Origins Game Fair 2015 Preview
W. Eric Martin
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The Origins Game Fair takes place June 3-7, 2015 in Columbus, Ohio, and this Geeklist highlights titles that, to the best of my knowledge, will (1) debut at Origins 2015, (2) be newly released just before the convention, or (3) 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 to me at wericmartin AT gmail.com. Thanks!
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Board Game Publisher: Greenbrier Games
• Booth 727
76. Board Game: Yashima: Legend of the Kami Masters [Average Rating:7.05 Overall Rank:4361] [Average Rating:7.05 Unranked]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 90 minutes
Suggested ages: 14 and up
Categories: Show More »
Mechanics: Show More »
Language:
English
Description:

A long time ago the Kami, spirit protectors of the world, were unknown to all but those who practiced Shinto. Then, a cataclysmic event nearly destroyed us. What was salvaged from the wreckage were people who could see Kami and bond with them. Those bonds paired with schools of battle lead to powerful clans fighting against the chaos. But what happened when the darkness was defeated? Powerful fighters bonded with their Kami are destined to repeat the past in a battle for honor and domination!

Yashima: Legend of the Kami Masters is a card-driven miniatures game where each player customizes their chosen kami master and engages in player vs. player or team vs. team combat. It includes four characters and four kami, each with their own deck of cards. Each character includes a high-detail miniature.

  • Characters: Rosamu, the monk, Hikaru, the priestess, Akikio, the Fire Sorceresses, and Kenta, the Ronin Warrior
  • Kami: The Dragon, The Tiger, The Tortoise, and The Phoenix
  • Interchangeable character and Kami cards provide 16 playable combinations
  • Player’s life is determined by the Battle Deck, It is used to gain karma, and also unleashes attacks against your opponents
  • Players are not eliminated in multi-player games, they hit "restoration" then continue battle, the last player to hit restoration wins the game

Other Information: • Available for previewing and demo games at Origins 2015 ahead of its scheduled release in August 2015.
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Board Game Publisher: Grey Fox Games
77. Board Game: City of Gears [Average Rating:6.87 Overall Rank:3026]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 45 − 60 minutes
Suggested ages: 8 and up
Categories:
Mechanics: Show More »
Language:
English
Description:

City of Gears is a unique steampunk game of exploration, area control, worker placement, and engine building. From your incredible Factory, you must race to claim ownership over the magnificent ruins of an abandoned clockwork metropolis. Each game plays in under an hour, and because only nine of the city tiles (from dozens available) are randomly chosen and placed each game, no two games ever play the same.

Each turn, you roll a number of production dice and activate City Tiles, then you move your automaton workers and perform a variety of actions (such as drawing and placing gears to reactivate areas of the city, sabotaging opponents, and activating unique steam powers) as determined by your resources. Along the way, you will develop your Factory with special powers which set it apart and provide you with powerful bonuses.

As the city is revealed and its abilities are discovered, players must concoct plans to accrue prestige and hinder opponents so that once Opening Day arrives, they will emerge victorious! Do you have what it takes to set the City of Gears in motion?

Other Information: • Previewed at Origins 2015 ahead of its release later in 2015.
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Board Game Publisher: Griggling Games, Inc.
• Booth 917

• President of Griggling Games Ian Brody notes, "I'm currently testing another game similar to the Quartermaster General system — Victory or Death — and look forward to a Kickstarter in September 2015 for a 2016 release."
78. Board Game: Quartermaster General: Air Marshal [Average Rating:7.83 Unranked] [Average Rating:7.83 Unranked]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 90 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Expands:
Language:
English
Description:

Quartermaster General: Air Marshal adds two entirely new mechanics to Quartermaster General.

Bolster cards are played directly from your hand at a time specified on the card, adding a whole new element of surprise and challenge to the game.

Your Air Forces provide an additional dimension to battle. Air Force pieces are deployed to the board through play of a Deploy Air Force card. Once in play, Air Forces may support Army or Navy units in the same space and apply additional pressure to adjacent enemy pieces.

