Gen Con 2012 Preview
W. Eric Martin
United States
Apex
North Carolina
flag msg tools
admin
designer
Recommend
340 
 Thumb up
32.70
 tip
 Hide
Gen Con Indy 2012 takes place August 16-19, 2012, and as the largest and longest-running game convention in the U.S. – more than forty years! – it's no surprise that U.S. publishers will demo or sell many new games at the show in order to introduce fresh releases, build buzz, and (of course) make sales.

This Geeklist highlights titles that, to the best of my knowledge, will debut at Gen Con 2012, be released shortly before the convention, or be available in demo/preview form. To add titles to this list (or send me general game news for coverage on BGG News), please write me at wericmartin AT gmail.com. Thanks!
Your Tags: Add tags
Popular Tags: GenCon2012 [+] GenCon [+] [View All]
  • [+] Dice rolls
[1]  Prev «  3 , 4 , 5 , 6 , 7  | 
Board Game Publisher: Toy Vault, Inc.
• Booth #1603, which is the Eagle Games booth; Toy Vault will not have its own space at Gen Con 2012, but Eagle/Gryphon will be handling sales for Toy Vault.
151. Board Game: Abaddon [Average Rating:6.77 Overall Rank:3555]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 45 minutes
Suggested ages: 14 and up
Categories:
Mechanics:
Language:
English
Description:

Game description from the publisher:

It's the distant future, and mankind has taken a galactic leap forward through space, time, and technology. Life as we know it struggles to endure on the Abaddon. Once the home of a mysterious, non-human civilization, the planet is now a desolate wasteland bearing one immensely precious resource: Feronium power crystals. The unimaginable energy contained within the crystals is coveted by two groups of humans: the Satellite City-States and the Commonwealth Alliance. Using Links – giant bio-mech suits made from modified military vehicles and alien technology – the warring factions fight a weary battle for territorial control of the Abaddon.

At your disposal in Abaddon is a 28" x 19" battlefield game board with 32 highly-detailed mech figurines, 18 free-standing landscape terrain features, over 100 game-changing Wild Fire and Weapon System cards, dozens of tokens, battle dice and a Battle Manual containing over 15 mission scenarios. Choose your allegiance and lead your army in non-stop excitement as you forge through unforgiving terrain, fight to overcome random and bizarre technological glitches, and battle your enemies in never-ending war.

Abaddon is a furious, two-to-four-player game of futuristic combat. Each scenario is laid out on the customizable battlefield game board with each side using a varying number of units. The game is played in turns during which a player rolls his Activation Dice, allowing him to "activate" certain units and move them. These mechanical units – Links – are powered by Feronium power crystals, and as they take damage these crystals are depleted. A unit that runs out of crystals is unable to continue functioning and is considered destroyed.

Combat is card- and dice-based. The attacker lays out his Weapon System cards, targeting defending enemy units. Once the attacker has laid out all of his planned attacks, the defender may defend with his own Weapon System cards. These cards can modify the dice rolls that are used to determine the results of the combat. Additionally, due to the experimental nature of the Links and the mysterious happenings in the Abaddon region, things can, and often will, go wrong. These malfunctions and odd happenings are represented by Wild Fire cards, the drawing of which can result in anything from possible shutdowns to anti-gravity surges.

Victory is determined based on stipulations presented by the chosen mission scenarios. Typically, victory is achieved by damaging and destroying your opponent's units by way of their power crystals. Each destroyed enemy crystal is worth one victory point, which players must collect in order to win.

Other Information: • Price $80
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
152. Board Game: Starship Merchants [Average Rating:6.76 Overall Rank:2000]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 90 minutes
Suggested ages: 14 and up
Categories:
Mechanics:
Language:
English
Description:

4049: The galaxy hums with prosperity and peace two millennia after the dawn of space travel. But as mankind and its neighbors colonized the stars, the burgeoning need for resources was apparent. One by one, new geological discoveries revolutionized terraform, construction and energy technology. The sub-temperature properties of the mineral Ice-9 allowed life-giving water to flow on uninhabitable planets. Crystallized Cobalt was accidentally found to be incredibly strong, resistant to extreme pressure. And a single chunk of Deuterium could power a sprawling metropolis for a month!

