Archive for W. Eric Martin
[1] Prev « 3 , 4 , 5 , 6 , 7 Next » [35]
-
W. Eric Martin
United States Apex North Carolina
-
• In a Kickstarter update, Jeremiah Lee at Cambridge Games Factory notes that "advanced shipping orders" of the black box version of Carl Chudyk's Glory to Rome will leave China by plane before the end of April 2012, with the remainder of the print run leaving by boat shortly afterward. A demo copy will be available at the 2012 Origins Game Fair, and KS backers can pick up their copies at the con, but no copies will be available for sale. Instead, writes Lee, "pending boat vs. ocean, and then customs, we expect games to be arriving at your doors in the summer" – i.e., Q3 2012.
• In a newsletter update, Tasty Minstrel Games notes that reprints of Belfort and Martian Dice, along with the yet-to-be-released For The Win, are being prepped for shipping and "if everything goes according to plan, then the games should be arriving in about six weeks" – i.e. the start of June 2012.
As for other releases coming from TMG, Village is in the finishing stages at Ludo Fact and will likely take six weeks or so to ship once finished, artwork is nearly done for Kings of Air and Steam (and I'll post a diary from designer Scott Almes before the game hits the market), and pre-press work has started on Ground Floor (now on Kickstarter).
• After having his previously self-published Elemental Clash picked up by T.O.G. Entertainment, designer Andreas Propst is once again bringing out the game on his own, this time via The Game Crafter. In addition to re-releasing Elemental Clash: The Basic Set and EC: Underworld, Propst is publishing a second expansion for the game: Elemental Clash: Spellforce. In a BGG blog post, Propst has detailed the contents of these new "Master Editions" as well as plans for quarterly expansions, with eight expansions already planned out.
• Spanish publisher nestorgames has published BASKETmind, a thirty-year-old design from Miguel Marqués, who has detailed the origin and development of the game in this BGG thread.
• Fantasy Flight Games has updated the release date for the Star Wars: X-Wing Miniatures Game, noting that the game "will be launching onto shelves in the summer of 2012" – which I'm listing on BGG as "Q3 2012" due to all those folks in the southern hemisphere. Hey, y'all!
What's more, FFG has announced a quintet of X-Wing expansion packs and four of those now have listings on BGG:
-----—X-Wing Expansion Pack -----—Y-Wing Expansion Pack -----—TIE Fighter Expansion Pack -----—TIE Advanced Expansion Pack
Each of these expansions consists of a miniature of the starfighter named, new Upgrade cards, and Ship cards that include pilots to allow for squadron customization. The fifth expansion is a Dice Expansion Pack so that players don't have to pass dice back and forth during play.
• To close, I'll point out Joli Quentin Kansil's Solitaire for Two, which Gryphon Games now has launched on Kickstarter. Solitaire for Two (which actually plays with up to four) takes the solitaire game Klondike and adds two additional suits of cards and a point system to put a competitive spin on the game. Of course if you want to play Klondike using this release, which uses tiles instead of cards, that's possible, too... (KS link)
Thu Apr 19, 2012 11:42 pm
-
W. Eric Martin
United States Apex North Carolina
-
My apologies for the briefness of today's post. I'm on the road with limited Internet access, so I'm making do in short time!
• Steve Jackson Games has announced a July 2012 release date for two previously announced items: the Munchkin Conan standalone sequel/expansion and the Munchkin Skullkickers 15-card booster pack.
• In a convention report from The Gathering of Friends, designer Alan Moon's mostly industry-insider event, Dale Yu shows off a pic of Mayan Age, a worker-placement/resource-collection game from Czech Games Edition that also has a four-second video showing the game board gears in action. Four whole seconds!
• BGG user Henk Rolleman has loads of pics from Zuiderspel, a game convention in Eindhoven, the Netherlands, including shots of Michel Baudoin's Crash'em (a Spiel 2012 release from Baudoin's Wacky Works), Tetteretet from Sensalot (which needs a game entry), and many other Dutch-only releases.
• Today's Kickstarter item is a pair of items: the third edition of David Sirlin's Puzzle Strike and the standalone sequel/expansion Puzzle Strike Shadows, with the KS project being within striking distance (ho ho ho) within a day of launching. Says Sirlin, This expansion and the "redesigned base set has been a long time in the making. The online version at FantasyStrike.com has been adjusted and adjusted based on both tournament play and casual play, and I'd really like to lock it down and get the physical version totally in sync with the online version." Also from Sirlin's description:
Quote: Puzzle Strike Shadows has ten new characters, 24 new puzzle chips, new gameplay modes including a free-for-all mode with no player elimination, a 2v2 Team battle mode, and a customization mode. Hopefully it will have even more components, too, depending on how the stretch goals go. (KS link)
-
W. Eric Martin
United States Apex North Carolina
-
• In the wake of recent announcements of Cryptozoic's handful of Hobbit board, card and deck-building games and WizKids' Clix-based Hobbit game, it might seem odd to run across yet another Hobbit-based game, but here we are – you and me and everyone else – learning about yet another Hobbit-based game, this one being The Hobbit: Over Hill and Under Hill, a "Saga expansion" for Fantasy Flight Games' The Lord of the Rings: The Card Game.
