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BoardGameGeek News

To submit news, a designer diary, outrageous rumors, or other material, please contact BGG News editor W. Eric Martin via email – wericmartin AT gmail.com

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New Game Round-up: Building Forests, Fighting Rats, Drinking Randomly, & Avoiding Death

W. Eric Martin
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• We're ten days out from the end of SPIEL 2016, so it's time to start thinking about Tokyo Game Market in December 2016, right?

Okay, you might not be thinking about that show, but I am, and I've started pulling together a convention preview — Tokyo Game Market (ゲムマ) Preview • December 2016 — to highlight titles that might be of interest to others. Final Deathweek, for example, is one of several new titles from Manifest Destiny's Kuro, and it has a great backstory that may or may not come through in the gameplay. An overview:

Quote:
You should have died in that huge accident last summer — but one of your compatriots had had a premonition in which they saw the accident happen, and you had decided to trust this, and thus managed to escape death at the last moment. You returned from the banks of the Styx feeling that you could now enjoy summer life with more treks and more beaches...but you can't relax just yet. Fate doesn't like when people tamper with her whims, and the angel of Death is stretching his hands towards you slowly but surely. Will you be able to escape his clutches for another week? It's a desperate, shared struggle for survival.

Final Deathweek is a cooperative card game. Players hold cards that symbolize "death flags" (death warnings) of certain colors. Each turn, each player in order must select one of the available events for the day, trying to NOT match the colors of the event with the color(s) they have in hand. While not matching colors, they should also try to form chains with the events they take. If the colors do match, the player takes damage, eventually being killed if too much damage is taken.

The game lasts for seven days, and if all players survive, they beat the game.

• Another title on the TGM preview is Hobby Japan's たたらばと森 (Tatara, Field, and Forest), a big box game by Japanese standards, with players trying to both plant and harvest trees in the forest in a sustainable way so that they can run their tatara furnaces and smelt steel better than everyone else.



• After many years of resisting requests from Fluxx fans, Looney Labs had decided to release Drinking Fluxx on July 24, 2017 — that date being the 21st anniversary of when designer Andy Looney created Fluxx. The game will be released under their adult game imprint Fully Baked Ideas, previously used for the release of Stoner Fluxx, with the game being packaged in a manner that separates it from other Fluxx games to emphasize its adults-only nature.

• Rats are unstoppable! That's the only conclusion I can draw from seeing Rattus: Academicus from Henrik and Åse Berg and White Goblin Games being announced for release in 2017. This expansion — the fourth large one — allows you to upgrade the base characters to make them more powerful, with universities and event cards providing even more diversity in the gameplay.

Micropolis is a tile-laying game from Rodrigo Rego and Brazilian publisher Redbox that must be awesome because the tiles are rhombuses — the best geometric shape ever! Okay, the gameplay description is brief, but in brief you place tiles to create large buildings such as the royal palace and a nuclear plant, with you trying to place all of your influence tokens on these tiles before anyone else. Some details are missing, but rhombuses!

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Thu Oct 27, 2016 1:00 pm
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SPIEL 2016 II: The Matt Leacock Show — Chariot Race, Thunderbirds: The Hood, Pandemic Iberia, and Pandemic: The Cure – Experimental Meds

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• Designer Matt Leacock had four different releases at SPIEL 2016, so instead of trying to arrange demo times with the three publishers involved, we just arranged time with him and let him worry about the details of getting everything to the right location at the right time. That's what Pandemic is all about, right? So let's have him see what it feels like!

We started with Chariot Race, which Pegasus Spiele debuted at the show and which Eagle-Gryphon Games plans to release in the U.S. in November 2016. I am amused that the release from German publisher Pegasus (which includes rules in English) uses the English-language title "Chariot Race" and the German subtitle "Das große Wagenrennen" — which essentially means "The great chariot race", which is precisely the subtitle EGG used on its release, which means that "chariot race" is used twice in the title, yet not in an intentionally amusing way such as Greater Than Games' Time Management: The Time Management Game.

Surely other, better options were available, yes? Maybe Chariot Race: You're Probably Going to Die, or Chariot Race: Suck a Caltrops, or Chariot Race: The Horses Curse You in Their Sleep. So many possibilities...





