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NY Toy Fair 2012: Steve Jackson Games Does What It Does Best – Munchkin, Zombies, Cthulhu & More

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I've already covered a bit of what's coming from Steve Jackson Games in 2012 – in this post a half-dozen new colors of Cthulhu Dice and a new set of six Munchkin Level Counters; in this post a passing reference to work on Munchkin Zombies 3; and on Gone Cardboard three-quarters of the way down this page you'll see listings for two new Munchkin base sets – Munchkin Conan and Munchkin Apocalypse – among many other items.

At NY Toy Fair, SJG's Phil Reed was showing of one of the new Cthulhu Dice colors as well as a solid metal version of the Cthulhu die that will be released sometime in 2012. That thing is heavy! Do not bring it to table if you fear that players will be spiteful when losing.

Reed had an advance copy of Zombie Dice 2: Double Feature, due out in April 2012, and those dice look as nice as the ones in the original game. I recall seeing a tweet from SJG about tests for Zombie Dice 3 – a tweet I can't find at the moment – and it's easy to imagine the game being expanded in any number of ways. That said, Steve Jackson Games is also tweaking the original Zombie Dice game to appear under a new title: Dinosaur Dice. Some mainstream retailers are leery of presenting that scrawny rotting zombie on Zombie Dice to their customers, so SJG is reconfiguring the game in a more family-friendly direction for those zombie-averse retailers. Reed pointed out that the footprints shown on the three types of dice match the dinosaurs on those dice – a nice touch.

Reed gave a quick demo of Halloween Dice, due out in August 2012 and another entry in SJG's line of quick-playing dice games. Here's the game description:

Quote:
Halloween Dice comes with a set of big orange-and-black six-siders, with custom Jack o' Lantern designs on each face. Your goal: roll those dice and try to reach the lucky total of 13. (Normally 13 is considered an unlucky number, but for Halloween, when darkness and otherworldly things are celebrated, luck stands on its head.)

On a turn, you choose one, two, or three dice and receive respectively $2, $5, or $9, with money being represented by tokens. You then roll those dice. If the sum on the dice equals 13, you end your turn and keep the money you collected. If the total is less than 13, you can stop and pay $1 times the difference between your sum and 13, or you can again choose 1-3 dice (receiving more money) and roll again, adding the newly rolled sum to your previous sum. You again face the same options of stopping or choosing more dice and rolling again. If your sum goes over 13, however, your turn ends and you pay $2 times the difference between your sum and 13!

The player with the most money after three rounds wins.


Finally, Reed showed off the components for the two-player game Castellan – due out in Q3 2012 – and give enough of an overview that I've updated the game description:

Quote:
In Castellan, two players work together to build a castle. Finely-detailed wall and tower pieces link together to form courtyards, and the player who finishes a courtyard claims it with a Keep, scoring points for that courtyard equal to the number of tower pieces surrounding it.

In more detail, each player starts the game with two decks of cards: a wall deck and a tower deck. Each card allows a player to play the components shown on it, with the wall deck cards always depicting at least one wall (and some combination of walls/towers) and the tower deck cards always depicting at least one tower (and again some combination of walls/towers). On a turn, a player can play as many cards as she wants, but she draws only one card at the end of her turn. The goal is to create courtyards – and subdivide existing courtyards – while keeping your opponent from doing the same. Players have the same cards in their decks, so the challenge is all about what to use when. The game ends when all the castle pieces are used up, and the player with the most points wins.

Two different pairs of Keep colors are available in Castellan, so with two copies of the game – and the right combination of bits – up to four players can play.

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Wed Feb 22, 2012 10:49 pm
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NY Toy Fair 2012: R&R Lives Up to Its Name with a Trio of Party Games

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So, New York Toy Fair 2012 – an event that ended on the previous Wednesday and to which I'm only now getting around to reporting on in detail (aside from my overview of how the hobby and mainstream markets are blurring). I blame children and the diseases they carry. Curse you, little ones!

In any case, now that I can sit upright again without feeling queasy, here's an overview of the new titles from R&R Games. Since I've created game listings for each of these titles, I'll reprint my game description from those pages to make things easier.

First up is Pluckin' Pairs, a party game from Stephen Glenn due out in May 2012:

Quote:
Pluckin' Pairs embodies the same spirit as the classic party game Compatibility in that you want to match images with other players in order to score points, but the game play is more free form with everyone competing individually instead of in teams.

At the start of a round, eleven images are laid out on the table. All players secretly pair off images – say, coins and a manhole cover because they're both round, or a mirror and a building because they both reflect light – and write these pairs on their player sheet. One image will be leftover as the outcast.

After everyone has finished, you compare your pairs with those of other players. If no one – or conversely if everyone – created the same pair as you, you score no points for that pair. If only some of the players created that pair, each of those players scores as many points as the number of players who record the pair. (You can optionally compare outcast images as well, scoring points based on who had the same outcast as you.) The player with the most points after a certain number of rounds wins.

Next is Pass-ack Words, a game for four players only from Dave Arnott and Aaron Wiessblum due out in April 2012:

Quote:
As the name suggests, Pass-ack Words turns the long-lived game of Password on its head, with players now giving clues that they hope their "partner" will not decipher in the right way.