Unlike those other Hobbit titles, The Hobbit: Over Hill and Under Hill – announced as a Q3 2012 release – is (1) an expansion for an existing card game, and (2) based on the J.R.R. Tolkien novel and not the forthcoming movies from Peter Jackson. The three scenarios included are meant to be played sequentially, allowing players to recreate the Bilbo Baggins story from The Hobbit. Treasure can be found during a scenario that then stays in play for future outings. Bilbo Baggins appears as a hero in the expansion and should he leave play, everyone loses the game – seems fair.
A second Saga expansion encompassing the latter half of that novel is planned for release later in 2012.
• Fantasy Flight has also announced an English-language version of Walter Obert's Aargh!Tect with the apparently more "English" title Ugg-Tect – which coincidentally is nearly Obert's original name for the design, Urk!tekt. For those who haven't played Ugg-Tect, players are trying to build a structure, but they're cranially-limited cavemen who can communicate only through barely differentiated grunts and wild gestures. When the architect delivers building instructions to her partners and they do well, she bonks them once on the head with her club to praise them; when they do poorly, she bonks them twice. Fun!
• I was way off with my guess a couple of days ago that the "very strange message from another galaxy" posted on the Moonster Games website related to Kim Satô's forthcoming science-fiction-based game RYŪ. Message from another galaxy, SF game – you think it would have been obvious, right?
No, instead the message announced the second edition of Satô's GOSU, dubbed GOSU2. While game play will remain much the same as GOSU – with players building armies comprised of goblins from five clans, each with a special power, in order to have the strongest army in play once everyone passes in the current battle – Moonster Games has detailed a number of changes:
-----–GOSU2 no longer includes activation tokens, which were used to draw cards or activate a goblin's power. -----–All text has been removed from the cards to make them (and the game as a whole) fully multilingual. -----–Goblin abilities are now based on seven symbols, each with a basic and a MAX version. -----–The game includes a new «link» ability. -----–The goblin clans are structured differently.
GOSU2, which will have shiny "foil"-covered cards, is currently due out in July 2012, according to Moonster. Not sure whether GOSU needs a reboot given that the first game appeared in late 2010 and the sequel/standalone/expansion GOSU: Kamakor was released only in early 2012, but we'll get a better idea of what Moonster has in mind when the GOSU2 rulebook is released in May 2012.
• For today's Kickstarter item, we'll point out David Short's Ground Floor from Tasty Minstrel Games, which went live on KS a few days ago and has already hit its first (unannounced) overfunding goal. TMG's Michael Mindes had an interesting strategy for this release, getting folks to sign up on a special email list just for this game, then sending these people complete print-and-play files for the game two weeks prior to the KS project going live. Several BGG users have put together versions of the game and posted reviews or session reports, and since only those enthusiastic about the concept of the game or its rulebook description would likely do such a thing, the reports have been fairly positive. Possibly a model that other publishers should consider... (KS link)
-
W. Eric Martin
United States Apex North Carolina
-
• For those not scouting the Merchant of Venus and Magic Realm game forums, BGG users Will Crane, Scott Lewis, and others have been scouring U.S. trademark records (as covered in this thread) to uncover details of who might own what.
On October 24, 2011, for example, Stronghold Games filed a trademark registration for "Merchant of Venus", but on February 9, 2012 a "suspension letter" was written and emailed to Stronghold Games, noting that Wizards of the Coast (aka Hasbro) owns the trademark "Merchant of Venus". Since Fantasy Flight Games announced in October 2011 that it had "signed an exclusive licensing contract with Wizards of the Coast, LLC, a subsidiary of Hasbro, Inc.", if WotC is indeed the owner of the trademark "Merchant of Venus" (and it filed for the trademark three days before Stronghold did), then Stronghold could not publish a game under that name. (Well, it could, but fire and brimstone would rain down from the skies over New Jersey.) Thus in all likelihood, although neither publisher has announced anything along these lines, FFG will indeed be the publisher of the new edition of Richard Hamblen's Merchant of Venus.
That said, on October 27, 2011, Stronghold Games filed for trademark registration of "Magic Realm", and as of April 3, 2012 the status of that trademark is "published for opposition", which means that parties have thirty days to oppose the issuing of the "Magic Realm" trademark to Stronghold.
