Spiel 2011 Preview
W. Eric Martin
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Spiel, held in the town of Essen each October, is one of Germany's two major game conventions, the other being the Nuremberg International Toy Fair in February. While Nuremberg is a trade show – and therefore strictly business – Spiel is open to the public, drawing roughly 150,000 people over four days. Hundreds of new games will be introduced at Spiel 2011, which takes place October 20-23. This preview covers games that publishers plan to release at Spiel or in the months leading up to it. In most cases, these games will be new for most Spiel attendees. For some smaller publishers, I've included titles released since Spiel 2010.

Details about the Spiel 2011 Preview: While this Preview might appear to be a standard Geeklist, BGG admin and superhero Daniel Karp has modified it to present games in a manner useful for Spiel attendees and for anyone researching information about games that will debut at the show. Specifically:

-----• This Preview is organized alphabetically by publisher, with games ordered alphabetically under a publisher's heading.

-----• If a game appears in multiple versions, typically due to it being in different languages, then each version will appear under its own publisher. I will endeavor to note such things in the "Other information" section below a game's description.

-----• This information is pulled directly from the game pages in the BGG database. Thus, as those pages are updated, this Geeklist will be updated, too. Yay, automation!

-----• Not all of the information on a game's page is included. We want to provide enough details to let you decide whether to investigate further.

-----• If you subscribe to this Preview, you will receive update notices whenever an item is added or edited.

-----• As with a regular Geeklist, if you don't care to read about a game and are logged in, click the red X to hide the game listing for both now and future visits. Please choose "Personal" for the reason when doing so. You cannot hide a publisher due to this Preview's special nature. (Publishers are added automatically as game versions are added, so there's no item connected to those publisher listings that you can hide.)

-----• As more details emerge, I will add publisher booth numbers, preorder information, game designer and artist signings, and much more.

Note that this information has been cobbled together from dozens, nay, hundreds of sources, many in languages that aren't my native tongue, so inaccuracies may have crept in despite my best efforts. I will update game pages as I receive additional information, and your fellow BGG users will undoubtedly do the same, thereby keeping this Preview as up-to-date as the BGG database itself.

If you're a designer or publisher with information to share – or you have details about an upcoming Spiel 2011 release – please send me Geekmail or email (wericmartin @ gmail.com). I'll respond as best I can given the tidal wave of data flowing through the game world in anticipation of the most exciting game convention in the world: Spiel!
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Board Game Publisher: Rightgames LLC
• Booth 7-05

• In addition to the titles below, RightGames will sell the game expansions listed in this preview under Stolitsa Design Group (link) for Evolution: The Origin of the Species and Potion-Making: Practice. (The expansions are listed separately because they are published by Stolitsa and not RightGames; unfortunately, I can't shoehorn them into the same box.)
351. Board Game: The Kingdoms of Crusaders [Average Rating:5.99 Overall Rank:6864]
Designed by:
Published by:
Number of players: 2
Playing time: 30 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

In The Kingdoms of Crusaders, players assemble units to create armies and overwhelm opponents competing for the same territories. The game includes components for a two-player game; by combining two sets, up to four players can compete.

Units are represented by cards, with each card depicting the forces in it with color-coded symbols across its top. The forces come in five strengths, which from weakest to strongest are Lance, Bow, Sword, Helmet and Banner. For example, a unit (card) with Sword and Helmet will have across the top: blank, blank, green, yellow, blank. Each player starts with a hand of five cards and a location card on the table depicting five territories, which is where a player lays his cards.

On a turn, a player draws a card from the deck, then lays one card from his hand into one of the territories next to his location card. Each territory can have no more than four cards in it. Once you've played four cards into a territory, you've determined the final strength of the army there. If the same symbol is on all four cards, you've created a Regiment; the same symbol on only three cards creates a Battalion, and the same symbol on only two cards creates a Company. (You can create multiple Regiments, Battalions and Companies in the same territory.)

To determine who wins the battle in a territory, compare each player's army in this territory. The player whose army has the most Regiments wins; if players are tied for the number of Regiments, then the player with the strongest Regiments wins; if players have equally strong Regiments, then the player with the most Battalions wins; and so on. Even if his opponent(s) have not completed their armies, a player can win a territory by proving that it's impossible for someone to create a stronger army in the same territory.

When a player wins a territory, he places a lowest available victory marker on this army. Once all five victory markers have been claimed, the game ends. The player who collects the most markers wins; if players are tied for the number of victory markers, then the player whose markers have the lowest sum wins.

Other Information: • Price €12 (discounted for Spiel)
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352. Board Game: Potion-Making: Practice [Average Rating:6.31 Overall Rank:2596]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 40 minutes
Categories:
Mechanics:
Language:
English
Description:

In the card game Potion-Making: Practice, players take on the roles of apprentice mages studying in a Magic School. Each player tries to gather the necessary components in order to produce magic elixirs, powders, talismans and even magical creatures. For each completed creation the player scores points – and the harder the task, the more points a player scores.

