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  • VideoDesigner Diary: Chronicles of Light: Darkness Falls (Disney Edition)

    by Pam Walls

    I remember I was sitting in my best friend's car as we drove around my hometown of Calgary, Alberta when I opened my email and saw a message that would change my life...not to be too dramatic or anything. This was October 2021, and the email was from Shanon Lyon at Ravensburger asking me whether I wanted to submit a pitch for a board game that seemed made for me: a co-operative, expandable, immersive game featuring Disney characters.

    I've always loved watching Disney movies and going to the parks as a kid and adult, but when I was trying to remember what joy felt like in the depths of the Covid pandemic, I stumbled across Disneyland vlogs on YouTube, and it ignited an even bigger love for all things Disney. To be asked to come up with a game based on beloved Disney characters felt like such a perfect, and exciting, opportunity for me.

    I will forever be grateful to Shanon for inviting me to submit a concept for this game — but how did I even get this email? We have to go back to February 2020 for how it all started. I was attending New York Toy Fair for the first time because my party game Act Fast was debuting there and I wanted to be on hand. This was the first time one of my games was on display at a convention, so it was a big moment for me as a board game designer.


    I also took the opportunity to pitch other games to publishers attending the event. I did one of the most uncomfortable things you can do, especially as an introvert: go up to booths, introduce myself, and ask whether anyone would like to hear a pitch.

    Thankfully, everyone was incredibly kind and friendly, even when rejecting pitch after pitch, but one of the publishers I really wanted to introduce myself to was Ravensburger. I grew up playing The aMAZEing Labyrinth and admired the success they had had with their Villainous board games.

    I tried to discretely peruse their booth until I saw an opportunity to introduce myself and see whether anyone would have time to hear a pitch. It was toward the end of the festival, and they could have easily said they didn't have the time or capacity to hear a pitch, but thankfully Steve Warner from Ravensburger made time. I will be forever grateful to Steve for making the time to meet with me!

    I showed him a tile game I had been working on for a while called "Where the Wind Blows", and it was ultimately a no, but I got Steve's contact information and we stayed in touch. I then started to get emails from Ravensburger inviting me to pitch new game concepts to them. Over the course of the next year, I would pitch six games to them, and they were all noes. In fact, just a few weeks before getting the email about the Disney game, I had received a rejection email from Ravensburger.

    This is all to say that I had to repeatedly put myself out there and get through quite a few rejections in order to reach a point where I received the email asking for submissions for a new co-operative Disney game.

    •••
    [Editor's note: Let me interrupt this diary to highlight a video Walls has made that summarizes this story. Walls has a YouTube channel in which she discusses all things boardgaming, including a viral July 2024 video about "Meeplegate", Hans im Glück's mid-2024 effort to have a company cease using the word "meeple":]

    Youtube Video
    •••
    One of the biggest strengths a designer can have is forgetting rejections quickly and hoping the next one will work out. If I had let those rejections cast doubt on my abilities as a designer and didn't even submit an idea for this Disney game, then I wouldn't be here writing this design diary today.

    On that day in October 2021, my mind started to whir a mile a minute as I thought about all the different directions I could go for a co-operative game featuring Disney characters. I tried to focus on the specific aspects the game had to have. It had to be:

    Co-operative: Teamwork is key.
    Immersive: Players should feel like the characters they are playing.
    Accessible: Can be played in 45 minutes by players aged 8 and up.
    Scalable and Expandable: Should be playable by two, three, and four players, and standalone expansions should be able to be added to the base game or played on their own.

    The game had to play up to four players, and the characters that had to be included were Maid Marian from Robin Hood, Elsa from Frozen, and Moana from...Moana. The fourth character was up to the designers submitting their ideas. (Elsa would eventually change to Violet from The Incredibles, but my first prototype included Elsa, as you'll see below.)

    The fourth character I chose to include in my pitch was Belle from Beauty and the Beast. I always loved how her main attributes were her curiosity and her love for books. I felt like those qualities would be fun to work with in a co-operative game about adventure.

    So I had my four characters — now what?

    I want to frame this design diary with the challenges that I faced and the different approaches I took. Sometimes us designers start changing things without really thinking about what problem those changes are trying to solve, so I want to break up each section into what the challenge was that I was facing and how I tried to solve it.

    The first major challenge was coming up with my overall concept for the game. Ravensburger didn't want a thoroughly playtested, final game. They wanted to hear initial concepts and would then work with the designer to develop the game, so I had to come up with a strong initial concept.

    Challenge #1: Brainstorm concept for pitch

    I tried to focus on two of the keywords from the brief provided by Ravensburger: immersion and teamwork.

    For immersion, I wanted to have a good handle on all of the characters featured in the game, so the first thing I did was re-watch all of their movies. I paid special attention to the qualities the characters embodied and any quotes that could be used for flavor text and help give direction for the tone of the character.

