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: Soda Pop Miniatures
126. Board Game: Super Dungeon Explore: Caverns of Roxor [Average Rating:7.65 Unranked] [Average Rating:7.65 Unranked]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 120 minutes
Suggested ages: 10 and up
Categories: Show More »
Mechanics: Show More »
Expands:
Language:
English
Description:

Game description from the publisher:

Into the Fiery Depths! Delve into the next level with Caverns of Roxor, the first major expansion to Super Dungeon Explore. Expand game play for both Hero and Consul players, and build your battle strategy with new monsters, heroes, and treasures. This expansion includes:

  • 31 fully assembled Soda Pop Miniatures
  • New Boss: Roxor, and his assistant, Rock Gut the Troll
  • 3 New Heroes: Princess Ruby, Deeproot Scout, and Star Guild Scrapper
  • New minions with unique treasure cards: Rock Tops and Fireflow Denziens
Other Information: • Price $60

• Bryan Steele at Cool Mini Or Not says, "Caverns of Roxor, the first expansion set for Super Dungeon Explore will be on hand for sale, but supplies will be limited, so show up early and get a copy quick!"
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Board Game Publisher: Steve Jackson Games
• Booth #1301
127. Board Game: Castellan [Average Rating:6.49 Overall Rank:2296]
Designed by:
Published by:
Number of players: 2
Playing time: 45 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
Description:

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

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

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

Other Information: • Only available as a demo at Gen Con 2012 as the release date has been moved to early 2013.
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128. Board Game: Cthulhu Dice Metäl [Average Rating:5.32 Overall Rank:10975]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 5 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
Description:

Serving Cthulhu is fun... except for all those other cultists out to get you. So get them first!

Cthulhu Dice lets you drive your rivals mad...very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu – when he comes up, he takes sanity from everyone! Eighteen glass Sanity marbles are included. Lose all your marbles and you're mad. The last sane cultist wins...unless everyone goes mad together. Then Cthulhu wins!

Other Information: • Price $15

• Confirmed to be available at Gen Con 2012, with its retail release occurring shortly afterward.
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129. Board Game: Munchkin Apocalypse [Average Rating:6.93 Overall Rank:1671]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 90 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
Description:

Munchkin Apocalypse is a core set in the Munchkin series with an end of the world theme that includes natural disasters, zombie takeovers, Armageddon, alien invasions, nuclear war, etc. And while this is still a standard Munchkin game where you try to level up by killing the monsters, stealing the treasure, and stabbing your buddy, there's a new "Seal" mechanic that significantly changes the gameplay.

Seals are a reference to the biblical seals of the Apocalypse. They can be opened and closed, although it's typically more difficult to close them. Once seven Seals are open, the game ends immediately, and the player with the highest combat strength (excluding levels) is the winner. The Seal mechanic adds a sense of impending doom to the game, meant to mimic the sense of impending doom for a real apocalypse. It also tends to create situations where the group works together to close a Seal in order to prevent a player from winning via the Seal mechanic. So there is more teamwork than in a regular Munchkin game.

The balance of the deck is also different than the other Munchkin sets. There are a lot more Disaster cards, which are equivalent to traps and curses, so bad things tend to occur more frequently. Also, there are more monsters, especially high-level monsters. To offset this, however, there are more item enhancers and high-bonus items. It's been stated in the Munchkin forums that Munchkin Apocalypse is harder to play and is intended more for seasoned Munchkin veterans.

Munchkin Apocalypse has four new classes but does not have races, powers, or other "thingies". It includes Undead and Shark monsters, which follow special rules.

The game comes with 180 cards (92 Doors, 76 Treasures, 12 Seals). The Seal cards are a different size than the regular cards--they're square and are shorter but wider (2.75" x 2.75"). The included d6 is orange with lime green pips, similar in color to the orange dice in the +6 Bag o' Radioactive Munchkin d6.