The deck consists of 76 cards, with each card featuring one of 16 elements on its bottom half and a magic formula or spell on its top half. Each player start the game with four cards in hand, and four cards are laid face-up in the "Desk of Elements"; players can use these public elements to complete a formula in hand.

On a turn, a player draws until he has five cards in hand, then he plays one or more cards from his hand. He can:

  • Discard a card onto the Desk of Elements; he scores one point if that element is not currently present on the Desk.
  • Take elements on the Desk to complete a formula on a card in his hand. He scores points equal to the number shown on the formula, then places the element cards face-down over the bottom half of the card so that all players can see the formula. His turn then ends.
  • Use one or more previously completed formulas, along with any elements required and available on the Desk, to complete a more difficult formula. He can use formulas in front of himself or other players to do this. Any elements under formulas reused this way are returned to the Desk. Any opponent who loses one or more formulas this way scores half the points of the more difficult formula just completed. The player's turn then ends.
  • Plays a spell from his hand to take a card from the desk into his hand, to decompose one completed formula or to transform one formula into another. After playing a spell, he must take another action, which could be playing another spell.

After the deck runs out, players continue to take turns until no one has cards remaining in hand. The player with the most points wins.

Other Information: • Price €12 (discounted for Spiel)
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Board Game Publisher: Rio Grande Games
• Booth 10-40 (shared with BoardGameGeek)

• Note that in a change from its usual set-up, Rio Grande Games will be selling games at Spiel 2011, but will have no tables set up for game demonstations.
353. Board Game: Dominion: Hinterlands [Average Rating:8.08 Unranked] [Average Rating:8.08 Unranked]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 30 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Expands:
Language:
English
Description:

Game description from the publisher:

The world is big and your kingdom small. Small when compared to the world, that is; it's moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it's moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You've heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don't even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.

Dominion: Hinterlands is the sixth addition to the game of Dominion. It adds 26 new Kingdom cards to Dominion, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions. The central theme is cards that do something immediately when you buy them or gain them.

Part of the Dominion series.

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354. Board Game: Friday [Average Rating:7.29 Overall Rank:245]
Designed by:
Published by:
Number of players: 1
Playing time: 25 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
Description:

Friday, the second game in the Friedemann Friese Freitag-Project, is about Robinson Crusoe and Friday (Freitag). You play as Friday and must help Robinson Crusoe survive the island and prepare him to defeat the pirates.

Friday is a solitaire deck-building game in which you optimize your deck of fight cards in order to defeat the hazards of the island and two pirate ships. During a turn the player will attempt to defeat hazard cards by playing fight cards from their deck. If defeated, a hazard will become a fight card and is added to the players deck. If failed the player will lose life tokens but also get the opportunity to remove played cards from their fight deck. Finally the player will use their optimized fight deck to defeat two evil pirate ships allowing Robinson Crusoe to escape the island!

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355. Board Game: Power Grid: The First Sparks [Average Rating:6.93 Overall Rank:583]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 60 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

In 2001, 2F-Spiele published the original Funkenschlag.

In 2011, it is time to look back...a long time back! To celebrate the tenth anniversary of the original Funkenschlag, designer Friedemann Friese will take you back in time and let you relive the early beginnings of mankind. True to the name of the German edition (a literal translation of which is "Flying Sparks"), it is time for Funkenschlag: Die ersten Funken, or "The First Sparks".

The First Sparks transports the Funkenschlag mechanisms into the Stone Age. The order of phases during a game round, the player order, the technology cards: you know all these parts from “Funkenschlag”. But what is new? What is different?

The First Sparks is much faster and far more direct. You are immediately part of the action. Each turn, each decision is important. As a clan leader you decide on the well-being of your clan during the Stone Age. You need to develop new hunting technologies and get new knowledge - to successfully hunt food or to learn to control fire. With the help of these skills, you will harvest enough food to feed your clan and spread it far enough to reach new hunting areas.

In a game of The First Sparks you are always confronted with many decisions: Which technology cards offer you the biggest advantages? When is the right time to spread your clan on the game board? Which hunting areas will grant the most food? Reaching new hunting areas or trying to secure parts of the game board for your own clan are important factors for your strategy. Empty spaces are cheaper for you to settle compared to spaces in which other clans are already settled. If you are the first to increase your clan size to 13 clan members, you win The First Sparks.

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356. Board Game: Power Grid: The Robots [Average Rating:7.23 Unranked] [Average Rating:7.23 Unranked]
Designed by:
Published by:
Number of players: 2 − 5
Playing time: 120 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Expands:
Language:
English
Description:

You finally have a new opponent for your Power Grid games: a robot that acts as an additional player. Thanks to his different actions and special abilities he is a strong opponent. You will manage the robot's "decisions" and can use him to act against the other opponent(s).

With this expansion, Power Grid is an exciting and fun experience for two (and more) players!

Power Grid: The Robots is designed especially for two players, but you can use a robot with up to five human players, too. You can even use more than one robot in a game.

The robot consists of five tiles, one tile with rules for each phase (except phase 1 »Determine Player Order« and phase 5 »bureaucracy«) plus a special ability, which the robot uses during the game.

With a total of 30 tiles - six different tiles for each phase - your Power Grid games will never be the same again!