    I also thought about games in which I felt completely immersed, like Dungeons and Dragons and classic adventure video games like Riven, Leisure Suit Larry, and the Monkey Island series. In these games, exploration is a central factor, and I wanted to have that same feel in my game. This approach helped set the overall tone for my pitch: an immersive game based on exploration and completing quests.

    I also wanted players to feel like they were the character they were playing. This led to me wanting each character to have their own quests, unique abilities, and custom dice that they would use in their quests, but also for combat. I imagined each character having their own "adventure pack" filled with all of their pieces.

    Ravensburger specified that the game should take place in a neutral land, not in any lands associated with the characters, so I sketched out a board with locations that I felt could be incorporated into many different quests: a castle, a village, an inn, a jail, and spaces for location tiles that would change depending on which characters and quests were being used that game. This would increase the replayability factor that was also in the back of my mind.


    I then sketched out player boards that showed each character's special ability and how they would engage in combat. For example, I wanted to focus on Belle's love for books, so I gave her three books she could read that would help her with healing, combat, and movement.


    I then brainstormed quests for the characters with a focus on immersion. In the photo below, you can see Maid Marian's quest to save Robin Hood from Prisoner's Tower where she needs to find rope that she can attach to her arrow, then shoot through the window so that Robin could slide down.


    The quest involved Maid Marian choosing between stealing rope or buying rope, then doing target practice (rolling dice onto the back of the card that had a target on it) before attempting to shoot the arrow through the window. As you can probably guess, this was far too many steps and too much text for a game that should be playable for kids aged 8 and up. This issue of simplifying the game and reducing overall text would be a recurring theme for me over this game's development.

    I sketched out each character's custom dice, action tokens, quest locations, and quest items, enjoying the direction I was heading.


    Now, moving to the concept of teamwork which was my other focus besides immersion. I kept rolling the words "cooperation" and "collaboration" around in my head, and the idea of having shared action cubes came to me. Rather than each player taking a certain number of turns as in most other co-operative games, I wanted to have a supply of action cubes and the group would decide which actions they would take for the round. They could decide to sail on Moana's boat for an action, or Maid Marian could deliver a gift to the castle to increase the group's maximum number of actions. This way, there wouldn't be any turns; the group would just decide which actions they would take each round.

    By not having turns, communication and collaboration are necessary. When each player has a set turn, you can get into a situation in which each player simply performs their actions without any input from others and play moves to the next person.

    I was aware of the issue of "quarterbacking", which is an inherent problem in co-operative games. Quarterbacking refers to one player taking control of a game and dictating what others should do on their turn. I researched the topic and remembered something I believe designer Gil Hova said, that sometimes all players need is something tangible to hold up to say, "Hey! It's my turn to make the decision!" This gave me the idea to have a leader badge, which would rotate to the next player the following round. It is amazing how effective it can be to have a physical thing players can hold up to show it's their turn to make the final decision.

    I also wanted to emphasize teamwork in the quests. While each player had their own individual quest, other players could help with their friends' quests and in many cases, it is much easier — or even necessary — to rely on other players to help complete quests before time runs out.

    Which brings me to another major consideration for my pitch: What is the endgame?

    For my initial concept, I said that players had to each complete their individual quests before the end of seven rounds to win. They would lose if they all reached zero health. This, more or less, stayed the same throughout the development process, but I will speak more about the evolution of the endgame later on.

    I playtested my initial concept with my sister Liz and her husband Rob. After the playtest, I felt confident enough to create my pitch video and cross my fingers.

    Here is what my initial prototype looked like:


    And my pitch video:

    Youtube Video
    After a few days, Ravensburger asked me to mail them the prototype — which is always a good sign! I was very excited, but still kept my expectations low. I packed up the prototype, mailed it off to them, then waited.

    The Ravensburger team played my game and enjoyed the direction I was headed, so they scheduled a phone call to tell me they chose my concept to move forward with. I was a delivery driver at the time and pulled over on a side street to take the call; I was so excited and buzzing for the rest of my shift.

    Now it was time to really get to work...

    Challenge #2: Make game scalable, expandable, and replayable

    I first focused on the design challenge of building a system that would make the game scalable (able to be played by 1-4 players), expandable (seamlessly add future expansion characters to play with base characters) and replayable.


    Let's start with making the game scalable.

    Early on in the design process, I had the idea of creating "adventure packs" for each character that would include all of their components so that players could grab the character packs they wanted and use those components to set up the game. These packs originally included quest location tiles that were added to a static game board. While the map of the board would never change, the tiles would depend on the characters in play.

    I decided that the static game board didn't offer enough variation and replayablity. Additionally, it created awkward situations in which you might have three players and four quest locations, with you then needing to decide who would add two quest location tiles so that no locations would be empty.


    I decided to create a grid of small land and sea tiles that were shuffled and laid out to create a different map each game.