Other Information: • Available for previewing at Gen Con. Details from SJG in its August 7 Illuminator: "Andrew Hackard, the Munchkin Czar, will be hosting one preview of this new game in booth #1301 each day. (Because of limited time, we suggest that only experienced Munchkin players participate in the preview –but everyone's welcome to watch!) If you want a seat at his table, be sure to keep up with us on Twitter this week or drop by our booth early each morning. Every day at Gen Con, one lucky person who tries their luck at our capsule machine will win a spot in a Munchkin Apocalypse game."
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130. Board Game: Munchkin Skullkickers [Average Rating:7.02 Unranked] [Average Rating:7.02 Unranked]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 90 minutes
Suggested ages: 10 and up
Categories: Show More »
Mechanics:
Expands:
Language:
English
Description:

Munchkin Skullkickers – a 15-card, non-randomized booster with Fantasy Munchkin backs – features the characters from the Skullkickers comic book published by Image Comics.

Part of the Munchkin series.

Other Information: • Available at Gen Con ahead of its release in U.S. stores. As noted in SJG's August 7, 2012 Illuminator: "Andrew [Hackard] will be signing on Thursday and Saturday alongside Jim Zubkavich, writer of the Image comic Skullkickers. The Munchkin Skullkickers booster will be available at your Friendly Local Game Store in August, but of course we'll have copies at Gen Con! On Thursday, Andrew will be signing from 4:00 p.m. to 5:00 p.m. and Jim will be signing from 4:30 p.m. to 5:30 p.m. Both Andrew and Jim will be signing Saturday from 5:00 p.m. to 6:00 p.m. Please get in line early for both signings."
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131. Board Game: Munchkin Zombies 3: Hideous Hideouts [Average Rating:6.94 Unranked] [Average Rating:6.94 Unranked]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 90 minutes
Suggested ages: 10 and up
Categories: Show More »
Mechanics:
Expands:
Language:
English
Description:

Munchkin Zombies 3: Hideous Hideouts is a "Dungeon" expansion for Munchkin Zombies that's similar in nature to Munchkin 6: Demented Dungeons and Munchkin Cthulhu 4: Crazed Caverns. It comes with 16 standard-sized Portal cards such as "Breach the Perimeter" and "Walking in Circles" and 20 double-sized Dungeon cards (e.g., "Fort Deadly", "The Creepy Isolated Cabin of the Dead", and "ResurrectiCon") that warp the current rules.

Part of the Munchkin series.

Other Information: • Price $11
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Board Game Publisher: Stone Blade Entertainment
• Booth #1831
132. Board Game: Ascension: Immortal Heroes [Average Rating:7.55 Overall Rank:552] [Average Rating:7.55 Unranked]
Designed by:
Published by:
Number of players: 1 − 2
Playing time: 30 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Language:
English
Description: Ascension: Immortal Heroes is both a supplement to Gary Games' full-sized expansion/stand-alone game Ascension: Storm of Souls as well as a stand-alone two-player game in its own right.

As the second set in the series, Ascension: Immortal Heroes completes the Storm of Souls story arc, with players trying to wield the power of past heroes with new Soul Gem cards – representing the trapped souls of heroes from the past – to stop the rebel godling Kythis from fueling his mad ascent to godhood.

As with other Ascension titles, Immortal Heroes is a deck-building game in which players acquire cards from a central pool to add to their decks for use later; at the same time, they also combat creatures and other things that show up in that shared space. Both cards acquired and creatures defeated earn a player points.

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Board Game Publisher: StrataMax Games
• See description below.
133. Board Game: Sheepdogs of Pendleton Hill [Average Rating:6.08 Overall Rank:5795]
Designed by:
Published by:
Number of players: 3 − 5
Playing time: 40 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
German
Description:

In Sheepdogs of Pendleton Hill, each player takes the role of a sheepdog and uses card play to move flocks of sheep up the hill to the shepherds. The higher a player's sheep gets before meeting its shepherds, the more points he will score. The player who scores the most points wins.

Each player has shepherds to place on the board and sheep to place into flocks and move. Flocks often contain sheep from many players and cooperation can be key to moving a flock into an advantageous position. But how long will this helpful, peaceful pastoral scene last when the cards require players to take actions for other players which can include placing opponents' shepherds in lower scoring areas and moving flocks that do not contain their own sheep?And a hungry wolf ever lurks in the background...

A deck of cards is used by the players to take actions such as placing shepherds, putting sheep into flocks, moving flocks of sheep, and moving the wolf. It is these cards, with their requirement to manipulate other players' pieces, that drive the decisions the players must make in the game and guarantee a high level of interaction among players. Each player also has a Sheepdog wild card for use once per game.

