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Gen Con 2012 Preview
W. Eric Martin
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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!
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Board Game Publisher: Crash Games
• No booth. If you're interested in demoing something from Crash Games, hunt Patrick Nickell down via Twitter – @Crash_Games – or keep your eyes out for GIANT Rise! in the events area.
51. Board Game: The Lost Dutchman [Average Rating:5.68 Overall Rank:9198]
Designed by:
Published by:
Number of players: 2 − 5
Playing time: 45 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Language:
English
Description:

Over a hundred years of legend awaits you and your skills as you vie to be the lucky prospector to hike out of the Superstition Mountains with The Lost Dutchman's Gold. However, this expedition for lost gold isn't for the faint of heart. You will face grizzly creatures and dastardly disasters around every corner and even the ghost of The Lost Dutchman himself while contending with your opponent's thirst for gold that grows with every nugget uncovered.

In this treacherous treasure adventure, prospectors must balance their skills to take on fierce creatures and dangerous disasters with their search of gold. Will you find the most treasure by prospecting or will the map lead you to victory? No one path guarantees victory but with the right amount of skill and a little bit of luck you can be the first prospector to uncover the famed Lost Dutchman's Gold!

Are you up to the challenge of uncovering the legendary gold of the Lost Dutchman?

The Lost Dutchman is a treasure mining game for 2-5 players in which players are competing to mine as much of the Lost Dutchman's Gold as they can before the water supply runs short bringing the hunt for treasure to a parching halt. Players can also win by successfully navigating the Community Treasure Map and finding the ever illusive Lost Dutchman's Gold Mine.

Other Information: • Available for demos wherever Crash Games can find the space.
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52. Board Game: Rise! [Average Rating:6.34 Overall Rank:4469]
Designed by:
Published by:
Number of players: 2
Playing time: 20 minutes
Suggested ages: 8 and up
Categories:
Mechanics: Show More »
Language:
English
Description:

In Rise!, players race to be the first to construct three towers on the growing game board, moving workers to and fro to keep the towers rising and the opponent befuddled.

To set up, place 12 hexagonal tiles in a dogbone shape as specified in the rulebook, then place one token for each player on their starting locations. On a turn, a player takes two actions (possibly the same action twice) from this list of options:

  • Place a land tile adjacent to any existing tile.
  • Place a worker adjacent to any of your workers already on the game board.
  • Move one of your workers to an adjacent empty space.
  • Jump an opponent's worker and land on an empty space, removing that worker from play.
  • Remove two of your workers from the board to remove an opponent's worker from any space.
  • Remove two of your workers from the board to place one of your workers in any empty space.
  • Remove one of your tower layers from the board.

If at any time during play you have a circle of six of your workers surrounding an empty space, place the first layer of one of your towers in that space. Your ring of workers must remain in place for two additional turns for the remaining two layers to be added to the tower; if your ring is disrupted, you can complete it later to continue the tower-building. If you completely surround an opponent's tower, you can remove the top level of that tower from the board.

In addition to building three complete towers, a player can also win by eliminating all of the opponent's workers from the game board.

Other Information: • Price: $25 – Patrick Nickell at Crash Games says, "Our Faction Sticker Pack which gives customers six factions for a total of 180 stickers with a collectible bag that holds all the game bits is $10."

• Nickell adds, "We will have our final production of Rise! at Gen Con to play. We will also have a GIANT version of the game. There are registered events for both GIANT Rise! as well as a 16-person Rise! tournament."
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Board Game Publisher: Cryptozoic Entertainment
• Booth #931
53. Board Game: 3012 [Average Rating:5.77 Overall Rank:7013]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 60 minutes
Suggested ages: 15 and up
Categories:
Mechanics:
Language:
English
Description:

Game description from the publisher:

The year is 3012. It's been a millennium since the Armageddon. Deep in the Yucatan jungle, humanity has mutated, degenerated, and segregated into five clans: Jaguar, Snake, Monkey, Gar, and Bat. These clans now battle it out for dominance in the region, cooperating when it suits them and actively working against each other when the opportunity arises.

In 3012, players start the game with small decks of Scout cards, which provide gold to make purchases. Two piles of cards – an Ally deck and a Weapon deck – provide static cards to buy, with three cards from each deck always available to purchase each round. Cards that are not bought remain there for other players to buy. Two non-static Action decks – one with cheap cards, the other expensive – are also available, and at the start of your turn, you reveal one card from each of these two Action decks. You get the benefits of the Action cards you reveal, whether you buy them or not, and they're removed from play if you don't buy them.

When you have amassed enough combat skill through Allies, Weapons, and Action cards, you can attempt to prove your worth by facing a beast in four decks of Encounter cards, ranging from easy to very difficult.