Power Grid: The Robots FAQ has many Frequently Asked Questions which have appeared multiple times in the forum!

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Board Game Publisher: SandTimer
• Booth 4-416

• Anyone who preorders Aquarium (€20) will receive the Aquarium: Rainbowfish, which consists of four copies of the rainbowfish card and rules to use it. Anyone who also preorders the Aquarium Expansion (€8) will receive two additional copies of this card. To preorder some combination of Aquarium-related game components, email sander@sandtimer.be and include the day that you plan to pick up the items.

• Sandtimer will also have its 2006 release Experiment and all of its many expansions on hand at Spiel 2011.
357. Board Game: Aquarium [Average Rating:6.70 Overall Rank:5142]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 45 minutes
Suggested ages: 8 and up
Categories:
Mechanics:
Language:
Dutch
English
French
German
Description:

Aquarium, the second release from the Belgian small scale game publisher Sandtimer, offers high player interaction as the other players can – and will – use their action cards to alter the available fish that you can buy and the price that you have to pay for them.

Each player starts with a set of nine action cards and $15. The deck is shuffled, then set up with three or four "Feeding time!" cards shuffled into the deck at various points. On a turn, a player first turns up a card from the deck if the market is empty (as it is as the start of the game). Then the player looks at the fish and plant cards in the market and decides whether to pass or try to buy them. If he passes, he takes $2 from the bank and adds the top card to the market; if he wants to buy, all other players get to influence what's on the market and what the cards cost.

First, each other player chooses one of their five action cards for use in phase 1 of a buy. These cards force the active player to add, remove or swap a card from the market or simply allow the card player to make a fish swap of his own! (Players can also pass, with all action cards but the "pass" being set aside.) Second, each other player chooses one of their five action cards for use in phase 2 of a buy. These cards add or subtract 1 from the cost of the market, or double or halve the cost of the market. In the latter case, the player of the card receives money from the active player instead of those coins going to the bank.

Once the goods and the cost are set, the active player chooses to buy all the fish and plants on offer or none of them. The cost is equal to the sum of the card values, plus or minus any modifications, then doubled or halved as appropriate. All purchased cards go into a player's personal aquarium. If a player has two identical fish, he can move them to a separate breeding tank where they will earn him 1-3 coins each turn.

Each time a "Feeding time!" card is revealed, players reveal one "food cost" card at random, then pay money equal to that cost times the number of stars on fish and plants in their aquariums. Any fish not fed starve and float away to the big toilet bowl in the sky. Each plant in an aquarium reduces the food cost by one.

After the final "Feeding time!", players count the stars on their non-breeding fish, then receive bonuses for collecting all colored fish of the same size, all three sizes of fish of the same color and different varieties of plants. The player with the most stars wins.

Here, fishy, fishy, fishy...

Other Information: • Price €20; see the publisher listing for preorder information.
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358. Board Game: Aquarium Expansion [Average Rating:6.90 Unranked] [Average Rating:6.90 Unranked]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 30 minutes
Suggested ages: 8 and up
Categories:
Mechanics:
Expands:
Language:
Dutch
English
French
German
Description:

The Aquarium Expansion provides the cards and rules required to play Aquarium with up to six players for even more fun and interaction.

Aquarium Expansion cannot be played on its own; the base game is required to play.

Other Information: • Price €8, see the publisher listing for preorder information.
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Board Game Publisher: Schmidt Spiele
• Booth 11-03

• Schmidt Spiele will have a free A1-sized Space Mission poster at its booth.

• Designer Susan McKinley Ross, designer of the 2011 Spiel des Jahres winner Qwirkle, will be at the special SdJ booth (5-22) each day from 15:00 to 16:00 to sign copies of the game and be surrounded by dozens of Qwirkle players. Yay, Susan!
359. Board Game: Crosswise [Average Rating:5.94 Overall Rank:6832]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 20 minutes
Suggested ages: 6 and up
Categories:
Mechanics:
Language:
French
German
Italian
Description:

From the publisher...
The Family Game That Has Players Thinking in All Directions!

Think ahead as you place each tile in this fast-paced game of strategy, because your opponent is creating vertical columns while you create horizontal rows. Earn the most points with different combinations of shapes while blocking your opponent, but watch out—action tiles let players move tiles unexpectedly. Simple and fun to play for all ages; games last less than 20 minutes. Includes 18"-square game board and 60 wooden tiles. 2 players or teams.

Other Information: • Price €32
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360. Board Game: Ligretto Twist [Average Rating:4.92 Unranked]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 10 minutes
Suggested ages: 6 and up
Categories:
Mechanics:
Language:
Dutch
French
German
Italian
Show More »
Description:

Ligretto Twist features the familiar Ligretto game play, with players trying to rid themselves of cards from their personal stack as quickly as possible by playing them to shared central stacks. The twist comes in that players must lay a hand on top of the card they most recently played, and they can't use that hand again until they lay a card on another stack – thereby imprisoning that second hand until the first hand plays again. What's more, no other player can lay down cards on a covered stack, so everyone will be fighting to slap stacks first. Finally, unlike other Ligretto games, these cards have only colors – no numbers.