Other Information: • Available for previewing at Origins 2015 ahead of this expansion's release at Gen Con 2015 in August.
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Board Game Publisher: HABA
• Booth C428
79. Board Game: Brandon the Brave [Average Rating:6.44 Overall Rank:4713]
Designed by:
Published by:
Number of players: 1 − 4
Playing time: 10 minutes
Suggested ages: 5 and up
Categories:
Mechanics:
Language:
English
French
German
Spanish
Description:

Game description from the publisher:

Want to be as strong, brave and glorious as the knight Brandon the Brave? To become a knight, all knaves first have to master regal tasks and prove that they have good intuition. Your task is to seek out giants, dragons, witches, and other dangers!

In Brandon the Brave, the player who can skillfully place the field tiles next to one another, thus mastering the tasks, will be the lustrous champion at the end of the game.

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80. Board Game: Princess Magic Fairy [Average Rating:5.92 Overall Rank:12551]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 10 minutes
Suggested ages: 4 and up
Categories:
Mechanics:
Language:
English
French
German
Spanish
Description:

In Princess Magic Fairy, players use a magic wand to cast spells on one another – kind of.

On a turn, a player reveals one of the 32 spell cards in the game. If the card shows the kobold Kinkerlitz, then the kobold automatically claims the card. If the card shows something else, then the active player draws a picture of that item on another player's back. If that player guesses what that object is, the drawer claims the card; if not, then the kobold steals the card as punishment.

If the players collectively earn eight spell cards before the kobold, then they win the game together.

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81. Board Game: Taxi Wildlife [Average Rating:6.11 Overall Rank:11495]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 10 minutes
Suggested ages: 5 and up
Categories:
Mechanics:
Language:
English
Description:

Players in Taxi Wildlife want to give rides to as many animals as they can, while also traveling far into the forest.

To set up, each player takes a colored start cards, each of which shows a single path on one edge that branches into two paths at the opposite edge. Players place two each of six kinds of animals into two separate bags; someone shuffles the duel cards (after first removing any colors not in play), then places the four round cards in numerical order. Shuffle the three stacks of route cards, then reveal one card from each deck; each route card depicts an animal on the sign next to a taxi stop and some cards also show the animal on the card.

In each round, you'll draw the duel cards one by one, and for each duel card the two players shown on the card each take a bag, then race to find one of the animals depicted on a face-up route card in their bag — without looking inside the bag, mind you. If a player finds the wrong animal, then the opponent can still find one; if the player finds the right animal, he takes the matching route card from the display and tries to add it to his start card on either the left or right side. The number of paths on adjacent cards must match! If they don't match, the player returns the card, gaining nothing, and the next duel card is drawn. In addition, if the route card actually depicts the animal in question, the player keeps the animal token instead of returning it to the bag.

Once all the duel cards have been used, shuffle them and reveal the next round card. After four complete rounds or after one stack of route cards is empty, the game ends. Each player scores one point for each route card in her path and each animal in her collection; whoever has the high score wins!

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Board Game Publisher: Hogger Logger LLC
• Booth 119, which is the Ad Magic stand
82. Board Game: Hogger Logger [Average Rating:5.44 Overall Rank:14967]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 20 minutes
Suggested ages: 7 and up
Categories:
Mechanics:
Language:
English
Description:

As the "guesser", you must guess whether the next number card is higher or lower, or in the world of lumberjacking pigs, "Hogger" or "Logger." Use the cards in your hand to help yourself guess correctly. But watch out for your opponents who can also play cards and steal cards to change your odds. The tricky part is that only one player can be the guesser, and each time there's an incorrect guess, the guesser rotates one spot to the left. You win the round by being the player to guess the last card correctly, so you must know when to swine-and-dine your opponents or when to cut down them down at the most opportune time. Make your guess, knock on wood, and go hog wild in this exciting game of highs and lows.

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Board Game Publisher: Inappropriate Gaming
• Booth 247
83. Board Game: America's Next Top Pimp [Average Rating:8.08 Unranked]
Designed by:
Published by:
Number of players: 2 − 8
Playing time: 20 − 60 minutes
Suggested ages: 16 and up
Categories: Show More »
Mechanics:
Language:
English
Description:

Only the strongest pimp can claim the coveted Pimp Island. Pimp Island is made up of four distinct districts known as Chinatown, Trailer Park, Chalupa Village and The Ghetto. All four districts contain three territories each. These territories, in addition to the central territory and four beach territories, make up the entirety of Pimp Island. America’s Next Top Pimp is a dangerous game of manipulation. Be wary of other pimps trying to take control of the island. The power of your hoes may not suffice. You must use the Police, Cardinals, Drugs and other manipulative measures if you want a chance at victory and complete control of Pimp Island!