Unlike most deck-building games, there are many points of interaction in 3012, so players are never out of the action! And you always get to refill your hand to its maximum size at the start of your turn, so you are never penalized for interacting during other players' turns.

The game ends when one of the Heroes reaches Level 5. The player with the most victory points wins the game.

Other Information: • Price $45 (when released)

• Available for demo games ahead of its September 2012 release.
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54. Board Game: DC Comics Deck-Building Game [Average Rating:7.02 Overall Rank:582]
Designed by:
Published by:
Number of players: 2 − 5
Playing time: 45 minutes
Suggested ages: 15 and up
Categories:
Mechanics:
Language:
English
Description:

Game description from the publisher:

Batman! Superman! Wonder Woman! Aquaman! The Flash! Green Lantern! Cyborg! The Justice League of America is ready for action – are you? Fight the never-ending battle for truth, justice, and peace in the DC Comics Deck-Building Game!

To start the game, each player chooses one of the seven over-sized hero cards, each of which has a special power, and starts with a deck of ten cards. Each turn, a player starts with a hand of five cards and can acquire or conquer the five types of cards in the game: heroes, villains and super-villains, equipment, super powers, and locations. To defeat villains, you'll need to have power – but when a super-villain is defeated, a new one comes into play, attacking all the heroes while doing so. Make sure you've acquired defenses – like superspeed or bulletproof powers, or The Batsuit equipment – to protect yourself from harm.

Craft your hero deck into a well-oiled machine to take on the most vile villains in the DC Universe in your quest for Victory (Points)!

Other Information: • Price $40 (when released)

• Apparently available only for demo games ahead of its release later in September 2012.
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55. Board Game: Hot Rod Creeps [Average Rating:7.00 Overall Rank:2892]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 30 minutes
Suggested ages: 15 and up
Categories:
Mechanics:
Language:
English
Description: Gentle-creeps…Start Your Mayhem!

In this customizable racing game, your Hot Rod Creeps team is your ticket to glory! Each team has its own special deck of movement cards and its own strategy. Customize your Hot Rod! Add a new Engine, Weapon, Pit Crew, or set of Wheels at a Pit Stop along the way. Customize your racetracks! Make them as wild and crazy as you want, with more than 50 interlocking track tiles. Everything you need for a race unlike anything you’ve ever see is included with Hot Rod Creeps!

Key Features
• There are six teams to choose from: Epic Battle Wizards, Monsters, The Underworld, Food Fighters, Aliens and Rockabilly!
• Build your own track! Dangerous Curves, Pit Stops, “The Jump”, and Hazards are but a few of the dozens of track pieces that allow you to create the track of your dreams… or nightmares!
• Each Hot Rod has its own deck and its own unique strategy. Your deck doubles as your Gas Tank. Run out of cards and you run out of gas!
• Players also have access to the powerful, but often dangerous, Nitro deck. Blaze a trail to the front of the pack, but watch out – you might get burned!
• Customize your Hot Rod with cards like the Horrific Hamster Haven, the Black Plague Rat-apult, the Ketchup Mechanics, or the Clown Car Corner Clingers. Blast your opponents as you blow by them.

Other Information: • Price $45 (when released)

• Apparently available only for demo games ahead of its release later in August 2012.
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Board Game Publisher: Cubicle 7 Entertainment
• Booth #125
56. Board Game: Doctor Who: The Card Game [Average Rating:5.94 Overall Rank:3722]
Designed by:
Published by:
Number of players: 3 − 4
Playing time: 60 minutes
Suggested ages: 13 and up
Categories:
Mechanics: Show More »
Language:
English
Description:

Game description from the publisher:

Daleks, Cybermen, Sontarans – The list of threats is endless and no place in the universe is ever truly safe from danger, but there is one man who has made it his mission to defend the defenseless, help the helpless, and save everyone he can: a mysterious stranger, a force of nature who has seen his own planet die, a madman with a box.

In Doctor Who: The Card Game, players act as the Doctor and his companions to defend specific locations while sending the Doctor's enemies to conquer locations your opponents are trying to protect. Each player starts the game with one location, and cards in the deck consist of attackers, defenders, locations and support cards. To start a turn, you draw two cards, pick up any cards banked from a previous turn, and take the three cards passed to you earlier by the player on your left. You play or bank cards until you have only three in hand, then pass those to the player on your right and end your turn.

Attackers target specific locations and earn points for the player wielding them if they're in play at the end of the game. Defenders try to remove attackers so that the location owner scores points for protecting the location. Support cards provide different abilities, such as enlarging your bank or providing time points (which can be used to draw additional cards). Whoever has the most points at the end of the game wins!