As a plucky entrepreneur you must explore the edges of space searching for precious minerals. Will you buy the fastest ship in the sector or hire the best pilot in the galaxy? Purchase the latest state-of-the-art gadgets, invest in planetary refineries, or pay off your rising debt? The cargo you haul could be worth fortune, so grab your helmet and suit up! The cosmos and a mountain of credits call!

In Starship Merchants, each player runs a fledgling corporation looking to stake a claim in the lucrative mining business. Player will buy starships, explore the galaxy and deliver cargo for interstellar credits, all the while expanding their operations.

Starting at the shipyard and ending at the dock, players will move clockwise around the four quadrants on the board to complete an entire Business Cycle. During each turn, a player either performs one action at the current quadrant or advances to the next, performing an action there. As players take actions or advance they spread apart across all four quadrants while completing individual Business Cycles.

The Shipyard is where you can buy a speedy scout or a heavy load bearing tug. The Market is where Gear, Pilots, Refineries, and claims can be purchased. In the belt, starships are run by spending energy points to explore, pickup mines, or fly to another destination. The final quadrant is the Dock where delivered cargo is traded for credits.

A player that ends his turn at the Dock with 100+ credits can declare the Final Run, ending the game. But after completing the Final Run, the player with the most credits wins!

Other Information: • Price $35
17 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game Publisher: Twilight Creations, Inc.
• Booth #1319

Roll Them Bones: The Zombies!!! Dice Game is listed among the events at Gen Con, so you'll probably be able to demo this game at the Twilight Creations booth.
153. Board Game: The Current Number of the Beast [Average Rating:6.14 Overall Rank:6122]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 45 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Language:
English
Description:

Game description from the publisher:

Here is wisdom. Let him that hath understanding count the (current) number of the beast: for it is the number of a man; and his (current) number is Six hundred threescore and six. — Revelations 13:16 (Mostly...)

Newly discovered ancient texts go on to add: "Of course, there is also, the Neighbor of the Beast. His number is Six hundred threescore and three."

"Let us not forget the Child of the Beast. For she hath a number as well. Verily, she is Three hundred and thirty three..." — The Book of Twilight Creations 6:66

The Current Number of the Beast is a fast-paced dice-manipulation game in which players must use a combination of cunning and skill to be the first to get their dice to match the number on the current "Beast" card in play.

6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
154. Board Game: Humans!!! 3: ZombieCon [Average Rating:6.88 Unranked] [Average Rating:6.88 Unranked]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 60 minutes
Suggested ages: 12 and up
Categories: Show More »
Mechanics: Show More »
Expands:
Language:
English
Description:

Game description from the publisher:

Humans!!! 3: ZombieCon moves the brain-munching action to the happiest place on earth. That's right – your zombies have decided to look for lunch at the local gaming convention. Will you eat the CCG player? Maybe the RPG fan would be easier to catch. If all else fails, security looks tasty! So many choices!

Humans!!! 3: ZombieCon lets players explore a large gaming convention looking for more brains to eat or candidates to convert. This expansion also adds a new card type called "Personalities" that determine WHO you encounter and how much "fight" they have in them.

4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
155. Board Game: Zombies!!! 11: Death Inc. [Average Rating:7.01 Unranked] [Average Rating:7.01 Unranked]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 60 − 120 minutes
Suggested ages: 16 and up
Categories:
Mechanics:
Expands:
Language:
English
Description:

Game description from the publisher:

Remember when you just THOUGHT everyone you work with was a...ZOMBIE!

Well, as it turns out, you were right.

The CEO is now the ZEO. Your coworkers now moan in addition to the aimless shambling. Suddenly, the receptionist is very interested in you. And the lunch room... Let's just say, you don't want what everyone else is having!

Zombies!!! 11: Death Inc. simulates what would happen if you went to work one day and discovered that all your coworkers really were zombies! Of course, you being the "brown-noser" that you are, you decide that rescuing the surviving board members just might help your career. Unfortunately, you aren't the only one with this idea.

Zombies!!! 11: Death Inc., an expansion for Zombies!!!, uses the same game play as the base game: Players take turns laying tiles (to create the board), fending off zombies by rolling dice, scavenging for goods in the form of health (to allow re-rolls) and ammo (to improve rolls), and playing cards to help you or hurt the other players, all in an effort to be the first to the helipad tile to escape (or kill 25 Zombies).