America's Next Top Pimp is played over a few or several pimp rounds. During each pimp round, one or more pimp fights will occur. When all but one player has played their last card, new cards will be drawn and a new pimp round will begin. At the beginning of each fight, the player with the fight marker will place it on a territory of his/her choosing. This will be the location for the next fight.

Players begin each round with 10 cards each (8 in a 2 or 3 player game.)

During a fight, players take turns placing cards in front of them, forming their pimp hand. A player’s pimp hand shows the value he/she will bring to the fight. When all players finish placing cards, the fight is over. The player with the highest total value in his/her pimp hand controls the territory. A new territory is chosen and another fight takes place.

In a game of 2 or 3 players, the first player to control four territories that all touch each other or 5 total territories wins the game. In a game of 4, 5, 6, 7 or 8 players, the first player to control an entire district, four territories that touch each other or 5 total territories wins the game.

 
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84. Board Game: Shootin' Blanks [Average Rating:7.44 Unranked]
Designed by:
Published by:
Number of players: 2 − 8
Playing time: 5 − 30 minutes
Suggested ages: 16 and up
Categories: Show More »
Mechanics:
Language:
English
Description:

Shootin' Blanks is an easy to learn (less than 5 minutes) 2-8 player elimination card game that fits right in your pocket. Compete for fun, drinks, money or anything you want!

Each player begins the game with three lives. Use poker chips, pennies, dollars, pieces of paper, beers, etc. Be creative.

Deal three cards to each player (one at a time). Place the rest of the deck in the middle of the table to draw from throughout the game. Turn the top card of the draw pile over to begin the discard pile.

The player to the left of the dealer can draw the top card from the draw pile or the discard pile and then must discard a card on top of the discard pile. Continue clockwise around the table.

Players try to collect the highest possible hand value in the same color OR in the same number.

Play continues clockwise until a player bangs or the draw pile is exhausted. Players cannot bang on their first turn.

When a player believes their hand is better than at least one other players hand, they bang on the table (or say bang) during their turn instead of drawing and discarding.

All other players get to draw and discard one more time.

At the end of the round, players show and announce their hand value (only adding cards of the same color OR the same number, not both).

The player(s) with the worst hand lose one life.
When a player loses all three lives, they are eliminated from the game. The last person with a life wins.

If a player at any time during the game has three blank cards in their hand, they throw down their cards and yell "I'm Shootin’ Blanks!" The round ends and all other players lose one life. Blanks are worth 0.

If a High/Low card is ever face up in the discard pile prior to a player banging, the scoring for the round changes from high to low. You still calculate your high hand, but instead the player with the highest hand value loses a life (ties work the same way for low hand rounds). It is possible to switch from High to Low back to High back to Low in a single round. High/Low cards are worth 0 and can never be drawn from the discard pile.

Wild cards can be any color and any number 1 through 8. They cannot be Blanks or High/Low cards.

Other Information: • Debuting at Origins 2015.
 
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Board Game Publisher: Jolly Roger Games
• Booth 332

• In addition to what's listed below, at Origins 2015 Jolly Roger Games will preview the game Firebreak.
85. Board Game: 13 Days: The Cuban Missile Crisis [Average Rating:7.43 Overall Rank:542]
Designed by:
Published by:
Number of players: 2
Playing time: 30 − 45 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
Description:

Experience the dense Cold War suspense and scratch that Twilight Struggle itch in only 45 minutes.

13 Days: The Cuban Missile Crisis is a nail-biting, theme saturated two-player strategy game about the Cuban Missile Crisis. Your fate is determined by how well you deal with the inherent dilemmas of the game, and the conflict.

1) Will you push to gain prestige at the risk of escalating the crisis to global nuclear war?
2) How do you best manage your hand of cards to further your own plans while depriving your opponent of options?

Work out these dilemmas in order to emerge as victor of the Cuban Missile Crisis after thirteen suspenseful days.