Other Information: Notes designer/publisher Max Michael, "StrataMax Games will have pre-production copies of Sheepdogs in the First Exposure Playtest Hall throughout each day. Or stop by the Valley Games booth 1653 to sneak a peek at the copy there and chat."
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Board Game Publisher: Stratus Games
• Booth #1033 with Game Salute.

Eruption ($45), first released at Spiel 2011, will also be available from Stratus Games. Stratus' Chris James revealed the game's history in a BGGN designer diary in June 2011.
134. Board Game: DiceAFARI [Average Rating:5.74 Overall Rank:8230]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 15 minutes
Suggested ages: 8 and up
Categories:
Mechanics: Show More »
Language:
English
Description:

You and your friends are going on a photo safari! To see as many animals as possible, you will have to plan your trip well. Whoever visits the most areas and takes the best photographs will be the safari champion!

In DiceAFARI, you select a route to visit on the animal-shaped map by rolling the custom dice strategically – but choose wisely because routes are limited and other players can revisit the areas you select. Be sure to take a photo of an animal you see before someone else does. Once the entire map has been visited, points are scored for sets of photos taken and areas most recently visited. The player with the most points wins!

Other Information: • Price $25; preorder possible through Stratus Games with a "pick-up at Gen Con" option.
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135. Board Game: Off Your Rocker [Average Rating:6.54 Overall Rank:5485]
Designed by:
Published by:
Number of players: 4 − 12
Playing time: 45 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

You need a psychiatrist! You and the rest of the group all share a quirky problem that is interfering with your life, so you have gathered together and invited a psychiatrist to assess your condition. Will the psychiatrist be able to diagnose the problem, or will he end up just as crazy as you?

Off Your Rocker is the hilarious party game of quirky insanity! The patients select a quirk that they will all portray and the psychiatrist attempts to guess the quirk by asking questions and looking for patterns in the patients' responses. A scoring system helps to encourage patients to improvise the quirk subtly to the psychiatrist, yet in an obvious way to the rest of the patients, which gives the feeling of an inside joke.

Other Information: • Price $25; preorder possible through Stratus Games with a "pick-up at Gen Con" option.
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Board Game Publisher: Stronghold Games
• Booth #2123
136. Board Game: Core Worlds: Galactic Orders [Average Rating:8.09 Unranked] [Average Rating:8.09 Unranked]
Designed by:
Published by:
Number of players: 2 − 5
Playing time: 90 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Expands:
Language:
English
Description:

In Core Worlds: Galactic Orders – the first expansion to Core Worlds, the deck-building card game of intergalactic conquest – players begin to forge alliances with the six Galactic Orders, powerful organizations that have maintained their independence in the midst of a crumbling empire. These Orders consist of the Galactic Senate, the Science Guild, the Merchant Alliance, the Mining Coalition, the Order of Knighthood, and the Mystic Brotherhood. The Galactic Orders expansion focuses on these six independent organizations and their influence upon a galaxy at war.

Each Galactic Order is represented on the table by a large Galactic Order card that specifies the special power associated with that Order, and each player starts with 20 Faction Tokens that match the Faction symbols on their Starting Decks. Whenever a player deploys a Unit or plays a Tactic with a Galactic Order icon on it, he gets to place his Faction Token onto the corresponding Galactic Order card. Players must choose between leaving their Faction Tokens on the Galactic Order cards to score points at the end of the game, or removing their Faction Tokens in order to use the unique special powers associated with each Order.

Other Information: • Available for demos only, according to Stronghold's Stephen Buonocore.
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137. Board Game: Crazy Creatures of Dr. Gloom [Average Rating:5.75 Overall Rank:6154]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 20 minutes
Suggested ages: 7 and up
Categories:
Mechanics:
Language:
English
Description:

Strange noises are heard from the Mad Mansion of Doctor Doom. Clouds of all colors come out of the chimney, and people tell weird stories about crazy creatures seen in the forest around the mansion. Help Doctor Doom finish his extravagant experiments to create the world's wackiest and craziest creatures ever seen!

In Crazy Creatures of Dr. Doom (a.k.a. Dr. Gloom in the U.S. release), all players try to get rid of their cards as cards in hand score penalty points at the end of a round. The player with the fewest penalty points at the end of the game wins and becomes Doctor Doom's new apprentice!

