Spiel, held in the town of Essen each October, is one of Germany's two major game conventions, the other being the International Toy Fair in Nürnberg each February. While Spielwarenmesse 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 2014, which takes place October 16-19. 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. Listings for some smaller publishers show all titles released since Spiel 2013.
Details about the Spiel 2014 Preview:
-----• This Preview is organized alphabetically by publisher, with games ordered alphabetically under a publisher's heading. This information is pulled directly from the game pages in the BGG database, so as those pages are updated, this Preview will be updated, too.
-----• In most cases, if a game appears in multiple versions, typically due to it being released in multiple languages, each version will appear under its own publisher.
-----• If you subscribe to this Preview, you'll receive update notices whenever an item is added or edited.
-----• 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. Choose "Personal" for the reason when doing so. You cannot hide a publisher due to this Preview's special set-up.
-----• Publisher booth numbers, preorder information, game designer and artist signings, and more will be added once that info comes available.
Note that this information has been cobbled together from dozens, nay, hundreds of sources, so inaccuracies may have crept in despite my best efforts. I will update game pages as I receive additional information.
If you're a designer or publisher with information to share – or if you have details about an upcoming Spiel 2014 release – please send me email (wericmartin @ gmail.com). I'll respond as best as 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!
“Meow~ It looks so delicious!” Catty Fatty stares at the dried fish hung high on the shelf drooling. All cats are attracted wondering how they can reach the yummy fish beyond their leap. They come up with the idea of stacking on each other’s back so as to grab the fish. Let’s help them make a tower of cats!
Seven Cat Cards are dealt to each player. The game starts with the player who owns the most cats.
In clockwise order, each player takes a turn to roll the die, and acts according to the image shown on the die result.
The game ends immediately when one player gets rid of all Cat Cards in hand.
You are the rich owner of a large field near New York where health needs are more important. Your goal is to build the most efficient hospital in three dimensions in order to get the most popularity. You will manage the construction of the building from scratch as well as the installation of new services and the recruitment of the best doctors, nurses and administrative staff that align with the arrival of new patients. You will also be attentive to the well-being of patients and not forget that time is also money when competing with neighboring hospitals...
Each turn in Clinic, players take three actions — building in different modules; hosting patients; hiring doctors, nurses and staff — by playing one card. Each cube that enters the clinic comes with a car that needs to be parked, leaving less space for the hospital being constructed! During the game, you'll move patients, doctors, nurses, and staff in the 3D structure as efficiently as you can in order to save time, with doctors and nurses tending to patients as long as their colors (indicating both training and illness) match. By taking care of patients you receive money, which lets you pay fees, salaries and maintenance as well as buy popularity points.
During an administrative phase, uncared for patients grow sicker, new patients enter the pre-admission room, doctors become less knowledgable about the diseases they face, and new doctors and nurses become available from their schools. In the end, the player with the most popularity points and least time spent during the game wins.
• Hall-booth 1-D129
• Price €35
• All two hundred copies have been preordered, although you're welcome to show up on Thursday morning to wait around and see whether anyone fails to show up in time to get their game.
The Convicted is a cooperative board game for 1-4 players. Fight for survival in a hostile land, expand your town and stand ground against continuous surge of enemies!
In The Convicted players become convicts who were given a second chance to expiate their crimes. In order to prove their devotion, they need to colonize new lands in the name of the king. They start building their headquarters – town – with just a handful of footman, and a few structures. Through the development of fortifications, buildings, researching new technologies, gathering resources and training recruits they can transform their colony into an impenetrable fortress. Alas, the new world is full of indigenous inhabitants who by any means possible try to get rid of unwanted colonizers. Countless hordes of barbarians, forest people, ferocious monsters and wolf men with their beasts and war machines will spare no effort to storm the town and its defenders. The whole game-play consists of a campaign of 20 turns, ~45 minutes each (15 hours total). The use of random opponent selections and attack directions makes each game a unique experience.
• Hall-booth 2-C108 & 2-C109, which is the stand for Boardgames4U, a Polish games site run by Kuźnia Gier.
After a nuclear disaster, the contaminated water has created these deadly monsters in the sea. They then sought land where the human civilization was nearly decimated. They then turned on each other in a monster war like no other. Only the fastest and strongest shall win!
