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Spiel 2014 has been over for a few days, and while I'm still carrying the hoarseness that started there, I no longer sound quite so much like an asthmatic bandsaw. I'm unsure whether I'm 'merely' exhausted or actually sick, but in either case I've been sleeping nine hours a night and waking with the energy tank barely above E, so I'm going to do the unthinkable and take a few days off from posting. (I also have a non-BGG project that needs my full attention through the end of the month, so that's an issue.) We'll see — maybe I'll just jump in every other day for the next week or so. My overall opinion of Spiel 2014 is that the show was fun, despite me not being able to speak like a normal human for two of those days, which forced me to void my host seat for the Japon Brand marathon on Saturday and hand over interviewing duties to John and Beth for some off-site game demos. My overall opinion of the games presented at Spiel 2014, on the other hand, is a big question mark — or rather a shrug and a dismissal of such issues.
I'm surprised to see some ready to 'the overall quality of the games this year to be very poor', but after seeing such remarks each year I should be over my surprise. For my part, I suggest waiting a few months to play some percentage of the games before trying to assess whether these hundreds of new releases measure up to hundreds of releases from some other arbitrary time period. Actually I suggest forgetting the whole thing and not worrying about it. Did you find some games you like whenever you went out looking for new games? Games with scores better than 2.5, but with only 20-39 votes If nothing else, I have unpacked my bags, which is something of a miracle as I typically let them sit for days on end, slowly pulling things one by one as I get the desire to play this or that. I've played a couple of games — proved to be more involved than the recommended 5+ age range, and was smack dab on target, with the 5yo not wanting to stop for dinner — and hope to play many more as soon as time and work allows. For those who haven't flown home from Spiel, here's graphic evidence of how you can fit more than you thought possible into your luggage, namely by playing Luggage Tetris in your hotel room during the evening.
The rules are simple: Punch out all of the bits in all of your games and bag everything to take up as little space as possible. Starting with the smallest games you have, pack them inside empty spaces in the next largest games. Slowly work your up in game box size until you can fit everything in your luggage. If you exceed the 50 lb. Maximum per bag, remove game boards, cards, etc., pack those in your carry-on, then reweigh your bag.
For this show, I mostly avoided titles that I expected to find through normal U.S. Distribution and instead focused on games that would be tough to find outside Spiel. I didn't get everything that I had hoped for — sold out of the base game, for example — but I think this lode should last a fair amount of time. (I'm bringing the remaining 'Partybody' Agricola L-deck cards to BGG.CON 2014, so feel free to hit me up for one at that show.). I've recorded a few preview videos at Spiel 2014 of future game releases or of titles at the show that were unknown by me beforehand, but for the most part those games are wild cards because no one knows what to expect of them., on the other hand, was announced in mid-2014 for release in 2015 — specifically Gen Con 2015 — and the game is coming from a known designer and a sort of known publisher (, which is comprised of Henry and the guys from ).
What's more, Monolith is running playtests of the game throughout Spiel 2014 (akin to what Hasbro is doing for Magic: The Gathering Strategy Board Game), so I thought that I'd jump in with a preview video to show you what you're missing here. Jamie Parsons from Whelpslayer Games is doing development work on the game with Monolith, and here he covers the game format, how both sides of the battlefield work, and the open nature of gameplay.
During its Pro Tour Honolulu tournament for, announced something titled 'Magic: The Gathering Strategy Board Game', stating only that title and a date of, which was opening date for Spiel 2014. Turns out that Hasbro has not sprung an already published games on those in Essen, but is instead demonstrating the aforementioned Magic: The Gathering Strategy Board Game for fairgoers ahead of a scheduled release at Gen Con 2015.
A short description of the game, of which is the lead designer, is + Magic: The Gathering, although that's not entirely accurate in its briefness; for a longer description, I invite you to watch this video. Update: The base game for Magic: The Gathering Strategy Board Game will not be collectible, but contain fixed components and be designed for 2-5 players. No plans have been made for expansions (other than that they might exist) and whether or not they might consist of collectible elements.
All of those decisions are still to be made, and Hasbro is asking those who demo the game to complete playtest forms and provide feedback on the experience. This might not be the most exciting way to spend seventeen minutes, but if you haven't been to Spiel and you want to get a feel for the size of the exhibit halls and what's on display here, I walked through the three main halls in the Messe in Essen and left some notes while I did so. It's amazing how much work people leave until the final minute, but given the costs of coming here, why take extra time, I guess. I recorded another video on Wednesday evening to show the progress made that day and the exhibits unsoiled yet by all the thousands of visitors due to arrive that next day. I'll upload that when times allows, but other projects come first. The first collaborative fruits born of the acquisition of by were revealed at Gen Con 2014, with Carlo Lavezzi's and Stephan Herminghaus' debuting at that convention and reaching stores in September 2014. From the evidence shown by the games themselves Mayfair and Lookout are sticking to their promises of nothing changing in how Lookout does what it does.
Johari — like Inka and Markus Brand's, which debuts at Spiel 2014 in mid-October — couldn't be more obviously a Lookout design, a game sprung from the same familial DNA as and Bremerhaven, while Gold Ahoy! Is part of Lookout's two-player line that includes and, but unlike those titles Gold Ahoy! Is an abstract design in pirate clothing, a boiled-down tile-placing affair that takes only fifteen minutes as the game features nothing but 36 treasure-bearing tiles and your attention to grabbing as many of them as possible.