As in Password, four players compete in teams of two; unlike in Password, you and a member of the opposing team take turns giving clues to the remaining player on the opposing team. How this works is that the clue givers have a device that shows a list of clues. Each turn, one clue giver chooses one of the listed clues, presents it to the opposing guesser, and hopes that he presented it with the wrong intonation so that the guesser won't guess the secret code word. As the crummy clues are used up, the clues will get better and better, so your challenge as the clue giver is to quickly figure out what might give a hint to your partner without giving the thing away entirely – which again is pretty much like Password!


Finally comes Double Take, due out in June 2012:

Quote:
Double Take is a charades game built for two, so to speak. Each round, time willing, two players will present clues for a half-dozen familiar phrases that all have something in common. A sample category, for example, is "Something's Wrong" with the words to be guessed being divided as:

• Play | Foul
• In the Closet | Skeleton
• Sheep | Black
• Gun | Smoking

Each clue giver acts out one side of the card, and since they're facing the guessers, the phrases will be acted out in left-to-right fashion ("Black Sheep", "Smoking Gun", etc.) If someone guesses one side of the card, that player scores – but the clue givers score only after both sides of a phrase have been guessed, so they need to work together – but separately – to make their clues clear.

Alas, I did my usual good job of forgetting to take pictures of anything, being more of a word guy than an image guy, so you'll have to use your imagination to picture how these games might look. I've requested images from the publisher and will get them in the system ASAP.

More reports soon!
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Wed Feb 22, 2012 9:08 pm
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New Game Round-up: Alain Epron Times Two, Alcatraz from Z-Man & Promos for Dominant Thunderstone Species Advance

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• Designer Alain Epron is going the crowdsourcing route for a reprint of Spiel 2011 hit Vanuatu, but with IndieGoGo being the crowdfunding vehicle of choice instead of Kickstarter.

Epron is also simultaneously running a crowdsourcing campaign for the production of his Massilia, due out at Spiel 2012, and this campaign is running on the French site Ulule.

• Cryptozoic Entertainment has set an April 2012 release date for The Big Bang Theory: The Party Game. The television show has a number of fans on BGG – or so I'm led to believe based on past comments on BGG News – so I thought I'd best mention the game's imminent release here.

Alcatraz: The Scapegoat, which debuted at Spiel 2011, is going to be released by Z-Man Games, according to Piotr Żuchowski of Kuźnia Gier, the game's original publisher. For background detail on the game and its development, read this designer diary on BGG News from co-designer Rafał Cywicki.

• Steve Jackson Games has announced six new colors of Cthulhu Dice for release in May 2012, along with a new set of six Munchkin Level Counters. The expansions keep rolling along, yes they do, yes they do...

• GMT Games is including six extra cards with Dominant Species: The Card Game as a bonus for those who preorder the game directly from the publisher. These cards will later be sold via the BGG Store. For more on what will be included – and why the existence of these cards doesn't make everyone a happy camper – head to this thread on BGG.

• And speaking of promos that will both please and displease many gamers, Alderac Entertainment Group has announced that Thunderstone Advance: Towers of Ruin – which officially goes on sale March 12, 2012 – will be available for early play at various brick-and-mortar game stores during a prerelease "Level Up Event" the week of March 2-8. In addition to being able to buy the game early at such events, players who do so will receive a free 25-card Avatars mini-expansion – an expansion that will be sold later for $10. I've included a somewhat grainy image of sample Avatar cards below.

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Sat Feb 18, 2012 6:16 am
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NY Toy Fair 2012: Hobby Becomes Mainstream, and Vice Versa

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On Monday, Feb. 13, 2012, I blazed through New York Toy Fair in seven hours and undoubtedly missed dozens of new games on display at the show. I plan to follow up with the contacts listed on the flyers and catalogs and postcards that I scooped up while whirlwinding through the aisles, and I'll scan Toy Fair's virtual press site again to look for publishers and games not already covered in the 2012 NY Toy Fair Preview that I compiled for BGG.

That said, I'm more interested in discussing two broad subjects related to the U.S. game market, both of which came up in multiple conversations with publishers during NY Toy Fair, than particular games, so let's talk about that first, then get to the games in later posts.

Us 1 :: Them 10,000

Subject #1 is the dichotomy at the heart of the U.S. game industry. No, I'm not talking about the tired Eurogame vs. Ameritrash debate. That topic is trite and meaningless, of interest only to those who bathe in minutiae that's irrelevant and invisible to those outside the hobby.

Instead I'm talking about the division of the market between hobby and mainstream game releases, and consequently the division of gamers into hobbyists and the public at large. Hobbyists follow game release schedules, study designers and publishers and the style of games they release, discuss game trends, and build a mental image of the game industry that includes them as an essential part of it. Joe Public, on the other hand, buys a game, plays it with friends or family, has a good time, then puts it away and doesn't obsess over it.

In case you didn't already know, the number of Joe Publics in the world is vastly more than you could ever imagine.

Hobby, Mainstream or Both?

In late 2011 at Toys R Us, after searching in vain for new Cars diecast figures with my son, I visited the store's game section and was surprised by this selection:

Progress?


To be clear, I was not surprised by either the Jersey Shore Trivia Game or yet another version of Jenga, but rather by the presence of the comparatively meaty Jungle Speed between those foamy pieces of game breading. Jungle Speed in Toys R Us? Neat, I thought. Hope that goes well for Asmodee.