Other Information: • Price $30
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Board Game Publisher: Days of Wonder
• Booth #1913
57. Board Game: Memoir '44: Equipment Pack [Average Rating:7.69 Unranked] [Average Rating:7.69 Unranked]
Designed by:
Published by:
Number of players: 2
Playing time: 60 minutes
Suggested ages: 8 and up
Categories:
Mechanics:
Expands:
Language:
English
French
Description:

Game description from the publisher:

The Memoir '44 Equipment Pack is a major expansion to the Memoir '44 game system and fills a game box as big as the original board game. With 186 plastic figures, the Equipment Pack includes 108 figures from four WWII nations, including French Infantry, Finnish Ski Troops, Italian Artillery and Polish Cavalry; 24 new pieces of Artillery (Flak-88's, "Long Tom" Big Guns, M7 Priests and "Screaming Meemies" Nebelwerfers); new Beach Landing equipment that includes six amazing Hobart's Funnies, complete with accessories; six Snipers; and scores of new Armor, Vehicle and Special Weapon Assets, including some Elefant Tank Destroyers, Kübelwagen Command cars, and M2 Mortars and Machine Guns.

These figures can be deployed over many of the existing Memoir '44 scenarios and are also heavily featured in the eleven Standard, two Breakthrough and four Overlord new scenarios that come in the Equipment Pack. A rules booklet and 25 Summary cards complement this pack. This expansion requires at least one copy of the Memoir '44 base game. Many of its expansions are required to enjoy most of the included scenarios. We recommend that players at minimum own the Terrain Pack and the Winter/Desert board.

Other Information: • Price $60
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Board Game Publisher: Diamond K Games
• Featured in booth #1033 with Game Salute.
58. Board Game: Dragon Valley [Average Rating:6.85 Overall Rank:2690]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 120 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

Times are dire here around Dragon Valley. We're fighting off waves of orc armies, goblin war machines and even the flying lizards themselves. For now the mountain pass remains secure but our scouts have reported large gatherings in the valley and we're expecting a full scale assault before the season's end. If that wasn't enough to worry about, our neighbors are also preparing for war and petitioning the king for his troops and supplies which are already spread thin. It seems you'll not only be fighting a war of steel, but one of words as well.

In Dragon Valley, players take turns dividing items such as knights and archers, building materials for blacksmith shops and towers, special powers and even attackers. The attackers consist of dragons, orcs and battering rams that emerge from mountain passes into each player's lands. After dividing, other players select the group of items they prefer and leave the remainder with the player who did the dividing. After that, players use special cards to interfere with each others plans. The last step each round is for players to setup defenses, destroy the attackers or laying siege on the orc strongholds scattered throughout Dragon Valley.

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Board Game Publisher: dlp games
• Booth #213, as Siberia is being imported to the U.S. and distributed by Coffee Haus Games.
59. Board Game: Siberia [Average Rating:6.90 Overall Rank:2509]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 60 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
French
German
Description:

Siberia has a reputation for being a land of vast resources, and players are going to do their best to exploit those resources and convert them into as much loot as possible.

To set up the game, place two different resources at random on each area in Siberia, place the remaining resources on their supply spaces, draw four of the 20 investment tiles from the bag and lay them on the game board, give each player his own playing panel and workers/salesmen, then place all the action counters in the bag.

Siberia lasts an unspecified number of rounds. Each round consists of two phases: (1) drawing and placing action counters and (2) performing actions. In the first phase, all players draw six action counters from the bag, then place them on their individual playing panels. Most action counters show both a resource (five types possible) and a person (four types), while managers are on counters of their own. Each playing panel has columns for the five types of resources and the five types of workers, with space for two counters in each column. Players can also allocate counters to the "research facility" below their panel.

In the second phase, players take actions one at a time until everyone has no actions remaining or passes. A resource or worker action can be taken only if both spaces are filled in the appropriate column; when a player takes an action, he removes all action counters in the column, returns them to the bag, then takes the action.

• The "research facility" action must be carried out first, with the player taking the designated resources from the supply and placing one resource in any location that doesn't already have that resource available.

• The worker actions allow a player to place a salesman in a stock exchange, place a worker in Vladivostok, move workers up to three spaces, move a manager to any action space, or claim an investment tile; each investment tile corresponds to a particular resource or worker action and is placed on the player panel permanently, allowing the player to take this action more easily in the future since the column is always half-filled.

• Each resource action allows a player to remove that resource from all areas where he has a worker, then immediately sell them on one of the stock exchanges where he has a salesman.

A player can keep up to ten action counters on his playing panel at the end of a round, allowing him to prepare for and build up actions for future rounds. The game ends at the end of any round in which three of the five resources have no supply remaining or eight areas have had all their resources removed. (Once an area is exhausted, nothing can be placed in it for the remainder of the game.) The player who has the most money wins.