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138. Board Game: Crude: The Oil Game [Average Rating:6.84 Overall Rank:1234]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 90 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Language:
English
Description:

In Crude: The Oil Game, players take on the role of oil company CEOs, seeking to expand their companies into multi-national energy mega-corporations. Just as with real world energy companies, player will setup facilities for oil drilling, oil pumping, oil refining into gasoline, and gasoline selling to the consumer... all of which are represented by actual plastic pieces placed on the board! Players also speculate by buying and selling oil and gasoline barrels in both the domestic and foreign markets... again represented by actual plastic barrels in their playing area!

However, the changing economic climate, as well as sudden world news events, will challenge players to keep a long-term strategic view of the world energy markets. The first player to reach a corporation value of $750 million is the winner!

Crude: The Oil Game is not only a great simulation of the global oil markets, but with almost 300 plastic playing pieces, it is a sight to behold! Known as McMulti when it was printed in Europe almost 25 years ago, this great game is finally back in print after many years!

Brought back into print in 2012 by Stronghold Games, Crude: The Oil Game has been a highly sought-after ("Grail") game. This is an early Euro-style game – before Euro-style existed! – which accurately simulates the market forces and elements of the oil and gasoline markets at all levels of production, including oil drilling, oil pumping, oil and gasoline buying and selling in the domestic and foreign markets, oil refining, and finally gasoline selling to the consumer.

Other Information: • Available only for previewing, according to Stronghold's Stephen Buonocore, "unless I can get someone to run it outside of my booth". Any takers? Contact SB if you're interested.
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139. Board Game: Little Devils [Average Rating:6.19 Overall Rank:2979]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 15 minutes
Suggested ages: 8 and up
Categories:
Mechanics:
Language:
English
Description:

Everybody is fond of teasing and challenging each other from time to time. In this game you try to saddle opposing players with negative cards, and every little devil scores a penalty point. But take care: You will not escape the "diabolical" plans of your opponents either. Little Devils is a devilishly fun trick-taking game you keep on playing...

Little Devils is a fluent trick-taking game with simple rules:

  • Players don't need to follow trump or suit and can play higher or lower than previously played cards.
  • The second card played – and not the first – determines the goal for that round.

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140. Board Game: Milestones [Average Rating:6.64 Overall Rank:1601]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 60 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
Description:

Game description from the publisher:

The settlement of the country is the work of the players in their role as noble builders in Milestones!

In this game, players work together to build roads, create marketplaces, and erect houses. With each milestone set along the way, they move further into the country.

But while they build together, when it comes to procuring construction materials, money, and grain each player is on his own. Thus, you must carefully develop your own network of goods, trade and colonization materials and optimize its use cleverly. Whoever also develops a keen sense of timing can grab the most valuable building sites and in the end win out.

Other Information: • Will not be available for purchase, but Stronghold's Stephen Buonocore says, "You can ‘check it out’ (literally – like, take it to play!) from the Stronghold Games booth".
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141. Board Game: Revolver Expansion 1.1: Ambush on Gunshot Trail [Average Rating:7.33 Unranked] [Average Rating:7.33 Unranked]
Designed by:
Published by:
Number of players: 2
Playing time: 45 minutes
Suggested ages: 12 and up
Categories: Show More »
Mechanics:
Expands:
Language:
English
Description:

The mayor of Repentance Springs has fallen down a mine shaft. Undismayed, Ned McReady vows to keep the peace, by fair means or foul – his way or the road to Perdition. The only fly in this curly wolf's ointment is Jack Colty - a loose cannon, robbing banks, and shooting folks, and he don't care a continental – if you believe the stories. With a plan hatched behind the gospel mill, Ned sets out to put a spoke in Jack's wheel. Deals are struck. Ambushes are set.

In the end, only one side will claim victory. Will it be yours?

Revolver: Ambush on Gunshot Trail – the first in a series of expansions for Revolver – gives the Colonel McReady player greater strategic options through the placement of ambush cards underneath the battlefield cards. The Jack Colty player receives two new bandits, and new cards for the decks of both players give them the opportunity to customize their decks, bringing new variety and replayability to each game.