4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
156. Board Game: Zombies!!! The Card Game [Average Rating:5.34 Overall Rank:9280]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 60 minutes
Suggested ages: 13 and up
Categories: Show More »
Mechanics:
Language:
English
Description:

Game description from the publisher:

You are so tired. You just can't run anymore. Your breath sounds like a jet engine and sweat has soaked every inch of your body. A shower would be nice. Hell, just being able to catch your breath would be great... Who are we kidding? Ten whole minutes not completely enveloped in sheer terror would be heaven. Too bad the zombie horde looking to make you lunch doesn't see it the same way...

Zombies!!! The Card Game simulates the coming zombie apocalypse in card game form. Each player uses her own deck to form the narrative of her attempted escape; the ground-breaking card design allows for each card to be used for the card effect printed on the front or as a location as indicated by the card's back. The first player to make her way to the "helipad" at the bottom of her deck escapes certain death and wins the game.

The zombies are right behind you. Do you have what it takes to survive?

5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game Publisher: Two Lanterns Games
• Booth #1952
157. Board Game: Morels [Average Rating:7.17 Overall Rank:416]
Designed by:
Published by:
Number of players: 2
Playing time: 30 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
Description:

The woods are old-growth, dappled with sunlight. Delicious mushrooms beckon from every grove and hollow. Morels may be the most sought-after in these woods, but there are many tasty and valuable varieties awaiting the savvy collector. Bring a basket if you think it's your lucky day. Forage at night and you will be all alone when you stumble upon a bonanza. If you're hungry, put a pan on the fire and bask in the aroma of chanterelles as you sauté them in butter. Feeling mercantile? Sell porcini to local aficionados for information that will help you find what you seek deep in the forest.

Morels, a strategic card game for two players, uses two decks: a Day Deck (84 cards) that includes ten different types of mushrooms as well as baskets, cider, butter, pans, and moons, and a smaller Night Deck (8 cards) of mushrooms to be foraged by moonlight. Each mushroom card has two values: one for selling and one for cooking. Selling two or more like mushrooms grants foraging sticks that expand your options in the forest (that is, the running tableau of eight face-up cards on the table), enabling offensive or defensive plays that change with every game played. Cooking sets of three or more like mushrooms – sizzling in butter or cider if the set is large enough – earns points toward winning the game. With poisonous mushrooms wielding their wrath and a hand-size limit to manage, card selection is a tricky proposition at every turn.

Following each turn, one card from the forest moves into a decay pile that is available for only a short time. The Day Deck then refills the forest from the back, creating the effect of a walk in the woods in which some strategic morsels are collected, some are passed by, and others lay ahead.

35 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game Publisher: Uncharted Bacon
• Featured in booth #1033 with Game Salute.
158. Board Game: Appetite for Adventure [Average Rating:0.00 Unranked]
Designed by:
Published by:
Number of players: 2 − 5
Categories:
Mechanics:
Language:
English
Description:

Appetite for Adventure is a card game filled with sabotage, savage food beasts, and copious amounts of glory hogging. Players compete to recruit creatures to be loyal to their cause. They do this by attacking the creatures, and damaging them just enough to "impress" them. The catch? Everyone else will be fighting these same creatures, so you want to make sure that you're the one who places the final amount of damage to "impress" them. The player with the most impressed creatures at the end of the game is the winner, and gets to sit upon the throne of Del' Ishis.

Play as many characters such as "Mooshcake", the plucky cupcake warrior, and impress the dreaded "Strawberry Troll" with your "Kiwi Grenades" and "Spork of The Gods", all while gaining blessings from the "Enchanted Fridge of Elders". Come feed your Appetite for Adventure.

Other Information: • Available for previewing.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game Publisher: Van Ryder Games
• Featured in booth #1033 with Game Salute.
159. Board Game: If I'm Going Down... [Average Rating:6.12 Overall Rank:6230]
Designed by:
Published by:
Number of players: 1 − 2
Playing time: 30 minutes
Suggested ages: 15 and up
Categories:
Mechanics:
Language:
English
Description:

If I'm Going Down... (or IIGD) is the first ever Dying Card Game (or DCG) from Van Ryder Games. A DCG is a card game in which it is certain that the character(s) WILL die. For 1 to 2 players (expandable to 3 to 4 with a 2nd copy), IIGD is set in a world overrun by zombies. Unlike virtually every other Zombie game, your goal is not to survive, but to kill as many zombies as possible before you die, which results in very engrossing solo or cooperative play.