• The 2015 release Thunderbirds from Modiphius Entertainment was crowdfunded for both the base game and several expansions, with those expansions being released to retail outlets bit by bit to keep the game present in the minds of the game-buying public. Has that strategy worked? I don't know, but I can say that it worked well enough that we featured Leacock talking about the third expansion, Thunderbirds: The Hood, which transforms the game from cooperative to one vs. many, with the lone player now taking the role of the Hood.





• The 2016 Pandemic Survival World Championship takes place in Barcelona, Spain in December, and perhaps not coincidentally Z-Man Games has released a new version of Matt Leacock's Pandemic titled Pandemic Iberia — this time co-designed with Jesús Torres Castro — with the players traveling back in time to the mid-19th century when they couldn't fly around everywhere and when you were more concerned with providing citizens with purified water than with curing the diseases outright.





• Leacock teamed up with equally famed designer Tom Lehmann for the two Pandemic expansions On the Brink and In the Lab, and now the two have gotten together again for Pandemic: The Cure – Experimental Meds, which more than doubles the number of roles available in Pandemic: The Cure while also adding a fifth virus, hot zones, and more in expansions that can be mixed and matched for use with the base game.

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Wed Oct 26, 2016 10:15 pm
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New Game Round-up: Playing with Noir, Being the Law, Driving Ogres, and Telling Stories

W. Eric Martin
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• In the first half of 2017, Upper Deck Entertainment will release Legendary: Noir, a 100-card expansion for the Legendary deck-building game set in the Marvel Comics universe, with this expansion originating from the stories and characters featured in the Marvel Noir series of stories released in 2009 and 2010.

• A similarly grim comic-based game announcement comes from Steve Jackson Games, with the 15-card Munchkin Apocalypse: Judge Dredd booster due out in February 2017.

• On the opposite end of the emotional spectrum comes Munchkin Valentines, due out from SJG in January 2017, with this item containing actual valentines and envelopes as well as five packs of Munchkin cards to inflict/gift on your sweetheart.

• Also due out in January 2017 from Steve Jackson Games is the sixth edition of Steve Jackson's Ogre, with this edition of the game being compatible with the continent-spanning Ogre Designer's Edition released in 2013. From the publisher: "The sixth edition features large 3-D constructible models for the Ogres and Command Posts, with oversized, full-color counters for regular units. The Ogres come in a new, stylish blood-red and gunmetal-grey color scheme. The garage-style box inlay is big enough to store the constructed models comfortably." Stylish blood-red, mind you, not that gaudy stuff.

Plastic Ogre miniatures for use with either the sixth edition of Ogre or the Ogre Designer's Edition will follow, along with the 2017 release of Ogre Reinforcements, which includes units, scenarios, and new rules for use with either Ogre set.

• In 2017, Osprey Games plans to release Yuo's Tarot Storia — first released in Japan by Kocchiya in 2015 — under the name Shahrazad with the original art being paired with new graphic design (as with Osprey's 2016 release of a new edition of Kuro's The Ravens of Thri Sahashri).

In Tarot Storia, 1-2 players play from a hand of two cards, trying to build one or more "stories" of cards from left to right that constantly increase in value. Cards that don't fit into stories are turned face down, then players score points for color groups and lose points for face-down cards and gaps in their stories.

Original edition of Tarot Storia
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SPIEL 2016 I: Colony, New York Slice, Capital, Mea Culpa, Meeple War & Phalanxx

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• For reasons unknown to me, Bézier Games typically kicks off our game demonstration livestream at SPIEL, and this was the case once again at SPIEL 2016, with Ted Alspach showing off the company's die-rolling, tableau-building post-apocalyptic game Colony.





• Despite our general policy of featuring only those games available at SPIEL during our livestream, we broke that rule for the second(!) game covered: Jeffrey D. Allers' New York Slice, this being a new version of Allers' Piece o' Cake, a.k.a. …aber bitte mit Sahne from 2008 that Bézier Games plans to release early in 2017. Bézier was announcing the title that day, so hey, news coverage and game preview in a single go.





• Polish publisher Granna and designer Filip Miłuński feature more than four hundred years of Warsaw history in the drafting, tile-laying game Capital.





• It's not often you hear the phrase "You could Ned Flanders your way through it", but Andreas Preiss from Zoch Verlag has employed that phrase in his overview of Mea Culpa, a game in which you sin in order to gain income to absolve your sinning. A game engine based on life!





• One, two, three, four, I declare a Meeple War, but in a boxed format from Blue Cocker Games with no counting being involved.