13 Days: The Cuban Missile Crisis is a meaty filler utilizing the card-driven game mechanisms. Rich with history, yet accessible to gamers with no prior knowledge of the crisis. It is targeted specifically at catering to two groups of gamers: the enthusiasts that just don't have the time they used to and the curious newcomers that are scared off by the heavy commitment and long play times of the classics in the genre.

Official FAQ/ERRATA
Designer Diary

Other Information: • Available for previewing at Origins 2015.
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86. Board Game: Cthulhu's Vault [Average Rating:6.04 Overall Rank:9610]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 45 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
Description:

Cthulhu's Vault is a card game for up to six players. Collaborative in nature, players work to tell the story of the monster's defeat, but unlike many storytelling games, the ending is not set. Within the storytelling are mechanisms for unexpected turns of events...

Players begin with a hand of cards, each an element to work into the story being told. As they tell their story, they play a card, and if they can link multiple cards from their hand together, they receive a bonus of some sort usable later in the defeat of the Great Old One (or his ascension if the player turns out to be a cultist). If something is mentioned and another player has a card matching what is mentioned, he takes over the story and uses his cards at that point.

The objective is to tell a great story and then reach the climactic fight between the investigators and the Great Old One which is told in story-format as well.

Cthulhu's Vault is co-designed by Richard Launius and Jim Dietz. Launius is the designer of the classic 'Arkham Horror' while Dietz is the author of 'The Cthulhu Rainy-Day Activity Book' and the Lovecraftian novel 'The Last Post'.

Other Information: • Price $40
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Board Game Publisher: Knapsack Games
• Booth 838
87. Board Game: Apotheca [Average Rating:6.83 Overall Rank:2251]
Designed by:
Published by:
Number of players: 1 − 4
Playing time: 30 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Language:
English
French
German
Italian
Show More »
Description:

Players craft potions in a secret marketplace. Hide ingredients to deceive opponents, and use magical powers to mix concoctions. But beware - your opponents are brewing schemes of their own!

Apotheca is played on a 4x4 grid. Players gain points by making matches of three potions of the same color in a row. The first player to make three matches wins. It's easily learned, but the combination of asymmetric powers and secret facedown potions make the game a delicious challenge.

On each turn, players take 2 of 4 possible actions:

  • Reveal: Reveal a secret potion and gain a gem of that color
  • Restock: Draw, look at, and place secret potions on the board until there are exactly 3
  • Power: Use one of your active apothecary powers
  • Hire: Spend gems to hire new apothecaries

Whenever a player makes a match, they must place it on one of their apothecaries. This removes that apothecary's power for the rest of the game, so it's important for players to keep revealing potions, collecting gems and hiring new apothecaries... all while keeping their opponents at bay!

Deduction is key to Apotheca. Players trap each other with clever spatial moves, bluffing and misdirection. The action economy is very well balanced, so every turn offers an opportunity for strategy and tough decisions.

The feeling of the game differs with every number of players:

  • 2 player is the most cerebral and controlled
  • 3 player is the most chaotic, yet still within your grasp
  • 4 player is played in teams, offering neat collaborative gameplay

Other Information: • Available for demo games at Origins 2015 ahead of a Kickstarter campaign in mid-2015 and a scheduled release in 2016.
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88. Board Game: Knee Jerk [Average Rating:6.06 Overall Rank:14388]
Designed by:
Published by:
Number of players: 4 − 8
Playing time: 10 minutes
Suggested ages: 9 and up
Categories:
Mechanics:
Language:
English
Description:

Think fast as the first player in Knee Jerk to give their knee-jerk reaction wins the point! Players rapidly create endings to funny situations in this 4-8 player party game. Each situation lasts ten seconds, and players get to play simultaneously (i.e. no downtime!).

One player plays as the host, rapidly choosing and announcing situations. The first player to create a valid ending to the situation wins the point. If more than one player answers, the host picks his favorite. The first player to gain three points is the winner!

Other Information: • Debuting at Origins 2015.
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Board Game Publisher: KOSMOS
• Booth 351

• In addition to what's listed below, Thames & Kosmos will have Lost Cities, Lost Cities: The Board Game, Kahuna, Dimension and Ubongo — all of which constitute Thames & Kosmos' entry into the U.S. games market after previously licensing titles to other publishers.
89. Board Game: Dohdles! [Average Rating:6.52 Overall Rank:7572]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 60 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
Description:

Knätsel?!, a reworking of the 1988 Spiel des Jahres-winning Barbarossa, challenges players to create and decipher "knätsels", i.e., kneading puzzles. (In the U.S., this game bears the title Dohdles!, a portmanteau of "dough doodles".)