Then shortly afterward I saw Jungle Speed on sale at the mainstream department store Target, then at a different Target, then at multiple Barnes & Noble bookstores, and finally at Walmart. How is this possible, I wondered? This little game – this decade-old design that's been kicking around hobby stores – is suddenly all over the place.

At NY Toy Fair, I asked Stefan Brunell from the U.S. branch of Asmodee about this, and he said that success came after finally realizing that the U.S. market is not like those in France and Germany. In those countries, he explained, games are sold in retail outlets of all sizes, and games percolate up from small stores and tiny print runs to medium-sized, then large retail outlets. Games prove themselves over time, then earn a spot in a larger retail arena, then move up again, and so on. (Many games, of course, never graduate to larger outlets, or they advance a bit but then stagnate.)

The U.S. market, by comparison, has no middle ground; every retailer is either big or tiny, so there's no middle ground by which games can become known over time. "Even something like Funagain," says Brunell, is tiny. Thus, publishers need to recognize this division and pitch their games to the large players directly. Asmodee finally did this with Jungle Speed, and the result is that game appearing in mainstream outlets across the country and more copies being sold in the U.S. in three months than in the previous ten years. (In March 2010 on Boardgame News, I had linked to an article in Air le Mag (via Filosofia) that mentioned annual Jungle Speed sales of 200,000 copies. That total was for worldwide sales; Brunell expects Jungle Speed sales in 2012 in the U.S. alone to far surpass that number.)

That success with Jungle Speed has been mirrored in other mainstream retail outlets with other games. The original Munchkin game was added to two dozen Target stores in April 2011 as a test sales program ten years after the game's original release (and domination of sales charts in hobby stores), and sales went so well that by January 2012 the game was available in nearly all 1,500 Target locations. So as with Jungle Speed, a game once thought of as hobby-specific has gone mainstream in terms of its availability – with nothing being changed in the game play itself.

Barnes & Noble has also become an influencer in the general game market. One publisher at NY Toy Fair mentioned that when B&N picks up a title, it orders a thousand copies in one shot – which is a huge number for publishers used to handling print runs that consist of only a few thousand copies in total. Another publisher explained that B&N requested changes in box size (but not the game play) so that the titles would have more shelf presence in their stores, the goal being to have offerings at multiple price points in each game category it carries.

B&N also carries a handful of different Munchkin standalone games. Matt Morgan at MTV Geek interviewed B&N reps in October 2011 about their approach to game selection, and one said, "I'm continued to be blown away by Munchkin." That same article explained that B&N reps rushed to get Fantasy Flight's Civilization board game on shelves in time for the 2011 holiday season, and the game sold out and was reordered. With "at least 3 copies in each of [the] 'A' stores" and 450 'A' stores in the B&N chain, at least 1,350 copies of a complicated hobby game were sold at MSRP to the public at large. B&N also carries (and presumably sells) Gears of War, Agricola, 7 Wonders, Arkham Horror, Days of Steam, Empire Builder, and other titles normally thought of as fairly involved and designed for hobby gamers.

All of which makes me think that the difference between hobby and mainstream game releases might be less than most gamers perceive it to be. I've long pushed for greater public awareness of designer games; in 2006, for example, I sold a write-up on Reef Encounter to Scuba Diving magazine, sold a review of Primordial Soup to the science magazine Discover, and wrote a regular column on games for the (short-lived) Coffee Magazine. I pitched many more game-related articles to magazines and newspapers in the mid-2000s and had some success, with many, many more rejections. Each success was all about getting the right game in front of the right readership, the right market – although I'd argue that many of the rejections also had the right game for the right market, especially Funny Friends for Rolling Stone. C'mon!

In the end, perhaps the only difference between the majority of hobby and mainstream game releases is where they are sold – and with more outlets carrying more designer games, the line between what's hobby and what's mainstream may continue to blur until the dichotomy has even less meaning than it already does. Whether this will happen or not won't be clear for a couple of years, as those buying Civilization and other "hobby" games via mainstream outlets might have been scared away from buying unfamiliar games – or they might be ready to try something new this holiday season. Time will tell...

Kicking Game Sales into the Mainstream

The other subject under discussion at NY Toy Fair was the emergence – or rather, the growing presence – of Kickstarter as a vehicle for game sales for publishers both large and small. While I've backed a number of Kickstarter projects, I've always held reservations about the Kickstarter process itself for three reasons:

• The risk-shifting involved in the publication process, with a publisher not fronting the money to produce a game but rather using funds from customers to do so. At some level, I want to know that a publisher has invested itself in the success of a game and is putting itself financially at risk so that it is, in a sense, saying, "This is how much trust we have in this game. If it weren't as good as we think it is, we would never have brought it to market?" Yes, I know publishers that use their own funds can deliver terrible games as easily as those using Kickstarter – and however you buy a game, you're at risk of not getting something you like – but still that mental discomfort persists.

• The ease with which awful projects rub shoulders with good ones. I know this shouldn't bother me since a project's awfulness says more about the sponsor than about anyone involved in the gaming community, but I still hate to have others furthering the notion that a slapped-together roll-and-move activity – one intended more for delivering eyeballs to sponsors than for delivering game play to buyers – is what I'm talking about when I talk about games. I'm interested in games as a creative pursuit, as an artistic medium, and while I agree that the primary purpose of a game is to play it, I still enjoy seeing what others create and present as objects unto themselves.