Now does this mean that Stronghold will in fact release a new version of Hamblen's Magic Realm as such a filing would seem to suggest? Who knows? I sent Stronghold's Stephen Buonocore a link to the trademark registration and asked whether the company would be releasing a new edition of Magic Realm. His response: "Man, you really are a boardgamegeek journalist, aren't you? How did you know of this?" Scanning hundreds of sites and pages, Stephen, endless obsessive scanning...
• The second printing of Touko Tahkokallio's Eclipse – with an updated rulebook, orange-ier Storage Markers, and correct Starbase tiles, as noted here – is nearly complete, according to Toni Niittymaki at Finnish publisher Lautapelit.fi, but "the wood parts, more precisely the orange ones, were not what we had ordered. They need to be fixed before the final assembly can take place. This will delay the shipping of the games for about ten days, which will push the expected arrival time the same." Thus, the game will likely hit retailers in early June 2012 instead of late May.
And as a corollary announcement, Stefan Brunell at Asmodee – which is distributing Eclipse in North America and in much of Europe – notes that the Eclipse: Supernova expansion will be back in stock in the BGG store at about the same time that the second printing hits the market.
• Linda Schmidt at Cat & Mouse Game Store in Chicago, Illinois reports that Donald X. Vaccarino's Nefarious is now in stock – due to Chicago being the hometown of publisher Ascora Games – with copies headed into the general U.S. distribution system for likely release before the end of April 2012.
• Stefan Feld's Trajan keeps shifting closer and closer to the U.S. market. Marie-Ève Lupien at Canadian publisher FoxMind has informed me that FoxMind has a non-exclusive agreement to distribute the game in North America, "but for the moment [is] the only one" that will actually be distributing it in that location. Says Lupien, "We are looking to solve the safety testing issues in order to be able to sell in the United States as well, but in the meantime, the game will be available in Canada in May (and if something goes wrong, in June). It is nearer than France, at least..."
• Mayfair Games' version of Klaus Teuber's Catan: Junior has an estimated U.S. street date of April 26, 2012, while the fourth edition of Frank Chadwick's A House Divided is currently scheduled for release in the U.S. on June 21, 2012.
• The Kickstarter-related game this time around is Tom Jolly's Got It!, originally released in a print-on-demand version of one hundred copies and now destined for a thousand copy print run – assuming the funding works out, that is. Here's a description of the game:
Quote: The math game Got It! – which had a working title of Fermat – accommodates as many people as fit around the table. What they're looking at on the table is a 6x6 grid of cards, with half the cards numbered 1-14 and the other half bearing mathematical operators. To set up the game, these cards are placed randomly checkerboard-style, with numbers and operators placed adjacent to one another.
Everyone plays simultaneously, with players trying to find a five-card formula that results in the number shown on a goal card, with goals ranging from 1 to 40. The solution must consist of orthogonally adjacent cards, though not necessarily in a straight line, and a player can't use a card twice in a formula. If a 12 is turned up as the goal, for example, one might find "8+4x1" in the grid, then shout out "Got It!" Players can mentally insert parentheses into a formula, so "7+2x3" can result in (7+2)x3 (=27) or 7+(2x3) (=13).
The first player to shout with a correct formula – and the grid might contain many – claims the goal card. The player who collects the most goal cards wins!
An easy version of Got It! can be set up for younger players, with a 5x5 grid that contains only the numbers 1-9 and only addition and subtraction as mathematical operators. Jolly's Kickstarter extra is a special "Math Geek" expansion that increases the grid to 6x8 with numbers 15-20 and six additional operators: "Exponentiation (3^2=9), Modulo (17%4=1), Integer Division (9\7=1), Concatenation (3&4=34), Factorial Division (5!/3!=20), and Base (11 BASE 2 = 3)." As a math geek myself who received his B.S. in mathematics before becoming a writer, I say, "Concatenate me, baby!" (KS link)
-
W. Eric Martin
United States Apex North Carolina
-
(This column first appeared on BoardgameNews.com on Sept. 25, 2007. —WEM)
I recently ran across a quote from Greg Aleknevicus, editor of The Games Journal – a fantastic (and unfortunately defunct) online gaming magazine – that struck a chord:
Quote: I've come to the conclusion that the vast majority of games have depths that are hidden to those who play only a few times. So much so that I think it's unwise to assume that you've seen all a game has to offer after your second play, no matter how simple the game appears. [For example,] I agree with another gamer's assessment of Coloretto – there just doesn't seem to be much there – but experience has taught me that this is most likely due to the fact that I don't like the game enough to seek any depth it may have. Many gamers complain about a vast flood of games being released on the market, claiming that they can play a game only once or twice before their fellow players (or they themselves) move on to something else. While this habit is, of course, self-imposed and one that players could eliminate if they really wanted to, I understand the desire to try out new games and see what designers have created. Who am I supposed to be, and how do I interact with others? How are we moving the bits around this time? And so on.