• One of the things that doesn't get said enough is how amazing it is that so many designers and publishers can present their material on the BGG livestream in a non-native language, as with designer/publisher Bernd Eisenstein from Irongames, who here presents an overview of the dice-drafting and management game Phalanxx. I can comprehend menus and sort of read rulebooks in a couple of non-English languages, but if I couldn't use English in a presentation or interview at best I could mime the actions of a game.





Note that I plan to feature a handful of game demonstrations from our SPIEL 2016 coverage on BGG News each day until all 200+ videos have been published. To see them all, please head to the SPIEL 2016 playlist on the BGG YouTube channel.
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Tue Oct 25, 2016 8:00 pm
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Designer Diary: Lotus, or Everything Blooms in Time

Jordan Goddard
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Hi there! We are Jordan and Mandy Goddard. Yep, you guessed it — we are married, and we design games together. We love getting the chance to work on projects together in our free time, and what better hobby than one in which we get to play games all the time! Here is the story on how our latest game, Lotus, came about and how it evolved over the course of two years…



Lotus is a game that was developed mechanisms-first, then grew into its beautiful theme along the way. The process started during the summer of 2014. Our early objective was to create a board game-like experience using cards and no board. We started playing around with how cards are held in your hand and how that same fanned-out shape could be placed down on the table to create a full circle of cards. This led to the development of the game's core mechanism of set completion with five different sets, ranging from three cards to seven cards. Using a little geometry to identify the exact angle of overlap for each set, we were able to guide placement of each card for a clean shape every time.



It didn't take long before the card-laying mechanism naturally led us to a theme of building flowers. That theme, in addition to our desire for a board game experience, led to the addition of butterfly meeples to be used for area control of the flowers in the garden. We gave the design the name "Bloom" and got to work on a ruleset and petal card illustrations.

It doesn't always make sense to invest in full art so early in the game design process, but in this case, the petal cards actually help enable the mechanism by providing guides for placing the next card in the set. The art also provides a visual indicator of progress toward the completion of each flower, which is helpful during gameplay. We had a full art prototype made to confirm whether our vision was going to work as we expected. It was time to move on to playtesting!



Thanks to the great community at Unpub and the Blue Noodle, we were able to show our design to a large number of wonderful people and receive incredibly valuable feedback. Their countless hours of playtesting various iterations and providing detailed suggestions helped us polish the details. We also leaned on the Reddit community, specifically the TabletopGameDesign subreddit, for some early feedback on artwork and general concepts of the game. You could even say this process led to some budding friendships.


Daryl Andrews, Gil Hova, Jordan Goddard, Ian Zang, Tony Miller, Mandy Goddard, Isaac Shalev (back row)
Tiffany Caires, Daniel Newman (front row)


About a year into our project, in the summer of 2015, we partnered with Renegade Game Studios. It was a wonderful experience working with the Renegade team and collaborating with their extended network of game designers and artists. While the core mechanisms of the game remained unchanged, there were a few significant improvements made as a result of working with the new team.

Theme and Visual Aesthetics

We learned that the name "Bloom" was already taken by a European game, so we started brainstorming alternatives. (Two examples were "Blossom" and "Garden in Bloom".) The final decision for "Lotus" didn't come about until after we landed on the idea for the box art. Kane Klenko (designer of Covert, FUSE, and Dead Men Tell No Tales) led the art direction for Lotus and we owe him a HUGE thank you for how beautifully everything came together. Illustrations were provided by Chris Ostrowski and graphic design by Anita Osburn — what an amazing team!

The box cover took on a clean, inviting, mysterious feeling through the use of negative white space to draw attention to the gorgeous Asian-inspired artwork. The petal cards bring the game to life with their bright, bold colors and natural imperfections that allow for no two completed flowers to look exactly the same.

The final theme was a result of the art direction — or at least of a feeling the art evoked. Players are invited into a mysterious lotus garden where they compete for flowers in order to harness the wisdom that the mystical blossoms provide. Each player also commands a set of insect guardians that helps them gain control of flowers and aids them in gaining special abilities to make their quest more successful.



Mechanism and Components

For what may seem like a fairly simple set of rules, the game did pose a number of challenges for us during playtesting. It's interesting to look back now to remember how much it really changed over the course of two years in development.

Below are a few examples of ideas we tested that didn't make it into the final version of the game. We also show the issues that kept these ideas from working and the solution that was implemented in the final version of Lotus.