    This was heading in the right direction, but the high variability and randomness of the layout of the tiles created situations that could make things difficult for certain players, such as one character's quest location being isolated from everything else, or many of the water tiles being surrounded by land tiles, which would render Moana's special boat ability (free movement on water) ineffective.

    I found a happy medium between a static board and a grid of small tiles by creating larger landscape tiles that included several locations on each and had exits on each side so they could be easily connected with each other. Each character would have two of these landscape tiles related to their character — a lot of water for Moana, land for Belle, etc. — so that the landscape of the game would differ depending on the group of characters involved. This also made the game inherently more scalable because the number of players would create a larger or smaller play area. I also made a generic castle tile that would be included in every game.



    The system of self-contained adventure packs also meant the game could be expandable since expansion characters could be swapped in and out, with the chosen characters' landscape tiles building the board for that game. It also meant that few components would be repeated in the base game and any expansions.

    To aid replayability, I increased the quests per player to four for a total of sixteen quests in the base game. This meant players could play a significant number of games with new quests each time.

    Challenge #3: Reduce complexity/fiddlyness and increase fun

    Reducing the overall complexity and fiddlyness (number of steps or in-game maintenance) was the main feedback Shanon would reinforce with me and it helped streamline the game, keeping the target market in mind: casual adult gamers and families with kids aged 8+.

    The main areas that required streamlining were:

    1. Actions

    I originally had quite a few things cost actions — or "energy" as I called it for awhile — including healing, fighting, and moving, as well as specific actions related to quests. This meant that players would have to refer to the rules or the quest cards to see what did (and didn't) cost an action.

    Over time, and thanks to Shanon's feedback, the only things that cost actions would be movement, healing, and special player abilities represented by action tokens on the player boards. This greatly reduced the players' mental load.

    2. Player abilities

    In my original pitch and for several iterations after, each player's ability acted in completely different ways. For example, Belle had several books that she could activate for different powers and Maid Marian could pick up gifts around the land and bring them to the castle to increase the group's maximum actions per round.

    Over many playtests and discussions with Shanon, we decided to standardize how players activate their abilities, and for each player to have the same number of ability tokens. This would eventually turn into each player having two move/heal tokens, two base abilities, and one special locked ability that would become available once that character completed their quest. Each player's ability would be unique, but the way they activate it — placing the ability token on the action board — would be the same.


    3. Combat

    For my original concept, the enemies had their own dice that would be rolled in response to the heroes' attack. The number of times the dice would be rolled corresponded to the strength of the enemy, with stronger enemies rolling more than weaker ones. Wound tokens would be placed on the villain to represent their damage, and once their damage reached their strength level, they would be defeated.

    The heroes also had unique dice or tokens and engaged in combat in entirely different ways. For example, Belle would flip her Combat 101 book token during combat rather than rolling dice. If it landed on the book side, she would inflict damage on the enemy. Maid Marian had arrow dice and would roll a number of them equal to her health.

    The heroes could also face multiple villains at a time and would have to declare which villain they were attacking before rolling their dice.

    All of these things, while fun in theory, resulted in slow, drawn out battles and greatly increased the component count with all of the wound tokens and enemy dice.

    Shanon had the awesome idea of combining the heroes' attack and enemy response dice. Now, when the heroes attack, they could inflict damage on the enemy, but also roll damage against themselves at the same time. This increased the pacing of combat and reduced the overall number of dice needed in the game. Also, we decided that all players should roll dice in combat rather than some flipping tokens (as Belle originally did) since everyone agrees rolling dice is fun! (I'll confess that when I played as Belle, while I loved the idea of activating my book token, I felt left out of the fun of rolling dice during combat.)

    Through a lot of playtesting, we landed on the distribution of hits and damage on the dice that felt the most balanced. We also decided that giving players one re-roll during combat seemed to work best.


    We also decided that the enemy would recharge to full strength at the end of a failed battle, so there was no need for wound tokens.

    It was also clear that the heroes should face only one enemy at a time, so they never needed to declare which enemy they were attacking as that slowed things down and created confusion. (Could leftover damage from one defeated enemy be transferred to the other remaining enemy?)

    To resolve this, I marked different locations with numbers that corresponded with numbers on the villain tokens. You would place that villain at that specific location, and only one villain would ever be at each location, with land villains appearing only on land and water villains on water, like Gaston at the Village and Ursula at Deep Cove.


    However, the numbers added visual clutter to the landscape tiles and enemy tokens. What's more, since the enemies were the "essences" of villains, they should be able to appear on land or water without any issue. In the end, we moved to the Vortex (which I'll speak more on below) spawning villains on unoccupied spaces on that specific tile. It is a simple solution to ensure only one villain per space.

    There was also the idea of gaining something when you defeated a villain. I went down quite a few paths for this, including having the enemies drop different items that the heroes could use or energy that could be used to move or heal. I also explored the idea of the villains turning into light, which could then be spent to buy powerful items the group could use, including portals that could transport the group from one location to another on the board.