IIGD puts you smack in the middle of a hopeless scenario where endless zombies lurch and ramble toward you, never stopping until you are dead or become one of them (Zead). You must gather and use weapons and resources to take as many of the abominations as you can with you.

Zombies enter the playing area from several "Entry" points depending on the scenario. You can take actions during your turn such as Attack, Use an Item, or Search for Resources. Each turn the Zombies will be moved closer and closer and eventually the resources will run out...

Random events or "Occurrences" that come into play and change the rules keep the game fresh and different every time. The game may be played in a sort of "Kill em All" mode where you simply try to achieve the best score or you can play one of several Story Arcs that add entertaining story lines to the game where how well you do determines what happens in the story after you die.

The unique mechanisms of the Fate Deck – which determines whether you find a resource when searching and whether you "hit" or "miss" during an attack – and the Tracker cards – which are used to keep track of health, ammo, and inventory – make this a game unlike any you have seen before.

One other thing that makes this game unique in the Zombie genre is that each Zombie is illustrated with AMAZING detail and has a character all its own. You may just become more invested in the story of the Zombies than you are in the characters you play!

IIGD allows for some level of creative control for players who have interest in making their own layouts and scenarios.

Other Information: • Expected out in time for Gen Con 2012.

• Says A.J. Porfirio, "I will be there personally as designer and publisher to demo the game. I'm very much looking forward to the convention."
7 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game Publisher: Whyme
• Booth #1603 as Gryphon Games is the publisher in charge of Western Town on the western side of the Atlantic.
160. Board Game: Western Town [Average Rating:7.27 Overall Rank:1764]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 45 − 90 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
French
German
Description:

In Western Town, each player is a Marshal of an expanding town in the Old West of the U.S. in the early 1860s. Each Marshal wants to develop the most prosperous town, one that President Lincoln himself would be proud to visit.

The three principal criteria that allow you to win the game are population growth, charm/attractiveness, and wealth, as measured by gold. Turns are regulated by the visits of Lincoln, who determines, bit-by-bit, the value of the towns relative to those three criteria. These criteria can and do change every round, and you will need to adapt to these changing criteria to win this game!

Each player has his own board on which he will be building his town. Every building gives him different, and increasing, rights and abilities, and therefore power. The bigger your town gets, the better – but managing too much growth is challenging, so you'll need to make difficult choices at the beginning of each round as to which buildings you'll bring into play.

This "building-adding" mechanism helps players stay in the game and not get lost in the overwhelming number of choices available. Of 22 different buildings, six of them are identified every round as "bonus" buildings, and players are forced to adapt varying strategies and test new combinations of these buildings for their town as the game progresses.

In addition to logic and strategy, Marshals will need to bluff and occasionally resort to questionably bending the law a bit, to succeed in building their Western Town. And as if that weren't enough, there are even occasional Indian attacks to deal with as well!

Other Information: • Rick Soued at Gryphon Games, which is running a Kickstarter campaign for this title through August 2012, says, "We will have a prototype copy of Western Town at Gen Con".
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game Publisher: Wiggity Bang Games
• Booth #139
161. Board Game: Magic Feather [Average Rating:5.00 Unranked]
Designed by:
Published by:
Number of players: 2 − 8
Playing time: 30 minutes
Suggested ages: 7 and up
Categories:
Mechanics:
Language:
English
Description:

Game description from the publisher:

In Magic Feather, you play as one of eight neighborhood animals and move around a magical neighborhood by doing things like pretending to be a cat that swims, telling a story about your breakfast, or making another player laugh without talking – but you'll have to stay one step ahead of those pesky Crows to win!

Other Information: • Price $20
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game Publisher: Wishing Tree Games
• Booth #1939

• In addition to the titles below, WTG's Brent Cunningham says that the publisher will have Uncle Chestnut's Table Gype (licensed from Eternal Revolution, $30) and Raiding Parties (licensed from Nick Pace Entertainment, $20).
162. Board Game: Seven Sisters [Average Rating:7.01 Overall Rank:3537]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 60 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

The King's birthday has arrived! Wealthy aristocrats from across the land have gathered to throw a lavish ball in the King's honor, sparing no expense in an attempt to impress him. Of course, everyone knows that the best way to impress a father is to win the favor of his daughters. At the ball, one more bit of business needs to be settled – each aristocrat has bet a parcel of land that he can curry the most favor from the seven sisters over the course of the party! With their land and honor on the line, each aristocrat is rushing to gain the favor of the daughters, and to cast derision on his opponents.