A few more tweaks here and terminology updates there, and we finally had the Lotus rules. Final components were also taking shape, including a change from using just butterfly meeples to including three other critters — ladybugs, dragonflies, and caterpillars — to round out the mix of insect guardians.



The most fulfilling part of the entire process was supporting the launch of Lotus at Renegade's booth at Gen Con 2016. The reception of the game was so positive, and we are just so excited to see other people enjoying playing with their families and friends. If you have a chance to play, we would love to hear your feedback on Twitter @JordanandMandy.



Thank you so much to everyone who helped us along the way!

Jordan and Mandy Goddard
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Tue Oct 25, 2016 6:00 pm
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WizKids and Lookout Games to Partner on Agricola Mini-Expansions

W. Eric Martin
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WizKids has announced a licensing partnership with Lookout Games for the publication of six Agricola Upgrade Kits in 2017, with each of these mini-expansions containing "five highly detailed pre-painted figures for use with the Agricola base game" as well as new cards designed by Agricola creator Uwe Rosenberg.

The figures are intended for use by one player during the game, and with six kits being released, each player in a six-player game can have their own unique set of figures. The cards are unique to each particular expansion.

From the press release:

Quote:
"We're excited to work with Uwe and Lookout Games to bring new content to the Agricola franchise," said Justin Ziran, president of WizKids. "Lookout Games brings a legacy of quality, style and innovative game play to the table and we couldn't be happier to enhance Agricola with detailed, pre-painted figural & gameplay content."

"We've been wanting to do painted figures for the family members for a while now and thought it would be great to couple them with new content for the game. We're excited to be working with WizKids to make this a reality," said Grzegorz Kobiela, editor at Lookout Games.

Functionally these Agricola Upgrade Kits seem modeled after the Pathfinder Battles: Iconic Heroes sets that WizKids released in 2015 and 2016, with each of those sets containing six or seven miniatures for use in the Pathfinder Roleplaying Game, with a new card specific to each character for use in the Pathfinder Adventure Card Game.

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Tue Oct 25, 2016 3:48 pm
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F2Z Entertainment Is Now Asmodée Canada

W. Eric Martin
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In July 2016, the Asmodee Group — which is owned by French investment company Eurazeo — announced that it had entered into exclusive discussions to acquire F2Z Entertainment Inc., the Canadian publisher/distributor that owns the Z-Man Games, Filosofia Éditions, Pretzel Games, and Plaid Hat Games studios. The announcement didn't give a timeline for when this acquisition might take place or why an announcement of the discussions had to be made public.

I had heard from an informed source at SPIEL 2016 that a resolution to this issue would be announced the week of Monday, October 24. While nothing official has yet been made public, two business partners of F2Z Entertainment have shared a document that they received today from the company, the text of which reads:

Quote:
Cher client,
Par la présente, nous vous avisons que notre nom commercial a changé ainsi que notre compte bancaire. Notre adresse, notre numéro de téléphone ainsi que nos adresses courriels restent les mêmes.
À compter de ce jour, notre dénomination sociale est :

ASMODÉE CANADA

Which translated into English reads as follows:

Quote:
Dear customer,
Hereby we inform you that our trade name has changed as well as our bank account. Our address, our phone number, and our email addresses remain the same.
As of today, our company name is:

Asmodée Canada

Again, my understanding is that more details of this acquisition will be made public in the near future.
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Tue Oct 25, 2016 4:35 am
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Yarrington Responds to Shlasinger's Lawsuit over Fraud and Breach of Contract

W. Eric Martin
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In June 2016, Zev Shlasinger and Paul Gerardi filed suit against Dan Yarrington and Myriad Games, Yarrington's game retail operation in New Hampshire, alleging that Yarrington committed "Fraud and Breach of Contract". On September 10, 2016, I posted the amended complaint filed by Shlasinger and Gerardi in U.S. District Court as well as Yarrington's brief public response to the lawsuit. (Shlasinger and Gerardi both formerly worked for Z-Man Games, with Shlasinger having founded Z-Man Games before selling it to Filosofia's Sophie Gravel in 2011; Shlasinger is currently employed by WizKids, and Yarrington owns Game Salute, but none of the game publishers listed here are involved with this lawsuit.)

On October 21, 2016 Yarrington filed an answer to this complaint, and I've reproduced this document below, followed by a separate disclosure statement from Yarrington's attorney Robert S. Carey. You need to compare the original complaint to the statements below to understand what is being admitted and denied in this answer.