In the game players use clay to create objects — a mountain, an animal, a famous ruin — then they take turns asking one another questions about these objects or asking for a letter in the name of this object. Everyone hears these requests, though, so your efforts might lead opponents to the correct answer, too, and since anyone can throw their solution stones into the answer funnel at any time, you'll need to think fast.

If you give the correct answer for a puzzle, both the creator and guesser score points — but if everyone guesses the answer, or conversely no one does, then the creator scores nothing. Who will find the ideal mix?

Other Information: • Debuting in the U.S. at Origins 2015.
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Board Game Publisher: Lautapelit.fi
• This publisher is distributed by Asmodee in North America, so look for the titles from this publisher at the Asmodee stand at D300.
90. Board Game: Nations: The Dice Game [Average Rating:6.97 Overall Rank:752]
Designed by:
Published by:
Number of players: 1 − 4
Playing time: 20 − 40 minutes
Suggested ages: 14 and up
Categories:
Mechanics:
Language:
English
French
German
Description:

From the humble beginnings of civilization through the historical ages of progress, mankind has lived, fought and built together in nations. Great nations protect and provide for their own, while fighting and competing against both other nations and nature itself. Nations must provide food as the population increases, build a productive economy, and amaze the world with their great achievements to build up their heritage as the greatest nations in the history of mankind!

Nations: The Dice Game is a game for 1-4 players that takes 10-15 minutes per player and shares many concepts with the civilization-building game Nations while still offering its own challenges. The game is played over four ages (four rounds). During each round, players take turns until all have passed. The available actions are:

  • Buy a tile
  • Build a wonder
  • Reroll some or all your dice

Buildings and military provide dice. Colonies and wonders provide resources and victory points. Advisors provide rerolls. New tiles provide benefits immediately, so you can roll new dice at once.

At the end of each round, War and Famine drawn at the start of the round is checked for each player, giving you victory points if you match or beat the values. Books are accumulated and scored. Player order is checked, with high military strength going first in the next round. At the end of the game, whoever has the most victory points wins.

Other Information: • Price $50
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Board Game Publisher: Magic House Games
• Booth 940
91. Board Game: Die! [Average Rating:0.00 Unranked]
Designed by:
Published by:
Number of players: 3 − 8
Playing time: 1 − 5 minutes
Suggested ages: 8 and up
Categories:
Mechanics:
Language:
English
Description:

In Die! you are trying not to die; however, you will most likely die...quickly. Players play role cards and try to survive the other players, with a typical game lasting 1-5 minutes. Roles include:

  • Undertaker
  • Jester
  • Knight
  • King
  • Peasant

In more detail, each player chooses a role card, then says a secret phrase. You may lie. Players try to deduce and outguess who you are. You may also choose to sit out a round, but this option is available to you only once (via token). You can earn the token back and may live to survive another day — but most likely you'll die.

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92. Board Game: A Fistful of Dinero [Average Rating:6.17 Overall Rank:11377]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 30 minutes
Suggested ages: 10 and up
Categories:
Mechanics:
Language:
English
Description:

The year is 1886 in a small forgettable hovel of a town on the border of nowhere. Several unscrupulous individuals come together for a hand of poker over a pile of cash. A whispered accusation of chicanery crosses the table and irons are yanked from holsters. The sparse crowd dives for cover and lead arcs towards flesh, the saloon aching for a fresh coat of crimson.

A Fistful of Dinero, the first game published by Magic House Games, is a card game for 3-6 players set in the wild west. After a poker game goes terribly wrong, players draw their weapons, make a quick grab for the cash, throw chairs, dive for cover, and do everything they can to be the richest gunslinger — or just the last man standing...

At the start of a round, players draft cards and place (program) them in one of three slots. Then in player order, players reveal the first slot and take one of the two available actions. Players can fire their weapons, hide beyond cover, switch weapons, grab money, etc. Players also have the opportunity to "throw" chairs or other items (cards) onto an opponent's player board to do additional damage.