• The knowledge that some day a publisher will take the money and run, delivering nothing to buyers and tainting future possibilities for those who want backing for projects of their own.

All that said, talks with a number of publishers at NY Toy Fair had me thinking about Kickstarter from three new angles, one being from the hobby/mainstream angle that I discussed above. I knew from previous discussions with game industry personnel that game publication projects on Kickstarter attract buyers far beyond the BGG audience – but what I didn't know was how large that mainstream audience is. One publisher estimated that the percentage of supporters not coming to a project through BGG, Tric Trac or other hobby-specific media was 60-80%. One way or another, those outside the normal confines of what we think of as the game hobby are finding out about these projects and backing them – and as I stated above every such purchase blurs the difference between hobby and mainstream games.

Another angle to Kickstarter relates to the risk-shifting I mentioned above. Yes, a publisher using Kickstarter benefits by raising funds to cover the cost of game production – but a related and possibly even more important factor is that the publisher has some way to estimate sales for the game in the marketplace at large and can adjust the print run accordingly. If a game barely clears its funding goal, the publisher can cut publication numbers to cover what's needed for the project and basically wash its hands of the game, forgetting about long-term profit to satisfy its immediate obligations, then move on. If a game has more support than anticipated – or support from unexpected locations – the publisher can figure that it underestimated the game's potential and boost the print run accordingly.

Why is this practice important? Because game retailers – both brick-and-mortar stores and online sellers – have traditionally been terrible at placing preorders, leaving publishers in the dark as to how many games to produce.

Asmodee's Stefan Brunell mentioned this during our talk. In late 2011 Asmodee brought it roughly two thousand copies of Eclipse, despite not having preorders to justify that amount, and blew through all the copies immediately. Now Asmodee has an Eclipse reprint of 5,000 copies scheduled for release in the U.S. in May 2012. Brunell says that his bosses balked initially because retailers and distributors still weren't placing reserve orders to justify a print run that large, but he convinced them to do it anyway. What's changed in the intervening weeks between the time that reprint order was placed and today? Eclipse has hit large, everyone wants it, retailers and distributors have finally placed preorders – and now those 5,000 copies are already sold out at the publisher level, with another reprint in the works. If retailers and distributors had done their homework when the game debuted at Spiel 2011 in October and placed orders accordingly, both the initial shipment and the reprint would be larger, and everyone would have a better chance of getting the game. (That said, gamers also tend to be negligent when it comes to placing preorders, and their preorders drive those of retailers and others down the line.)

The third angle relevant to Kickstarter taking on a bigger role for publishers relates to the Kickstarter projects being relatively inexpensive marketing for the games themselves. An active project gets people talking about a game, reading the rules, asking questions, looking for artwork, and so on – all of which brings games to the attention of retailers and distributors, in addition to those who would buy the game directly. One publisher at NY Toy Fair said that while you might think that distributors would be upset by sales lost directly to Kickstarter buyers, they are instead happy that Kickstarter advertises the game more effectively than a sell sheet or a description in their catalog, thereby getting gamers excited about the game and retailers eager to support something that already has a presence in the market. Kickstarter does the work that a distributor might otherwise need to do – or might not do at all, which would leave the game gasping for air among a crowd of indifferent retailers.

Like it or not, more publishers will be using Kickstarter for more games in the years to come, both for off-the-wall projects that might have a seemingly small audience and for otherwise "normal" games that you'd expect to see available through all the regular outlets anyway. As for what those titles will be, watch this space for details!
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Thu Feb 16, 2012 9:12 pm
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New Game Round-up: Mage Knight Returns in April, Portal Presents Crusoe and Armies (But Not Together) & Alain Epron Also Has a Dice Game for 2012

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WizKids has announced that the second printing of Vlaada Chvátil's Mage Knight: Board Game has a U.S. street date of April 18, 2012. As for those gamers outside the U.S., WizKids' Scott D'Agostino notes that "local language [edition]s are planned for German and Czech currently, with more in the works and exact timing to be determined. Please listen for announcements through your regional distributors regarding availability."

Portal Publishing's Ignacy Trzewiczek tweeted the following on February 6, 2012: "During Nurmberg fair our secret project got revealed - since many months I work on Robinson Crusoe board game. It'll be really epic game."

• In other Portal news, and something I've regrettably overlooked until now, in March 2012 the first Army Pack – called Steel Police – will be released for Neuroshima HEX!. Steel Police comes from NH designer Michał Oracz, and Trzewiczek has blogged on BGG about his worries for that Army Pack's balance against other armies and how he finally came to acceptance of the Pack as is.

• Designer Alain Epron, who created a stir at Spiel 2011 with the unforgiving Vanuatu, has released info on the next release from his own Krok Nik Douil Editions. Here's a short description of Massilia from the game page on BGG:

Quote:
Massilia the beautiful – its strategic location on the Mediterranean has made it an important trading port of the Roman Empire, bringing prosperity to the city. Its market has become one of the most popular on the coast, and merchants are fighting to be able to install their stalls. Competition is tough to make a fortune, especially since the customer is demanding. This requires having well-stocked stalls to attract the wealthy customers and increase its reputation. But be careful not to incur the wrath of the consul as this could cost you. However, you can always count on the gods and goddesses to give you a boost, with, of course, some offerings. And yes, everything is paid in this world ...