    Again, a lot of these ideas were fun in theory, but they added a layer of complexity to a game in which a lot is already going on. It was difficult to let go of the idea of the enemies leaving loot behind after defeat, but it was ultimately the right decision. Now, the enemies turn into light when they are defeated — and sometimes that light is used in quests — and players start the game with fun abilities rather than having to buy special powers during the game.

    4. Quests

    Coming up with sixteen unique and interesting quests that didn't add too many more components with fairly restrictive text limits was challenging. My original quests had quite a bit of narrative and story since I felt they were a primary way of immersing players in the game. They also had multiple steps since I wanted them to feel like epic quests with a lot of twists and turns.


    The text limit made me focus on the most fun parts of the quests, while cutting everything else. This was for the best since players, and in particular casual gamers, would feel overwhelmed looking at a wall of text with multiple steps on their quest cards. I reduced the narrative (which moved to the back of the cards to free up space), reduced the number of steps, and used icons instead of words whenever applicable.

    Challenge #4: Building tension towards a climactic endgame

    The original endgame was simply once all players had completed all of their quests. This led to a fairly unsatisfactory ending for a few reasons:

    1. Players who had already completed their quests didn't have much to do while they waited for their friends to complete their quests.
    2. Not everyone was involved in the final actions needed to win the game.
    3. If players weren't paying attention, they might not even realize the game had ended.
    4. Doesn't tie into a story.

    This led to me wanting to create a build-up toward a climactic and thematic endgame. One simple path I tried required all heroes to gather at the castle after they all completed their quests before the end of a certain number of rounds. This was heading in the right direction, but still didn't result in any "high five" moments.

    Another path I explored extensively was that of a super villain unleashing enemies in the land. The heroes would then have to defeat the super villain at the end of the game to win, as with the final boss in a video game. We played around with the super villain increasing in strength as the rounds went on, but most games ended in the same couple of rounds, so this didn't create much tension — but the super villain was at such a high strength level by the end of the game that more than one player would be needed to defeat them. This eventually led to the requirement of all heroes having to gather for the final battle, which helped everyone feel involved right until the end of the game and reinforced the idea of teamwork, which is at the core of the game.


    Eventually, the super villain was replaced by a Vortex that spawns villains in the land, and the players being required to gather together to close the Vortex as a team at game's end.

    Throughout my playtesting process, I had played around with how and when to add villains to the board. They were mostly added from quests and event cards — see the "Killed Darlings" section below — but adding villains at the start of each round solved the issue of wanting to increase the pressure on the players throughout the game. We wanted some uncertainty about how many villains would be added, so we played around with flipping tokens that would range from "Add 0 villains" to "Add 5 villains", but found that to be too swingy; we reduced it to adding either one or two villains each round. These would eventually turn into the darkness cards, which were also specific to which heroes were being played that game.

    Conclusion

    I hope you enjoyed reading this somewhat lengthy designer diary. This game went through many different iterations, but the core remained the same: an immersive adventure game that reinforces teamwork by not having turns and deciding as a group which actions the group should take as they defeat villains and embark on quests.

    I am grateful for this opportunity and want to thank Shanon Lyon for sending me the call for submissions, then working alongside me to bring out the best in this game. I also want to thank the many, many playtesters who helped shape the game, in particular my mom Nancy and dad Darcy, as well as Liz, Rob, Meg, Lau, Pat, Michelle, Deb, Anna, Lorna, Tammy, and everyone at Vancouver Playtest Group.

    I spent many, many hours working on this game, but one moment stands out, and that was during a playtest with a family with three young daughters. When asked what they thought after the game, the youngest said, "This isn't like a regular game, it's an adventure!" and that truly was the highlight of the entire process for me. Anything beyond that will be the cherry on top.

    Now, I hope this game helps you and your friends and family create memories together as you embark on your own adventures.

    Pam Walls

    Killed Darlings (RIP)

    1. Event cards (Choose your own adventure style cards that would affect the gameplay based on the players' decision)

    Cut because: low replayability


    2. Each hero having a specific characteristic (exploration, magic, royalty, combat, intelligence, and kindness)

    Cut because: Didn't add much, hard to decide who would have which characteristic since they all embody a lot of them


    3. Belle's book collection (activate different books for different powers)

    Cut because: Had to standardize the players' abilities


    4. Doctor (Had to get the doctor from the village to heal wounded players)

    Cut because: Took too many actions to travel to the village to get the doctor, simplified to players being able to use actions to heal themselves


    5. Upgrading abilities (flipping tokens to upgraded side, like Moana's boat moving one space for free at the start, and three spaces once upgraded)

    Cut because: Overly complicated for target market, too much to remember

    6. Buying items with light from defeated villains/them dropping loot

    Cut because: Delayed getting fun powers to use during the game; now players start with abilities instead of picking them up)

    Read more »
  • Reintroducing a Blitz of Crit News Bits

    by W. Eric Martin

    While working on a project, I rediscovered game news tweets I posted in 2009 when I was on my own at BoardgameNews.com. Here's a sampling:




    Nearly all of the links in these tweets are dead, whether due to the link-shortening site shortening itself out of existence or the original source going poof.