In Seven Sisters, a hand-management, area-control Euro-style board game, the players play the roles of wealthy aristocrats who are trying to gain the favor of the king's seven daughters, who happen to be named after the seven deadly sins: Wrath, Greed, Gluttony, Lust, Sloth, Pride, and Envy.

The game consists of four rounds, with the players being dealt six cards each round. Using five of the six cards, players influence the sisters by sending servants to do the sisters' bidding. Multiple options when playing each card create opportunities for players to use both strategic and tactical play to influence the sisters more than their opponents do.

Each round after cards are played, scoring occurs with each sister granting her favor (victory point) and a special reward or action to the player who has influenced her most that round. These rewards and actions are thematically tied to the name of the sister (e.g., Greed rewards players with gold). Gaining this favor is important not only for the victory point, but also to gain advantages and resources for following rounds.

After four rounds are played and scored, another scoring round happens immediately. Victory points are tallied, including bonus points for having gained the favor of all seven sisters and for having the highest quantity of unused resources remaining (gold, fruit, and servants). The player with the most points wins!

Other Information: • Price $50

• WTG's Brent Cunningham notes, "In addition to the games, we will be selling a limited quantity of the Seven Sisters Kickstarter bonus bits, the items that Kickstarter backers received free for pledging: 50 wooden apples and 50 yellow 'gold' discs, 'Charity' promo cards, the Wrath marker, and 1st player marker stickered wooden squares."

Seven Sisters designer Brad Champeny, along with artist Andrea Mutsch, will be available over the course of the weekend to sign copies of the game. Champeny will be on hand Thursday 10am - 3pm, Friday 3pm - 6pm, Saturday 10am - 2pm and 4pm - 6pm, and Sunday 10am - 2pm, while Mutsch will be available Thursday, Friday and Saturday 2pm - 6pm and Sunday 12pm - 4pm.
14 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
163. Item is no longer in our database
 
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 90 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
Description:

Manhattan Island, New York, Fall 2013 – the United States is again embroiled in a war on foreign soil, but life goes on as normal in one of the most densely populated areas of the U.S. Citizens arrive in New York City to begin their days – going to work in the financial district, walking through Central Park, shopping in Soho, and sight-seeing in Times Square.

As the citizens go about their days, they have no idea what is to come. The U.S. government has had a team of scientists hard at work developing what they believe to be the ultimate weapon. The scientific team has finally developed the weapon, and is ready to present it to government and military personnel...but something has gone horribly wrong! During transport, the weapon was accidentally and irrevocably unleashed, infecting the scientists as well as nearby citizens. Severe mutations have occurred, and now a new breed of citizen walks the street, hungering only for the flesh and blood of humans...

In Zombiepocalypse: NYC, players place their citizens in Manhattan, using a deck of cards depicting different areas of the island. During the placement phase, a zombie infection begins, and the initial zombie placement occurs. After the last zombie infection card appears, phase 2 begins, in which players attempt to rescue as many of their citizens as possible before the zombie plague overwhelms Manhattan. The winner is the player who rescues the most citizens!

Other Information: • Available for demos at Gen Con 2012, according to Wishing Tree's Brent Cunningham.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game Publisher: Wizards of the Coast
• Booth #1401
164. Board Game: Dungeon Command: Heart of Cormyr [Average Rating:7.38 Overall Rank:995]
Designed by:
Published by:
Number of players: 2
Playing time: 90 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

Dungeon Command: Heart of Cormyr is a card-driven skirmish game played on modular interlocking map tiles that uses order cards, creature cards and miniatures. The object of the game is to have the highest remaining Morale when an opposing warband's Morale has been reduced to 0 or below, or if a player ends his or her turn with no creatures on the battlefield.

As a player, you take on the role of a commander, sending a warband to battle the forces arrayed against you. You recruit troops and deploy them on the battlefield. You issue orders to those creatures, outfit them with spells and equipment, and direct their tactics to break the morale of your enemies and drive them from the field.