One consequence of playing games only once or twice, however, seems to be a willingness by some to categorize games quickly and be done with them. I experienced this recently with Galaxy Trucker when two first-time players started discussing the game's flaws the minute it ended. "It's too luck-based in the spaceship construction," they claimed. "Maybe you should be able to ignore the component connections and just place pieces anywhere. And the adventure cards are too harsh. There's no way anyone can survive their intergalactic journey."
Sixty minutes after learning about the existence of this game, they had already dissected it, catalogued its flaws, and filed it away mentally. They knew the game cold.
To be fair, both of them said they'd be willing to play the game again. They didn't think it was awful or even bad; they had merely detected certain problems with it. What fascinated me, though, was that rather than change the way they played the game, they wanted to change the game itself.
I've played Galaxy Trucker all of three times, but even with that meager level of experience, I could see what would improve their chance of success in the future:
• Knowing the components I: The first time you play a game with a puzzle aspect, such as Galaxy Trucker's building of a spaceship in real time in which you grab components from a central pile of parts, you'll likely stink at it. You don't know what type of components are in the game; how common the different type of connectors are; whether you should settle for a piece with two smooth sides (cutting off future building possibilities) or put it aside and keep looking; which parts you should hold in reserve for use later in the build round; whether to add the laser cannon now or hope to draw a piece that will fit between it and the rest of the spaceship; and so forth.
After three games, I now have an idea of when sections of my spaceship are good enough, but I'm sure that my opinion of when to settle will change after more experience with the game.
• Knowing the components II: A game of GT lasts three rounds, and the adventure cards you encounter in the second and third rounds are tougher than those in the first. Until you see those cards, you don't know what to expect during the spaceflight, which means you don't have a good understanding for how to build the ship.
• Using the tools the game gives you: During the spaceship building round, you can spend time examining some of the adventure cards that you'll encounter in that round, which can give you a huge advantage over other players.
In the first game I played, my opponent looked through all the cards he could, then loaded up his ship with cargo holds, especially ones that held hazardous cargo. I focused on building my ship and paid no attention to him, so I was surprised by the slow, barely defended ship he had built – but once the round started and we turned up planet after planet, with him grabbing lots of high-scoring goods while I had almost no storage room, I could see the advantage of planning ahead while building your spaceship.
(I relearned that lesson in my third game after we encountered pirate after pirate in the third round and all died. None of us had installed many cannons on our spaceships, and once laser fire knocked off a few of those cannons, we were easy prey for the pirates that followed. If I had thought to look through the cards, I would have installed cannons on every possible surface.)
••• Perhaps a better example of Greg's statement in action is the way in which people dismiss the abstract game Qwirkle as not having much there or of being an exercise in who draws the best tiles. I've played the game more than sixty times, mostly with my wife and a friend in my local game group, and our playing has definitely evolved over time. We've become better judges of what the other players are trying to do when they make a certain play: Is that all that he can do, or is this a set-up to encourage me to play something that he'll add to again? We can block off scoring opportunities better. We know when to throw away tiles in the hope of something better and when we're better off dumping junk on the board. We manage our hand of tiles better to shoot for the endgame bonus. We create a tight board with more interlocking plays, akin to expert Scrabble players.
I happened to teach Qwirkle to a Scrabble fan recently, and although he's a smart guy, it was interesting to see him make sub-optimal plays similar to what other first-time players do. He was blessed with multiple hands that had four matching tiles, but he made long, spidery rows for few points rather than sit on the tiles and build toward larger scores. Despite his awesome draws, I beat him because I knew the game better and outplayed him.
Obviously not every game is right for every person. For any given title, you'll find people who think it plays too quickly or drags or is too luck-based or has a rich-get-richer syndrome or benefits the player to the left of the new guy or any of a dozen other problems. But the problems aren't always inherent to the game; perhaps the game just doesn't suit your tastes.
Another possibility, and the one that seems the most probable given my experience, is that you're not willing to give the game a chance to reshape your tastes.
••• A related story: Back in 1997, I bought an album by The Chemical Brothers called Dig Your Own Hole. I'm into electronic and dance music and had gone nuts over the lead track "Block Rockin' Beats", so I bought the album the first time I saw it. While most of tracks were enjoyable, if not all up to the level of the song I already knew, I despised one song so greatly that I would skip past it whenever it came on. The track, "It Doesn't Matter", exemplifies all the worst traits that people ascribe to electronic music: It's repetitive, hollow and soulless.
Or at least I thought it was. But every so often I wouldn't skip the song, and after a few listens, I started to get into its booming rhythm. I was entranced by the droning vocal, which functioned like a vibrating chair for my mind. I like this awful, unartistic song.