The game ends in two ways: If a player takes five points of damage, he's dead and out of the game, with the last man (or woman!) standing winning it all. Alternatively, if the pot of dinero ever runs out, the richest outlaw wins.

Highlights Include:
-Card Drafting with Conflict
-Action Programming
-Completely unique cover system based on seating location
-Literally throw chairs, tables, knives, tomahawks, and dynamite at your opponents by physically tossing cards
-Descriptive wounds with story flair and lasting repercussions
-Intense narrative that unfolds organically from actions performed (heavily inspired by the classic Avalon Hill game Gunslinger)

Other Information: • Debuting at Origins 2015 after first being delivered to Kickstarter backers.
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Board Game Publisher: Margrave Games
• Booths C119 for sales and D503 for tournaments, with these spaces being run by manufacturer Ad Magic
93. Board Game: Mr. Game! [Average Rating:4.76 Overall Rank:16707]
Designed by:
Published by:
Number of players: 2 − 8
Playing time: 30 − 60 minutes
Suggested ages: 12 and up
Categories: Show More »
Mechanics: Show More »
Language:
English
Description:

Mr. Game! is a family-friendly party board game where one player has the power to create permanent rules during the game.

MECHANICS: Players use a simple roll-and-move system to navigate the board - roll two four-sided dice, choose one of the options, and move. If you land on a space with an ! on it, you draw a card from the game's singular tall stack of chaotic cards. The ultimate goal of the game is to land on the goal, but the goal can change places during the middle of the game if a special GOAL SWITCH Action card is drawn.

CARDS: There are three kinds of cards in Mr. Game! - Actions, Powerups, and Badges. If you draw an Action, you must play it immediately and discard it. If you draw a Powerup, you must play it immediately, but it stays in play and affects your character's natural abilities (sometimes positively, sometimes negatively). If you draw a Badge, you may play it whenever you want, and you are allowed to keep it concealed.

TILES: Many cards will bring Tiles into play. These small chipboard squares are essentially movable spaces that can be placed anywhere on the board. They change the layout of the board as soon as the enter play, adding spaces, removing spaces, or transfiguring spaces to have ridiculous, game-altering effects! They can be as simple as another ! space, or they can be as crazy as a Portal that transports you across the board!

MR. GAME: Before the game begins, someone must volunteer to be Mr. Game. (They can change their title, but the default is Mr. Game) Players must direct all questions to Mr. Game. This character is in charge of adding permanent rules to the game if the need arises. The game is purposely designed so that the core rules allow you to play but leave out specific details. Mr. Game's job is to fill in these details as the game goes on. The more creative Mr. Game is, the more fun everyone has! Other players at the table are encouraged to suggest ideas, but Mr. Game has the final say. If you don't like how they are "Mr. Game-ing", or they break one of the core tenets of being Mr. Game, just impeach them!

Mr. Game! is designed to be simple to learn. If you just read this entire description, you already know how to play! Oh, and if you have a question... well, ask Mr. Game!

Other Information: • Available for previewing at Origins 2015.
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Board Game Publisher: Matagot
• This publisher is distributed by Asmodee in North America, so look for the titles from this publisher at the Asmodee stand at D300.
94. Board Game: Metal Adventures [Average Rating:6.22 Overall Rank:7530]
Designed by:
Published by:
Number of players: 3 − 6
Playing time: 45 − 60 minutes
Suggested ages: 14 and up
Categories: Show More »
Mechanics: Show More »
Language:
English
French
Italian
Description:

Space pirates are battling for honor, glory and wealth! Join them in their exploration of the universe and their quest for victory. Players will explore, challenge each others, and engage in short-term or long-term alliances, but there will be battles and mighty spaceships involved. In Metal Adventures, you'll use cards to explore, enhance your ship and your crew, and live up to bold challenges. There will be negotiations, battle tactics, and the uncertainty and risk that really make a pirate's life.

During the game, each player uses a fancy four-wheeled astrolabe to track their power (which can be improved via equipment), damage (which reduces power), glory (which is how players win), and the "judgement of pirates" (which affects glory).

On a turn, a player either rests (gaining money and repairing their ship) or else travels (paying to do so), battles (either starships, planets or opponents), and optionally takes the "tour of pirates", visiting one of the ten planets in the game and taken the action available there. Each player holds two trophy cards, and when they meet the conditions on one of them, they can reveal it to earn credits, glory or both. They can gain support (single-use cards) and equipment (providing power adjustments and possibly other special abilities), keeping at most four of these improvement cards at a time.

