agregador de notí­cias

Frosted Games Teases Uwe Rosenberg's Reykholt for SPIEL '18

BoardgameNews - Domingo, 10/12/2017 - 18:23

by W. Eric Martin

SPIEL '17 ended six weeks ago, so it's time to start looking ahead to what's debuting at SPIEL '18, right? Nusfjord is old news, yes? So let's move on to what's next from designer Uwe Rosenberg, specifically Reykholt from German publisher Frosted Games.

The game description is meager for now, but we have a few months ahead of the game's release to find out more. For now, we have this:

In Reykholt, players run vegetable farmhouses on an island while trying to attract the most tourists.
Let the speculation begin!

Categorias: Notícias

One Small Step Freebie Special

ConsimWorld - Domingo, 10/12/2017 - 17:43
Categorias: Notícias

Space Empires: Thematic “Danger!” Results

ConsimWorld - Domingo, 10/12/2017 - 17:01
Categorias: Notícias

To Rorke’s Drift

ConsimWorld - Domingo, 10/12/2017 - 16:49
Categorias: Notícias

AEC Command Vehicles

ConsimWorld - Domingo, 10/12/2017 - 16:48
Categorias: Notícias


ConsimWorld - Domingo, 10/12/2017 - 16:44
Categorias: Notícias

Schwere Panzer-Abteilung 501

ConsimWorld - Domingo, 10/12/2017 - 16:43
Categorias: Notícias

White Dog Holiday Special

ConsimWorld - Domingo, 10/12/2017 - 15:31
Categorias: Notícias

Remember SPIEL '17? We're Still Posting Videos From That Show

BoardgameNews - Domingo, 10/12/2017 - 13:00

by W. Eric Martin

Yes, six weeks after SPIEL '17 ended, we're still posting game demonstration videos that we recorded during that convention. Our SPIEL '17 playlist on YouTube boasts more than 170 videos so far, and I still have at least sixty more to post.

In 2015 and 2016, we ended up with more than three hundred videos in each SPIEL playlist, so we probably have even more than sixty in the pipeline. I have several on my camcorder, for example, and someone else is processing all the day-long feeds that we recorded at SPIEL '17 and chopping them into individual game segments, feeding the parts to me bit by bit on our YouTube channel so that I can add thumbnails and publish them. We ran into a slight delay ahead of BGG.CON due to hard drive backup issues that made it tough to pull off files, but now we're hobbled only by the massive quantity of videos.

I'm still not sure whether this publication schedule makes more sense than dumping a few hundred videos on BGG and YouTube all at once, but in any case ideally we'll finish everything before Christmas to give us (and you) a break before we head to the Spielwarenmesse fair in Nürnberg, Germany at the end of January 2018 to start the convention cycle all over again...
Categorias: Notícias

Soldiers of the Sun Review [video]

ConsimWorld - Sábado, 09/12/2017 - 18:41
Categorias: Notícias

1985: Under an Iron Sky Designer’s Notes

ConsimWorld - Sábado, 09/12/2017 - 18:37
Categorias: Notícias

Links: Tokyo Game Market Attendance, Games in the Media, and a Neurosis-Inducing Neural Network

BoardgameNews - Sábado, 09/12/2017 - 13:00

by W. Eric Martin

• Tokyo Game Market took place on Dec. 2-3, 2017, and this was the first time that the event lasted two days. Some exhibitors rented booth space on both days, and some were present only on one day and not the other, which isn't surprising given that many exhibitors come with a small quantity of games and sell out within hours of the show opening.

Arclight, the Japanese publisher that owns Game Market, reports a visitor count of 10,000 on Sat. Dec. 2 and 8,500 on Sun. Dec. 3. To put those numbers in context, Japanese publisher Kocchiya has posted the following summary of attendance numbers from 2012 to present:


The fourth column from left shows the attendance figure for each show. The light green highlights the early year shows in Osaka or Kobe, the pink highlights the spring shows in May, and the blue highlights the autumn shows in November or December. The column at right shows the percentage increase over the same show from the previous year.

The third column from left shows the total number of exhibitors at a show: 572 on the first day of the most recent Game Market, and 497 on the second day. Each Game Market day lasts only seven hours, so seeing even a small percentage of games on hand is tough to do in that time. Nevertheless, I plan to return to TGM in 2018, with the next Tokyo show taking place on May 5-6, 2018.