Kaiju is a fun party game in which players are the monsters in battle, and they roll a die and have to perform the action as quickly as possible. The slowest person gets a wound which is drawn on by the crayon marker, and the one who gets six wounds is out. The box is also part of the components and is used during the game.
Kaiju comes with two sets of rules, one for the main game and another for a mini game.
• Hall-booth 1-D148, with Swan Panasia hosting sales of this game at Spiel 2014. Member of Taiwan Boardgame Design.
• Price €15; to preorder a copy — and supplies are more limited than for most Spiel 2014 releases — visit the TBD Spiel 2014 Geeklist.
In the family-friendly game Kampen om Fredriksten, players are merchant families in the city Halden in southern Norway during the 17th century. Players run their businesses and try to adapt to the events of the period, all while helping building the fort Fredriksten, which will protect the city from repeated attacks from the Swedish king, Karl XII.
Each round, you roll your dice and use them to activate your buildings. Each building can only be activated by a certain die value, and will provide money, construction material, soldiers, or victory points. If you erect buildings with different dice values, you will be able to utilize your dice most efficiently. Also, you can customize your buildings according to your needs by upgrading them with different combinations of cards, increasing or changing their production, or changing their required dice value. Contribute to the building of Fredriksten to receive extra resources, and make sure to have your private army ready when Karl XII attacks.
• Released in December 2013, but only in Norway, so Spiel 2014 is effectively the game's worldwide debut. Co-designer Kristian A. Østby notes that "[t]he game is in Norwegian, but it will be fully playable with English rules and card translations (which you'll get with the game). There are only nine cards with text in each game, and all are open information."
It's time for the next market day! As a rising trader, you are trying to get the best spaces for your market stalls. Only the trader with the freshest goods will get the most customers.
In Fresh Fish you try to build your market stalls as close as possible to the matching delivery trucks on a huge market square. A delivery of goods directly from the delivery truck into the market stall is not allowed; at least one path space must lie between them. Unfortunately the competition between the traders is quite intense, so you will block each other from the shortest paths with your market stalls. Neutral flea market tables will get in the way, too.
To secure the prime spaces for your market stalls, you must buy the stall tiles cheaply at an auction — but if you bid too little and lose the auctions you may later get a space much further away.
At the end of the game you add all the paths between your market stalls and the delivery trucks, then subtract the saved coins from this sum. The player with the lowest value wins as he offers the freshest goods to his customers!
• Price €27, with English and German copies available at the show.
• I've explained some of the changes in this new version of Fresh Fish from the 1997 version in this BGG News post.
Power Grid deluxe: Europe/North America is a standalone game in the Power Grid universe.
For the 10th anniversary of the highly successful game Power Grid we present this new deluxe version including brand new components. Wait for a huge double-sided game board presenting Europe and North America, newly customized wooden parts and an entire deck of new power plants, some of which use natural gas instead of garbage. New overview cards for the resource refill improve game play. An exciting new two players experience is also added - “Against the Trust”!
The game is still Power Grid, with all the exciting auctions, the nerve-wracking resource speculations, city networks and the competition among the players, all the way to the tight game ending with several players fighting for the win.
The goal of Power Grid Deluxe is to supply the most cities with power when someone's network reaches a predetermined size. Players mark pre-existing routes between cities for connection, then bid against each other to purchase the power plants that they need to power these cities. However, as power plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.
What's more, players must acquire the resources (coal, oil, natural gas, and uranium) needed to power said plants (except for the "renewable" windfarm plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.
• Price €42, with €1.50 of each sale being donated to the children's group Kleine Tiger e.V. ("Small Tigers e.V.").
• Only two hundred English-language copies of Power Grid deluxe: Europe/North America are available at Spiel 2014, with no reservations being taken. First come, first served!
• At the 2F-Spiele stand, each purchased copy of Power Grid deluxe comes with a promotional pack of 24 garbage and four oil tokens, which will allow the new wooden tokens in this edition of the game to be used with the original Power Grid game.
The undead hordes are back! But this time they're not miniatures shambling around a modular board - the zombies are coming straight for you! As in most zombie games, you represent a unique character with your own character traits, except in Run, Fight, or Die! you will also have your own individual board with zombies you alone will encounter. Zombies move closer to you every round. You run from location to location, searching for weapons and survivors in a desperate attempt to stay alive. Survivors may bring new skills to help you in your desperate fight for survival, or in some cases, new challenges to overcome. In either case, every survivor provides you victory points. The game ends either when one player finds five survivors and declares the last round, or when a player reaches the town line (and the total Followers in play meets a minimum), or if a player gets bitten and turns. Be careful, some followers may turn against you, while others can slow you down. When it comes right down to it, the choice is simple: Run, Fight, or Die!