    (One link that lives: The Forbes blurb about Prince Albert von Thurn und Taxis, who was worth US$2.1 billion in 2012, with the blurb leading with this timely note: "German prince reclaims the title of world's youngest billionaire as Facebook founder Mark Zuckerberg drops out of the billionaires' club." Those were the days. Also, Forbes is so filled with pop-ups and interstitials that the site is a struggle to use.)

    While those tweets are useful only as artifacts, I did like their formatting and brevity, mostly because I regularly email myself game announcements and news that end up only as compost under later emails. Rather than email myself a link that will often go no further than a dedicated inbox folder, why not post a short message that takes roughly the same amount of time to write?

    Thus, as of today I've started posting game news bits on BoardGameGeek's Bluesky account:


    Will I also post these bits on BGG's Twitter account? No. Once is enough as I'm not trying to add more busy work to my life — only re-direct the busy work that I already do into a more productive result.

    We'll see whether I keep at this, given that the result will be little more than a similarly long list of dead links in 2034, but that's the plan for now. Read more »
  • Solve Murder Mysteries, Explore a Mystic Manor, Tell Stories of Death, and Play with Candy

    by W. Eric Martin

    Let's spend our Sunday checking out creators passing around the offering plate to see who wants which games brought to life:

    Epilogue will be the debut title from Violet Daisy Games, with this being a new edition of Emma Larkins' co-operative storytelling game ...and then we died., which I covered in 2018. (Kickstarter)

    Epilogue skirts the edge of what can be considered a game, but that technical detail should be overlooked in favor of what Larkins' design offers: hand-holding creativity that spurs you into an unforgettable blend of mortality and silliness...assuming that's what you want to do, of course. Results will vary widely depending on who's holding the cards and which words you put together while playing.

    The Magnus Protocol is a horror podcast from Rusty Quill, which is not the name of a little-known 1950s baseball player from Iowa, but a production company and podcast network founded in 2015. Here's the setting:
    The Magnus Institute was an organization dedicated to academic research into the esoteric and the paranormal, based out of Manchester, England. It burned to the ground in 1999. There were no survivors. Now, almost 25 years later, Alice and Sam, a pair of low-level civil service workers at the underfunded Office of Incident Assessment and Response, have stumbled across its legacy, a legacy that will put them in grave danger.

    If this intrigues you, then it is our pleasure to welcome you to the Office of Incident, Assessment and Response. Make sure you pick up your badge at desk and report to your line manager before sitting down. Oh, and stay away from I.T., seriously.

    Designer Sydney Engelstein has created a half-dozen co-operative mystery games inspired by The Magnus Protocol that make you a member of the O.I.A.R. and charge you with investigating strange happenings. (BackerKit) Here's what Indie Boards & Cards plans to release in the second half of 2025.


    — In The Magnus Protocol Mysteries: The Doppleganger, a man is terrified to see himself dancing in a club with his ex-husband, while a rash of bad luck tears its way through his friend group.

    — In The Woman on Fire, a block of flats burns down in the night, after which the residents claim they saw a woman made of fire wandering the hallways.

    — In Six Feet Under, a small-town therapist goes to the doctor for chest pain and discovers that her lungs are filled entirely with dirt.


    — In Blackout, you confront two situations: In 1940, a boy is trapped alone in the dark with a broken camera. In 2022, with energy prices rising out of control, a strict blackout curfew is imposed upon the residents of an apartment building, and a student goes missing from his flat.

    — In The Grinning Corpse, a man is hospitalized and in a coma after a car accident, yet even through his vegetative state, his face is locked in a rictus smile.

    — In The Last Supper, a famous young chef who specializes in cooking organs is found dead in her apartment, with an organ missing from her own body.

    • If you're looking for more spooky games that you can't play until Halloween 2025, you can check out Mystic Manor from Jake and Nathan Jenne of Last Night Games. (Kickstarter)


    In the game, 2-5 players perform actions outside said manor that allow them to build up their character's maximum courage and storage, gain new items, sell items they've collected, enlist the help of a pet dog, or reset their courage points to re-enter the manor. Once inside, you spend courage to move to a new room to collect items, attack ghosts, capture imps, bargain with apparitions, or gain the companionship of a house cat.

    Carla Kopp of Weird Giraffe Games has a new roll-and-write design — Reef & Ruins — that can be played by any number of people, each of who has their own reef, ruin, and enchantment player sheets. (Kickstarter)


    On a turn, someone rolls three dice, which represent the three heads of a hydra you control. You can use these "heads" separately to make progress on all three sheets, or have them together on a single sheet. After eighteen rounds, you calculate the value of found treasures, enchant them for more points, then add in reef benefits to get your final score.