Two years later, I bought the next Chemical Brothers album, Surrender, and went through the same process with the opening track, "Music:Response". Part of the keyboard work sounded like an angry electronic bird from an Edgar Allen Poe adaptation, sitting above your bedframe and emitting an endless peeping that doomed you to never sleep again. Speaking with a friend who sings in clubs helped me listen to the song in a new way, and I grew to love it.
Naturally the next album had yet another song that irritated me ("It Came From Afrika"), but by this point I had learned to trust their abilities and just listen to it in the context of the album.
What I've learned from these and other experiences is that I'm a poor judge of what I like. That might seem like a ridiculous statement – after all, who else should be able to judge your tastes better than you? – but I've seen it proved again and again with television shows that I initially found unwatchable, books that at first seemed tedious, food that I couldn't stomach, and so on.
So why should I dump on a game that I've played only once or twice? I know that I haven't seen all the game has to offer, so I try to keep that in mind when writing about it. That doesn't mean that when a game hits you the wrong way or leaves you shrugging your shoulders you need to build a long-term relationship with it. No one is forcing you to play a game repeatedly until you learn to love it or throw yourself, Alex-like, through a window to escape your misery. Just keep in mind that the game might not be the problem. The problem might be you.
-
W. Eric Martin
United States Apex North Carolina
-
• Costin Manolescu, owner of the Romanian site BoardGames Blog – in his words, "the first Romanian blog dedicated entirely for board and card games on the Romanian territory" – announced the winners of the 2011 Jocul Anului, the first attempt at a Romanian "Game of the Year" awards system.
Nominations were taken throughout February 2012 at JoculAnului.ro and on Facebook for games released during the 2011 calendar year, then BoardGames Blog readers voted on the finalists in each category, with Touko Tahkokallio's Eclipse winning both "Expert Game of the Year" and "Game of the Year". Agnieszka Migdalska's Top-A-Top from Kuźnia Gier won for best children's game, while The Settlers of Catan won for best game in Romanian. Amazing to note that with each new language in which it appears, Settlers wins more awards.
A complete list of finalists in each category is available on the Jocul Anului website.
• Designer Michael Schacht has gone spacey with his latest China map project, putting players in a familiar genre environment while they build constellations with their "house" placements and use the wormholes to create hidden connections.
As with all of the maps that Schacht has created in his "12 Months of China" project, China: Starmania is playable on Schacht's online gaming site.
• Canadian publisher Le Scorpion Masqué will now have its titles distributed in France and Switzerland by IELLO, with La Course des Étoiles and Monster Chase being available in May 2012. (Source)
• Bellwether Games has published an interview with Danish designer Asger Sams Granerud, who details his still-in-the-works football/soccer simulation game [Mental] - Football.
• In a March 2012 blog post, after cogitating on why he doesn't like El Grande, Ilium and Nefertiti, BGG user Kevin B. Smith discovers one aspect of games that make them enjoyable for him:
Quote: To have a short-to-mid-term goal in mind, with a reasonable chance of achieving it. The goal should span multiple turns, but generally would not be a game-long strategic plan. None of the games mentioned so far have that attribute. Or at least I lack the proficiency in those games that would be required to be able to pick a goal and aim for it. And none of these games have enough appeal for me to want to play them enough to develop that proficiency. Well there's the rub, isn't it? He lacks the proficiency to see such goals and work toward them, yet he also has no interest in playing the games more to discover whether such goals exist and whether he can work toward them. Given that El Grande has three scoring rounds during the game, with each one taking place after each player has taken only three turns, El Grande would seem to satisfy the "short-to-mid-term goal" that Smith wants – yet it doesn't.
Not sure what lesson game designers might draw from Smith's observation – maybe nothing – but it reminded me of Jon Shafer's observation that I linked to the other day, namely to "limit the player". From Shafer's post:
Quote: The last benefit of limits that I'll talk about is their ability to help ease new players into a game. Developers nearly always get too close to their games and forget how intimidating it is to learn as someone picking it up for the first time. If the player knows his first goal is to find and harvest a particular type of resource, or that he needs to capture a certain part of the map it helps focus his attention and keep him from becoming intimidated by a vast array of options...
-
W. Eric Martin
United States Apex North Carolina
-
French publisher Cocktail Games has a newly designed website – one with information in both English and French across the board, even though many of its games include rules only in French or copious amounts of French language! Time to study up, Francophile wannabes...