In Massilia, each player will be able to use different colored dice to perform actions. There are four different colors corresponding to four different actions. On his turn, a player can choose a die and perform the corresponding action: Buy goods at the port, move a client or the consul on the market, make offerings to divinities to recover bonuses (cards), and buy reputation. The value of the die shows the number of times that the action may be made. The goal is to obtain the highest reputation at the end of the day by setting up stalls on the market to sell goods at the best price that the player will have bought in port.
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Mon Feb 13, 2012 12:00 am
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New Game Round-up: Kick Button in France, Use Sleeper Agents in France & Build a Snowdonia Railway (Not in France)

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• French publisher Jactalea has unveiled details on the "button game" hinted at in its New Year's announcement, mentioned on BGG News in January 2012. Button Up! is a small abstract game from Bruno Cathala, and here's a rundown of the game's setting and how it plays:

Quote:
1814: Napoleon Buttonaparte and General Ludwig Von York Buttonburg wage a war without mercy, and a new battle is about to begin. The armies are deployed, awaiting orders to move, and in both headquarters the same speech is being presented: "For you, Buttons, the goal is clear: End up on top!" Soon the battle will commence, with each general trying to use the available spies as well as he possibly can to dominate the final battlefield.

As you might guess from the punny names, Button Up! is a non-serious look at combat during war – so non-serious, mind you, that the pieces are buttons, none of which are eliminated due to sucking chest wounds during play. In fact, Button Up! is an abstract game in which players try to manipulate the button troops to score more points than the opponent.

To set up each round of the game, randomly arrange nine buttons in a circle: three red for Buttonaparte, three black for Von York Buttonburg, and three neutral white spies. On a turn, the active player takes one stack that contains a spy, then distributes that stack clockwise one button at a time, with the buttons coming off the bottom of the stack as they're placed. Thus, the first move is a single white button being placed on its neighbor to the left; if that stack is moved on the second turn, the bottom button is placed on its left neighbor, then the white button on top placed to the left of that. If the last button placed matches color with the button it covers, the player who moved it takes another turn. (This doesn't apply if the stack being moved contains more buttons than remaining stacks; in this case, the final buttons are placed on the last stack without rearranging their order.)

When only one stack remains, the round ends. Each button has strength equal to its height in the stack; players sum their strength, and the player with the most strength earns points equal to the difference between the two sums. If one player now has 15 or more points, he wins; if not, shuffle the buttons and start another round with the player who has the fewest points going first.

• In other news from French publishers, Blackrock Editions and Cocktail Games are jointly issuing a new version of Richard Borg's Ces Années-là (aka, Times to Remember). Yes, Richard Borg does (or at least did) trivia games, too. Did you know that? No word on a new English edition of the game.

• Spanish publisher nestorgames has released Sleepers from designer Stephen Tavener and no, this game is not a ludic adaption of the Woody Allen film – although I would pay to play that. Instead, this game is about sleeper agents in occupied France during World War II with multiple ways to both win or lose.

• In a Feb. 4, 2012 post, I mentioned the Surprised Stare Games title Mountain Railway as one of the designs that will be on hand in playtest form at the 2012 UK Games Expo. Well, designer Tony Boydell has now unveiled the final title of the game – Snowdonia – its expected release date of October 2012 (specifically Spiel 2012), and many details of the look of and goings-on in the game in a long series of posts on the Snowdonia game page. Incredibly charming artwork on the action cards and game board!

As for the other Surprised Stare title I had mentioned – Guilds of London – Boydell says, "I'll have a playtest copy to show anyone who's interested at UK Games Expo, but it's still not scheduled for release yet."
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Sun Feb 12, 2012 4:01 am
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New Releases for 2012: Asmodee Times Three

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Announcing upcoming game releases from Asmodee can be tough because there isn't a single entity titled "Asmodee" from which the games are issuing. Rather Asmodee has multiple divisions around the world, and each of those divisions has its own release schedule. On top of that, Asmodee is both publisher and distributor, so sometimes a publisher is releasing its own titles in one location while Asmodee is distributing them in another.

That said, I have three game release schedules from various Asmodee branches, and looking at them together provides a general idea of what will be where when. Let's start with the North American branch of Asmodee, courtesy of Stefan Brunelle, as that list is longer than the others and therefore provides a reference base of game links and titles. The original publisher of each game is included in parentheses after the game title. (Before anyone submits corrections, please note that Asmodee should not be listed as publisher for titles which it does not, in fact, publish.)

As you might expect, these lists are subject to revision as time passes, especially for those titles due out closer to the end of 2012.