Players can negotiate alliances and trade anything but glory, and while they must keep their word for immediate exchanges and actions, they can break promises or alliances in later turns, although doing so requires them to suffer the "judgement of pirates", thereby affecting their glory count. Collect four such points, and they can no longer ally with other players or give or receive assistance.

When a player has nine or more glory points or the space deck contains two or fewer cards, the game ends and whoever has the most glory wins.

Other Information: • Price $50
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95. Board Game: Ultimate Warriorz [Average Rating:6.78 Overall Rank:1974]
Designed by:
Published by:
Number of players: 2 − 8
Playing time: 30 minutes
Suggested ages: 8 and up
Categories:
Mechanics: Show More »
Language:
Chinese
Dutch
English
French
Show More »
Description:

Ultimate Warriorz is a revamped version of Mad Arena from the same designer, with enhanced and revised components and rules.

In the game, each player picks one of the included characters, then either individually or in teams they fight it out in the small arena by carefully managing their action cards. After each player picks an action card in secret, players act in order of initiative, counting down from eight to seven to six, etc., with a player calling out their action when their initiative number is called. (In the event of a tie, you refer to values on the individuals cards to see who acts first.) Faster characters tend to be weaker, but ideally they can get their best shots in first, with dice being rolled to determine the results of various attacks.

Each character card is unique with four characteristics important for attacks — melee attack, ranged attack, speed, initiative — and each character has two unique actions to inflict on others!

Other Information: • Price $40

• Debuting at Origins 2015 ahead of its June 15, 2015 release date.
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Board Game Publisher: Mayday Games
• Booth 845

• In addition to what's listed below, Mayday Games' Ryan Bruns says, "If I can get the prototypes done, we'll also be showing Mow Money, a game we will be Kickstarting in June 2015."
96. Board Game: Coconuts Duo [Average Rating:7.05 Overall Rank:3284] [Average Rating:7.05 Unranked]
Designed by:
Published by:
Number of players: 2
Playing time: 20 minutes
Suggested ages: 6 and up
Categories:
Mechanics:
Language:
English
Description:

Coconuts Duo is a standalone expansion for the dexterity game Coconuts. In the game, you use your monkey launcher and your skill to fling coconuts into cups, claim them, and place them on your board. By stacking a pyramid of six cups you win the game and can claim the title of the monkey king — but beware the new powerful magic cards the other player may use.

Coconuts Duo can be played as a tense two-player game with ten new special magic cards, or it can be combined with the original Coconuts to play a five- or six-player game. Either way, you will have a lot of coconut-flinging fun...

Integrates with:

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97. Board Game: Dead Man's Draw [Average Rating:6.86 Overall Rank:975]
Designed by:
Published by:
Number of players: 2 − 4
Playing time: 10 − 15 minutes
Suggested ages: 13 and up
Categories:
Mechanics:
Language:
English
Description:

Dead Man's Draw is a simple and strategic card game of risk and reward for 2 to 4 players. Players take turns drawing cards and combining their special abilities to plunder the most loot without busting their entire hands.

The core of your turn in Dead Man’s Draw is all in the flip: pulling the top card off the deck and using its special ability. Your turn isn’t over until you say it is, though. You can keep pulling cards as long as you like – until you play a card of a suit already seen, at which point you lose everything. Knowing when to stop and "bank" your cards is the biggest decision you make in Dead Man’s Draw, but being too timid lets braver opponents pass you up with bigger, more profitable turns.

The cards’ special abilities are key to success in Dead Man’s Draw, and they build off of each other. Each suit in DMD has an effect that the player can target when they flip a card of that suit.

Anchor – Keep everything you drew before the Anchor even if you bust.

Cannon – Destroy one card an opponent has previously banked.

Chest – Double your haul by banking as many cards directly from the discard pile as are in the river when you bank the Chest – but only if you also bank a Key.

Hook – Play one of your previously banked cards.

Key – Enables the Chest special.

Kraken – Oh no! You’re forced to draw at least two more cards.

Map – Draw three cards from the discard pile and play one.

Mermaid – No ability, but worth more points (Mermaids are numbered 4-9 instead of 2-7).