More importantly, Cocktail has a full release calendar for 2012 with thirteen games scheduled (and undoubtedly room for more, if desired). These games are:
• Mimtoo, a charades game played in teams in which a player on the active team draws both a character and action card, then combines them in a single minute-long act with his teammates needing to guess both cards. (Released January 9, 2012)
• Conjudingo, an educational game to help youngsters learn past, present and future tenses in French verbs. (Released February 13, 2012)
• Ces Années-là..., a new edition of Richard Borg's trivia game Times to Remember, co-published with Blackrock Editions, in which players are given an event, then use a "year bracket" (length 1-7 years) to guess when the event occurred. Guess correctly, and you toss the bracket; the first player to rid herself of brackets wins. (Released February 13, 2012)
• Si J'étais Président..., designed by Ludovic Maublanc, with players in the role of presidential candidates who need to place the right people in the right ministries. (Released March 26, 2012)
• Bluff Party 2, a standalone game from designer Christian Lemay, who first published the game through his own Le Scorpion Masqué, but one that can be mixed with the original Bluff Party. Here's a description of Bluff Party 2, which can be played during other social activities, including other games! (Released April 10, 2012)
Quote: At the start of the game, each player receives a card that features three challenges, e.g., "Speak three sentences in a foreign language" or "Suck your thumb for 30 seconds". Players agree on an ending time for the game, perhaps 1-2 hours, then each player must perform or act out his three challenges during that time in a subtle manner, but with witnesses. If no one says anything for 30 seconds after a player has completed a challenge, he can whip out his card and show everyone the challenge he's just performed. This nets him a number of points specified on the card for that challenge.
If, however, another player says, for example, "I bet you had to suck your thumb" and the guesser is right, then the guesser earns two points; if she's wrong, she loses one point.
Whoever has the most points at the end of the game wins. • Bubble Talk, a French version of the Apples to Apples-style party game from Techno Source in which all players submit a captioned word balloon for a particular image and one player judges which caption is best. Co-published with Ystari Games. (Due out May 21, 2012)
• Superlipopex, a French version of Brian Tinsman's Curses! co-published with Moonster Games, in which players must perform silly actions while being cursed with special afflictions like not being able to bend your elbows or needing to bark like a dog when someone else reads a card. Break three curses, and you're out of the game. (Due out June 11, 2012)
• Mystery Party: Meurtre sur le Nil, the first title in a new collection of "dinner party" murder mystery games, with Guillaume Montiage (designer of Death Wears White, co-designer of Nefertiti) in charge of the collection and author of this title. (Due out June 25, 2012)
• Tweegles, a pattern-recognition game from Jérémie Caplanne and Pascal Jumel co-published with Moonster Games due out August 27, 2012 that is played as follows:
Quote: The Tweegles are monsters from another galaxy, come to invade the Earth. Unfortunately for them, once they hit the ground, nothing is on their scale. They are frightening and huge monsters on their own planet, but are only as big as mice on earth. They land in an everyday house, full of traps for them: electrical sockets, children with scissors and stamps, insects and cleaning products...
Twenty-five action cards – each showing a tweegle that has been hit by one of the "traps" – are laid face-up on the table at the start of Tweegles, while the twenty-five tweegle cards are shuffled and set aside. Everyone plays at the same time. One tweegle card is revealed from the deck, with the card showing one of five tweegle types and one of five possible actions, symbolized by scissors, a mosquito, an electrical socket, a stamp and spray bottle.
Everyone searches for the action card that "completes the story" begun with the first card. If a tweegle card shows scissors, for example, you need to find the cut-up tweegle among the face-up action cards. To claim the card, however, you need to perform the appropriate gesture: slapping the card if a mosquito is involved, hammering it with your fist if the tweegle was stamped, and so on. The first player to do this claims the tweegle card, while the action card remains on the table.
Whoever claims the most cards wins! • Illico, by Trigger! designer Julien Sentis with teams trying to tease out the word or phrase in common between two other phrases, such as "To submerge and kitchen equipment?" (Due out September 10, 2012)
• Happy Hour, described as "an American drinking game which includes a lot of horsing around and does not believe in keeping up appearances". (Due out September 24, 2012)
• A game about the Eiffel Tower from Jérémie Caplanne. (Due out at the end of 2012)
• Picto Patato, "a game of visual riddles" with Martin Vidberg responsible for both artwork and game design.
••• While I was working on this piece over the past day or so, Cocktail Games announced one additional release for 2012, a new edition of Le Mot le plus Court by Michel Pinon and Jean-Jacques Derghazarian, first published by 3JM-Édition. Here's a description of that game:
Quote: In Le Mot le plus Court ("The Shortest Word"), you don't actually want to find the shortest word – but given the interference of opponents, that's what you might have to settle for.
Each round, one player rolls the three consonant dice included in the game, then everyone tries to think of a word that includes all three consonants (in any order, with repeats allowed). As soon as a player thinks of a word, she announces the number of letters in it, then starts counting down from that number, e.g., "Eight letters! 8, 7, 6..." If someone else thinks of a shorter word that includes all three consonants, he interrupts the countdown to announce his letter count and start a new countdown. If no one interrupts a countdown, the counter announces the word and scores as many points as the number of letters in the word; if she goofed, giving a non-word or a word that doesn't contain the consonants, everyone else scores that many points.
