agregador de notí­cias

Pearl Games Welcomes Rise of Sun Moon for SPIEL '18

BoardgameNews - Domingo, 24/06/2018 - 13:00

by W. Eric Martin

Sébastien Dujardin of Belgian publisher Pearl Games has passed along updated release plans for SPIEL '18 and the beginning of 2019.

To begin, at SPIEL '18 in October, Dujardin plans to release the 1-4 player game Sun Moon, his first published game since 2014's Deus. (I can't believe four years have already passed since Deus debuted!) Here's the thematic setting for this design:

Several millennia ago, the tiny planet Sun Moon lost its day-and-night cycle: Its northern hemisphere is forever plunged into darkness, and its southern hemisphere is eternally bathed in sunlight. Your mission is to carry on your ancestors' honorable task of traveling the world to deliver essential goods to the inhabitants of both hemispheres. While the Day people want you to deliver the rarest gems and stones, the Night people sorely need wood and wheat to survive. Be efficient and outpace your opponents to collect the most gold stars by the end of the game!
"It is a game more accessible than usual for Pearl Games but very strategic", says Dujardin. "The highlight of game play is the scrolling system of day and night. Since the night and the day are frozen, the resources of the day must be delivered to the inhabitants of the night, and vice versa. The rules are simple, but the game can be very cerebral, too."

The game board is a 5x5 grid of sorts, with the board being comprised of five "strips" of cardboard each in the shape of a pixellated C. These strips are assembled in order — either night/night/dawn/day/day or day/day/dusk/night/night — then an airship is placed in the center space. Each player has a resource board and a set of sixteen cards, each showing a number (0-2) and icons (2-0).

Everyone starts with a hand of three cards. On a turn, you play a card onto an empty space adjacent to the airship or adjacent to another card of yours already played. If you play onto a production island, you collect 0-2 resources depending on the value of the card played. If you play onto a city, you receive 0-2 stars (based on the card value), then you must deliver resources to fulfill a night or day delivery tile depending on where that city is located. You then place the tile in the leftmost space of the night/day track of your board and gain a bonus, with the bonuses getting stronger as you grab more night/day tiles.

If you play a 0 card, the airship advances one space to the right, then at the end of your turn, you remove the leftmost strip of the board, give players resources or stars based on the cards they have on this strip of the playing area, flip the strip over (turning night to day or dawn to dusk or vice versa), and place it on the other side of the game board.




Thus, as the game progresses, day keeps turning to night, then night to day, and since each half of the world needs only the resources generated by the other half, you need to keep moving. Each card is played only once, with you receiving (possibly) something when initially played, then (possibly) something later when it disappears from the board. You can hold at most eight resources on your personal board, so you can't stockpile everything for later.

The player boards are double-sided, with the B side having different bonuses as you collect delivery tiles as well as a holding limit of six resources. The game also includes improvement tiles that players can draft to customize the rewards they receive on the B side of the player board.

The playing area shown above is a prototype. Vincent Dutrait will do the illustrations for Sun Moon.

• Aside from Sun Moon, Dujardin says that Black Angel — first announced in mid-2017 — is now scheduled to debut in February 2019 at the game fair in Cannes. "We need more time to properly produce the game", he says. Here's the current, Thor: Ragnarok-y look of the game, courtesy of Ian O'Toole:


Non-final art

• Finally, Dujardin says that he's working on a roll-and-write, two-player-only version of Troyes with Xavier Georges and Alain Orban that is called, at least for now, Troyes 2. Dujardin says that this design is intended to have "all the sensations of the basic game in 20-30 minutes", and while no release date is attached to this design for now, he hopes to have it out sometime in 2019. "We are very happy with the result..."


Prototype components
Categorias: Notícias

Links: Rosewater Defines Games, and Monolith Redefines Kickstarter

BoardgameNews - Sábado, 23/06/2018 - 13:05

by W. Eric Martin

• For its Batman: Gotham City Chronicles Kickstarter in early 2018, French publisher Monolith decided to make the game exclusively available through Kickstarter (and perhaps at conventions direct from the publisher) because it said that the distribution costs associated with its 2016 release of Conan led to the publisher essentially breaking even.