Oracle – Look at the next card before deciding if you want to play it.

Sword – Steal an opponent’s previously banked card and play it.

Many of these work well together, like using a Hook to re-play a Sword from your hand to steal an opponent’s Chest to go with your Key – racking up huge points by playing abilities well and not solely through the luck of the draw.

As soon as the deck is depleted, players total up the value of the highest card they’ve banked from each suit. High score wins.

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98. Board Game: Meteor [Average Rating:6.21 Overall Rank:4989]
Designed by:
Published by:
Number of players: 1 − 6
Playing time: 15 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

There is a storm of meteors heading directly toward our planet! Estimated time of impact is five minutes. We need to work together to destroy them all or the world will be blown to bits. Are you brave and resourceful enough to save our planet? If even one meteor gets through our defenses and hits the planet, life as we know it will be no more. Good luck citizens. It’s up to you.

Meteor is a real-time, cooperative, resource management card game.

You need to work together building and launching rockets as the time ticks down and the meteors get closer and closer to destroying the planet. Will you blow up all the meteors in time? Only one way to know for sure.

Meteor plays as a real-time card game. Each player has a hand of cards and a build area (build areas are shared in the six player game). A number of meteor cards are placed in the center of the table. Players must co-cooperatively build rockets to launch at the meteors before the time runs out.


Differences from earlier edition:

The Mayday Games edition includes more cards and additional gameplay options over the earlier edition of Meteor. The Mayday Games version is for 1-5 players; The Game Crafter edition was for 1-6 players.

Other Information: • Debuting at Origins 2015 after having been shipped to Kickstarter backers.
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99. Board Game: Viceroy [Average Rating:6.89 Overall Rank:834]
Designed by:
Published by:
Number of players: 1 − 4
Playing time: 45 − 60 minutes
Suggested ages: 13 and up
Categories: Show More »
Mechanics: Show More »
Language:
English
Description:

Viceroy is a board game of bidding and resource management set in the fantasy universe of the famous Russian CCG Berserk. As the players struggle for control over the world of Laar, they recruit a variety of allies and enact various laws. These cards allow players to develop their state's military and magical might, increase their authority, and get precious gems they need to continue expanding their nation.

As the game progresses, each player builds his own power pyramid using character and law cards. Each card has its own effect that depends on the level of the pyramid where the card is played. These effects may give more resources, more cards, or victory points. The player who has the most power points at the end of the game becomes the ruler of entire Laar and the winner!

Other Information: • Previewed at Origins 2015 ahead of its scheduled release at Gen Con 2015.
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Board Game Publisher: Mayfair Games
• Booth D400

• In addition to what's listed below, not to mention countless other titles in the Mayfair Games library, you can keep your eyes open for designer Coleman Charlton at Mayfair's "Git Together" event in the evening and at select times in the hall during the day. Charlton will preview the following titles during the con:

Five Year Mission, a cooperative game in which players take on the roles of the crew of the USS Enterprise from the original Star Trek series or of the USS Enterprise-D from Star Trek: Next Generation.

Booty, in which cutthroat pirates seek treasure at any cost.

Mystery, with players trying to solve murders using innovative card mechanisms. Notes Mayfair's Chuck Rice, "This game is licensed from the legendary PBS series Masterpiece Mystery and features art from the amazing Edward Gorey."
100. Board Game: Extra! Extra! [Average Rating:6.73 Overall Rank:4949]
Designed by:
Published by:
Number of players: 2 − 6
Playing time: 60 − 150 minutes
Suggested ages: 12 and up
Categories:
Mechanics:
Language:
English
Description:

Extra! Extra! is all about completing the front and back pages of a newspaper, with a mixture of stories of different sizes. The larger the story, the better. Players score bonus points for stories in their speciality, extra material, interviews, and headlines.

In the game, players collect news in six newsworthy subjects: home, world, business, politics, sport, and leisure. To do this, they place their reporters on the news they want to publish, but they can be outbid by other newspaper owners with bigger wallets. Copy and photo cuttings can be obtained from "the morgue"; more reporters can be hired; and news sold to raise capital.

Whoever completes his front and back pages first receives a bonus — but will that player have enough Circulation Points to win?

Other Information: • Debuting at Origins 2015.
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