Dungeon Command: Heart of Cormyr includes twelve miniatures, such as a ranger, a cleric, a knight, defenders, and archers. While each Dungeon Command faction is meant to be played by a single player, quick-start rules allow two players to engage in a shortened version of the game using only one box. Dungeon Command is designed for two players, although up to four can play with a few adjustments explained under the advanced rules.

Integrates with:

Can be used as an expansion for:

Other Information: • Release date: July 17, 2012
• Price: $40
11 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
165. Board Game: Dungeon Command: Sting of Lolth [Average Rating:7.39 Overall Rank:989]
Designed by:
Published by:
Number of players: 2
Playing time: 90 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

Dungeon Command: Sting of Lolth is a card-driven skirmish game played on modular interlocking map tiles that uses order cards, creature cards and miniatures. The object of the game is to have the highest remaining Morale when an opposing warband's Morale has been reduced to 0 or below, or if a player ends his or her turn with no creatures on the battlefield.

As a player, you take on the role of a commander, sending a warband to battle the forces arrayed against you. You recruit troops and deploy them on the battlefield. You issue orders to those creatures, outfit them with spells and equipment, and direct their tactics to break the morale of your enemies and drive them from the field.

Dungeon Command: Sting of Lolth includes twelve miniatures, such as an assassin, a priestess, a wizard, spiders, and drow house guards. While each Dungeon Command faction is meant to be played by a single player, quick-start rules allow two players to engage in a shortened version of the game using only one box. Dungeon Command is designed for two players, although up to four can play with a few adjustments explained under the advanced rules.

Integrates with:

Can be used as an expansion for:

Other Information: • Release date: July 17, 2012
• Price: $40
10 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
166. Board Game: Dungeon Command: Tyranny of Goblins [Average Rating:7.44 Overall Rank:1244]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 90 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

Dungeon Command: Tyranny of Goblins is a card-driven skirmish game played on modular interlocking map tiles that uses order cards, creature cards and miniatures. The object of the game is to have the highest remaining Morale when an opposing warband's Morale has been reduced to 0 or below, or if a player ends his or her turn with no creatures on the battlefield.

As a player, you take on the role of a commander, sending a warband to battle the forces arrayed against you. You recruit troops and deploy them on the battlefield. You issue orders to those creatures, outfit them with spells and equipment, and direct their tactics to break the morale of your enemies and drive them from the field.

Dungeon Command: Tyranny of Goblins includes twelve miniatures, such as a horned devil, a troll, a bugbear, hobgoblins, and goblins. While each Dungeon Command faction is meant to be played by a single player, quick-start rules allow two players to engage in a shortened version of the game using only one box. Dungeon Command is designed for two players, although up to four can play with a few adjustments explained under the advanced rules.

Integratable with:

Can be used as an expansion for:

Other Information: • Release date: September 18, 2012

• Price: $40
13 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
167. Board Game: Dungeon! [Average Rating:5.96 Overall Rank:2821]
Designed by: Show More »
Published by:
Number of players: 1 − 8
Playing time: 30 minutes
Suggested ages: 8 and up
Categories:
Mechanics:
Language:
English
Description:

In many ways Dungeon! is similar to Dungeons & Dragons, although much simplified and transformed into a board game. Players explore a dungeon that is divided into levels of increasing difficulty, fighting monsters for valuable treasure. As players venture deeper into the dungeon, the monsters become more difficult and the treasure more valuable. Several character classes each have slightly different fighting abilities – most notably the wizard, who can cast spells. Combat is simulated using dice; players roll the dice to attack a monster, and if unsuccessful, the dice are rolled to determine the effect of the monster's counter-attack.

The winner is the first player to bring a certain amount of treasure back to the Dungeon's entrance.

Reimplemented by:

Other Information: • Available for previewing in the D&D Experience room at Gen Con.
8 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game Publisher: Z-Man Games
• Booth #2109
168. Board Game: Africana [Average Rating:6.81 Overall Rank:1235]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 60 minutes
Suggested ages: 8 and up
Categories:
Mechanics:
Language:
English
Description:

In Africana, players travel through Africa, taking part in expeditions and trying to be the first to reach various destinations. With the money they earn, they can buy adventure cards that earn them precious antiques. Africana features the "Book of Adventures" game system from Schacht's Valdora in which players can acquire cards that are laid out like books, with players "turning the pages" to find the adventure cards they most want.