Now for its upcoming Kickstarter project for a new edition of Croc's Claustrophobia, Monolith is going even further. Here's an excerpt from an article on Facebook:

At the moment we are using our cash flow to not only develop, but also to produce and deliver boxes of Claustrophobia 1643 to our hubs (5000 to our US hub and 5000 to our European hub), without any backer or distributer having previously ordered them (so without the guarantee of selling them as is usually the case in a classic circuit or on Kickstarter). Obviously we have met with the Kickstarter officials to make sure that this is not a problem for the platform. As such, our pledgers will neither have to advance cash nor wait a long time before being delivered, or even fear that there will be a difference between what is being shown during the campaign and what they will get once they are delivered… because all the games will already be waiting for their future owners in the warehouses of our local partners. Many of our supporters will be able to play and manipulate the final product even before the campaign and all will be delivered within the six weeks that follow. There will be no post-campaign pledge manager and we will just use a KS online survey to collect pledger details.
You might recall that in September 2012 Kickstarter posted its "Kickstarter Is Not a Store" decree that didn't stop anyone from thinking that Kickstarter is indeed a store, just one in which you preorder products that don't yet exist and might never be delivered. This latest move by Monolith puts the lie to that statement even further, and with no post-campaign pledge manager, people have an additional incentive to lay the money out early. Get it now, or miss out!

Don't get me wrong — I understand why Monolith wants to do this. You don't have to mess around with distribution, but instead simply (or rather "simply") deliver product directly to individuals, then be done with the whole thing. This change from distribution to direct sales also provides a selling hook for buyers that rings true: "Today, in the traditional market, more than 60% of the value of a game is retained by intermediation (distributors + stores). We simply propose to our pledgers to equitably distribute this value between them and us. By doing so, we will be able to consolidate our margins, control our prices and ensure that we can continue to invest heavily in the development of our projects. At the same time, without having to wait or take any risk, you will get, each time, a much better bargain than anything you would get in a store."

Monolith notes in the comments that if more than five thousand people want the game in the U.S. or Europe, or more than ten thousand overall, then it will run a traditional KS campaign later.

• I haven't posted a crowdfunding round-up in a couple of months as I have plenty of material on hand related to games that are more immediately pending, but I did want to highlight this interesting and unexpected item on KS right now: Edible Games Cookbook, by Jenn Sandercock. (KS link)

This book contains recipes for a dozen games in which you create the pieces, game board, and whatever else you need to play, then you eat everything while you play. From the KS description: "You might be required to crack a secret code that's baked into cream puffs; keep a straight face while eating something gross; conjure up a delectable morsel from a mishmash of ingredients; perform "sacred", food-related rituals; test your memory and taste buds; or even eat your vegetables!"




• In June 2018, Magic: The Gathering head designer Mark Rosewater wrote a column outlining his definition of a game: "A game is a thing with a goal (or goals), restrictions, agency, and a lack of real-world relevance." He describes what he has in mind by those four categories as well as what you have if something has three of those categories, but not all four, with my favorite example being this one:

Goal (or goals), restrictions, and agency, but no lack of real-world of relevance

I refer to this as life. Let's take packing suitcases for a plane trip. Most airlines will charge you per suitcase and will charge you extra if the bag weighs more than 50 pounds (a little under 23 kilograms). There is a goal: pack everything you need for the trip. There are restrictions: use the fewest pieces of luggage while making sure no one piece weighs more than 50 pounds. There is agency: you have total control of what you do and don't pack and what piece of luggage each item goes into. But you don't lack real-world relevance. This is not being done for entertainment or education, it's being done because you have to do it.

Candy Land doesn't qualify as a game under Rosewater's definition since it lacks agency, and I've seen plenty of other complaints about his definition on Twitter, but it's fun to try to square your perspective of what a game is with others so that everything you think is a game fits inside the borders you establish.

• On his blog, designer Daniel Solis riffs on a design lesson from Paul Peterson: "Don't stop players from playing the game." In Rosewater's terms, don't remove agency from the game because then you have only an event that's taking place in front of you.