Other Information: • Price $70

• Coffee Haus Games' Eric Price says that this "is the first real release of Siberia in the USA. This just arrived in our warehouse a few days ago [as of August 1, 2012], and we haven't even sent it out to distributors yet."
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Board Game Publisher: Eagle-Gryphon Games
• Booth #1603
60. Board Game: Age of Steam Expansion: South America / South Africa [Average Rating:8.14 Unranked] [Average Rating:8.14 Unranked]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 120 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Expands:
Language:
English
German
Description:

Age of Steam: South America / South Africa takes one map each from two different expansions for Age of Steam by the Steam Brothers and pairs them to create the southiest AoS expansion ever.

In this mounted, double-sided expansion, South Africa features a new Urbanization action which allows a discount on track price, while Angola and Rhodesia are hexes that only produce goods. South America features El Presidente and a change in the Turn Order Pass action.

Reimplements:

Other Information: • Price $25
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61. Board Game: Baltimore & Ohio Expansion Set [Average Rating:7.79 Unranked] [Average Rating:7.79 Unranked]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 180 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Expands:
Language:
English
Description:

The Baltimore & Ohio Expansion Set comprises four distinct expansions for Eagle Games' Baltimore & Ohio game. All four expansions may be used simultaneously or players may select any combination of expansions.

  • The Norfolk & Western expansion adds another railroad to the base game, the famous coal carrying N&W Railroad. This expansion includes an N&W charter, 10 N&W stocks, 10 color-coded wood cubes, 5 Coal counters and an N&W Valuation counter.
  • The Technology Level 7 expansion extends the historical period of the game to 1945. Five new Technology Level 7 train cards are included.
  • The Robber Barons expansion introduces important economic interests into the development of the railroads in America. Eight Robber Barons cards are included with this expansion; Steel Producers, Detroit Auto Manufacturers, Trans-Atlantic Shippers, Locomotive Builders and Wall Street Financiers are just some of the cards.
  • The Maine Lumber expansion brings the importance of the Northeastern U.S. logging industry to the game and a special counter is included with this expansion.

Each of the four stand-alone expansions may be used with the full range of players allowed in the standard Baltimore & Ohio game.

Other Information: • Price $10 alone or free with the purchase of Baltimore & Ohio.
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62. Board Game: Fleet [Average Rating:7.10 Overall Rank:466]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 30 − 45 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
Description:

In the northwest corner of Nunavut, Canada, a formerly inaccessible bay off of the Arctic Ocean has become reachable through a secret inlet. Untouched by the hands of time and fed by both the ocean and warm fresh water springs, Ridback Bay is teeming with sea life. A remote, timeless bayside village is now being inundated by entrepreneurs awaiting the influx of the world's greatest fisherman to harvest this plentiful bounty. The docks and warehouses are being revitalized, and now it is time to begin the real adventure. Go build your Fleet and become master of the high seas!

Fleet is an exciting, strategic card game with in-depth decisions and thrilling game play that new and experienced gamers can enjoy! In Fleet, you'll acquire licenses, launch boats, and fish the great briny blue. The player who best manages his resources and acquires the most VP via fish, licenses, and boats will build the strongest fleet and lead his crew to victory!

Other Information: • Co-designer Matthew Riddle says that Fleet "will be available for preview/play with the designers at Gen Con in the Gryphon/Eagle Wingman area or wherever anyone spots us and yells loud enough for us to hear".
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63. Board Game: Solitaire for Two [Average Rating:6.91 Overall Rank:4369]
Designed by:
Published by:
Number of players: 1 − 4
Playing time: 30 − 45 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Language:
English
Description:

Solitaire for Two includes two games: one called Six-Suit Solitaire that was originally released as Indochine 2000, and a second titled Solitaire for Two that (despite the title) can be played with 2-4 players.

Six-Suit Solitaire is a modified version of the solitaire game Klondike, with six suits in the game instead of four as well as three jokers (one in each color). As in Klondike, players try to remove all tiles from play by creating stacks from Ace to King, but unlike in Klondike players have an incentive to keep Aces in play rather than removing them; if a player has one Ace in play, then he can move Queens to empty columns in addition to Kings, and with two or more Aces in play he can also move Jacks to empty columns. A player can place only the rightmost tile in the "talon" – the row of exposed tiles from the stock – but if he cashes in a joker, he can move any tile in the talon to the rightmost position.

Solitaire for Two plays similarly to Six-Suit Solitaire, but the players take turns drawing tiles from the stock – three at a time – and trying to place them in the layout and score as many tiles as possible. Players score points for each tile they lay off; for playing all three tiles drawn; for moving columns of five, seven, nine or eleven tiles; and for other specialized situations. The player with the highest score wins.