The game board in Africana shows the continent divided in half at the equator, with the cities in the north half colored brown and the cities in the south white. Adventure cards with a brown border can be acquired only in the south and must be delivered to the north, while white-bordered adventure cards take the opposite route. Five expedition cards – each showing the starting and ending location and a reward for completing the expedition – are laid face-up on the game board.

Each player has one researcher token that will travel around the board, and on a turn a player takes one of three possible actions:

  • Draw two travel cards. (A player can have no more than five travel cards in hand at turn's end.)
  • Buy one or more adventure cards, for five coins each. A player can flip one page in the book for free, with each additional flip costing one coin. (A player can have no more than three adventure cards to be fulfilled at turn's end.)
  • Move the researcher by paying travel cards that match the color of the space being traveled to. Each player has a joker in hand, which will be retained at the end of each turn. If a player moves onto the start space of an expedition, he can mark that expedition card with a marker; if he reaches the destination for an expedition he's on, he receives the reward depicted and claims the card, while anyone else on the expedition receives nothing. A new expedition card is then revealed.

When a player reaches the destination shown on an adventure card, that player scores that card by placing it under his player mat. Some cards show helpers, which are represented by helper cards in a player's hand. These cards allow travel on the color shown on the card and return to the player's hand after use, but a player who employs many helps will lose points at the end of the game.

Once the expedition cards run out, the game ends and players score for the expeditions they completed, sets of identical and different adventure cards, money in hand, and a few other things. The player with the most points wins!

Other Information: • U.S. release date: July 2012
• Price $45
7 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
169. Board Game: Alcatraz: The Scapegoat [Average Rating:6.56 Overall Rank:1456]
Designed by:
Published by:
Number of players: 3 − 4
Playing time: 45 − 60 minutes
Suggested ages: 15 and up
Categories:
Mechanics: Show More »
Language:
English
French
Description:

Alcatraz: The Scapegoat is a game about conflicted loyalties. On one hand, the players work together to bust out of the famous prison; on the other hand they all know that one of them will be left behind as the scapegoat.

Alcatraz is a peculiar game because while it is cooperative in some aspects, with players needing to work together to complete tasks, the game has loads of negative interaction as one player will always be the scapegoat. You don't want to be that guy. You don't "go all in," you don't always keep your promises, and you don't do "what's best for the group." Instead, you do everything you can to become indispensable, and "everything" is literal here – even if it means stealing from, betraying, and blackmailing other players.

In order to escape from Alcatraz, the players need to complete six parts of a plan. Each part is a "pick-up and deliver" task requiring specific items obtained in different parts of the prison. Once each part of the plan is completed, every player but the scapegoat moves a little closer to escaping, with the scapegoat being voted on each round by all the players – most likely the player who contributed the least to completing that particular task, but you never know. Thus, you could say that Alcatraz is a cooperative game – but with a twist.

The map of the prison constituting the play area is generated randomly each game, providing high replayability. Alcatraz is designed for 3-4 players, and due to its theme and complex gameplay is best suited for mature players.

Other Information: • U.S. release date: August 2012
• Price $40
13 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
170. Board Game: Atlantis Rising [Average Rating:6.67 Overall Rank:1676]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 60 minutes
Suggested ages: 13 and up
Categories:
Mechanics: Show More »
Language:
English
Description:

In Atlantis Rising you are one of the citizens of the stricken island Atlantis. However, hope is not lost, a mystical portal of 10 components can be built and save the island and all its inhabitants, but fail to build it in time and the island will sink forever under the waves, lost to legend.

Atlantis Rising is a fully co-operative game in which the players must race to create a cosmic gate before all of the island tiles have been destroyed. The gate's components are variable and determine the difficulty level of the game - Easy, Normal, Hard, or Cosmic. The players must also contend with the continually escalating threat of their Athenian enemies, who may destroy one or more island tiles each turn if insufficient Atlanteans are allocated to the island's protection.

Each turn players can choose to place their Atlanteans in any of eight different areas - with placements closer to the sea being more rewarding, but subject to a higher risk of flooding (and the subsequent loss of the associated action).