• Designer Adam Porter, whose trick-taking game Pikoko from Brain Games debuted at UK Games Expo and the Origins Game Fair in mid-2018, created an informative video that explores ten types of trick-taking games, including short overviews of more than a dozen games along the way:

Youtube Video
Categorias: Notícias

New Game Round-up: SPIEL '18 — Share Ammo in Sentinels, Fight Bandits in Colt Express, and Fall Down in Gravity Superstar

BoardgameNews - Sexta, 22/06/2018 - 13:00

by W. Eric Martin

Gen Con 2018 is still six weeks in the future at this point, but European publishers have been prepping ahead for SPIEL '18, so let's see what a few have in the works:

• For its large release in Essen, French publisher Ludonaute will have Eric Jumel's Sentinels, which provides another take on the "everyone needs to help defeat the bad guys to win, but only one of us can win" genre, namely by providing a different winning condition should those bad guys not be defeated. In more detail:

A dimensional gate has just opened, and monsters are surging over our world. You have been called to kill them and steal the gate keys from the monster bosses. During your turn in Sentinels, you choose one of the weapon cards from your hand and play it in either your supply area (with its ammunition then being available to opponents), or in your attack area (in the process using the ammunition available in supply areas, both yours or the other players').

Then you can attack one monster provided that you have the required weapons. When you kill a boss (in the third row), the player who has made a dent in the second row gets a key. If you directly kill a boss (without making a dent first), you need more weapons but you score the key for yourself. The game may end in two ways:

—The players get all the keys, in which case the player who killed the most valuable monsters wins, or
—After twelve turns, if a boss with a key is still in play, the player who has given the most ammunition to the others wins.

• Before Sentinels arrives, however, Ludonaute plans to introduce six mini-expansions to Christophe Raimbault's Colt Express in Q3 2018, with those expansions first being playable by the public at the "Paris est Ludique!" festival taking place June 23-24, 2018.

Each one of the six Colt Express: Bandits expansions allows the players to compete against the game itself, which is operating under the rules of that particular expansion. Each expansion creates a specific goal and new actions for the bandit played by the game. That bandit may win, and if that happens, all the players lose. Thus you need to work together against this "bot", while keeping in mind that in the end, there is only one winner. In the Cheyenne expansion, for example, she shoots poisoned arrows instead of bullets, and any bandit hit by an arrow who doesn't retrieve an antidote by the end of the game automatically loses. In the Ghost expansion, Ghost always takes actions to move toward and retrieve the suitcase, and if he has the suitcase at game's end, he automatically wins.




• For its part, Belgian publisher Sit Down! plans to debut Gravity Superstar from Julian Allain at SPIEL '18, with the non-final cover being shown at right. In the game, 2-6 players fall in all directions, as described here:

At the edge of known space, the most famous adventurers converge on a strange little planet that is uniquely capable of attracting precious stardust with its befuddling gravity. These adventurers are there to collect as much of this rare resource as they can, while their rivals constantly try to steal it. You are one of these superstars on a quest for wealth, and you must overcome the gravitational challenges set before you!

What is really original about Gravity Superstar is the manner in which the players' pawns move: Each turn, they move one or two spaces, then they are affected by gravity, which makes them fall until they are stopped by a platform. This effect is made possible by the fact that the pawns are used lying down on the board. Thus, they move up (above their head), down (below their feet), left, or right.

During its movement, a pawn can collect stars (to score points at the end of the game) or replay tokens (to take a second consecutive turn), and eject opponents' pawns from the board.

• Sit Down! also plans to release a 70x70 cm (approx. 27.5"x27.5") floor mat for Magic Maze Kids at SPIEL '18:

Categorias: Notícias

Flashback Friday - Agricola and an Interview with Hanno Girke

Fortress: Ameritrash - Sexta, 22/06/2018 - 04:22
It's Flashback Friday. Do you still play Agricola? Did you ever play Agricola? Also, for your amusement, this interview with Hanno Girke, originally published January 29, 2008. The Hot Throne: 20 Questions with Hanno! The John the Baptist of the gaming world, Hanno Girke, leaves the comforts of the farm to come have a friendly fireside chinwag with Mr Skeletor and answer 20 questions. 1) Who are you, what do you do and what are you currently working on? This...
Categorias: Blogues - Boardgames

Mountains of Madness Board Game

Fortress: Ameritrash - Quinta, 21/06/2018 - 20:21
Mountains of Madness Board Game Inspired by the popular novel At the Mountains of Madness by H.P. Lovecraft, Mountains of Madness is a new crazy creation from Rob Daviau, with illustrations from the great Miguel Coimbra (Sea of Clouds). Imagine yourself sitting on a plane. Players have to cooperate to reach the top of the Mountain and then escape safely, but the Mountain has more than one trick up its ghastly sleeve. In horror, you realize that the higher you fly, the crazier your teammates become! In each step you take, the leader must gather the necessary equipment from all other players...
Categorias: Blogues - Boardgames