If a player thinks that no word can be created with the letters rolled, she announces, "Impossible!", then counts down from ten, scoring three points if no one interrupts with a shorter word count.
The first player to score 36 points wins.
A six-sided vowel die is included that allows younger players to compete with older ones. The young players use any two consonants and the vowel, while older players use the original game rules. The game will be released in Cocktail Games' slim line (Mimtoo, Dweebies) with new graphics and possibly a new name.
-
W. Eric Martin
United States Apex North Carolina
-
• In light of yesterday's Cryptozoic Entertainment round-up, which included a handful of Hobbit-related game releases scheduled for late 2012 and 2013, I should point out that WizKids is releasing a Hobbit board game of its own, also tied into the Peter Jackson movie due out December 14, 2012. As reported on ICv2, this game – The Hobbit: An Unexpected Journey - Journey to the Lonely Mountain Board Game – is designed by Eric M. Lang, includes pre-painted HeroClix miniatures (which presumably differentiates it from Cryptozoic's board game), and is due out October 17, 2012. More game description on the ICv2 announcement.
• Moonster Games reports that it has received "a very strange message from another galaxy" and invites your help in deciphering that message – which I presume has something to do with Kim Satô's forthcoming science-fiction-based game RYŪ. Beep!
• Zenescope Entertainment, publisher of many bosom-intensive comics, is branching out in board games with the release of Wonderland, based on the comic series of the same name from Joe Brusha, Ralph Tedesco, and Raven Gregory. The Wonderland board game is designed by Matthew Wang and Brian-David Marshall, two-thirds of the design team from Z-Man Games' The Walking Dead: The Board Game, and is described by the publisher as follows:
Quote: The board game Wonderland features two separate realms: Earth and Wonderland. The realms are artfully depicted on the double-sided board and switching between them adds a unique twist and an added level of complexity to the game that few other board games offer. Players compete against each other, each player trying to complete specific goals while the other players try to foil their attempts at progressing. • Just the other day, I reported that the second printing of Stefan Feld's Trajan was now available in Germany via distributor Hutter Trade but had no idea when the game would be available elsewhere.
Cue an announcement from French publisher Gigamic on Wed. April 11 that Trajan is now available in that country, too. In response to my inquiry, Gigamic's Mathilde Spriet clarified that this edition includes rules in German, English, French, Italian and Dutch. Hutter/HUCH & friends! representative Steffi Schulz has noted on BGG: "The international version is already produced, so the game will very probably be soon available in the USA. I'm sorry but we can't tell you the exact release date at the moment as it depends, when an international company picks up the game. Sure we can tell you more soon ... Stay tuned!" Okay.
• In advance of a Kickstarter campaign, Geoffrey Globus of Cave Banana Games is offering a downloadable print-and-play version (zipped file) of Ufology, a card game in which players collect evidence to complete and close cases related to sightings of otherworldly beings.
• And a real, already launched Kickstarter project is underway for Brian Lewis' Titans of Industry from Gozer Games. Here's a game description from the BGG page:
Quote: It is the 1920s, a time of much industrial building and growth. In Titans of Industry, you must invest in building factories and businesses in order to produce goods and sell them to gain victory points (VPs). Game play involves a delicate balance of money, production, and goals. The person who can best manage his buildings and meet his goals in seven years will win.
Each player starts the game with four workers and $6,000. Every turn, players first buy buildings, then place workers on those buildings or on the board. Factories allow you to produce goods, while Businesses allow you to sell those goods for money or VPs. A good player needs to balance production and sales, and encourage other players to sell with them to maximize sales. Board elements allow players to take advantage of bonuses, such as extra production, building improvements, and Corporate Strategy cards. Corporate Strategy cards help give players additional goals and direction, by specifying additional ways to gain victory points.
Three times during the game – years 1923, 1925, and 1927 – upkeep will be due, and players must pay to maintain their buildings, or will need to take out loans. Players will need to sell enough goods before then to have enough money to cover the costs, as loans are worth negative victory points at the end of the game. After year 1927, whoever has the most victory points from combined sales, buildings, and Corporate Strategy cards wins the game. (KS link)
-
W. Eric Martin
United States Apex North Carolina
-
In a first for the company, U.S. publisher Steve Jackson Games has launched a Kickstarter project, with the game being kicked the "Designer's Edition" of Steve Jackson's Ogre – a 14-pound behemoth that includes "well over 15 square feet of chipboard" and has been in the works for years.