    • Designer Totsuca Chuo and publisher uchibacoya describe their upcoming title Sweet Lands as "a heavy Euro game inspired by Terra Mystica and Terraforming Mars". (Kickstarter) The game bears a 1.5-3 hour playing time, so this game is operating on a grander scale than earlier games from this designer/publisher duo such as Aqua Garden and Ostia, but the gameplay details are minimal for now:
    Welcome to "Sweet Lands", the kingdom of delightful confections! The former king has succumbed to his gluttonous love for sweets, leaving behind a final decree. Summoned by this royal edict, you and your fellow players are challenged to build the most magnificent city — and if you succeed, you will ascend as the new ruler of Sweet Lands. Gather the support of various townsfolk and navigate through fierce competition to create the richest and most prosperous city of sweets!


    Sweet Lands is a heavyweight Euro-style game with over 200 cards, 14 unique characters, and 449 wooden tokens, offering an unprecedented gaming experience. This game captures the essence of traditional Euro-style games while introducing fresh and innovative mechanisms. Come and experience our biggest masterpiece!
    Read more »
  • Go Big for Risk 2210 A.D., BANG! The Dice Game, and Champions of Midgard

    by W. Eric Martin

    • In March 2025, Renegade Game Studios will release Risk 2210 A.D.: Frontline, a collection of four Risk 2210 A.D. expansions originally released in 2004(!) that were available as tournament prizes:

    Mars: Shake up combat by fighting in two new locales: Mars, and the Martian moons Phobos and Deimos. Unlike the Earth map, these maps add neutral territories that don't belong to any continent, so no continent bonus can be gained from having control of them.

    Tech Commander: Introduce a sixth commander to the game, with a new command card set that adds advanced weapons and tactics such as mind control and technical espionage.

    Factions: Before the game begins, each player chooses one of six factions, which determines the amount of energy, cards, and commanders you start with, as well as whic h special abilities you have.

    Invasion of the Giant Amoebas: At the beginning of a turn, the active player draws from the amoeba event deck, with amoebas being an extraterrestrial threat with advanced technology that will threaten everyone.

    •••
    Not to downplay the good news of these items becoming available again for those Risk 2210 A.D. fans who previously had to scrounge eBay and convention vendors, but I sometimes wonder whether the current era is too much of a good thing, making us devalue items that used to require persistence and long-term effort to acquire. RoboRally expansions were a rarity, and Heroscape was a glorious garage sale find, and now we have new items being added to these product lines on the regular. If you miss one, well, whatever because two more will be on store shelves before too long.

    I will now relinquish the soapbox for others who recall what a soapbox even is.

    •••
    • At Gen Con 2024, Italian publisher DV Games debuted BANG! Dice Explosion, a collected edition of Michael Palm and Lukas Zach's BANG! The Dice Game, the Old Saloon and Undead or Alive expansions, and four new characters packaged in a giant stick of dynamite that will look nice on your shelf next to Ya Blew It! and Reinhold Wittig designs from Edition Perlhuhn.


    • In September 2024, Cranio Creations crowdfunded Barrage: The Legendary Box, which it describes as a storage solution for everything related to Tommaso Battista and Simone Luciani's 2019 game Barrage, along with two new companies: Japan and Brazil. This item should reach backers in mid-2025.


    Grey Fox Games has announced a tenth anniversary edition of Ole Steiness' Champions of Midgard that will include the Valhalla and The Dark Mountains expansions and every promo previously released — all rebalanced to mesh well — along with new artwork and "super premium components".

    Read more »
  • Light Up a Festival of Lanterns, and Bring Diplomacy to Asia

    by W. Eric Martin

    This mash-up glows...To follow up today's post about new editions and spinoffs, let's talk about two other titles that Renegade Game Studios has recently announced on top of Battle for the Deep.

    Christopher Chung's 2015 game Lanterns: The Harvest Festival will be magically transformed into My Little Pony: Festival of Lanterns, with Renegade taking advantage of its Hasbro licensing deals to add 100% more sparkle to its catalog. (Chung is also the designer of 2022's My Little Pony: Adventures in Equestria Deck-Building Game and its handful of expansions.)

    Here's an overview of this March 2025 release:
    Join Twilight Sparkle and her friends as they visit Mistmane's Eastern Village, where they will celebrate all of their accomplishments in restoring Equestria to its peaceful ways by releasing Cutie Mark lanterns. As the glowing lanterns rise up to form patterns in the sky, they all can feel the magic of friendship abound!

    In My Little Pony: Festival of Lanterns, players have a hand of tiles depicting various color arrangements of floating lanterns, as well as an inventory of individual lantern cards of specific colors. When you place a tile, all players — both you and your opponents — receive a lantern card corresponding to the color on the side of the tile facing them. Trade mooncake tokens for new lantern cards, and return lantern cards to claim a dedication tile worth points. After all tiles have been placed, all players get one final turn, then whoever has the most points wins.