Doctor Who: Time of the Daleks Release Dates for Four Expansions Announced

Fortress: Ameritrash - Quinta, 21/06/2018 - 19:51
Four expansions for Doctor Who: Time of the Daleks are expected to hit stores 2018 Q3. Each expansion comes with 2 new Doctors, new locations, dilemmas, companions, and Timey-Wimey cards Doctor Who Time of the Daleks: Fifth Doctor and Tenth Doctor Expansion Doctor Who Time of the Daleks: Third Doctor and Eighth Doctor Expansion Doctor Who: Time of the Daleks: Seventh Doctor and Ninth Doctor Expansion Doctor Who: Time of the Daleks: Second Doctor and Sixth Doctor Expansion ...
Categorias: Blogues - Boardgames

Heroes of Terrinoth Announced and Avalible for Pre-Order

Fortress: Ameritrash - Quinta, 21/06/2018 - 19:03
Heroes of Terrinoth Card Game Heroes of Terrinoth is a cooperative card game of questing and adventure that invites you and up to three allies to take on the role of unique heroes, choosing from twelve distinct and powerful heroes, split between four archetypes—healer, warrior, mage, and scout. These archetypes are further diversified into different classes that your heroes can pursue as your power grows. Regardless of which class you embrace, you and your friends must combine your powers, leaning on one another’s strengths to survive your journeys and defeat the enemies who stand against you. Over the course...
Categorias: Blogues - Boardgames

Designer Diary: Costume Party Assassins, and the Power of LEGO Prototypes

BoardgameNews - Quinta, 21/06/2018 - 13:00

by Dave Myers

Like most good things in my life, Costume Party Assassins started with my wife. She was tired of being subjected to my latest overly complex game design — think "Cones of Dunshire" from Parks and Recreation — so she challenged me to make a game in which the rules fit on one side of one page. No problem, I said. Normal font and margins, she said. Oh, let me think on that...

As I mulled that over, a second catalyst came to me in the form of Assassin's Creed: Brotherhood. This was 2010, and the popular video game franchise had sprung into the multiplayer market for the first time. The multiplayer premise was fascinating: You walk around 16th century Rome among throngs of people trying to kill your mark. But the real tension came from that fact that some other human-controlled player is stalking you to do the same thing.

One day, riding home from work on my bike, these two things that had been percolating in my mind came together. By the end of my commute, I had the basic concept that there would be dozens of unique player pieces on a simple board, you would know only which piece was yours, and your goal was to eliminate each other player's secret piece before you were eliminated. I was trying to recreate that Brotherhood tension on a board.

I needed to scale down the game to simple board size, so I knew that Rome was too big. I needed a new theme to guide the design. Where would you be able to hide in plain sight without anyone knowing your identity? Where would you seem to move around aimlessly? A costume party! The board design came quickly and has always been the same layout: four long rooms surrounding a square room. Since each room touches at least three other rooms, the design allows for fairly free movement, but one room is always too far away this turn.


Final board layout

The movement rules had to be as simple as the board. Since it was a hidden role game, you obviously couldn't move only your own piece, but I wanted a little bit of luck so that players weren't completely free to move any piece at any time.

Enter the die. Four sides of the six-sided die match the colors of the four exterior rooms. When you roll a color, you can move any piece in or out of that colored room. This gives you access to all of the pieces in the game except for the pieces in one room. The middle room touches all of the rooms, so it didn't need its own side on the die. This die arrangement meant that I could have two sides dedicated to assassination attempts, thereby moving the game along more quickly, which is important in an elimination game. More specifically, the remaining two sides of the die represent you eliminating a piece from the board, but with the stipulation that your secret piece has to be in that same room.

Most of this brainstorming occurred in my designer notebook. Good game design advice that I heard early on is to get a playable prototype as soon as you can. For me, that's where LEGO comes in as those blocks are an easy first prototype medium.


Prototype characters and cards

LEGO minifigs were a no-brainer for the dozens of unique player pieces that I needed. I had a sizable collection already, but I did need to add a few costume party tropes to the mix like a werewolf and Frankenstein. I used Bricklink.com to fill out my costumed character needs as well as to get pictures for the cards. I started with thirty minifigs from all walks of LEGO genres: Star Wars, The Lord of the Rings, superheroes, etc. I picked thirty because it was a multiple of five (the number of rooms) and it seemed like a big, but not too big, number for a LEGO house party. When I assembled them on the board for the first time, I was amazed at how much it really looked like a costume party!