Why is SJG using Kickstarter for this project, a $100 version of a board game that hasn't appeared in print for 25 years? Well, that question is kind of its own answer, isn't it? For more details, here's what the company says on Kickstarter:
Quote: • First, our margin on this game is low, so we had to be conservative in our plans. We couldn't put a 10-year supply in the warehouse. We were going to print only 3,000, which is the absolute minimum we were sure of selling in a year or so. There would probably not have been expansion sets, or even a reprint. Something that's expensive to do at 3,000 units is impossible at 1,000!
But with Kickstarter, we can reach a lot of people quickly, and gauge our support. If the initial print run can be bigger, fine! If the gamers show that they want an expansion set later, then I get to do it!
• Second, because I got literally hundreds of requests to pre-order the game, and we don't do pre-orders. When we get our new shopping cart set up, sure . . . but that won't be any time soon. By using Kickstarter, we get a pre-order system automatically. And, because so many people said they wanted more than one copy, we're offering options for two and even three.
• Third, because with Kickstarter we can have stretch goals, which will let us add more components and improve the ones that are already there. The $20,000 funding goal was met within a few hours of the project's launch, so those stretch goals will likely come into play before the project ends on May 11, 2012. And as for the funding levels, for $4,500 you can receive three thousand copies of your own 8" x 10" counter sheet that includes whatever you want on it. What would you put on your Ogre counter sheet?
-
W. Eric Martin
United States Apex North Carolina
-
U.S. publisher Cryptozoic Entertainment has announced, hinted at, teased, and flashed a huge number of forthcoming titles since the start of 2012, but I've received direct information on only a few of them. That said, I've rounded up whatever information I could find and present it to you now, with updates to come whenever I hear more from Cryptozoic.
• Cryptozoic had copies of Penny Arcade: The Game - Rumble in R'lyeh on sale at PAX East the first weekend of April, and the game has a U.S. release date of April 17, 2012.
• Food Fight: Snack Attack was also available at PAX East, and that expansion for Matt Hyra's Food Fight has a street date of May 8, 2012.
• The Big Bang Theory: The Party Game now has a U.S. street date of May 11, 2012.
• The Lookouts, announced about this time in 2011, still has no release date attached to it. In December 2011, co-designer Matt Hyra noted in the Cryptozoic forums, "We have been too hard at work on The Lookouts comic book to be able to get the game published. We wanted to expand the world of The Lookouts first with the comic, then take advantage of that work for the game."
• World of Warcraft: Clash of Champions, a deck-building game announced by Cryptozoic in December 2011, was originally listed as being available in Q2 2012, but in late March 2012 co-designer Matt Hyra – man, he gets around, doesn't he? – wrote the following in the Cryptozoic forums: "We don't have a specific time frame that we can name right now. As soon as we have ANY information, we will post it here first. Thanks for the interest and we understand the frustration. Sometimes delays happen..."
• SuperPAC: The Game, which comes across as a somewhat politically charged Apples to Apples, is due in July 2012. In the game, players are presented with a crisis card, such as "America Thinks I'm Boring", after which they must construct a solution to the crisis by combining cards in their hand. One player decides who offered the best solution for the round and awards that player the crisis card. As Cryptozoic notes on the game's page on its website: "The game is designed specifically to be enjoyed by players with any level of political interest or affiliation. Political aficionados will have fun catching references, but non-political players won't ever feel left in the dark or confused." All things to all people, in other words – just like a politican...
• In March 2012, ICv2 posted a list of five(!) games based on the forthcoming Hobbit movies from Peter Jackson, as well as one title based on Lord of the Rings. Those games and their initially announced release dates are:
-----• Lord of the Rings Deck-building Game (Q4 2012) -----• The Hobbit: An Unexpected Journey Deck-Building Game (Dec 2012, presumably in time for the movie's December 14 release date) -----• The Hobbit Expandable Trading Card Game (Dec 2012) -----• The Hobbit: An Unexpected Journey Board Game (Q2 2013) -----• The Hobbit: There and Back Again Board Game (Q4 2013, as the second Hobbit movie has a December 13, 2013 release) -----• The Hobbit: There and Back Again Deck-Building Game (Q4 2013)
• The DC Deck-Building Game will, according to MTV Geek's Matt Morgan, "allow players to each take on the role of a DC superhero, gain powers and equipment, and defend themselves against attacking supervillains". The DC Deck-Building Game is currently expected out Q3/Q4 2012.
• ICv2 also has news of a Castle: Murder Mystery Board Game, based on a U.S. television series and due out Q4 2012.
• Also coming in Q4 2012, according to a March 2012 press release, is a deck-building game "based on several major Capcom properties, including Street Fighter, Final Fight, Rival Schools and Darkstalkers. Each brand will be featured in the upcoming deck-building game, combing the action of all four and offering nearly unlimited gaming excitement." No title yet, but the game will be for 2-5 players eager to comb action with ferocious intensity!
[1] Prev « 3 , 4 , 5 , 6 , 7 Next » [35]
|
|