Other Information: • Price $30
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Board Game Publisher: eggertspiele
• Booth #1033 as Village is being sold by co-publisher Tasty Minstrel Games at Gen Con 2012.
64. Board Game: Village [Average Rating:7.61 Overall Rank:73]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 60 − 90 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

Game description from the publisher:

Life in the village is hard – but life here also allows the inhabitants to grow and prosper as they please. One villager might want to become a friar. Another might feel ambitious and strive for a career in public office. A third one might want to seek his luck in distant lands.

Each player will take the reins of a family and have them find fame and glory in many different ways. There is one thing you must not forget, however: Time will not stop for anyone and with time people will vanish. Those who will find themselves immortalized in the village chronicles will bring honor to their family and be one step closer to victory.

Village is a game full of tactical challenges. A smart and unique new action mechanism is responsible for keeping turns short and yet still tactically rich and full of difficult decisions. Also unique is the way this game deals with the delicate subject of death; as a natural and perpetual part of life in the village, thoughts of death will keep you focused on smart time-management.

Paraphrased from Opinionated Gamer's review:

Each player’s turn consists of taking a cube and then taking the action of the area they just took the cube from. The board has multiple different zones with specific attributes, a market, a travel zone, a crafting zone, a church, and a council house. Many of these offer multiple options, so even if you take a cube from the crafting area, you can get an ox, a horse, a cart, a plow, a scroll, or convert wheat to gold. Each zone is seeded with cubes of four colors plus black cubes which serve as curses, there are lots of turns per round. Some areas offer short-term scoring, others offer long-term scoring, and still others offer only end-game scoring. The round ends when there are no cubes at any location. The game ends when either the village chronicle or the anonymous graveyard is full.

Other Information: • Price $40/50

• Michael Mindes at TMG has noted that he'll have fifty copies of Village available at Gen Con 2012.
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Board Game Publisher: Fantasy Flight Games
• Booths #813, 819, 911, 919, 1107, 1113 & 1119 – hard to miss!
65. Board Game: Android: Netrunner [Average Rating:8.20 Overall Rank:7]
Designed by:
Published by:
Number of players: 2
Playing time: 45 minutes
Suggested ages: 14 and up
Categories:
Mechanics:
Language:
English
Description:

Game description from the publisher

Welcome to New Angeles, home of the Beanstalk. From our branch offices in this monument of human achievement, NBN proudly broadcasts all your favorite media programming. We offer fully comprehensive streaming in music and threedee, news and sitcoms, classic movies and sensies. We cover it all. Ours is a brave new age, and as humanity hurtles into space and the future with an astonishing series of new advances every day, NBN and our affiliates are keeping pace, bringing you all the vid that's fit to view.

Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners.

Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with "ice". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.

In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.

The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity.

Other Information: • Release date: August 2012
• Price: $40
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66. Board Game: Descent: Journeys in the Dark (Second Edition) [Average Rating:7.85 Overall Rank:36]
Designed by:
Published by:
Number of players: 2 − 5
Playing time: 120 minutes
Suggested ages: 14 and up
Categories: Show More »
Mechanics: Show More »
Language:
English
Description:

Game description from the publisher:

Descent: Journeys in the Dark (Second Edition) is a board game in which one player takes on the role of the treacherous overlord, and up to four other players take on the roles of courageous heroes. During each game, the heroes embark on quests and venture into dangerous caves, ancient ruins, dark dungeons, and cursed forests to battle monsters, earn riches, and attempt to stop the overlord from carrying out his vile plot.

With danger lurking in every shadow, combat is a necessity. For such times, Descent: Journeys in the Dark (Second Edition) uses a unique dice-based system. Players build their dice pools according to their character's abilities and weapons, and each die in the pool contributes to an attack in different ways. Surges, special symbols that appear on most dice, also let you trigger special effects to make the most of your attacks. And with the horrors awaiting you beneath the surface, you'll need every advantage you can take...

Featuring double-sided modular board pieces, countless hero and skill combinations, and an immersive story-driven campaign, Descent: Journeys in the Dark (Second Edition) transports heroes to a vibrant fantasy realm where they must stand together against an ancient evil.