1843 is a bimonthly magazine about ideas, culture, and lifestyle published by The Economist, and in November 2017 it featured "Table-Top Generals", an article by Tim Cross that serves as an excellent introduction to modern games. An excerpt:

One reason for the tabletop-gaming boom is simply that the products have improved. The best modern games are sociable, engaging and easy to learn, but also cerebral, intriguing and difficult to master. The slow triumph of what used to be called "nerd culture" – think smartphone gaming and "Game of Thrones" on television – has given adults permission to engage openly in pastimes that were previously looked down on as juvenile. And the increasing ubiquity of screens has, paradoxically, fuelled a demand for in-person socialising. Board gaming is another example of an old-style, analogue pastime that, far from being killed by technology, has been reinvigorated by it.

The revival began in the 1990s, says Matt Leacock, an American game designer responsible for Pandemic, as the internet began spreading into people's homes. Leacock was a programmer at Yahoo! at the time. Germany, he says, is the spiritual home of board-gaming. "For whatever reason there has always been a culture there of playing these things, of families sitting around the table at a weekend," he says. The internet helped that culture spread: "I remember we used to rely on these little hobbyist websites that would do amateur translations into English of all the new German games that were coming out," says Leacock. As with everything from Japanese cartoons to Jane Austen fandom, the internet helped bring together like-minded people all over the world.

• In October 2017, The New Yorker published an article by Neima Jahromi titled "The Uncanny Resurrection of Dungeons & Dragons" that summarizes the forty-year history of the game and its 5th Edition rebirth in a way that is 100% New Yorker. An excerpt:

When mainstream American culture was largely about standing in a factory line, or crowding into smoke-stained boardrooms for meetings, or even dropping acid and collapsing in a field for your hundred-person "be-in," the idea of retiring to a dimly lit table to make up stories with three or four friends seemed fruitless and antisocial. Now that being American often means being alone or interacting distantly—fidgeting with Instagram in a crosswalk, or lying prone beneath the heat of a laptop with Netflix streaming over you—three or four people gathering in the flesh to look each other in the eye and sketch out a world without pixels can feel slightly rebellious, or at least pleasantly out of place.

Thirty or forty years ago, people reached through the dice-rolling mathematics of Dungeons & Dragons for a thrilling order that video games, and the world at large, couldn't yet provide. Today, the chaos of physical dice is reassuringly clunky and slow compared to the speed with which you nervously tally the likes under a Facebook post. Rejecting your feed for an evening isn't like rejecting the God-fearing community that reared you, but something heretical lingers in this lo-fi entertainment.

• Marcus Beard at UK site Best Play fed more than 80,000 games in the BoardGameGeek database into a neural network, then shared the results in an article illustrated with images seemingly shot through a Monopoly filter. An excerpt:

[A neural network] takes a huge chunk of text and then attempts to figure out what the next character should probably be. It can then infinitely generate text that looks a lot like huge chunk you gave it — but completely original.

Of course, the ground-breaking technology was crying out to be used on the ground-breaking medium of board games. We've combed through the database many times before, so we've got a bank of over 80,000 board game titles, ratings, details and release dates to feed into the neural network.

After six hours of training on this 4mb text file (!), here's what the brain-simulating model was able to generate:

Park Glorie (2000) 2-4 players Rating:6
Onth & Gean (1981) 2-2 players Rating:7
Minos's Brin-Mini (2006) 2-4 players Rating:6
Munchkin Park Kings (2008) 2-4 players Rating:6
Flip' El Gays (1964) 1-7 players Rating:4
Power Grid: Fordia (2010) 2-4 players Rating:8
The Besterin Landing: Sentinels of the Alest Tente in the Dark 2 (2001) 4-10 players Rating:5
Secrets! Hall (1988) 2-4 players Rating:6

And another:

We can make the output even more boring if we want. When the randomness is turned down all the way, the neural network chooses only the most probable set of characters to insert in the title.

Star Wars Miniatures (2009) 2-4 players Rating:6
The Game (2009) 2-4 players Rating:6
Carcassonne: The Card Game (2009) 2-4 players Rating:6
The Card Game (2009) 2-4 players Rating:6
The Game (2009) 2-4 players Rating:6
The Game of Heroes: The Card Game The Card Game (2009) 2-4 players Rating:6
Carcassonne: The Card Game (2009) 2-4 players Rating:6
Star Wars Miniatures (2009) 2-4 players Rating:6

…and the list goes on and on in this manner. I like to imagine a world where there are only three games to choose from: The Game, The Card Card and Star Wars Miniatures. All are mechanically identical and decidedly mediocre.

#1 on the charts, baby!
Categorias: Notícias

Agesilaus and the Spartan Army

ConsimWorld - Sexta, 08/12/2017 - 20:25
Categorias: Notícias

Japanese Naval AAA Early War

ConsimWorld - Sexta, 08/12/2017 - 20:23
Categorias: Notícias