After placement of meeple but before gaining resources 'misfortune' cards are drawn per player indicating which areas of the island sink, any meeple stood there have a long swim back to shore and do nothing for their turn.

Players have limited 'mystical energy' which they can use to predict or prevent certain misfortunes and cards are available from the libraries that offer powerful one time use effects.


From the back of the box:

Will you send your Atlanteans to mine the untapped veins of precious resources at the very tip of the island, hoping to reap great rewards before the oncoming waves smash into the shores? Or will you remain in the relative safety of the island’s center, where resources have grown scarce? Perhaps you will tap into the power of the mystic energy source - the lifeforce of Atlantis and key to its advanced technology. You may even seek refuge in the vast libraries of the Lost City, hoping to find some tome which will lead to salvation for the doomed isle. Beware though - even as the island sinks into the sea, the Athenians continue to assault Atlantis, hoping to plunder its riches before it disappears beneath the waves.

Other Information: • Price $60

• I interviewed designer Galen Ciscell about Atlantis Rising on BGGN in June 2011. Ciscell also wrote a nine-part designer diary that he posted on the game's BGG page under the "general" category.
17 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
171. Board Game: Battle Beyond Space [Average Rating:6.49 Overall Rank:2926]
Designed by:
Published by:
Number of players: 3 − 4
Playing time: 30 − 60 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Language:
English
Description:

Battle Beyond Space is a massive, multi-player free-for-all space battle with 60–80 ships slugging it out IN SPACE.

In 45-60 minutes. And 9 turns. In an asteroid field.

The combat system is diceless and extremely deadly. On a turn, you choose one of your three squadrons, move and fire with it, then get to move one of your two capital ships.

The big difference between the players is the super-secret alien power of technology which they can spring on another player at any time. Some are one-use, amazingly powerful items (aka Death Blossom), some are more subtle, long-term effects.

Other Information: • Price $50

• On August 9, 2012, designer Frank Branham noted:

Quote:
There will be two copies available for demo, and I'll be spending an inordinate amount of time is the Z-Man booth showing off my baby, and wearing eye-searing club shirts as usual.

Sixty copies are being flown in for sale, assuming customs doesn't get all wiggy and sit on them forever.

Final release "date" is currently unknown. Pretty much when the boat docks, but at least a month out.
29 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
172. Board Game: Goa: A New Expedition [Average Rating:7.70 Overall Rank:56]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 90 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

Goa, a strategy game of auctions and resource management, is set at the start of the 16th century: beautiful beaches, a mild climate, and one of the most important trading centers in the world. Competing companies deal in spices, send ships and colonists into the world, and invest money. Are you on top or at the bottom? It depends on how you invest your profits. Will you make your ships more efficient? Enhance your plantations? Recruit more colonists? Only a steady hand in business will help.

Each turn begins with an auction phase, where each player gets to auction one item (and the starting player two items). The first item being auctioned gives the right to go first the next turn (along with a card that gives an extra action). If you buy your own item, you pay it to the bank. If someone else buys the item you sell, they pay you. Items include plantations complete with crops, income tiles (income in money, ships, plantation refills each turn etc.), ships, settlers, and later on tiles that score points for certain achievements.

After the auction, players get three actions to either improve their technologies or produce things such as spices on plantations, ships, money or build more plantations. Each player has a board showing their advancement for various things: getting ships, planting new spices, getting colonists, etc. The more a player advances along one track, the better one is doing that particular action. The further you get along a certain track, the more points that track is worth at the end, and there are also rewards to the first player who reaches the last two levels along each track. On the other hand, each player normally needs to perform the actions for all the tracks at some point, so it's not necessarily a good idea to concentrate on just a couple of them. Goa is a game that gives plenty of opportunity for tough decisions, since a player always has at least one action too few.

The game mixes an interactive element of the auction, which encourages you to nominate things that other players want so you receive cash with the solitaire management of your plantation, which then interacts later on as players race to be first in the top tech levels.

The 2012 edition of Goa includes four new tiles and a new play variant, as noted on the cover of the Z-Man Games edition.

Other Information: • U.S. release date: July 2012
• Price $60
19 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
[1]  Prev «  3 , 4 , 5 , 6 , 7  | 
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
[1]  Prev «  3 , 4 , 5 , 6 , 7  | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.