally re-designed edition will bring a completely new iconography, an entirely new rulebook with lots of 3D pictures for easy comprehension of the rules, more balanced gameplay, a new events deck, improved and streamlined mechanics, upgraded wood components for the power plants instead of the cardboard tokens, while maintaining the beautiful illustrations on the board and cover, and all this with a shorter play length.

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17. Board Game: Fields of Despair: France 1914-1918 [Average Rating:8.37 Overall Rank:3001]
Jason Paterson
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NEW GAME

In terms of subject matter, WWI is near and dear to my heart. My German grandfather fought in the Great War on one side, and my English Great-Grandfather fought on the other. It's a time when new ideas of warfare changed the battlefield in horrific and unimaginable ways, which led to the kind of advanced mechanization we saw in WWII.

Fields Of Despair is a block wargame set in the French trenches.

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Fields of Despair has a unique block system designed to maintain the fog of war throughout the entire game. In most games, block combat values range from one to four. In Fields of Despair the range is zero to twenty.

The range in values makes Fields of Despair a very deceptive game. Players can build up a large force with a single block instead of giving away their strategy with a stack of blocks.

Movement is simple and free flowing. Players are allowed to “make change” during the movement phase. Thus a block with a combat value of 16 could be broken in two blocks of 8 before moving, or conversely two blocks could be combined into one. Zero-value blocks known as “Deception” blocks could also be part of the exchange. Thus after every movement phase you never really know the strength of your enemy.

The fog of war isn’t lost after first contact with the enemy. Blocks remain hidden even when enemies occupy the same hex and stay hidden until one player decides to allocate an air squadron for reconnaissance or sends his men across no man’s land.


I'd post more, if there was more to post. Every word of this makes me anxious to try Fields Of Despair.

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18. Board Game: Gandhi: The Decolonization of British India, 1917–1947 [Average Rating:9.60 Unranked]
Jason Paterson
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Just when I thought I was out, the COIN series pulls me back in. Gandhi is a wonderful subject matter to pair with a COIN game, considering the aspect of passive resistance, and making that work in game terms. I can't wait to see what they do with it.

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Gandhi offers a fresh perspective on the history of insurgency with the addition of a new type of faction to the COIN Series, the Nonviolent (NV) faction, while retaining the multi-faction, asymmetrical, card-assisted system of earlier titles in the COIN Series. COIN veterans will be able to jump right in.

[...]

In Gandhi, players will face a range of difficult and interesting strategic choices. Following in the innovative footsteps of previous COIN titles, Gandhi weaves together historical, political, and cultural threads and offers an opportunity to study nonviolent and violent resistance in one of the most significant colonial possessions from the age of European imperialism. Civil disobedience and non-cooperation, protests and terror, imperialism and constructive programme, growing unrest, negotiation, agitation, assassination, persuasion, boycotts, martial law, and many other options await.

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19. Board Game: Gentes [Average Rating:0.00 Unranked]
Jason Paterson
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Thanks to Heavy Cardboard for putting me on to this one. Stefan Risthaus rose to fame with Arkwright, and though I know he's had a few smaller card games since then, I haven't played anything else by him. Gentes may change that. It's a civ game, seemingly in the style of Through The Ages in that it's not played on a map (or at least, it doesn't sound like it is). There is, however, a lot of card play, and an interesting sounding time mechanism...

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Each player has a personal player map with a time track for action markers and sand timer markers. In the action phase of a round the players have their turns in clockwise order to conduct one action per turn. Each action requires an action marker from the main board that is placed on the time track. Depending on the information on the action marker you have to pay some money and/or take sand timers that are placed on the time track too. You have to pass for the remainder of the round, when you have no free spaces on your time track. Therefore, the number of actions per player in a single round may vary in a significant way, if you chose double sand timers instead of two single ones or take action markers that require more money but less sand timers. Single sand timers are dropped in the tidy up phase, while double sand timers are flipped to become single sand timer markers and stay for another round.

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20. Board Game: Glen More [Average Rating:7.36 Overall Rank:228]
Jason Paterson
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NEW EDITION

Matthias Cramer has been working on a Glen More revisit over the past year. It didn't make a 2016 release, because he wanted to get Dynasties and Fight For Olympus out the door first, but 2017 looks like the year we'll finally get a reprint of the widely admired Glen More, a game whose English edition disappeared long ago. Glen More features a time track that has players jumping along, picking up tiles, but trying not to jump too far ahead, or they may miss out on vital tiles they skipped over in favour of something shiny. It's a great game, and I'll be anxious to see how he's changed it (mostly the end, I understand)... because I'd love to replace my German copy with an English edition.

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Glen More offers a unique turn mechanism. Players take territory tiles from a rondel. Picking a tile has not only influence on the actions you get by the surrounding tiles in your territory, it also determines when you'll have your next turn (and how many turns you will have in the game). But having a lot of turns is not always the best strategy for a successful chieftain.