February
-----Bonbons (GameWorks)
-----Bugs & Co (Libellud - restock)
-----Cyclades: Hades (Matagot)
-----Dr. Shark (Hurrican)
-----Gosu: Kamakor (Moonster Games)
-----Jaipur (GameWorks - restock)
-----Mundus Novus (Asmodee)
-----Skull & Roses Red (Lui-même)
-----Tschak! (GameWorks)
-----The Werewolves of Miller's Hollow (Lui-même - restock)
-----Werewolves: New Moon (Lui-même -restock)


March
-----Cyclades (Matagot - restock)
-----Mr. Jack (Hurrican - restock)

April
-----Formula D (Asmodee - restock)
-----Sidibaba (Hurrican)
-----Skull & Roses (Lui-même - restock)
-----Texas Zombies (Moonster Games)

May
-----7 Wonders: Cities (Repos Production)
-----Eclipse (Lautapelit.fi - restock)
-----Monster Chase (Le Scorpion Masqué)


June
-----Divinare (Asmodee)
-----Méditerranée (Ystari Games)

July
-----Dixit Journey, presumably Dixit 3 although I need to check on this (Libellud)
-----Formula D: Circuits 4 - Redacted & To Be Named Later (Asmodee) – see below
-----Stream (no info about this one)
-----Timeline: Exp. 1, presumably Timeline: Discoveries (Hazgaard)

August
-----City of Horror, a sequel of sorts to Mall of Horror (Repos Production)
-----Seasons (Libellud)

September
-----Kemet (Matagot)
-----Sherlock Holmes (Ystari Games) – see below


October
-----Dixit Jinx (Libellud)
-----Eclipse expansion (Lautapelit.fi)
-----Masters of Commerce (Asmodee) – see below

A few clarifications on items listed above:

Masters of Commerce is the title that U.S. publisher Grouper Games debuted with at Spiel 2011. Says Brunelle, "In Essen I was with the guys from different French publications, 2:00 in the morning, and everybody was going to sleep except eleven of us. I had this game in my bag, read the rules in a couple of minutes, placed it on the table, major fun. I knew I wanted this game. I don't about the U.S. market, but this game has everything to make it a big success in France." I've played Masters of Commerce a couple of times and while the game isn't for everyone – one guy, playing a merchant, left the table mid-game – it's a crossover blend that seems to hit both gamers and non-gamers equally well, kind of a chaotic version of Chinatown with no time for everyone to dicker over a couple of bucks.

Formula D: Circuits 4 - Redacted & To Be Named Later – Brunelle says that the track names are under wraps for now, although he adds this teaser: "This release is made especially for the USA since we are the ones who asked for it." Circuits 4 is scheduled to debut at the World Boardgaming Championships in August.

Sherlock Holmes is indeed an English-language version of the new version that Ystari Games debuted in French at Spiel 2011. Lots of work still to be done on this, says Brunelle.

•••

Now in addition to all of the titles above – or perhaps weaved throughout that schedule – are titles coming from Asmodee France that either won't be released in North America or will be released from another publisher. Those titles and their release dates are:

February
-----PIX, which as previously noted on BGG News won't be available outside France due to the devastatingly expensive production costs (GameWorks)

March
-----Chasse aux Marsupilamis, a kids game featuring the famed comic character that never made its way to North America with any success
-----Dobble Kids, which is being released in the U.S. by Blue Orange Games as Spot It Jr.! Animals
-----Fantômes contre Fantômes, a new version of Alex Randolph's Ghosts! (Asmodee)

April
-----Divinare, which is appearing in June in North America (Asmodee)

May
-----Le cake aux kiwis de Carole, one of two children's games about which I know next to nothing
-----Léa la girafe a perdu ses taches, and the other such game
-----Shrimp is another title to be released in North America by Blue Orange Games, this one under the name Shrimp Cocktail
-----The Island, which appears to be a localized port of Stronghold Games' edition of Survive! (Asmodee)

June
-----Petit Poucet, (aka Tom Thumb) a semi-cooperative memory game (Libellud)
-----Time's Up! 2013, featuring the same game play as ye olde Time's Up! but with a focus on names from the present year (Repos Production)

August
-----• "Pirate game", this being the working title for a Paolo Mori design (Asmodee)
-----String Railway, a new version of the Hisashi Hayashi design to serve as a counterpoint to the new version being released by FoxMind in North America
-----Tetris Link, already available in the U.S. from Techno Source

•••

Finally, courtesy of the German branch of Tric Tric, we have a rundown of releases in the first half of 2012 from the German branch of Asmodee:

March
-----Dixit Jinx, which is due out much later in North America (Libellud)

April
-----Meisterwerke, a new edition of Identik (Asmodee)
-----The Island (Asmodee)

May
-----Crazy Circus, the latest version of Dominique Ehrhard's MaNiKi (GameWorks)
-----Shrimp, as mentioned in the French section above (Asmodee)

June
-----Divinare, which is on both other release lists (Asmodee)

?
-----Zug um Zug: Deutschland, which as noted in this January 2012 post is essentially a new version of Ticket to Ride: Märklin without passengers that was requested by Asmodee (in its role as Days of Wonder distributor) for the German mainstream market (Days of Wonder)
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Links: Ascending to Marriage, Hasbro Gets Money for Nothing & The Return of Le Havre

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• Designer Wolfgang Kramer is interviewed for ZDF tivi, which I believe is a German children's television show, on how he does what he does – i.e., design games that go on to win awards like Spiel des Jahres. Note the wall filled with Kramer-designed and co-designed titles behind him. Inspiration for newbie designers – or intimidation. Take your pick...

• Gamer Alan Gerding proposes to girlfriend and fellow gamer Crystol Shelton with a little help from Ascension and the guys at Gary Games.