Compared to the first edition of Descent: Journeys in the Dark, this game features:

  • Simpler rules for determining line of sight
  • Faster setup of each encounter
  • Defense dice to mitigate the tendency to "math out" attacks
  • Shorter quests with plenty of natural stopping points
  • Cards that list necessary statistics, conditions, and effects
  • A new mechanism for controlling the overlord powers
  • Enhanced hero selection and creation process
  • Experience system to allow for hero growth and development
  • Out-of-the-box campaign system

Descent 1st edition Conversion Kit

Other Information: • Release date: 2012

• Price: $80
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67. Board Game: Relic [Average Rating:7.00 Overall Rank:796]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 180 minutes
Suggested ages: 14 and up
Categories:
Mechanics:
Language:
English
Description:

Game description from the publisher:

Relic is a board game in which two to four players each assume the role of a powerful hero from the Warhammer 40,000 universe and bravely venture forth to shield the Antian Sector from certain doom. By completing missions and defeating enemies, characters compete to gain rewards and experience, furthering their chance of being the first to defeat whatever evil lies beyond the Warp rift.

Building on the foundations of the Talisman system, Relic is an adventure game in which seemingly straightforward choices mask scores of possibilities. For those who haven't played the classic fantasy adventure game Talisman, this means that on each turn, a player rolls a single six-sided die before moving his playing piece that number of spaces clockwise or counter-clockwise around the region (outer, middle, or inner) of the board it currently occupies. That player then draws a card or cards to see what he's encountered, pitting his heroic persona against foul enemies, dangerous locations, and fantastic strangers. And all the while, these intrepid heroes rise in power, as they work their way toward the ultimate goal at the center of the board.

Other Information: • Available for preview ahead of a Q4 2012 release.
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68. Board Game: Rune Age: Oath and Anvil [Average Rating:7.86 Unranked] [Average Rating:7.86 Unranked]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 60 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Expands:
Language:
English
Description:

Game description from the publisher:

Oath and Anvil, an expansion for Rune Age, adds two new playable races to the game: the dwarves of Dunwarr and the orcs of the Broken Plains. These proud factions each bring their own unique style of play to Rune Age. With their penchant for mining and love of wealth, the dwarves are able to quickly amass large sums of gold, then parlay it into devastating attacks against their foes. Meanwhile, the orcs display a single-minded lust for combat, proving that there's no orcish phrase for "half measure". Their all-or-nothing approach to battle rewards players who empty their hands to win.

Not to be outdone, the four existing factions have rallied formidable new units to their cause. Cunning Novice Wizards and massive Roc Warriors bolster the Daqan Lords' emphasis on hand control, while swift Leonx Riders and lumbering Forest Guardians capitalize on the Latari Elves' mastery of influence. The forces of evil are likewise emboldened; foul Vampires and fearsome Barrow Wyrms add their strength to the armies of Waiqar the Undying, while depraved Blood Sisters and corpulent Obscenes engage in ritual mutilation for the glory of the Uthuk!

New scenarios challenge your deck-building prowess and new Mercenary cards provide even more strategic options. Unite the tribes, fire the forges, and experience Rune Age like never before!

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69. Board Game: Sky Traders [Average Rating:6.28 Overall Rank:3174]
Designed by:
Published by:
Number of players: 2 − 5
Playing time: 180 minutes
Suggested ages: 14 and up
Categories:
Mechanics: Show More »
Language:
English
Description:

Game description from the publisher:

Command your own skyship and become a master merchant in Sky Traders, a board game of commerce and intrigue for two to five players. Evade the ruthless Wind Pirates as you collect influence with the powerful Sky Guild. Manipulate the commodity market using your powers of persuasion. Through clever trades and resourceful captaining, you can seize the title of Master of the Sky Guild!

Each round of Sky Traders takes place in two main phases. In the first phase, players sail their ships and perform actions. To start, each player draws an Ill Wind card, which has a variety of effects that can help or hinder players. The Sky Patrol could attack you for carrying contraband, or the Wind Pirates might try to board your vessel in hopes of plundering valuable goods. If you're lucky, you'll stumble upon a treasure map that leads to riches. It's all up to fate when you draw from the Ill Wind deck.

You'll add new members to your crew to gain various improvements. Skymen lend their blades to fight off Wind Pirate attacks. Other shipmates can help you earn more money when selling goods. Some crewmembers even make it possible to disregard the results of an Ill Wind card. You'll want to be judicious when hiring crew since they take up valuable space on the ship that could be used for trade goods.

If your skyship requires repairs or refueling, visit a city. While there, line the ship's cargo hold with valuable textiles, spices, or even jewels, then deliver the goods to another city where entrepreneurs will pay large sums of money for the items. Make sure to stock up on goods when the price is low and sell them off when their value increases.

In the second phase of each turn, the Guild Council takes place. During this round, players deliberate with each other in hopes of persuading their peers to help influence the price of goods. Strike a deal with your peers and you could force a surge in the value of the commodities you own, but if you've angered your rivals, they may choose to team up and devalue the wares you are selling.