The original prototype had a red room in place of the seafoam; this is a second prototype

Playtesting from there added a few tweaks and rule additions, but with my wife's challenge, I tried to add rules only when absolutely necessary. (One example of that is the seppuku rule: If you are alone in a room and must eliminate a character, you are dishonored and must eliminate yourself!

From testing with a variety of populations and player counts, I learned a lot. I playtested with gamer friends, non-gamer friends, middle school students, kids as young as age 6, random people at local game shops and organized playtests with recurring people, and ultimately, my local convention.

Early on, I found that thirty was too many pieces. Elimination games can outstay their welcome, and with so many potential targets, games took longer. I scaled down to twenty-five, then finally settled on twenty to get the game duration where I wanted it.

Players also didn't like to be forced to kill when they were in a sparsely populated room, but I didn't want the game to stall, so I came to a compromise. Instead of eliminating a character in your own room when you rolled black, you could draw a card from the deck to signify that character leaving the party. This modification still reduces the character count on the board and keeps up the pace of the game, but my gamer playtesters found an advantage to performing that action every time, so I needed a limit to the number of times you could do it. With a twenty-card deck, minus the player count max of five, that left three cards for each player. Thus, you can take this replacement action at most three times.

Other problems were less mathematical. Take the Jar Jar effect, for instance. The Jar Jar effect was the first time I ever saw theme interfere with mechanisms in one of my designs. The first kill in Costume Party Assassins is sometimes a shot in the dark. However, all other things being equal, when a player has a choice between killing Jar Jar, Harry Potter, or Gandalf, nine times out of ten Jar Jar dies. I realized this was a design problem when I drew the Jar Jar card as my secret identity and I thought that there was more of a chance that I would get eliminated on a whim than with any other character.

Now, some people may have prejudices against Harry Potter, R2-D2, Spiderman, or any other character on the board, but when one character has a statistically higher chance to be eliminated based on bias, this is not good. I called this the Jar Jar effect and consequently, Jar Jar was removed from the game. That was when I started to make conscious choices about which characters to invite to the party.


Final cards and meeples next to their prototype counterparts

This was also the time I started thinking about actually publishing Costume Party Assassins, so I took out all the licensed characters. I knew publishers would not be excited about licensing fees. (Though I did make my own personal all-Star Wars edition that my daughter and I still play.) With the thought of publishing, I also wanted to even out the gender balance in the game. I wanted players to be able to see themselves in their role, even if they weren't exactly role-playing. In 2010, LEGO had not made the strides that they have today towards evening out the gender balance, so for my prototype I was at the mercy of what LEGO was producing.



In this version, you need to tell the difference between a storm trooper and a scout trooper.Sidenote: Admiral Ackbar often adds a compulsory "It's a trap!" throughout gameplay.

The real breakthrough for publishing came at a local convention in 2013. I attend Gamestorm in Portland, Oregon every spring with a bevy of new designs that I bring to GameLab, a local playtest hub that sets up playtests with convention goers, designers, and industry guests.

In my interactions with industry gurus that year, no one seemed to be interested in Costume Party Assassins for themselves, so I asked the question, "Who would be interested in a game like this?" One answer I got was Playroom Entertainment, so I did my research and found that their line really did seem to embrace the dark themes in a light way. Killer Bunnies? Who else to publish a family-weight game about assassination?

I checked their website to find that they did, in fact, take submissions. I emailed a brief overview, and after a week, they wanted to see the rules. I sent the rules, and after a month, they wanted a prototype. I sent the prototype, and after few more months, they wanted a contract. We signed at the beginning of 2015, almost five years to the day after the initial idea came to me on my commute home.


Final box art, with a variety of races and genders! Thank you, Playroom and Ultra Pro!

If I would have lessons to pass on from my experience, they would be:

1) Have patience with publishers, and always follow up.