Scoring is based on the total points of survivors and remaining health of the players’ characters.
Run, Fight, or Die! is a frantic first person experience for 1 to 4 players (will play up to 6 with the 5/6 player expansion). The game is loaded with goodies, including 4 Action Boards, 5 Character Boards, a Loot Deck, a Location Deck, an Event Deck, a Follower Deck, Mutant Deck, 7 Custom Dice, tokens and beautifully crafted miniatures.
Each Anno Domini game consists of 336 cards, with a description of a historical event on one side of the card and the year (and sometimes specific date) in which it happened on the other. Anno Domini: Bern focuses on the capital city of Switzerland. Like all Anno Domini sets, this game can be played as a standalone or mixed with some or even all editions.
In Anno Domini: Bern, each player receives nine cards (or fewer, if you want the game to be shorter) and may look only at the descriptions. In turn, players place a card on the table, trying to place their card in chronological order to those already present. Instead of adding a card, a player may claim that the order in which the cards have been placed is incorrect. In this case all cards are turned over and the correct years revealed.
If the order is correct, then the doubting player receives two cards and skips a turn. If the order is incorrect, then the previous player – who accepted the order as correct or made it incorrect through her own placement – receives three cards. The first player with no cards remaining in hand wins.
Each Anno Domini set consists of 336 cards, with a description of a historical event on one side of the card and the year (and sometimes specific date) in which it happened on the other. Anno Domini: Wissenschaft & Forschung focuses on historical events related to science and research. Like all Anno Domini sets, this game can be played as a standalone or mixed with some or even all editions.
In Anno Domini: Wissenschaft & Forschung, each player receives nine cards (or fewer, if you want the game to be shorter) and may look only at the descriptions. In turn, players place a card on the table, trying to place their card in chronological order to those already present. Instead of adding a card, a player may claim that the order in which the cards have been placed is incorrect. In this case all cards are turned over and the correct years revealed.
If the order is correct, then the doubting player receives two cards and skips a turn. If the order is incorrect, then the previous player – who accepted the order as correct or made it incorrect through her own placement – receives three cards. The first player with no cards remaining in hand wins.
Hanabi—named for the Japanese word for "fireworks"—is a cooperative game in which players try to create the perfect fireworks show by placing the cards on the table in the right order. (In Japanese, hanabi is written as 花火; these are the ideograms flower and fire, respectively.)
The card deck consists of five different colors of cards, numbered 1–5 in each color. For each color, the players try to place a row in the correct order from 1–5. Sounds easy, right? Well, not quite, as in this game you hold your cards so that they're visible only to other players. To assist other players in playing a card, you must give them hints regarding the numbers or the colors of their cards. Players must act as a team to avoid errors and to finish the fireworks display before they run out of cards.
An extra suit of cards, rainbow colored, is also provided for advanced or variant play.
In Royals, players take on the roles of the great noble houses of the 17th century, fighting for supremacy in Europe at that time. With the help of the right country cards, they occupy influential positions and obtain bonuses for this in the form of victory points. The higher the rank of the title associated with the position, the more country cards required. Already-occupied positions can be contested by playing intrigue cards.
The game proceeds over three periods, with a scoring taking place after each of them. During scoring, the players with the greatest influence in each of the four countries score victory points. After the third period scoring, the game ends with the scoring of the individual titles. The player with the most victory points wins.
Fief: France 1429 is a game of dynastic ambition in which players assume the roles of nobles in the 15th century kingdom of France. Each player strives to become the most powerful ruling force in the kingdom by gaining control of Fief and Bishopric territories. In turn, they acquire Royal and Ecclesiastical (church) titles which give their families influence to elect the next Pope and King. Players strengthen their positions by negotiating marriage alliances between their families, setting the stage for love, treachery and deception!
Fief is a classic French-language game and is being re-introduced by Academy Games in English with updated rules, new units, a new and larger consolidated map, and more. This edition also includes additional components, which enhances game play.