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21. Board Game: Hannibal: Rome vs. Carthage [Average Rating:7.83 Overall Rank:111]
Jason Paterson
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NEW EDITION

Though not actually listed as a separate item in BGG, the new edition of Hannibal: Rome vs. Carthage, has a lot of changes, so I think it's safe to call it a new edition and not just a reprint. I know very little about Hannibal (the game) aside from the fact that it's a CDG. I also know this has long been a cherished member of the two-player wargame family - and being OOP, it's tough to find. The new edition has a gorgeous looking map, and I'm excited to see how the other new components look. Might be our time to finally get hands on this classic.

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Players use strategic-level cards for multiple purposes: moving generals, levying new troops, reinforcing existing armies, gaining political control of the provinces involved in the war, and generating historical events. When two armies meet on the battlefield, a second set of cards, called Battle Cards, are used to determine the winner. Ultimately both players seek victory by dominating both fronts: military and political.


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22. Board Game: Le Havre [Average Rating:7.93 Overall Rank:30]
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REPRINT

Le Havre is probably my favourite Uwe Rosenberg game, and Uwe is one of my top designers. I owned an old copy of the Australian Lookout Games edition, but traded it away a few weeks ago to make room for this new edition, which will include the Grand Hameau expansion, all (?) the promos, and maybe (rumoured) a folding game board.

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In Le Havre, a player’s turn consists of two parts: First, distribute newly supplied goods onto the offer spaces; then take an action. As an action, players may choose either to take all goods of one type from an offer space or to use one of the available buildings. Building actions allow players to upgrade goods, sell them or use them to build their own buildings and ships. Buildings are both an investment opportunity and a revenue stream, as players must pay an entry fee to use buildings that they do not own. Ships, on the other hand, are primarily used to provide the food that is needed to feed the workers.

After every seven turns, the round ends: players’ cattle and grain may multiply through a Harvest, and players must feed their workers. After a fixed number of rounds, each player may carry out one final action, and then the game ends. Players add the value of their buildings and ships to their cash reserves. The player who has amassed the largest fortune is the winner.

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23. Board Game: Heaven & Ale [Average Rating:7.91 Unranked]
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NEW GAME

Michael Kiesling is one half of the design duo of Kramer & Kiesling, who have built some of the best euro games in the history of gaming (Tikal, Mexica, Java, Palaces Of Carrara, Porta Nigra). Kiesling is working with a new designer on this one - Andreas Schmidt. Heaven & Ale is a medium-heavy to heavy economic euro with a tile placement mechanism, where players will play as monks trying to brew beer!

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In Heaven & Ale, you have to overcome the harsh competition of your fellow players. There is a fine balance between upgrading your cloister's garden and harvesting the resources you need to fill your barrels. Only those who manage to keep a cool head are able to win the race for the best beer!

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24. Board Game: High Frontier (3rd edition) [Average Rating:8.76 Unranked] [Average Rating:8.76 Unranked]
Jason Paterson
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NEW EDITION

So the third edition of Phil Eklund's space engineering epic High Frontier was supposed to be released in 2016, and it still might... but I suspect it won't show up until at least Essen, if not later. This was kind of my assumption even late last year, when they first announced a delay. As long as everything is solid and polished, I'm okay with it taking a bit of time. I just wish there was more communication.

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High Frontier (3rd edition) is a space exploration game by Phil Eklund. The players take control of different space enterprises trying to establish factories on planets and asteroids. Each player begin with three water tanks (fuel). In turns each player uses two action points to do some of the eight actions available, e.g. move space ship or buy new technologies. When the predetermined number of bases is built the game ends. The winner is the player with most victory points.

Latest update is that revisions for the rulebook are in, playmat art is "complete", and things are moving.

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25. Board Game: In the Year of the Dragon [Average Rating:7.41 Overall Rank:188]
Jason Paterson
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REPRINT

I really enjoy a lot of Stefan Feld games. He's wonderfully adept at creating quirky little tricks and puzzles that come together in mind-twisting ways, and that attract me to his titles. Thematically, they're often pretty empty, but mechanically, they're usually quite elegant. Back before he was known for his point-fest games, however, Feld built a handful of brutally sadistic games, like In The Year Of The Dragon, which has been hard to find for the last couple of years... and is finally now getting a Ravensburger reprint.

As a throw in, they're including the Treasure Chest expansion, which (to my understanding) will also be available separately for those who already own the base game.

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The game play is easier than it may appear. Every player has a set of "person" cards. Each round, you choose one action (most of which call on your workers' abilities) to help you prepare for the months ahead. Then you play one person card, recruiting that person and placing him into one of your palaces. Each person brings different skills and abilities to help you ride out the year. (Farmers help you gain rice to survive a drought month, Tax Collectors raise money, etc.) At the end of each round, that month's event is triggered, which may cost you some of your workers, some money, or give you points.


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