2) At some point in your design process, put yourself in the publisher's shoes. Try to think about things that concern them but may not concern your design (cost, box size, gender balance, etc.).

and, most importantly,

3) Listen to your wife.
Categorias: Notícias

Gaslands Review

Fortress: Ameritrash - Quinta, 21/06/2018 - 04:30
Gaslands The Fury Road of Tabletop Vehicle Combat Games. Not to put too fine a point on it, Mike Hutchinson's Gaslands is the best vehicle-based miniatures game that I have ever played - and yes, this does include Fantasy Flight's popular Star Wars designs, from which this game draws its template-based movement. It's a fast playing, action-packed rule set that benefits from leveraging familiar concepts and mechanics while offering a near-perfect mix of seat-of-your-pants tactical decision-making and wild push-your-luck unpredictability. And in case you haven't heard yet, all you need to play this game at the ground...
Categorias: Blogues - Boardgames

Monolith Reveal Plans to Use Kickstarter as Store Front to Sell Claustrophobia 1643

Fortress: Ameritrash - Quarta, 20/06/2018 - 20:11
Monolith Claustrophobia Monolith, creators of Conan, Batman: Gotham City Chronicles and Mythic Battles board games, has announced controversial plans to use Kickstarter as a store front. They plan to produce 10,000 copies of Claustrophobia 1643, ship them to distribution centers, and then sell them via Kickstarter. Monolith says, "Many of our supporters will be able to play and manipulate the final product even before the campaign and all will be delivered within the six weeks that follow." The reasons stated for this new production and delivery model include, cost savings by eliminating the middlemen (distributers...
Categorias: Blogues - Boardgames

Take a Look at What Happened at the 2018 Origins Game Fair!

BoardgameNews - Quarta, 20/06/2018 - 17:34

by Steph Hodge

Welcome to Origins!
Steph's Photo Guide to Origins 2018



Here's me!




BGG Store!

Available now Rainbow Bit Bowls!
The Draugr New!





...

eggertspiele, Plan B Games, Next Move Games

Coimbra, Century: Eastern Wonders, Reef









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Pandasaurus Games

The Mind


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CMON Limited

Dragon Castle, Gizmos, Council of 4







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Days of Wonder

Ticket to Ride: New York



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Renegade Game Studios

Junk Orbit, Altiplano, Circus Puppy, The Tea Dragon Society Card Game











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Bézier Games

One Week Ultimate Werewolf, Ultimate Werewolf Legacy, Whistle Stop, Whistle Stop: Rocky Mountains Expansion









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Brain Games

Pyramid of Pengqueen, ICECOOL2, Pikoko, Orc-lympics









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NSKN Games

Teotihuacan: City of Gods





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Surfin' Meeple, Matagot

Micropolis, Xi'an, Catch the Moon, Combo Fighter, Treasure Island











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PieceKeeper Games

Rurik: Dawn of Kiev, Gearworks









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Queen Games

Franchise, Luxor







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Stronghold Games

Gold Fever, Memoarrr!





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Soaring Rhino

Mammoth, Shifting Realms, Pirate Tricks









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Deep Water Games

Welcome To..., Sorcerer & Stones





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Capstone Games

The Climbers, Carthago: Merchants & Guilds







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Hub Games

Holding On: The Troubled Life of Billy Kerr



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Academy Games, Inc.

Tudor



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Arcane Wonders

Onitama, Senshi, RWBY: Combat Ready






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Daily Magic Games

Sailing Toward Osiris



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Elf Creek Games

End of the Trail





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HABA

Boom, Bang, Gold, Rhino Hero: Super Battle, Magic Feathers









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Kolossal Games

Western Legends



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USAopoly

Deadpool vs The World, Codenames: Marvel, Thanos Rising: Avengers Infinity War







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IELLO

Raids



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North Star Games

Warsaw: City of Ruins



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Czech Games Edition

Codenames XXL



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Starling Games (II)

Archmage, A War of Whispers







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Tasty Minstrel Games

The Flow of History



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Wattsalpoag Games

Echidna Shuffle



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Gamewright

Cahoots



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Forbidden Games

Railroad Rivals





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Strange Machine Games

Robotech: Ace Pilot, Dice of the Caribbean (Kickstarter soon)





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Greater Than Games (Dice Hate Me Games)

Legends of Sleepy Hollow



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R&R Games

Cave Paintings



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Libellud

Shadows: Amsterdam



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Leder Games

Root





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Van Ryder Games

Detective: City of Angels



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Blue Orange Games

Pool Party



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Genius Games

Subatomic: An Atom Building Game



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Holy Grail Games

Museum



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Jellybean Games

The Lady and the Tiger



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Board&Dice

5 Minute Chase



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Greenbrier Games

BarBEARians



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Meeple Realty

Amazing Inserts!