The game board represents a portion of the Kingdom of France in the Middle Ages. Villages have square outlines that are connected by roads that allow Lord and Troop movement. The villages are grouped into eight colored background areas that represent individual Fiefs, which are domains given to Lords to preside over. Fiefs have different colored backgrounds and Bishoprics have heavy bordered outlines that include several different Fiefs. Each village also belongs to one of five church Bishoprics; each Bishopric is outlined with a heavy border line and is numbered between 1-5 along the edge of the board inside a Bishop's Mitre.
Each player controls up to four family members, comprised of male and female nobles. These family members will rise in power by gaining Royal and Ecclesiastic Titles.
In Fief: France 1429, a player may attempt to gain control of all the villages in a Fief to gain the Royal Title of Baron, Earl or Duke. For each Fief a player controls, he gains 1 VP. These Titled Lords may now take part in the election for the next King. They may even be a candidate to become King, thus bringing 1 VP and more power to the family! Other members of your family may follow the calling of the Church to gain the Ecclesiastical Titles of Bishop and then Cardinal. These titles allow you to Tithe Bishoprics, taking the Church's (i.e. "your") fair share of income from other Fief Lords! The highest goal your clerical family member can attain is to be elected Pope, bringing 1 VP and special privileges to your family!
You win the game as soon as you have 3 VPs. This is easier said than done and you may need to form alliances with other players through diplomacy and marriage to obtain your goal. When one of your family members marries a noble of another family, the two of you become allied. You now win the game together with 4 VPs and cannot win alone, unless your marriage is annulled by the Pope or your spouse is "mysteriously" murdered or dies of some other foul means!
In addition to being wary of your fellow players, you may draw event cards that can quickly change your destiny. Bounty Event cards are beneficial to the Player and include "Good Harvest", "Good Weather" and "Added Taxes" cards. But some cards are Disaster Cards that can randomly effect all players in specific Bishoprics. These include "The Plague", "Heavy Rain", "Famine", and "Peasant Uprisings"!
Income can be increased by players imposing church tithes on their opponent's villages or taxing their own Fiefs. Players may purchase new Fief titles, improve their village incomes with mills, and fortify their cities.
Players will also need to protect their land and castles. Men at Arms and Knights can be purchased, as well as Siege Engines. If you feel that other players are not running their Fiefs as well as you can, you may try to invade their territories! But you must risk one of your family members to lead the troops into possible battle, where they might be killed or taken prisoner. If two opposing armies are in the same village square, a Battle may be initiated. The players assess the size and strength of their armies, which determine the number of Battle Dice each may roll. Each "f" rolled is a hit. Men at Arms are defeated with one hit, while Knights require three hits to be removed from the battle.
The Kickstarter Edition of Fief: France 1429 included the Fief: France 1429 Expansions Pack and offered 3-D buildings and metal coins as 'add ons.' These items are all still available directly from Academy Games.
This game is the most recent edition of Fief. It re-implements:
Fief (third edition with completely revised rules and material, 2011)
• Fief may or may not be available in time for Spiel 2014. Academy Games' Uwe Eickert says that the game's availability depends on whether it gets shipped in time — and the cost of airfreight will determine what Schwerkraft-Verlag will need to charge for the game.
UPDATE July 1, 2014: 16 of the original recruit cards have been updated and revised for the second printing of Euphoria. Those recruit cards are included for free in every copy of our Treasure Chest and will be available for purchase through the BGG store.
You find yourself in a dystopian cityscape with a few workers at your disposal to make your mark on the world. Like most people in dystopian fiction, your workers are oblivious to their situation. This world is all they've ever known, and you may use them at your whim.
The world as we know it has ended, and in its place the city of Euphoria has risen. Believing that a new world order is needed to prevent another apocalypse, the Euphorian elite erect high walls around their golden city and promote intellectual equality above all else. Gone are personal freedoms; gone is knowledge of the past. All that matters is the future.
The Euphorians aren’t alone. Outside the city are those who experienced the apocalypse firsthand—they have the memories and scars to prove it. These Wastelanders have cobbled together a society of historians and farmers among the forgotten scrap yards of the past.
There is more to the world than the surface of the earth. Deep underground lies the hidden city of Subterra, occupied by miners, mechanics, and revolutionaries. By keeping their workers in the dark, they’ve patched together a network of pipes and sewers, of steam and gears, of hidden passages and secret stairways.