At the end of the Guild Council phase, each captain also has the opportunity to purchase Influence, which increases his ability to control prices and moves him a step closer to victory. Influence is expensive, but you cannot become the Master of the Sky Guild without it.

As captain of your own skyship, you'll have to decide each turn how to best service your needs. Buying cargo at one port and delivering it to another city where the goods are highly desired is a great way to turn a profit. However, a captain also must consider hiring new crew, checking the ship’s phlogiston (fuel for skyships) levels, repairing damage sustained in pirate attacks, and undertaking other important tasks to keep the ship running at peak performance. When money is tight, haul toxic sludge or collect minerals from the countryside to make some quick money.

FAQ & ERRATA: http://www.fantasyflightgames.com/edge_news.asp?eidn=3532

Other Information: • Release date: Q3 2012
• Price: $50
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70. Board Game: Star Wars: X-Wing [Average Rating:7.94 Overall Rank:22]
Designed by: Show More »
Published by:
Number of players: 2 − 4
Playing time: 60 minutes
Suggested ages: 14 and up
Categories: Show More »
Mechanics: Show More »
Language:
English
Description:

Game description from the publisher:

Star Wars: X-Wing Miniatures Game is a tactical ship-to-ship combat game in which players take control of powerful Rebel X-wings and nimble Imperial TIE fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, the X-Wing Miniatures Game recreates exciting Star Wars space combat throughout its several included scenarios. Select your crew, plan your maneuvers, and complete your mission!

Whatever your chosen vessel, the rules of X-Wing facilitate fast and visceral gameplay that puts you in the middle of Star Wars fiercest firefights. Each ship type has its own unique piloting dial, which is used to secretly select a speed and maneuver each turn. After planning maneuvers, each ship's dial is revealed and executed (starting with the lowest skilled pilot). So whether you rush headlong toward your enemy showering his forward deflectors in laser fire, or dance away from him as you attempt to acquire a targeting lock, you'll be in total control throughout all the tense dogfighting action.

Star Wars: X-Wing features (three) unique missions, and each has its own set of victory conditions and special rules; with such a broad selection of missions, only clever and versatile pilots employing a range of tactics will emerge victorious. What's more, no mission will ever play the same way twice, thanks to a range of customization options, varied maneuvers, and possible combat outcomes. Damage, for example, is determined through dice and applied in the form of a shuffled Damage Deck. For some hits your fighter sustains, you'll draw a card that assigns a special handicap. Was your targeting computer damaged, affecting your ability to acquire a lock on the enemy? Perhaps an ill-timed weapon malfunction will limit your offensive capabilities. Or worse yet, your pilot could be injured, compromising his ability to focus on the life-and-death struggle in which he is engaged...

The Star Wars: X-Wing starter set includes everything you need to begin your battles, such as scenarios, cards, and fully assembled and painted ships. What's more, Star Wars: X-Wing's quick-to-learn ruleset establishes the foundation for a system that can be expanded with your favorite ships and characters from the Star Wars universe.

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Board Game Publisher: Flatlined Games
• Featured in booth #1033 with Game Salute.
71. Board Game: Dragon Rage [Average Rating:7.04 Overall Rank:3202]
Designed by:
Published by:
Number of players: 2
Playing time: 120 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
French
Spanish
Description:

Dragon Rage is a game of mythical creatures attacking a walled medieval city. The game-board is a full color aerial view of the city and surrounding territory, and the counters include knights, infantry, heroes, wizards, dragons, orcs, trolls, great birds, giants, and other mythical creatures and beasts. The game rules include six scenarios, and a table for creating your own games with different combinations of monsters and city defense forces.

Other Information: • Price $75

• Flatlined Games' Eric Hanuise notes, "Game Salute will have limited quantities" of this game in its booth.
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72. Board Game: Rumble in the House [Average Rating:6.15 Overall Rank:3118]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 20 minutes
Suggested ages: 8 and up
Categories: Show More »
Mechanics:
Language:
Dutch
English
French
German
Show More »
Description:

Living together in a small house is difficult, and sometimes trouble arises. It's time for a big rumble in the house! Will you able to beat the other characters out of the house, stay inside, and keep your identity secret?

Rumble in the House is a game of bluffing and deduction for the whole family. Each player secretly "owns" two of the twelve characters in the house, and each character starts in a different room of the house. On a turn, a player either moves any character that is alone in a room into an adjacent room or starts a fight in a room that contains at least two characters. Well, it's not much of a fight really, as the player removes one character from the room and places it in a line with other removed characters. Once a single character remains, the round ends. The first two characters removed are worth zero points, while the third through eleventh characters are worth 1-9 points; the character that remains in the house is worth ten points. Each player collects points only for his most valuable character.

The player with the most points after three rounds wins.