• Barbara Schmidts, editor at German publisher Kosmos, is interviewed (in German) on Brettspielblog.ch. Schmidt said that the company sifts through 600-800 ideas each year, most of them unsolicited; that number is comparable to the thousand concepts that AMIGO Spiel reviews annually, as mentioned in this BGG News item. That's a whole lotta rejection going on there. (And I'm sure someone will chime in to say, "But not nearly enough!")

• German publisher Schmidt Spiele has sold more than 350,000 copies of the 2012 Spiel des Jahres winner Qwirkle, according to press release site Brandora. Sales for the Schmidt game line – which includes both old-school game lines like Ligretto, Yahtzee and Ludo, along with modern children's line Drei Magier Spiele and strategy game line Hans im Glück – reached €34 million in 2011, up from €31.1 million in 2010.

• Hanno Girke of Lookout Games notes on BGG that a reprint of Le Havre, in both German and English, should be finished at the manufacturer "any day now".

• The Omaha (Nebraska) World-Herald profiled regular gamer guy Kaleb Michaud, owner of 1,500+ games.

• Another way to pimp your Settlers of Catan on Kickstarter: fancy plastic medieval settlements and cities that have notches in them for the wooden roads – giant notches when compared to the scale of the houses, but perhaps they pull super-wide hay carts in Catan. (HT: Phil Alberg)

• Pull quote: "[A]t a time when plenty of indie filmmakers with excellent ideas struggle to get financing for their films, Universal has paid millions of dollars not to make movies about board games." More details on how Universal got out of its deal with Hasbro for the movie rights to several board game titles on Cinema Blend.

• And in other Hasbro licensing news, this time going in the other direction, CNET reports that Hasbro has signed a deal with Zynga to create games and toys based on its online properties, which include FarmVille. Some Eric who is not me has commented on that news item about Agricola being a nice stand-in for FarmVille: The Board Game. (HT: Dave Kohr)
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New Game Round-up: Rosenberg on Würfel Bohnanza, Easier Empire Building & No Hoth for the U.S.?

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• Designer Uwe Rosenberg writes about the development of Würfel Bohnanza – just out now in Germany – on the AMIGO Spiel website. (PDF link on the bottom of this page.) Rosenberg talks about his educational experience as a statistician and how he had to pull that knowledge from the memory vault in order to arrange all the tasks the right way in Würfel Bohnanza, specifically so that players could potentially (3-6% chance) complete the first three tasks on each card while not being able to complete the fourth. He notes that the published cards have the probability of completing each task as a percentage on the card, as can be seen in this image.

Aside from that, the big elements of the game design are the desire to have everyone involved in every turn – which is why opponents can complete tasks using the active player's newly rolled dice – and the desire to make Würfel Bohnanza not simply a dice/puzzle game. He writes: "Many dice games are about the exact fulfillment of a task. For me, a dice game is attractive only if the task is not clearly defined." Specifically, a player might be confronted with a roll that completes a more difficult task while an easier one is yet to be completed. Does he gamble on getting the dice needed for that easier task while risking no progress at all if he fails?

• U.S. publisher Mayfair Games has an introductory game coming for its Empire Builder line in May 2012. Here's the description of Empire Express:

Quote:
In Empire Express, designed to be an easy-to-play introduction to the Empire Builder series of games, players create competing railroad empires by drawing railroad tracks with crayons upon an erasable board. You win if you utilize your network of rail lines to acquire and deliver goods efficiently to accumulate the largest personal fortune!

The base game provides pre-programmed routes on a board depicting a north-eastern portion of the U.S. with demand cards providing players with an easy way to learn the system through play. Players start with the bare bones of a railroad: an empty train and track connecting some cities. Each turn you and your fellow players take turns building track, operating trains, and delivering loads. The bank will pay you for each delivered load.

With the starting route guided by the board, only two loads per card, and a visual pick-up and delivery guide on every card, the learning curve is greatly shortened.

• A usually reliable source has informed me that Star Wars: Battle of Hoth, a new title in the LEGO games series due out in 2012 that hotted up a number of BGG News readers, will not be available in the U.S. due to licensing issues. I'll be at NY Toy Fair next week to check up on this info.

• German publisher Pegasus Spiele has let loose a list of upcoming releases for 2012, including German-language versions of Mage Knight, Mutant Meeples, Pictomania, Eminent Domain, City Tycoon, Thunderstone Advance, Panic Station and Monty Python Fluxx.

In partnership with Gerhards Spiel und Design, Pegasus is releasing a line of wooden games, starting with a new version of Frank Stack's Zoom, previously released by both HiKu Spiele and Gerhards. Zoom will include a play variant, possibly TriHop, which is also by Stack and was paired with Zoom in the Gerhards release. Other titles forthcoming in this series are Puzzle of Oz, Avverso and Sia Doble.

Mondo Sapiens, a spin-offy sequel of sorts to Michael Schacht's Mondo, uses similar game play with players simultaneously laying down tiles to populate their individual player boards with people, buildings and roads.

• Tric Trac reports that Repos Production has licensed Sandwich – a card game in which you try to make the least disgusting, nay, the most appetizing sandwiches possible – from Le Joueur for a new edition of the game in late 2012.