In Euphoria: Build a Better Dystopia, you lead a team of workers (dice) and recruits (cards) to claim ownership of the dystopian world. You will generate commodities, dig tunnels to infiltrate opposing areas, construct markets, collect artifacts, strengthen allegiances, and fulfill secret agendas.
Euphoria is a worker-placement game in which dice are your workers. The number on each die represents a worker's knowledge—that is, his level of awareness that he's in a dystopia. Worker knowledge enables various bonuses and impacts player interaction. If the collective knowledge of all of your available workers gets too high, one of them might desert you. You also have two elite recruit cards at your disposal; one has pledged allegiance to you, but the other needs some convincing. You can reveal and use the reticent recruit by reaching certain milestones in the game... or by letting other players unwittingly reach those milestones for you.
Your path to victory is paved with the sweat of your workers, the strength of your allegiances, and the tunnels you dig to infiltrate other areas of the world, but the destination is a land grab in the form of area control. You accomplish this by constructing markets that impose harsh restrictions of personal freedoms upon other players, changing the face of the game and opening new paths to victory. You can also focus on gathering artifacts from the old world, objects of leisure that are extremely rare in this utilitarian society. The dystopian elite covet these artifacts—especially matching pairs—and are willing to give you tracts of land in exchange for them.
Four distinct societies, each of them waiting for you to rewrite history. What are you willing to sacrifice to build a better dystopia?
In 100!, players constantly discard cards they don't need, then draw other cards to replace them. Everyone plays simultaneously and tries to order their cards in such a way that they either hold rows of ten cards or of the numbers 18 to 22 in hand. The first player to achieve this wins the round. That's not so easy, though, since in this 100th card game from Adlung-Spiele everyone plays simultaneously and chaotically, as is the case in many of the publisher's releases.
In Col-Or-Form, colors and shapes are arranged in a layout of 3 x 3 cards. Using his symbol cards, each player tries to change the layout to match the arrangement of the colors or shapes to the tasks given. The player to have the most symbols on the task cards collected wins the game — but because everyone plays simultaneously and the task cards can be turned around in your head any way you like, the game forms a solid color challenge for players.
Team Work for Kids takes the long-lived Team Work series from Adlung-Spiele and now uses kid-friendly topics. Gameplay reminds the same, with teams of two explainers needing to describe a concept to others — but only by saying sentences together. More specifically, they need to build sentences on the fly by alternating words without consulting with one another as to what they want to say.
Team Work for Kids includes a simplified version of the game for players as young as six, while the normal game is for players eight and up.
Medieval Battle is a model battle game, with two players each commanding an army of knights. Players start by building a battlefield, recruiting knights to their army, then deploying them. Players act in turn to maneuver their knights on the battlefield, and the combat potential for each type of troop differs, with heavy armored units moving more slowly and fighting better than lighter units. Pikemen can stop cavalry, while archers and longbowmen want to keep enemy units below them and light cavalry are ideal for chasing archers on horseback. The unique system of combat results has no randomness.
Players look for advantages and opportunities, attacking the enemy when it's too tired to run, for example, or claiming good terrain position. By using the power and mobility of his forces, a player tries to control more strategic points than his opponent and thereby win the game.
Once, the world of Mekannis was united and prospered under the guidance of the Great Engine—an enormous thinking machine built into the molten heart of the world. Over millennia, Mekannis was transformed until every piece of land was incorporated into the gears and levers of the Engine itself. An act of hubris by the world’s rulers caused a series of devastating malfunctions that shattered the land and the death of the Great Engine. Now four empires rise to dominance. The Kestrel Dominion, descending from ancient hereditary rulers and cherishing their ancestral tradition of honor; Nova Centralis, a plutocratic nation built upon exploiting wealth and greatly desirous of maintaining their economic edge; the Sylphian Commonwealth, a once-verdant land now poisoned by the aftereffects of the Engine’s destruction; and the Grail Prelacy, a theocratic nation emboldened by prophecies of ultimate victory. Each empire vies to fulfill the prophecy and restore the Great Engine, the source of ultimate power.
In Empire Engine, players take on the role of a mighty empire, powered by rotating gears. During the game, players simultaneously choose actions to attack, defend, salvage, export, or collect resources (goods for export, soldiers to attack your opponents and inventions to score points). Players use their gears to rotate their engines, and in each round perform the actions on the top edges of their engines. The player who scores the most points for the goods, soldiers and inventions in their score pile at the end of the game is the winner!