When a player plays the final card in his personal stack, the round ends and all other players score one point for each card remaining in their stack. The player with the fewest points after five rounds wins.

Other Information: * Price €10
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361. Board Game: Space Mission [Average Rating:6.07 Overall Rank:3714]
Designed by:
Published by:
Number of players: 2 − 5
Playing time: 45 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
Dutch
English
French
German
Show More »
Description:

In Space Mission, players explore eight planets (randomly selected from twelve in the game) by flying from planet to neighboring planet or passing through a "jump gate" that allows them to travel anywhere. Each planet has a different combination of values for jumping to it, scanning it and landing on it.

Each player has a hand of five cards, with each card having three color-coded values on it: blue for jumping, green for scanning, and orange for landing. On a turn, you take two actions from six possibilities, with the same action being possible:

Top up: Discard any number of cards (including zero), then refill your hand to five cards.

Jump: Move your spaceship from the jump gate (where players start the game) or a planet to any other planet by discarding a card that shows the landing value of the target planet. Place one of your tokens on the jump gate.

Fly: Move your spaceship to either neighboring planet; this move is free.

Scan: Discard a card with the scanning value of the planet where your spaceship is currently located; look through the face-down planet tiles, place one aside face-down with your marker on it, then return the tiles to that planet. This action is possible only on undeveloped planets.

Develop: Develop the planet where your spaceship is located by discarding two cards that match the two landing values shown on that planet. Mark this planet with your space station token, hand out all scanned and claimed planet tiles to the appropriate players, claim one remaining planet tile for yourself, then place the remaining tiles face-down again. A planet can be developed only once.

Discover: Take a planet tile of your choice from the developed planet where your spaceship is currently located.

If at any point, all of the planet tiles on a planet show only empty space, the player holding the tiles lays them face-up next to that planet. When 6-12 space tiles have been revealed, an amount based on the number of players, the game ends and players tally their points.

Each type of planet tile scores in a different way. With Minerals, for example, you multiply the number of mineral tiles you hold with the largest number of mineral tiles in a single color. Medals are worth three points each. A green-blue pair of Matter tiles is worth seven points, while a single Matter tile is worth only two. Each space station you've built is worth three points, and the players score 9, 6, 3 and 1 for having the most, secondmost, etc. tokens on the jump gate. The player with the most points wins.

Reimplements:

Online Play

Other Information: • Price €20

• I asked designer Matt Worden to detail the differences between Space Mission and the game from which it originated, 2010 GAMES Magazine game of the year Jump Gate. Here's what he said:

Quote:
The artwork looks fantastic, and they've done a great job of honing the game for the family market. They've simplified the game a bit (removed the Black Hole and special actions) and improved a couple of the mechanics – I really like the way the "Scan" action works in their new version ... I may have to write-up a variant rule for Jump Gate that does the same thing! – including a different way for the game to end.

Their update remains very true to the original thematic core of the game, while tightening-up the game play. Can't wait to get my hands on a copy!

• Schmidt Spiele has posted a German-language trailer for Space Mission on its website. For those who don't speak German or who want more info, you can download the rules (PDF in all five languages) from Schmidt.
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Board Game Publisher: Le Scorpion Masqué
• Booth 12-07

• Ystari Games is co-publishing Québec, and Le Scorpion Masqué's Christian Lemay will be in the Ystari section of the giant Asmodee booth in Hall 12 to demo the game.
362. Board Game: Québec [Average Rating:7.22 Overall Rank:706]
Designed by:
Published by:
Number of players: 2 − 5
Playing time: 75 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Language:
English
French
German
Description:

Québec puts you at the head of a rich family who wants to leave its name in history by building Québec city. The game spans four centuries during which you erect the most prestigious buildings and places of the city. Construction is not enough: you also have to ensure your presence in the great spheres of power. It is up to you and your opponents to build Québec City in your colors!

A game takes place over four centuries. Each player plays on average 5 to 7 turns per century. On each turn, players choose one of these actions :

  1. Start a new building with his architect
  2. Complete part of a building
  3. Send a worker to a zone of influence
  4. Take a leader card

By contributing to the numerous buildings, players acquire influence with the authorities of the time : religion, politics, commerce and culture. Players also help build the famous Citadelle.

At the end of each century, there is a scoring round where players get victory points for the workers they managed to send in the 5 zones of influence. Québec introduces a unique and addictive majority rule. The player with the majority in a zone cascades half of his workers by moving them to the next zone. Workers moved in this way allow a player to score even more points. If a player still has the majority in the next zone, his workers cascade again – a potentially devastating ripple effect. This mechanism illustrates the interrelationship between the great zones of influence. Players must not only fight to get majorities, they must also erect the most prestigious buildings.

The game ends after the fourth century. Players then receive points for the buildings they completed. The player with the most points is declared the winner.

Québec won the Plateau d'or 2007 and was shortlisted at the 2007 Boulogne-Billancourt International Designer Contest.

Other Information:
• MSRP $60; the discounted price for Spiel 2011 is €35.