• U.S. publisher North Star Games will expand its Wits & Wagers family in 2012 with the release of Wits & Wagers Party. More details beyond the strange appearance of Elvis on the game cover soonish.

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New Game Round-up: Strings and More from FoxMind in 2012, Get Animals on Board in Noé & More

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• Canadian publisher FoxMind Games has unveiled its release schedule for the first half of 2012, some of which are localized versions of games already available in Europe and Japan and some of which is new. The rundown of releases is:

Already available
-----Rise or Fall, a quick-playing simultaneous reveal game in which you want to slime other high school cliques to leave yourself on the top.

March 2012
-----Four in a Square, a two-player abstract in which you place a token, then slide a tile in the grid to try to create...

April 2012
-----I Go!, a new pirateless version of Leo Colovini's Corsari.

June 2012
-----Map It! World Edition and Map It! U.S. Edition, being respectively a localized version of Ausgerechnet Honolulu and a new version of the Ausgerechnet series that focuses solely on U.S. cities and landmarks.

July 2012
-----Chocoly, a localized version of the Steffen-Spiele release Schokoly in which players place and stack chocolate wafers to create large blocks of their color.


Q2/Q3 2012
-----String Railway, an English/French version of this Hisashi Hayashi design, which Japon Brand previously made famous at Spiel. Yes, Asmodee had previously been announced as the publisher of a forthcoming new edition, and FoxMind's Marie-Ève Lupien – man, could there be a better-sounding, more French name? – says that plan is still in place: "Asmodee is launching its own version in France this year, too. Production should be made at the same time." The FoxMind version also has rules in French to cover sales in Québec.

Release date unknown
-----Six, another Steffen-Spiele release, this one being a game that FoxMind has published previously but is now redoing to include bakelite tiles.

-----Kulami, yet another Steffen-Spiele title and one that I sadly overlooked while compiling the Spiel 2011 Preview. Whoops! Wish I would have seen this game in Essen, but apparently I'll have a second chance now. Lupien mentions that the FoxMind version will likely have a different name.


• U.S. publisher Steve Jackson Games has announced that it's working on Munchkin Zombies 3, a second expansion for the Munchkin Zombies base game.

• I've added four new HABA titles to the Nürnberg 2012 Preview, with all of them being due out in March or April 2012 in Europe. (These games might have separate U.S. releases in 6-12 months.) The games are:

—A new Animal Upon Animal title – Tier auf Tier: Jetzt geht's rund! – in which players now stack animals on a crocodile which is on a ice floe (turntable) that must be rotated each round.
–In Wasserratten in Sicht!, players must collectively build a series of lighthouses to prevent water rats from reaching an island.
–Roberta Fraga's Kuck Ruck Zuck!, with players trying to deduce which animal took which picture based on the animals that can be seen in them.
–In Monstertorte, players scoop colored sugar balls from a mixing bowl to get the right ingredients for cake recipes.

I still have many more HABA titles to add to the database. Soon!

• The UK Games Expo has posted a new games page for its 2012 event, and while details are scant about most of what will be on offer – the title Mountain Railway and Guilds of London from Surprised Stare Games, Nine Worlds from Medusa Games – the page is there if you want to keep an eye on it.

• French publisher Libellud is releasing Sticky Stickz, which Korean publisher Happy Baobab had debuted at Spiel 2011. The short description: Roll dice, then smash tokens with your "sticky stick" – i.e., a stick bearing a suction cup – to claim the appropriate token.

• French publisher Bombyx has now released more info on Noé, a card game from Bruno Cathala and Ludovic Maublanc due out in March 2012. Here's the detailed game description I've now posted on the BGG game page:

Quote:
In Noé the flood is at hand, and to save as many species as possible, Noah will need your help – with only the most deserving of players being saved from the waters!

Each round, players start with eight animal cards in hand; five ferries are laid out in a circle, with one animal placed on board from the top of the deck. Noah himself stands on one ferry. On a turn, a player plays one card from hand onto the ferry where Noah is located, following two rules: (1) the total weight of all animals on board cannot exceed 21 and (2) animals on a ferry must be placed either in alternating gender order or must be all of the same gender. After placing an animal, the player moves Noah to a different ferry; if he played a female animal, Noah goes to either adjacent ferry, while if he played a male, Noah goes to either ferry on the other side of the circle.

If a player can't legally play an animal, he must first take in hand ''all'' the animals on the ferry where Noah is located, then play an animal.

In addition to moving Noah to a nearly full ferry, players have two other ways to benefit themselves or mess with other players. If a player plays an animal identical to the one last played on that ferry, he moves Noah, then takes another turn. If a player brings the weight of a ferry to exactly 21, that ferry launches from shore to meet the ark located in distant waters, a new ferry becomes available for loading, and the player distributes 1-4 cards from the deck among his opponents. finally, some cards have special animals, such as the giraffe that lets you peek at an opponent's hand and the woodpecker, which stupidly pokes holes in the ferry and reduces its maximum weight to 13. Bad woodpecker, bad!

The round ends when a player runs out of cards in hand or a fourth ferry launches. Players receive penalty points for cards still in hand, scored according to the number of tears on each card, those tears representing Noah's sadness at the animal being left behind. Then players shuffle all the animal cards and begin a new round. The player with the fewest points after three rounds wins!


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