From the rails to the air — well, hopefully. Planes puts you in the role of a group attempting to push your way through a crowded airport to reach your plane before takeoff. Other players' families or groups, as well as neutral travelers, will cause all sorts of congestion in the terminal and may keep you from boarding.
With cards that affect play and allow bonus scoring, in addition to variable airport maps, Planes is the next phase in global travel from AEG's Destination Fun series! Continue your travels in the acclaimed Trains and Automobiles board games.
Trains returns with all-new cards and strategies for you to build the best rail system in Japan. Trains: Rising Sun not only features all new cards, it includes three entirely new boards. Two of the boards are designed specifically for two-player games, while the Nagoya map is for 3 to 4 players. This standalone game can mix easily with the original Trains game for even greater replay possibilities!
Trains: Rising Sun also introduces Route Bonus Cards, allowing you to score additional points for being the first to connect specific stations. Route Bonus Cards are included for the original Trains game as well!
Finally, Trains: Rising Sun includes the Trains: Nagoya Map expansion that was first produced only by the designer for use with the original OKAZU Brand production of Trains. (This item is not linked to in the information box for database reasons.)
Ready to start exploring a previously uncharted island? Good! You and the other players each have a team of five scientists, and you want to capture animal species so that you can study them — and, of course, score points.
The game board in La Isla consists of a set of oddly-shaped tiles that are placed in a circular arrangement around a central polygonal tile. Thirty-five animal tokens (seven each of five types) are placed at random on spaces numbered 2, 3 and 4 on the game board; these numbers equal the number of camps that surround these spaces.
On a turn, a player has three cards that he places face-down in the A, B and D spaces on his card display. All players reveal their A cards at the same time, then place them in one of the three slots at the top of their display; the image depicted on the top of this card shows the special power that the owner of this card has available. Once a player has filled all three slots on her display, future cards placed with the A action cover an existing card.
After revealing the cards in their B slots simultaneously, the players collect the goods depicted in the lower-left corner of their individual card.
Each player in turn then places one of his scientists on a camp, first paying two resources of the type matching that camp. (If all of a player's scientists are on the board, she moves one of these scientists.) If the player now has a scientist on each camp surrounding an animal space, she takes that animal tile, scoring points for it as noted on the board (4, 3 or 2 points).
Finally, the card in the D slot increases the value of one animal. You (and only you!) immediately score one point per animal of the type you moved up on the scale. If you don't have an animal of that type you don't get any points. Each animal has a points threshold so that if you move an animal up, say, four times, each animal of this type is worth an extra point at the end of the game. The scale goes up to five so that every animal can be worth up five points at the end of the game. When the sum of these values for all five animals equals seven, nine or eleven (based on the number of players), the game ends at the conclusion of the round. Players then tally their final scores to see who wins.
• Picture of the prototype at Spielwarenmesse 2014:
In Absacker, everyone's trying to grab as much as they can — but you need to close the deal to get the goods.
To set up, deal the deck out to all players, with each player creating a personal draw deck, then drawing three cards for a hand. The deck consists of cards numbered 3-7. On a turn, a player lays down 1-3 cards in the center of the table, creating a pile for each number played or adding to an existing pile for that number, so the 3s go on a three pile, the 4s on a four pile, etc. When you play the third 3, the fourth 4, the fifth 5, etc., you take all the cards of that number from the table and place them in a score pile. At the end of your turn, you refill your hand to three cards.
When one player has no cards remaining in his draw deck and in his hand, the game ends, and whoever has collected the most cards wins.
• Price €8
• Here's a video explaining how to play on an earlier version of the game titled Ketch Up:
Demonstrate your powers at the yearly gathering of magicians. Seek the aid of magical creatures and use the different abilities their dice give you. Find your way with the aid of valuable spell cards and win the crowning achievement of your craft: the Opus Magnum. But never ever underestimate the power of the dice!
In each round on Ciúb, you will try to make your dice show the combination on one of the spell cards in order to gain victory points. Different faces on the various dice will aid you. After you gain a spell, you will usually need to reduce the number of your dice, so planning ahead for the next round is key. At game end, the player with the most victory points wins!
In the tricky card game Hamsterbacke, players want to collect as many sets of cards as possible, store them away, and pick up extra points from other players — but those who are too greedy might find themselves left behind. In the end, whoever collects the most points wins.