At times game designers must feel like they're in a bind. If a game design in the works has a commonly used setting — pirates raiding ships, trading in the Mediterranean, space colonization — they have to compete with dozens of other designs to differentiate themselves in some manner while also facing accusations of being too generic; if, on the other hand, they choose a setting that's rarely seen in games, the setting might prove to be off-putting or boring or just plain weird. 'Who'd want to play that?' To repeat what I've heard more than a few times. With, designer and publisher might have threaded the needle, finding a setting that bounces between the extremes, as players are called by the Shogun to compete (common!) because they are all master kaleidoscope designers (kooky!) and he wants to determine who is best in the field. You get a bit of the ol' regal desire to push people around and make them dance, while the competition itself merges surprisingly well with the gameplay. Fairy tales provide an enduring source of inspiration for creators the world over, with books, movies, television shows, and (of course) games using familiar characters and situations to provide people an easy, familiar entry point into their world.
Reiner Knizia, for example, created the in which characters like Snow White and Pinocchio battle one another with cards and dice, while in players use images on their cards for starter points in tales they tell about how Wonderland's Alice, the Tin Man, and others try to overthrow Snow White (her again!) and the other Winter soldiers. Offers his take on the fairy-tale-to-game transformation with from Italian publisher. Dark Tales is mostly a card game, but the heart of the game is a set of items commonly found in fairy tales: swords, armor, magic wands, and gold coins. These items are represented by tokens, and at the start of the game you draw one of three setting cards to determine how these items can be used during the game and what their effects will be; a separate setting card drawn from a different group of three determines which items will be worth victory points — and how many of them — at the end of the game. You start with a hand of three cards, and on a turn you draw a card, optionally use an item for its effect, then play one card. Cards — which range from Dark Lords, Dragons and Wizards to Gypsies, Witches and Princesses — might be placed in front of you to provide an ongoing power, placed in a common area to all players, or discarded as their effect is carried out, possibly affecting males or females, villains or places depending on the card in question.
When someone has no cards in hand at the start of his turn, the game ends and players tally their points. And when fairy tales become the subject matter for games, you can be sure that Snow White will make an appearance, which is precisely the case here with, an expansion pack that debuts at the same time as the base game at Spiel 2014. This expansion adds new items specific to Snow's story — a comb, a poisoned apple, burning shoes and laced bodices — along with 24 cards and two new setting cards. The cards can be shuffled with the base deck, which will extend the game time, or you can remove ten cards from the deck prior to playing in order to keep the playing time roughly the same while boosting the Whiteness of the game, so to speak. Given the wealth of fairy tales in existence, I'm sure that Zizzi and dV Giochi have several more expansion packs ready for the retelling (and retailing) should this game prove as resonant as the stories themselves. My experience with computer hacking is pretty much limited to me being sent a new bank card every six months because my account number might have been compromised in this or that security breach.
That said, I am of course aware of hacking as a thing and have seen countless entirely realistic situations in movies in which people sit down in front of unfamiliar computers and disgorge exactly the right data that they need to discover or they network into some big business' mainframe by rejiggering the framistan, which then allows them to adjust the thermostats in corporate headquarters to an uncomfortably warm temperature. With all of that mind, I gave 's from his own a try to see whether it could live up to such accurate depictions of computerized nefariousness.
Not every game is for every player, whether due to the playing time required or the complexity of the rules or a certain opponent's loathing of blind bidding or a game designer's determination to hit every hot-topic button possible in one little card game, as is the case with 's, a party game released by his company in France in September 2014 and debuting on the world stage at Spiel 2014. Illegal is for 5-9 players, with one player in the position of game manager (GM) and everyone else taking the role of both dealer and buyer of eyebrow-raising, possibly illegal material such as guns, alcohol, stolen data or call girls. Before the game begins, the GM sets up as many player packs as the number of players in the game; each player receives a dealer card, five resource cards representing what that dealer offers, one resource card of another illegal substance, and a buyer card matching neither the dealer nor either substance. The GM also prepares paired suspect cards, with each pair matching the dealer/buyer combination in the player packs.
Finally, the GM prepares four resource packs that contain one copy of each resource in the game. Gameplay is akin to the classic goods-trading game in that once everyone has received their player pack, they have three minutes to pair off and swap resource cards with one another. All trades should be done in secret — but with the cards revealed before agreeing to the trade — so that only those two players know what they've traded. After all, if you're dealing in something shady, you probably don't want others to know about it. After three minutes, the GM calls everyone back to the table, lays out all of the cards in a resource pack, then lets everyone grab one card that they want. Following this resource injection, the players trade for another three minutes.
Following the fourth resource booster and the fifth trading session, the GM calls everyone back to endure the tribunal, a period of judgment in which everyone tries to call out everyone else for what they've done while getting off the hook themselves. The GM reveals one of the dealer/buyer suspect pairs prepared earlier, then everyone yells about who they think represents this pair. After one minute, the GM calls a vote with everyone pointing at their suspect; whoever has collected the most accusing fingers acquires the suspect cards, and in the event of a tie, they're removed from the game. Once all of the suspects have been handed out, players tally their scores, receiving one point for each incorrect suspect card they hold and each resource card in hand that matches their buyer, then losing five points for each suspect card in front of them that does match their identity. Whoever has the most points wins.
For a more loosely scripted game — say, for when you're at a bar mitzvah or bridal shower and have other things occupying your attention — you can allow for more time to trade and have the GM walk around the room handing out resources at random; for those who are keen readers of guilty looks, you can increase the challenge by having each suspect card evaluated individually instead of in pairs. Boelinger, best known for and, notes that he's still looking for a U.S. Distributor for Illegal as the subject matter has proven somewhat more combustible than his usual work, a statement that does not surprise me in the slightest, so if you're in the distribution business and want to have strangers yell at you for abetting the corruption of society, feel free to get in touch with him.
He's ready to deal if you're ready to buy.