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142. Board Game: Revolver Expansion 1.2: Hunt the Man Down [Average Rating:7.43 Unranked] [Average Rating:7.43 Unranked]
Designed by:
Published by:
Number of players: 2
Playing time: 45 minutes
Suggested ages: 12 and up
Categories: Show More »
Mechanics:
Expands:
Language:
English
Description:

A vicious hardened convict is imprisoned within the walls of a brutal Texan prison. Locked inside his mind is the key to Colonel Ned McReady's downfall, and Jack Colty is the only cowpoke alive who can spring him out. Trouble is, Jack's already being pursued by the vengeful Colonel about another matter...

In the end, only one side will claim victory. Will it be yours?

Revolver: Hunt the Man Down – the second in a series of expansions for Revolver – introduces two new icons to the game; a new winning condition for the McReady player; and a new location, the prison, from which the Colty player may decide to free his compadre. The method for resolving the jailbreak is unique compared to the other battlefields and does not lengthen the game. Also included are new cards for both players which give them the opportunity to customize their decks, bringing new variety and replayability to each game.

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143. Board Game: Space Cadets [Average Rating:6.81 Overall Rank:767]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 60 − 120 minutes
Suggested ages: 8 and up
Categories: Show More »
Mechanics: Show More »
Language:
English
Description:

It's your lifelong dream – to join the Star Patrol and be part of the crew of an interstellar Starship. You've worked hard, graduated from the academy, and received your first assignment as part of a team of young recruits, confident in your training and ready to be put to the test. Nothing can possibly go wrong as you are prepared for anything...

You are the Space Cadets.

Space Cadets is a fun and frantic cooperative game for 3-6 players who take on the roles of Bridge Officers of a Starship. Each officer must accomplish his specific task in order for the team to successfully complete the mission. You might be the...

  • Helmsman, plotting the ship's course through asteroid fields and nebulae.
  • Engineer, using dominoes to get enough power to each system.
  • Weapons Officer, completing puzzles to load the torpedoes and flicking a disc down a track to launch them.
  • Shield Officer, using tiles to form poker hands to get the strongest shields.
  • Sensor Officer, using your sense of touch to scan and lock on enemy targets.
  • Captain, setting the plan and making sure that everyone stays focused and does their job.

If your crew can work together to accomplish the mission goals, you just might make it home in one piece.

Other Information: • Says co-designer Geoff Engelstein, "I'll be doing some demos in the Stronghold Games booth as well as in the open gaming area at night."
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Board Game Publisher: Tasty Minstrel Games
• Featured in booth #1033 with Game Salute.

• BGG user Mark Ashton notes a "Gen Con surprise" announced by TMG's Michael Mindes in the comments section of a For The Win Kickstarter update in June 2012. In response to a KS backer's question of whether FTW would be at the show, Mindes wrote: "At Gen Con we will be concentrating on something very specific which I have not yet revealed, and I don't know if we will have the work force this year to be able to cover much more than that." Time to reveal that secret – free ponies for all!
144. Board Game: City Hall [Average Rating:6.90 Overall Rank:2865]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 90 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Language:
English
Description:

City Hall sees players competing to become Mayor of New York City. They do this by attempting to be the most successful at both bringing people into the city as well as campaigning for the citizens' approval. Whoever best balances these two goals will win the election.

There are seven offices within City Hall. These offices deal with a different aspect of building the city or campaigning, such as the Tax Assessor, Surveyor, or Zoning Board. In a round, each player will get to activate one of these offices. However, just because you activate an office doesn't mean you will get to use it. The other players will have an opportunity to use their influence to steal control of the office away from you. Keeping it will require countering with your own influence. However, you can instead let another player control that office this round and add their influence to your own, giving you a leg up on controlling things later on.

In using these offices, players will buy land and build properties to create attractive neighborhoods that will bring the most people into the city – or they might place a factory next to an opponent's housing complex to drive people out. They will also tax their constituents to raise funds (with the option of sacrificing popularity to tax at higher rates), buy and sell influence to the Lobbyist, and campaign to increase their approval level.

At the end of the game, the citizens of the city will vote based on which player brought them in and that player's approval level. Special interest groups will also collect votes for players based on certain goals, such as Wall Street backing the player with the most money. Whichever player has the most votes on election day will become Mayor of New York and appoint his or her opponents to the Sanitation Department.