• Christian Lemay at Le Scorpion Masqué has started to post historical texts of the history of Québec on the LSM website in English and French should you care to explore everything behind the tokens and artwork in this game.

Québec: Hitchcock à Québec (shown at right) is a promo card that will be first available at Spiel 2011.
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Board Game Publisher: Scribabs
• Booth 9-42
363. Board Game: 011 [Average Rating:6.28 Overall Rank:3417]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 90 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
French
German
Italian
Show More »
Description:

It’s year “011” in an alternative 19th century. The Inscrutable Organ of Eternity is hidden somewhere in Turin, and it’s the only instrument that can prevent the coming Ragnarök. Only one of the 8 Characters in the game is the “Chosen One” who can play the Organ. One of the others, meanwhile, has been possessed by the Spirit of Fenrir the Wolf, and will try to prevent the Chosen One from reaching the Organ.

The goal of the game, is to identify and deliver the Chosen One and the song of Making (which is composed as part of the game play) to the Inscrutable Organ of Eternity before the 12th hour.

011 is played over 11 rounds, called Hours. Each Hour is divided into 5 phases. All players, in order, must complete one phase, before the next phase begins:
1. Reveal Event
2. Bid for Turn Order
3. Place Clues on the Map
4. Character Actions and Movement
5. Play Location Tiles

Once all 5 Phases are complete, advance the Hour Hand one space on the Ragnarök Clock. If the Hand reaches XII (and so, the 11th Hour has passed), the game ends and all players lose! Otherwise, a new Round begins with Phase 1.

Other Information: • Price €49, but probably discounted a bit at Spiel 2011.

• Available at the Scribabs booth (9-42), at the ElfinWerks booth, and at other locations around Spiel 2011. The vagaries of this Preview system prevent me from listing it under a particular publisher, so for now this listing is under Heidelberger, which will distribute this multilingual game in Germany.
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Board Game Publisher: Selecta Spielzeug
364. Board Game: Kullerei mit Drachenei [Average Rating:5.29 Unranked]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 15 minutes
Suggested ages: 5 and up
Categories:
Mechanics:
Language:
Dutch
English
French
German
Show More »
Description:

Kullerei mit Drachenei, or "The Roly-Poly Dragon's Egg", is a blend of racing and dexterity. To set up the game, place the twelve treasures on their designated spaces on the game board, place the dragon's egg upright in its nest, place a pawn for each player on the start of the track, and place one dragon egg card "sleeping side" up next to the game board for each player.

On a turn, a player first rolls the die. If she rolls a number, she advances that many spaces down the path. She can choose to go straight down the path or enter any detour path she wishes; if she reaches a treasure on one of these detour paths, she ends her movement and collects the treasure token. (If she had picked up a token previously, she returns it to its original location on the game board.)

If a player rolls a dragon egg on the die, she flips one of the dragon egg cards to its wakeful side. If all the dragon eggs have been flipped, the player then flicks the dragon egg on the game board. Any pawn knocked over by the egg, including the active player's, is moved back to the location where it last picked up a treasure. If a player has picked up no treasure tokens, it returns to start. The dragon egg cards are then flipped to their sleeping side again; the egg remains on the game board or is returned to the nest, depending on where it landed.

The game ends when a player reaches the dragon's treasure chest at the end of the path. This player wins the game!

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365. Board Game: Pyjamaparty [Average Rating:6.00 Unranked]
Designed by:
Published by:
Number of players: 3 − 5
Playing time: 25 minutes
Suggested ages: 5 and up
Categories:
Mechanics:
Language:
Dutch
English
French
German
Show More »
Description:

In Pyjamaparty players are little vampires who are flitting from bed to bed at night instead of sleeping. Yes, you might think that vampires should be roaming the halls late at night, but junior vampires need their sleep as much as non-vampiric youngsters.

To set up the game, each player places her bed tile next to the rug on the game board of the same color, then places her pawn on a rug that is not her own color. Someone shuffles the six garlic cards and places them face-down on the game board, then players mix the spider and orange juice drink tokens face-down, place them on the game board, then draw one at random and place them on their bed.

On a turn, a player rolls the die. If she rolls a number, she moves that many spaces clockwise or counter-clockwise on the rugs on the edge of the game board. If she lands on an empty space, her turn ends. If one or more players are already on that rug, she chooses one of them, then draws a face-down token and places it before her without looking at it. The chosen player draws and reveals another token. Each player then makes what they think is the appropriate noise for these two items hitting one another: "clink" if two glasses, "oomph" if two spiders, and "splash" if one of each. The active player reveals the hidden token: If both players were correct, they each claim one token and place it on their bed; if only one player was correct, she claims both tokens; and if no one was right, the tokens are placed face-down on the board again.

If the player rolls a garlic bulb, everyone screams "Garlic!" then tries to get in bed because their screaming probably roused Dad, who will be annoyed to find them out of bed. Here's how this works: The active player reveals the top garlic card. If it shows a closed trap door, then each player moves one rug toward their bed (or onto their bed if they are already on their rug). If all vampires are in bed, stop turning over cards; if not, turn another card. If Dad shows up on one of the cards, every vampire out of bed loses an item while vampires in bed may take an item as a reward.