Integrates with

Other Information: • Price $20

• Flatlined Games' Eric Hanuise notes, "Game Salute will have limited quantities" of this game in its booth.
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Board Game Publisher: Floodgate Games
• Booth #1449
73. Board Game: Legacy: Gears of Time [Average Rating:7.22 Overall Rank:976]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 60 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Language:
English
Description:

Legacy: Gears of Time is a strategic card game, mechanically rooted in its time travel theme. Players each play cards from their own hand, draw from a central draw pile, move and play technologies on a single timeline, while placing their influence cubes on existing technologies.

Legacy is played on a timeline that grows at the end of each of 4 rounds. Players take turns during a round consisting of 3 actions each. During each turn, you may travel back in time, play a technology card from your hand, influence an existing technology, or draw two cards (keeping only one).

As you travel back in time, Technologies are played from your hand by paying their discard cost. Any technologies you play generate influence for you automatically.

Having more influence than your opponents is the key to claiming rewards for a technology! At the end of each round, rewards are given for each technology and its dependencies. One Influence cube from each technology will come off at the end of each round, forming your influence pool to be used in future rounds to influence existing technologies. Keep in mind, a technology is only considered successful if all of its dependencies exist previously on the timeline.

Since there are several copies of each technology, you may be able to preempt and eliminate an existing copy by playing yours earlier in the timeline! Be sure there is room for your new technology, though; each time-frame has a capacity equal to it's distance from the present.

There are also a few rare but powerful Fate cards, each allowing you to break the rules in interesting ways. Fate cards have no discard cost and don't require an action to be played.

By strategically influencing existing technologies, adapting to your opponents actions, and carefully choosing when to go further back in time, you will find yourself victorious over your rivals! History remains intact until the Ancient Machine demands you return to the past to rebuild history, and your Legacy, once more.

Summary:

  • 4 Rounds
  • 4 Turns per Round
  • 3 Actions per Turn (any mix of the following):
    • Travel back in Time
    • Play a Technology card
    • Influence an existing Technology
    • Draw two cards (keep one)

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Board Game Publisher: Flying Frog Productions
• Booth #1331
74. Board Game: Last Night on Earth: Timber Peak [Average Rating:7.84 Overall Rank:737] [Average Rating:7.84 Unranked]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 90 minutes
Suggested ages: 12 and up
Categories:
Mechanics: Show More »
Language:
English
Description:

Escaping from the zombie-overrun town of Woodinvale, a handful of survivors make their way up into the mountains – but as they reach the small logging and mining town of Timber Peak, they discover that a new nightmare has just begun!

Last Night on Earth: Timber Peak is an action-packed standalone game as well as an expansion for Last Night on Earth. Introducing the brand new town of Timber Peak with a full set of game boards, six new Heroes (including three Survivor versions of Heroes from the original Last Night on Earth), four Generator objective pieces, a full set of 14 Zombies, a host of new Scenarios, rules for fire breaking out and spreading, over 130 new game cards, and a full Experience System for both Heroes and the Zombie horde to gain upgrades within the course of each game!

Timber Peak is packed with new material for veteran players to add to their toolbox, and a fantastic way for new players to jump into the action. A modular board randomly determines the layout of the town at the start of each game and there are several different scenarios to play, adding lots of replayability. As with the original game, one or two players control the zombies, while the rest control heroes.

To achieve a horror movie feel, all of the art for the game is photographic.

Other Information: • Price $50

• From Facebook on July 30, 2012, we "are planning on having preview copies of the new products at Gen Con with the pre-order bonuses".
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75. Board Game: A Touch of Evil: The Coast [Average Rating:7.96 Unranked] [Average Rating:7.96 Unranked]
Designed by:
Published by:
Number of players: 2 − 12
Suggested ages: 12 and up
Categories:
Mechanics:
Expands:
Language:
English
Description:

A Touch of Evil: The Coast is packed full of new material for A Touch of Evil including four exciting new Heroes, a new full size game board of the fog-shrouded coastline to add to the main Shadowbrook board, new Town Elders, and a host of new mysteries to be solved. The Coast also features tons of new game cards including decks for new Locations to explore, The Smuggler's Cove, Lighthouse, a haunted Shipwreck, and the long cursed village of Tidewater; and much more! With four fearsome new Villains to hunt like The Ghost Ship, Siren, or the dreaded Dreamweaver, the Heroes must fend off deadly curses and contend with all manner of creatures from the dark depths to keep evil at bay, forcing it back into the icy waters that break along the rocky shores of The Coast.

Other Information: • Price $40

• From Facebook on July 30, 2012, we "are planning on having preview copies of the new products at Gen Con with the pre-order bonuses".
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