Other Information: • Release date: Q1 2013

• Price: $50

• As of August 13, 2012, in addition to what's listed in the publisher info now City Hall will be available in the First Exposure Playtest Hall, run by Double Exposure Inc. and located in Sagamore 6 & 7. Designer/publisher Michael Keller notes that the game will be available there at these times:

-----• Thursday (8/16) - 8pm
-----• Friday (8/17) - 2pm
-----• Friday (8/17) - 8pm
-----• Saturday (8/18) - 11am
-----• Saturday (8/18) - 4pm
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145. Board Game: Kings of Air and Steam [Average Rating:7.03 Overall Rank:913]
Designed by:
Published by:
Number of players: 2 − 7
Playing time: 90 minutes
Suggested ages: 13 and up
Categories:
Mechanics: Show More »
Language:
English
Description:

On the cusp of the twentieth century, America is the undisputed land of industry. Factories fire their machines twenty-four hours a day, and demand is skyrocketing in the cities. A small but fierce rivalry of shipping barons must manage their amazing airships and the extensive railroad system in order to get goods to the cities before the demand is met by someone else. Anyone who can't stay competitive will be left with nothing but dust in their coffers!

The process is simple: Factories produce the goods (machinery, textiles, chemicals, food, and luxuries) that are coveted by the city folk. Airships – forbidden from landing in the cities but capable of carrying cargo over great distances – must be used to gather those goods and deliver them to depots along the rail network. Trains then haul the goods to the cities that want them, earning cash for the competitor who gets there first! Will you be the "King of Air and Steam?"

Kings of Air and Steam spans five rounds, and at the beginning of each round, players plan their Airship flights using four of their movement cards. When everyone is ready, everyone reveals their first planned card. According to the turn order and movement limits of their cards, players move their Airships, then take an Action; Actions include Building Depots, Upgrading your Airship or Train, Shipping Goods by rail, and Soliciting Funds from the bank. When all players have acted, the second planned cards are revealed, and so on through the four planned cards until all players have finished carrying out their plans for the round. All the while, players must keep aware of the rising values of the different types of Goods and try to get the most-valuable Goods from the specialized factories that produce them to the cities that want them. At the end of the game, the player with the most money and the greatest shipping network will be declared King of Air and Steam!

Kings of Air and Steam includes seven teams of characters, each with unique powers to give them a competitive edge, and a modular game board that makes each game a different experience.

Other Information: • Available for previews ahead of its (currently anticipated) September 2012 release.
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Board Game Publisher: Tech Lab Games
• Booth #1933
146. Board Game: ARC: Engineer Deck [Average Rating:6.33 Unranked]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 15 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Language:
English
Description:

ARC is a non-collectible card game based on a time travel theme. In ARC you are a time traveler called an Aeon that is hunting down and defeating all other Aeons in the timeline. There are different "Era" cards you can travel to and from that form a playing surface similar to a game board. Depending on which Aeon you choose, the Eras in the game will change. Your goal is to defeat all of the other Aeons so you can control time and change the future how you and your allies see fit!

The first edition of ARC is comprised of five themed pre-constructed decks: Cyborg, Engineer, Mercenary, Politician and Purist. Each pre-constructed deck of 64 cards contains multiple copies of most cards included. Future ARC expansions will be released as pre-constructed decks or pre-assorted packs.

Play time varies, ranging from 15 minutes for a two-player game to 40-75 minutes for games with 3-4 players.

Other Information: • Price $15 – five different decks available.

Says designer/publisher Thomas Rushing, "Stop by for a demo and a chance to win a free copy of ARC, promo cards, and even uncut sheets of ARC!"
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Board Game Publisher: Thornhenge
• Booth #2050
147. Board Game: Lyssan [Average Rating:7.14 Overall Rank:3063]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 180 minutes
Suggested ages: 12 and up
Categories: Show More »
Mechanics:
Language:
English
Description:

It is an empire of changing flags. The old crown fell, and many stepped forward to claim it. That was two centuries ago.

Now the barons and the princes swear loyalty to whichever claimant-emperor garrisons the nearest army today. The clergy sell their sermons for the highest bidder, and spies whisper promises to mercenary generals.