When a player has eight items on bed, players hold a garlic round. If this player reaches bed before Dad arrives, she wins; if not, she loses an item and the game continues. Note that one or more players can receive their eighth item as a bonus at the end of a garlic round. In this case, these players immediately win as they're already in bed!

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Board Game Publisher: Sierra Madre Games
• Booth 9-31
366. Board Game: Bios: Megafauna [Average Rating:7.09 Overall Rank:1220]
Designed by:
Published by:
Number of players: 1 − 4
Playing time: 60 − 120 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

In Bios: Megafauna, a reworking of Phil Eklund's own American Megafauna, players start as proto-dinosaurs or proto-mammals, starting in the post-holocaust world of the Permian catastrophe. Animals are tracked by dentition, size, aggressiveness, swiftness, browsing, grazing, burrowing, swimming, behavior, and insect-eating. Plants and animals that have gone extinct are collected in an area on the map called the tarpits. These tiles are distributed among the most populous players as victory points during four scoring rounds.

Players cope with intense competition and environmental changes by starting new species and mutating them. Create bizarre chimeras, from vegetarian velociraptors to flying dolphins. Establish subterranean civilizations, tame fire, or just be super-sexy.

Reimplements:

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Board Game Publisher: SINONIS
• Booth 4-225
367. Board Game: 2019: The ARCTIC [Average Rating:6.94 Overall Rank:3695]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 120 minutes
Suggested ages: 12 and up
Categories: Show More »
Mechanics: Show More »
Language:
English
Description:

"Canadian Prime Minister, Stephen Harper, in agreement with Russia, warned USA to “keep their hands off the Arctic.”

Despite the cover picture "2019: The Arctic" is an economic game, however some military aspect is also included. In the game, players manage mineral resource companies interested in exploration of the Arctic region. They aim to maximize their scores, expressed in points, by undertaking actions that give them specific benefits or weaken the position of competitors.

The path to gain advantage over the competition is on one hand the investment policy that will provide a variety of resources, and on the other - controlling a large quantity of deposits of the same type, which will allow to dominate in a given segment of raw materials industry.

The tool for achieving the goal and winning the game is shaping the internal and foreign policy of the Arctic region countries (Russia, Norway, the European Union, Canada, USA). In addition to that, China’s participation in the race for access to the Arctic resources is simulated in the game.

Players may use their political powers to obtain subsidies from a given country’s budget and to secure their investments in mining platforms built on the sea behind the scenes. However, the main axis of the gameplay is exerting direct influence upon the policies of the countries by a wide range of political and economical actions taken on their behalf.

STRONG NEGATIVE INTERACTION and NO LUCK FACTOR

To be released at Essen 2011

Other Information: • Price €35
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Board Game Publisher: Sit Down!
• Booth 5-59
368. Board Game: Wiraqocha [Average Rating:6.71 Overall Rank:2117]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 60 minutes
Suggested ages: 12 and up
Categories:
Mechanics: Show More »
Language:
English
French
German
Description:

We are in the early XXth century, but the world is not as we know it. In 1895, exploring Amazonia, Auguste Copperpot discovered a gate to a lost valley, occupied by a primitive civilisation. Wiraqocha Valley was the name he gave to this remote Eden. This world enclosed a treasure that was going to revolutionize modern sciences, namely the Somnium, an orange luminescent crystal showing amazing properties. It can be used as fuel, affects matter and even time. Immediately, this virgin land became a new Eldorado for European colonists. Empress Victoria II decided to send several conglomerates to share this promised land and reap the fruits to her benefit. Zeppelin fleet, full of scientists, adventurers and looters, clouded the Atlantic sky.

Wiraqocha Valley is represented by an adjustable board consisting of 22 hexagonal tiles, each of them being identified by a number from 1 to 12, or a dice combo (pairs or straights). In his turn, each player rolls some six-sided dice, combining them to take possession of territories, or to protect from the opponents the ones he already owns. Every hexagon affords resources or special capacities, which are means to influence die results to fit one’s strategy. There are three ways to win: bring back a huge cargo of Somnium to the Empress; acquire enough scientific knowledge to build the Leviathan, a terrifying weapon serving the Kingdom; or find in the temple depths the four relics that will allow you to reach Wiraqocha’s treasure.

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Board Game Publisher: Smiling Monster Games
• Booth 5-55 (shared with Swan Panasia)
369. Board Game: Jagdfieber [Average Rating:5.98 Overall Rank:6847]
Designed by:
Published by:
Number of players: 3 − 5
Playing time: 30 minutes
Suggested ages: 8 and up
Categories:
Mechanics:
Language:
Chinese
English
German
Description:

Jagdfieber ("Hunting Fever") is a light-hearted card game in which you need to play your cards cleverly in order to capture precious prey. But beware! Your fellow hunters may be tempted to steal from you, ending the hunt sooner than you might expect. At the end of the day, captured cards score points for you, but hunters who are caught during the closed season and cards that remain in your hand will reduce your score.