Thanks for following along!
Categorias: Notícias

New Game Round-up: Explore the Vault of Dragons, and Go for the Goal in 1st & Roll

BoardgameNews - Quarta, 20/06/2018 - 14:51

by W. Eric Martin

I've been focusing on the 2018 Origins Game Fair for weeks, with many game announcements falling by the wayside as I prepared for that show and prepped the Gen Con 2018 Preview. Let's check out a few of these titles:

• At NY Toy Fair in February 2018, Gale Force Nine revealed that it planned to release another Dungeons & Dragons board game in August 2018, but due to licensing restrictions, it could announce no more than that. Now the game's title and setting have been revealed, so here's an overview of Vault of Dragons:

In Vault of Dragons, players take the role of unsavory factions from the streets of Waterdeep, factions who have heard rumors of a hidden vault of gold under the city and are determined to locate it first.

In the game, players send followers to locations in Waterdeep to uncover rumors and treasure. Brawling with other factions to control key locations is to be expected, but beware the City Watch. Double-sided location tiles give players even more places to explore. Uncover the clues and enter the dungeons of the Undermountain to find the vault of dragons.

Renegade Game Studios has continued its partnership with Aza Chen with the announcement of a new version of Fireworks, first released in 2017 by Li-He Studio. In the game, you fill a box with hexagonal tiles that have various fireworks patterns (or parts of patterns) on them, but with the black backside face-up. On a turn, you drop or throw a wooden die into the box to *boom* see the fireworks reveal themselves against the night sky. You then pick up one or more tiles to add them to your display, attempting to create certain patterns to score points.

Flying Lemur Game Studio debuted in early 2018 with a new edition of North American Railways, first published in 2016 by Spielworxx, and for its second title it's publishing another 2016 Spielworxx release: Solarius Mission from Michael Keller and Andreas Odendahl, with this edition (due out in early 2019) containing some graphic and component changes, along with new game variants from the designers.

• On Facebook, designer Stephen Glenn mentions that a second edition of his 2011 release 1st & Goal from R&R Games will appear in September 2018 in time for the new NFL season. This game, now titled 1st & Roll, contains no cards and is "leaner and quicker", according to Glenn.


Categorias: Notícias

Bitten Board Games Review

Fortress: Ameritrash - Quarta, 20/06/2018 - 04:00
Bitten Board Game Does this look infected to you? I was headed to game night via my usual route, you know, cutting across the moor at midnight. When, all of a sudden, some...thing...bit me. I'm not exactly sure what it was. Might have been a werewolf, they are thick this time of year. Then again, it did make a squishy kind of sound, so could have been a zombie. Of course, it may have been a vampire, they have been migrating further and further south each year....That, in a nutshell, is exactly how Bitten DOESN'T start. It does, however, put...
Categorias: Blogues - Boardgames

The Bloody Inn

Fortress: Ameritrash - Terça, 19/06/2018 - 22:26
The Bloody Inn 1831 Peyrebeille, France. Times are tough for the common man. It's all your family can do to make ends meet as lowly innkeepers. Together you hatch a plan, so diabolical it just might work. Preying upon the wealthy travelers who frequent your establishment you've been led to commit robbery and even murder! However, the greed has caught up with you and now it's everyone for themselves. The Bloody Inn is a devilish game that pits family members against each other in a battle to see who can walk away with the most francs. No crime is too sinister, no...
Categorias: Blogues - Boardgames

Zombicide: Black Plague

Fortress: Ameritrash - Terça, 19/06/2018 - 22:18
Zombicide Balck Plague Zombicide: Black Plague is a standalone cooperative boardgame for 1 to 6 players that brings the relentless zombie-killing action of Zombicide into a brand new fantasy setting! Players control a party of survivors as they fight to rid the land of an invasion of zombies controlled by the game itself. Survivors find weapons, learn spells, battle zombies, and gain experience. The more experienced they get, the more powerful they become, but the more zombies rise to face them.
Categorias: Blogues - Boardgames

Cataclysm Overview and Strategy Videos

ConsimWorld - Terça, 19/06/2018 - 19:28
Categorias: Notícias

Conflict of Heroes: Awakening the Bear! Review

ConsimWorld - Terça, 19/06/2018 - 19:18
Categorias: Notícias

Interview with Laurie Phillips

ConsimWorld - Terça, 19/06/2018 - 19:16
Categorias: Notícias

Silver Bayonet Replay, Part 1

ConsimWorld - Terça, 19/06/2018 - 19:13
Categorias: Notícias