    My Little Pony: Festival of Lanterns features some modifications from Lanterns, including a solo mode and a "Gala" expansion in which you add up to four friend cards to the game from the sixteen included; on a turn, you can now spend mooncakes to use the power of a friend to fain a bonus lantern, make a second dedication on a turn, force someone else to trade lanterns with you, and so on.

    • If rainbow colors and friendship aren't your thing, you can instead bring Diplomacy: Era of Empire to the table, with this being a standalone game with a four-hour playing time aimed at both new and experienced Diplomacy players.

    Here's an overview of this 2-7 player game due out in September 2025:
    The 19th Century was a dynamic, yet turbulent time when huge areas of the Ottoman Empire, the Indian sub-continent, China, Indochina, and the East Indies were fought over by competing empires.


    In Diplomacy: Era of Empire, seven great empires — Britain, France, Russia, Turkey, China, Japan, and the Netherlands — vie for control as alliances are formed and trust is betrayed. Players negotiate and outwit one another in a delicate balance of co-operation and competition to gain dominance of the region. Players must rely on their own cunning and cleverness, not dice, to determine the outcome of this game of conspiracies and conquest.

    Read more »
  • Battle for the Deep, Pitch Out New Armies, and Discover a Double Half Truth

    by W. Eric Martin

    I'm still working through notes from SPIEL Essen 24, but let me take a detour to highlight new editions and spinoff titles of existing games, starting with one that relates to a title that debuted in Essen in October 2024:

    • U.S. publisher Capstone Games has signed a deal to release Tomáš Holek's Galileo Galilei from new Czech publisher Pink Troubadour. This title will hit North America in Q2 2025, and Capstone Games promises more collaboration with Pink Troubadour in the future.

    For background on the game, read Holek's designer diary on BGG News.

    Nighthawk Interactive is crowdfunding Half Truth: Second Guess, a party game from Richard Garfield and Ken Jennings that mirrors the gameplay from their 2020 release Half Truth. (Kickstarter) The gist of gameplay is that each round, a team is presented with a question and six answers to that question, half of which are true and half of which are lies. You want to guess as many true answers as possible, scoring nothing for the round if you fall for a lie.

    • French publisher Jocus plans to crowdfund Pitch Out: Under vs Aquilies, a new edition of Adrien Charles' disk-flicking game Pitch Out, which debuted in 2020, then was followed by Pitch Out: Nomads vs Seeds in 2022. (Gamefound)

    Each set includes components for two players, with each player getting five walls and 5-8 disks, with each disk having a special power. You can combine sets for team games. If you knock an opponent's leader outside the playing area — or all of that opponent's other pieces — you win.


    • In May 2025, Polish publisher Board&Dice will crowdfund a new edition of Federico Pierlorenzi and Daniele Tascini's Trismegistus: The Ultimate Formula, which was apparently not ultimate enough for today's game market. The publisher states that this new edition will feature "streamlined rules, intuitive graphic design, and completely new artwork".

    • In December 2024, Level 99 Games will have a new printing of Cliff Kamarga's Sellswords: Olympus on the market.

    In this two-player game, you lay out one of four terrain cards, then each draft six of fifty hero cards. You take turns placing them in an imaginary 5x5 grid, using special abilities in order to win head-to-head battles with the opponent. You score once all cards have been played, then you draft another six cards each and complete another round.

    • In an August 2024 post from Gen Con, I posted a teaser pic of a new Axis & Allies game from Matt Hyra and Renegade Game Studios. Now the publisher has revealed that Battle for the Deep: Powered by Axis & Allies will debut in March 2025. Here's the pitch:
    Four aquatic factions vie for control of the vast oceans: the Undersea Kingdom led by Coraline Oceanus, the Leviathans commanded by Scyphozoa Regina, the Protectors and their Turtle Mother, and the Denizens of the Deep, who are controlled by the necromancer Azazel Dreadborne.


    However, after centuries of battle, it has become obvious that no one kingdom is powerful enough to bring peace to their world. The factions must choose an ally...

    Despite this description, the game is listed for 2-4 players as opposed to only four, so I would imagine that all four factions are in the game each time you play no matter how many people are at the table.

    Read more »
  • Designer Diary: King's Coalition

    by Derek Croxton

    I have always liked card-drafting games. The drafting aspect creates player interaction, and the use of cards allows a variety of outcomes.

    The first game I remember that used drafting to build a tableau was Fairy Tale, which I love. I also had the good fortune to know Bruce Glassco and played his Fantasy Realms many years ago in prototype form. That design takes advantage of the possibilities of set collection more than Fairy Tale as each card is unique; they come in suits but are scored differently, and most of them have special bonuses and penalties that make up a significant part of the final score. This creates a role-playing aspect, and you can actually make up a story with your cards.