Each player starts with a hand of one hunter, two wolves, three rabbits, three carrots and one closed season/carrot. On a turn, each player secretly chooses a card from his hand, then they reveal the cards simultaneously. If someone played a "closed season" card, than all hunters played are placed in the prey pile of those players. If not, hunters each capture a wolf (starting with the "Hunt starts here" card and going clockwise), place that card in their prey pile, then return their hunter to their hand; any hunter that can't capture a wolf is placed under its owner's hunting lodge (a play area in front of each player).

If any wolves remain, they each capture a rabbit (again starting with the "Hunt starts here" card and going clockwise) and are then placed in the "easy prey" section of that player's hunting lodge; if a wolf doesn't catch a rabbit, return it to its owner's hand. Rabbits are handled the same as wolves, but they hunt carrots (and not themselves!), moving to "easy prey" if they eat and returning to their owner's hand otherwise. Cards in a player's "easy prey" section are captured before a similar card played by that same player during the current turn; if a card is not captured while in the "easy prey" section, it's moved to that player's prey pile at the end of the next turn.

If everyone still has at least one card in hand, move the "Hunt starts here" card one space clockwise and play another turn. If at least one player has no cards in hand, each player scores their prey pile, with hunters worth -4 points and all other cards worth 1-4 points. Players then reclaim their cards and play another round. After four complete rounds, the player with the most points wins.

Other Information: • MSRP €13.50; discounted price at Spiel 2011 is €10. The game can be preordered through the Jagdfieber game page on the Smiling Monster Games website at the discounted price.

• Available in an English/German edition of 500 copies.
 
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Board Game Publisher: Sphinx Spieleverlag
• Booth 9-31
370. Board Game: Rolling Bones [Average Rating:5.82 Overall Rank:8151]
Designed by:
Published by:
Number of players: 2 − 99
Playing time: 30 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
German
Description:

In Rolling Bones players use 18 special dice – six showing parts from the left side of the body, six showing parts from the right, and six showing parts from the middle (skull, ribcage, spine, pelvis) plus a hat and a gravestone – to build a skeleton, adding to it roll by roll, in order to score points. The better the skeleton buried, the more you score!

The first roll of a player's turn is the "pre-op" roll, with the player launching all 18 dice onto the table. The player then builds as complete a skeleton as he can with no gaps. For each subsequent "post-op" roll – if a player chooses to roll or is forced to roll – the player must first set aside a number of dice equal to the number of rolls already made: one die for the first post-op roll, two more dice for the second post-op roll, and so on.

The player must add at least one die to the skeleton after each roll. If a player can't place a bone correctly, he must add an incorrect bone in the wrong location, e.g., a foot on the end of the spine.

Whenever a player has a gravestone showing, the player can choose to end his turn, scoring for his skeleton. Each complete section (arm, leg or thorax) is worth five points, with each incomplete section worth one point per die in it. Each incorrectly placed die costs the player five points. If a player's skeleton wears a hat (which naturally goes only on top of the skull), double the score for that round. If a player has no gravestone and cannot pay for another reroll, he ends his turn scoring nothing.

The first player to reach 100 points (or some other agreed upon total) wins Rolling Bones.

Other Information: • Designer Henning Poehl notes that ''Rolling Bones'' will be released in an edition of 500 copies and the preorder price through August 31, 2011 is roughly half the price of the final retail price.
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Board Game Publisher: Spiel Spass
• Booth 5-34
371. Board Game: Flirt [Average Rating:5.66 Unranked]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 30 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
German
Description:

In Flirt, all the players flirt with each other, until they get married at the end of the game. Who loves whom? And how much?

During the game, each player flirts with all several other players. All the actions – such as flirting, sending text messages or giving your heart away – bring in flirting points. Who will flirt the best, gain the most flirting points and become the "best" couple?

At the beginning of the game, each player receives a character (or two characters in a three-player game), two hearts belonging to that character and two relationship tokens, and a pawn, which is placed on the board. Then, each player thinks up a term of endearment for himself. When players address each other, they should use this term of endearment. A player who fails to do so correctly loses a relationship point.

The game is played in turns. On his turn, a player rolls two dice, picks one, and move his pawn as many spaces as the die shows. (In a three-player game, the player rolls one die, and selects one of his pawns to move.) After moving the pawn, the player may flirt with one character of the opposite sex whose pawn is on the same space or an adjacent space. If he does so, this strengthens the relationship between the two characters. This is measured by placing flirting points on the "love barometer". If two characters have four flirting points, they fall in love. After four more points, they get engaged, and after another four points, they get married.

Furthermore, if the pawn has landed on a heart space, the player may either give one of his hearts to another player, or ask for a heart from another player (who then has to give one of his hearts to the asker).

If the pawn has landed on a text message space, the player draws one of the text message cards, reads it out loud and places it face-down in front of him. If no more cards remain in the draw pile, the player can either give one of his cards away or ask to receive a card from another player (who then has to give one of his cards to the asker).

The game ends when a pair of characters have married. Now, each player scores points as follows:

  • For the highest relationship status achieved (with any one other character): 4 points for being in love, 8 points for being engaged and 12 points for having married.
  • -1 point for each of your own hearts, +2 points for each heart from another player.
  • -1 point for each negative text message, +2 points for each positive text message.
  • +1 point for each remaining relationship token.