A pretrial conference is scheduled on November 22, 2016 in the U.S. District Court in Concord, New Hampshire.















[Disclosure addendum to the previous post: I saw Yarrington multiple times at SPIEL 2016, but did not discuss this lawsuit with him. At dinner one evening, while seated at the far end of a long table, Yarrington asked me to pass the olives, and without thinking I picked up an olive and threw it at/to him. I saw Shlasinger only once at SPIEL 2016, but he was talking with someone else, so I didn't say (or throw) anything to him. —WEM]
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Links: SPIEL 2016 Attendance, AEG Channels, & Brick-and-Mortar Pyramids

W. Eric Martin
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• Time to catch up on industry news both recent and aged, some of which has been sitting in the inbox for months waiting for me to put aside SPIEL-related info — which makes it somewhat ironic that I'll start this post with a SPIEL 2016 recap from convention organizer Friedhelm Merz Verlag:

Quote:
It was by far the largest and most successful SPIEL in the 34-year history of the event. 174,000 games fans and buyers (previous year 162,000) from all over the world came to see 1,021 exhibitor booths (previous year 911) from 50 different countries (previous year 41) and to negotiate license deals, as well as to view more than 1,200 of this year's new releases...

On all four days of the event the doors had to be opened before the actual start time in order to cope with the crowds of visitors. Early every morning there was exuberant expectation at the gates amongst those waiting in queues to discover the treasures inside the exhibition halls.

SPIEL'16 was more international than ever before: More than half of the 1,021 exhibitors this year were from outside Germany (60 percent). Exhibitors from countries such as Colombia, Azerbaijan and Macedonia joined traditionally well-represented nations like the United States, France and Poland.

Morning crowd outside Hall 3; image provided by Merz Verlag

• In September 2016, Alderac Entertainment Group published a description of its "channel relationships", from which I've excerpted the following:

Quote:
Alderac Entertainment Group sells its products through a variety of sales channels. Our primary channel is the 3-tiered distribution system for tabletop hobby game products used in North America and Europe. In this channel, AEG sells to an authorized Distributor, who in turn sells to approved Retailers, who sell to consumers.

AEG reserves the right to determine to whom our approved distributors may sell our products. AEG provides our distribution partners with a House Accounts List and requires that they not do business with House Accounts unless authorized in writing beforehand by AEG.

AEG has set up the following Brand Protection Policy Guidelines so retailers who wish to carry AEG products know the expectations we have of a retailer who is representing our brands when offering to them to end consumers. AEG will make every effort to inform retailers who are not following the guidelines and allow them the opportunity to make changes.

Retailers AEG feels are not adhering to the policies or are somehow representing our brands in a way we do not feel is positive will be placed on our House Accounts List and permission for our authorized distributors to sell to those partners may be limited or revoked until AEG feels the problems have been resolved.

Internet Retail

We know that many brick & mortar stores now offer on-line ordering as a convenience to their customers and AEG supports those efforts.

Retailers that generate a substantial portion of their revenue from on-line sales will automatically be on the House Account list, and individual agreements will be made with authorized distributors to service those accounts.

The determination of how much business comprises a “substantial portion” will be made by AEG on a case by case basis.

Minimum Advertised Price Policies


AEG has established Minimum Advertised Prices for all its games.

The Minimum Advertised Price is the lowest amount a retailer can display to consumers for AEG products while purchasing those products from an authorized distributor. If a retailer consistently displays a price below the Minimum Advertised Price policy, that retailer will become a House Account.

AEG will also make retailers who participate in group ordering programs and similar promotions whereby AEG products are offered to consumers at deep discounts from the Suggested Retail Price House Accounts.

The Minimum Advertised Price policy exists to ensure that AEG can protect the integrity and value of its brands. This policy applies to advertised prices. Retailers can offer any price they wish at the point of sale.

AEG has posted a spreadsheet of available titles here, with the minimum advertised prices being 15% lower than the MSRP of those titles.

• In August 2016, Looney Labs announced that Pyramid Arcade — the publication of which it funded via Kickstarter in May 2016, with the pledge for the complete game being $77 — would be available for purchase online solely through its own website and Marbles: The Brain Store. Looney Labs explains the decision to do this as follows:

Quote:
At Looney Labs we create innovative, attractive, and above all, really fun tabletop card games and board games that can be enjoyed by adults and children alike. We are a small business, and thus rely on the revenue we earn from sales of our games to enable us develop wonderful new products such as Pyramid Arcade. We are excited to work with our retailers for years to come to promote and sell Pyramid Arcade as an evergreen product in our small line of games.