You are the one true ruler of the broken Empire of Lyssan, and it's up to you to put the pretenders (the other players) in their place before their endless squabbling tears your nation apart. You (and others) will attempt to take control by using castles, knights, nobles, priests, and spies:

  • Knights hold territory and fight masterfully.
  • Nobles hold territory, support priests, and fight poorly.
  • Castles hold territory, spawn new units, and protect knights and nobles.
  • Priests manipulate influence and support spies.
  • Spies assassinate priests and other spies, and have the devastating power to steal other players' court cards.

Lyssan is an intense board game of strategy, cooperation, and betrayal for two to four players. The winner is the player who claims the most trophies, and each trophy can only be claimed by a single player. One trophy card might call for the player to control the most mines, the next to have most spies deployed, and the next to have the most sophisticated court. An upcoming trophy is revealed each turn, requiring strength, cunning, and adaptability to win.

Lyssan combines tightly designed euro-style rules with the interactivity and flavor of an epic wargame. Lyssan has slim rules comparable to many family friendly games. Yet the play is as rich and interactive as the crunchiest, most grognard-friendly wargames. And Lyssan plays fast. A typical game of Lyssan runs a full hour quicker than comparable games.

Lyssan combines:
A map to be conquered (like Risk)...
...with a few different unit types that act a few different ways each (like Chess or Diplomacy) ...
...with cards that let players pull off devastating surprise moves or permanently improve their abilities. To play one card, you discard others. (Like Race for the Galaxy) These cards can be very powerful, but they can also be stolen by spies. The whole landscape of the game can change in the blink of an eye as ownership of a card changes hands. Get one of your spies into a rival's castle, and you can take over his improvements or turn his own followers against him.

All interrupting effects have been stripped out of the game, so each player can complete their turn quickly, without waiting for the others. The game has been designed from the start to allow timed play, like a tournament chess match. This is good for players who want extra-brisk play, or who just have one slowpoke at the table who needs to be reined in.

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Board Game Publisher: Tiltfactor
• Booth #1363
148. Board Game: Awkward Moment [Average Rating:6.00 Unranked]
Designed by: Show More »
Published by:
Number of players: 3 − 8
Playing time: 20 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

Prepare for awkwardness! Each round in Awkward Moment puts 3-8 players in terrifically awkward social situations. Take turns being the Decider. Draw a moment Card to a reveal hysterical, embarrassing, or stressful situation. Use the Decider Card to determine the basis for a winning Reaction. Impress the Decider by submitting the best response from your hand!

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149. Board Game: Buffalo [Average Rating:7.06 Unranked]
Designed by:
Published by:
Number of players: 2 − 8
Playing time: 20 minutes
Suggested ages: 14 and up
Categories:
Mechanics:
Language:
English
Description:

How fast can you name a vain artist? How about a glasses-wearing heartthrob? What do a flamboyant popstar, a blind scientist, and a skinny superhero have in common? You'd better think fast, or your fellow player will leave you buffaloed.

In each round of Buffalo, players race to make matches using cards on the table. Be the first to shout out the name of a real person or fictional character who matches the descriptors on two or more word cards, claim the matched cards, and continue flipping. When the deck runs out, the player with the most cards wins.

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150. Board Game: ZOMBIEPOX [Average Rating:5.37 Unranked]
Designed by:
Published by:
Number of players: 1 − 4
Playing time: 35 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

A brand new evolution of Pox: Save the People, ZOMBIEPOX challenges 1-4 players to stop an approaching zombie apocalypse by vaccinating humans against the ZOMBIEPOX. Cure those in the most dire situations and protect the vulnerable who cannot be immunized. (No one wants zombie babies!) Win the game if the deadly ZOMBIEPOX can no longer spread. Lose if too many people become full-blown zombies.

Not only is the game fun, but through play and the zombie themed narrative, players gain an understanding of group immunity, the need to vaccinate, and systems thinking. Casual and hardcore gamers from 12-65 and have enjoyed ZOMBIEPOX.

Players alternate drawing cards. Each card specifies how the ZOMBIEPOX spreads, and then which resources the player has to combat the outbreak. It's important to protect the vulnerable people on the board, because if they become infected, they immediately succumb to zombification.

 
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