The player who has scored the most points wins.

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372. Board Game: Wer weiss mehr und traut sich auch? [Average Rating:5.13 Unranked]
Designed by:
Published by:
Number of players: 2 − 15
Playing time: 30 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
German
Description:

Wer weiss mehr und traut sich auch? ("Who knows more and will dare too much?") is a party game for 2-5 teams (2-15 players) that will test their powers of concentration and cultural knowledge. In each round, the teams first bid on how many items they can name from a particular category – flowers, car brands, fish, alcoholic drinks – then the team with the high bid sees whether they can live up to their claim. If they fail to do so, the other teams could score points instead. The team that collects the most points wins.

The Box Contain:

1 Board
5 Pawns in different colors
6 Gray token used to mark the category choosed during the game
1 Black token used to mark the number of terms declared
110 Category cards: total of 660 categories!
1 Mechanical timer

The Game will be presented at Essen Spiel 2011 - Booth 5-34 at the W&L SpielSpass stand.

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Board Game Publisher: Spielteufel GmbH
• No booth. Spielteufel GmbH mentions on its website that while it won't have a booth at Spiel 2011, players can place preorders and arrange for pick-up during the convention. Prices for all games, both the ones below and others still in print, can be seen on the Spielteufel website; contact Spielteufel via email (info1@spielteufel-stuttgart.de) to arrange a pick-up at Spiel 2011.
373. Board Game: 1314 A.D. [Average Rating:7.00 Unranked]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 120 minutes
Suggested ages: 16 and up
Categories:
Mechanics:
Language:
German
Description:
UNRELEASED GAME
Note that all details for this game are preliminary. If you have information about this game, you are invited to edit this section or submit corrections.

Around 1300 A.D., Scotland and England are at war. The Scottish clans no longer tolerate the oppression by the English kings and ally themselves with each other in order to gain their freedom. Only by working together can they overcome the powerful English army in the battles of Stirling, Falkirk and Bannockburn. But there is a heavy rivalry between the clans; each of the clan leaders wants to contribute as much as possible in order to be crowned as king of Scotland in the end, and they are not afraid to resort to treachery if needed.

In order to have the most points at the end of 1314 A.D. and rule over Scotland, you will need to increase your clan's prosperity without neglecting warfare and heroism.

Other Information: • Price €46
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374. Board Game: Das Geheimnis von Trelleborg [Average Rating:0.00 Unranked]
Designed by:
Published by:
Number of players: 3 − 5
Playing time: 75 minutes
Suggested ages: 14 and up
Categories:
Mechanics:
Language:
German
Description:
UNRELEASED GAME
Note that all details for this game are preliminary. If you have information about this game, you are invited to edit this section or submit corrections.

In order to quell the civil unrest in Nordland, King Harald Blauzahn orders his son Sven Gabelbart to build a castle: Trelleborg. However, as soon as the work on the first houses commences, there is already evidence of sabotage. It seems some of Forkbeard's own people are involved, but no saboteur has been caught. This places a double burden on the people: to build the castle and to uncover Trelleborg's secret!

In Das Geheimnis von Trelleborg, players gain investigation points by investigating the secret. However, it is just as important to gain construction points by aiding in the construction of the castle and loyalty points by supporting life in the village.

When the Stone Circle has been completed, the player who can contribute most to the construction of the castle wins.

Other Information: • Price €39
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375. Board Game: Westwärts [Average Rating:4.50 Unranked]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 60 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
German
Description:

On his last long ride through the wide and wild West, the experienced expedition leader McTrucker realizes that he's getting too old for the job – but who will take his place? One of the greenhorns accompanying the current expedition?

To find out which of these greenhorns might be best for the job, McTrucker gives each of them a mission on the final day of the expedition – and to make sure he finds out how they fare against one another, the missions all bring them into competition with one another. Only the one who can enforce his will best over the others and best deal with unexpected situations will merit being appointed expedition leader.

To set up Westwärts, twenty wagon cards – along with settlers, gold mines and even a scout, barber, preacher, teacher, cook and gravedigger – are placed beside a munitions wagon. Five cards each are randomly distributed on four area cards (pastureland, desert, Indian country and mountain country). Thirty job cards can be completed, four of which are laid out face-up with a reward of 1-3 gold nuggets for each when completed.

The progress of the wagon train is controlled by cards, with each player holding three in hand. While game flow is simple, fulfilling demands is not always so. Each player places a movement card face down. The current player reveals his own and that of another. With these two cards, he then resolves the wagon train movements and tries to fulfill jobs. The game ends when a player has earned 15 nuggets or fewer than four incomplete jobs remain. Some jobs are simple with small payoffs while a more difficult one would require, for example, equipping one area with three settlers and two gold diggers or placing the preacher between a settler and a gold digger. In such cases, often the second card is of no help unless players make special arrangements with one another: You scratch my back, I scratch yours. Special cards do things like eliminate or paralyze certain wagons due to fire or broken axles.

Other Information: • Price €20
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