To protect brand equity and help build consumer demand for Pyramid Arcade, we have unilaterally decided to focus our sales efforts (for this single SKU: LOO-074) through physical retail locations (including conventions), and thus only offer Pyramid Arcade ONLINE through a small set of Chosen Online Retailers.
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New Game Round-up: Feeding Dingos, Hunting Spies, Detecting Batman, & Mastering Orion

W. Eric Martin
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More news and announcements that slipped through the cracks while I focused on SPIEL 2016:

Upper Deck Entertainment plans to release Mike Elliott's The Dingo Ate The Baby in March 2017, with this game featuring an RPS-style gameplay. An overview:

Quote:
Every round, players roll a ten-sided die, then add 10 to the total. That "round number" is the target that each player wants to get as close to as possible without going over. Players then take turns playing cards from their hand on either themselves or other players. Each card has a point value and a color. Cards can be played on others only if the color of that card matches a color already on the other player's board. Some cards have effects (e.g., a baby scares an elephant, while an elephant stomps a lion) that can remove cards from play.

Once the total number of cards that have been discarded equals twice the number of players, the round ends. Players score a point for each other player they beat in getting closest to the "round number" without going over; any player that exceeds the "round number" scores no points.

The next round begins with another die roll, and the game continues until a player reaches a predetermined number of points.

• Upper Deck has also stated that Shark Island from Richard Launius and Pete Shirey will debut at Gen Con 2017. Yes, that convention preview has already been under way for a few weeks. For a rundown of the gameplay, here's a video of Launius at the BGG booth at Origins 2016:


Looney Labs has released a Saffron mini-expansion consisting of one Keeper and three Goals for Firefly Fluxx that is apparently available solely through the publisher's webstore.

• In a change from expectations, Alderac Entertainment Group has announced that for 2016 its "Black Box" release — an item released on "Black Friday", the day following Thanksgiving in the U.S. and Nov. 25 for 2016 — will contain only a single game instead of a compilation of small games and variants. For now AEG has only teased the contents of this item:

Quote:
Remember when...game companies were crazy enough to think they could release a game and that it would not be broken to bits by players? Remember when they did not create any deck-building limits? Remember how you destroyed their game and made them ban cards and ban decks?

We remember.

It was 1993-1995 and it was glorious. For one brief shining moment AEG is going to bring back that unlimited fun.

• In Q1 2017, Cryptozoic Entertainment plans to release Matt Hyra's Batman: The Animated Series – Almost Got 'Im Card Game, with this being a hidden role game for 5-8 players. Here's an overview:

Quote:
The villains of Gotham City have gathered for a poker night and to share stories about the time they nearly dispensed with that troublesome caped crusader Batman. Little do they know that the Dark Knight is in their midst, disguised as one of their own. Will the rogues be able to suss out the bat in their belfry before he clandestinely subdues them?

Batman: The Animated Series – Almost Got 'Im Card Game
— a variant on the popular Werewolf-style deduction game inspired by the memorable Batman: The Animated Series episode "Almost Got 'Im" — adds a poker element to the proceedings, requiring participants to craft poker hands to activate their special abilities when the lights go out. Take on the personas of classic Batman baddies in a game in which everyone has something to hide and no one is safe.

With poker hands guiding the action, players have something to talk about. Everyone has an important role. No bystanders in this game! Too often, social deduction games begin with random accusations just to get the ball rolling. Not so here as players can request poker cards from other players and often see which cards other players are taking. Enemies are made when someone takes the card you wanted. Now you have a reason to be suspicious of another player!

• Cryptozoic also has two titles coming to the U.S. that debuted from Russian publisher Hobby World at SPIEL 2016. Spyfall 2 is a standalone sequel to Spyfall due out in Q4 2016 that allows for up two twelve players to compete at the same time, with up to two spies being found at each location. (We posted an overview of this title in February 2016.)

The other Hobby World title, due out Q1 2017, is Master of Orion: The Board Game, which is based on the video game series, albeit with a far shorter playing time. In the game players must manage their resources (food, fleet, production) and hand of cards, using the latter to build up a steady income of the former so that you can continue to expand your holdings, attack others, and gain glory. Here's an overview of the game that I recorded after playing an advance copy from Hobby World:

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