    There is a catch, though: Although Fantasy Realms is extremely easy to learn, it is hard to play well until you know the deck. I wondered whether I could use a similar system to create a game that you could play well without having to know the details of which bonuses were on specific cards.

    Thus, the principle of King's Coalition is that the bonuses are open to everyone, bonuses such as multiple cards of a class, a sequence, or one of the card bonuses that is turned up in the game. Unlike in Fantasy Realms, the cards have a narrower range of values; since none of them get blanked or blank other cards, it wouldn't make sense to have some cards worth three or four times the value of others. The classes are asymmetric but are easily summarized, so you can start playing competitively in your first game.

    A key feature of the game is the random bonuses that are turned over during play. On the first four turns (out of six), a bonus card is revealed. The first one is worth 30 points if you achieve it; the second 20; the third 15; and the last one 10. Most of the bonuses require you to have cards from certain classes, while frequently preventing you from having a different class. The peaceful bonus, for instance, requires you to have at least three peasants and/or artisans, but you are not allowed to have any knights. Some bonuses will conflict with one another and possibly with your set or sequence bonuses as well; a lot of the game is figuring out which bonuses are worth pursuing.


    One playtest group asked whether the bonuses shouldn't be reversed, with the highest value coming last in the series and the lowest first. This was, in fact, how the design started, but I discovered that the last bonus was too random; by that point in the game, if you didn't already have some of the cards, you weren't likely to get them. Some players, by contrast, happened to have the right cards and stumbled into 30 points virtually for free. Putting the most valuable bonus first gives all players a chance to work toward it — or not — as they choose; you might stumble into the 10-point bonus, but that's not going to be a game breaker.

    As a player, the trick to King's Coalition is to not fall between two stools. The game features several ways to score points, and it's important to pick the ones you're going for in time to fulfill them, rather than grasping for too many only to find that you miss them all. The design reminds me a bit of Race for the Galaxy in this respect. Race is obviously a very different game, but when I first started playing it, I became enamored of too many cards that I wanted to play rather than to spend.

    In King's Coalition, you don't want to hold on to a card for a potential bonus that you probably won't achieve. It is easy to forget (at least for me) that you have to get rid of some cards to get others; I have a tendency to imagine getting the right cards for several bonuses, forgetting that my hand is only seven cards, so getting one bonus often means sacrificing another.


    On the subject of hand size, I should mention the innovation of "enlisting" peasants. In principle, with twelve peasants in the deck, it seems like they should be valuable for a large class bonus even though their individual scores are low. In practice, this didn't seem to work out until David Platnick suggested the enlisting mechanism. What this means is that if a peasant is in the recruitment area, you can place it in front of you without having to discard another card that turn; in effect, your hand size gets larger.

    The downside is that peasants played this way are visible for everyone, and you can't get rid of them later — but these disadvantages are relatively minor. You could argue that peasants are the best cards in the game, although as long as multiple people are going for them, their value is diluted since individually they aren't worth much. Peasants show up on bonuses more than any other card, both as "must haves" and as "must not haves". This means that people who enlist peasants are risking unrevealed bonuses, which mitigates the value of going for them early in the game. On the other hand, if they are required for the 30-point bonus, they tend to get snapped up as soon as they appear in the offer, so it's hard for anyone to accumulate a lot of them.

    I first tested this game with my sons Alex and Jonathan. When we had something playable and we needed a name, Jonathan said, "It has to be something 'coalition'." King's Coalition seemed like an obvious name and theme to me. I did have one gamer question me about it since he thinks of kings as giving orders, not making coalitions.

    I was trained as an early modern historian (for the 16th and 17th centuries), so this is my background showing through: The king is negotiating with his subjects to raise taxes, which he can do only with their support. I don't think the current rules refer to raising taxes, but that was my working scenario when I came up with the cards.


    After shopping the game around for a while and failing to find a publisher, I decided to try going the Kickstarter route. I want to give a shout-out to my artist, Rebecca McConnell, who did a great job for a reasonable price. The publisher wanted to go with different art, but I'm sure that her art helped the game get attention. The final art by Rod Rodrigues is amazing, and I appreciate the work he put into it.

    It was due to a random encounter at the Origins Unpub room that WizKids decided to pick up King's Coalition. That was in 2021, and it has been a long road since then to the current version produced by Play To Z. Thanks to Zev Shlasinger for sticking with it through these three years.

    Derek Croxton

    Demo game with non-final cards at GAMA Expo 2024 Read more »
  • Creators at SPIEL Essen 24: Takaaki Iida, Alexandra Ivanovici, Jesse Eyer, Frank Müller, and Goh Choon Ean

    by W. Eric Martin

    While working on the SPIEL convention preview, I look at thousands of pages in the BGG database, and while doing so, I (among other things) try to note which creators lack images on their pages. If I happen to run into those people at SPIEL and the situation is right, I'll snap a pic so that they can be better represented in the database.

    I picture the database as a multi-dimensional structure that's riddled with millions of holes, somewhat akin to this Mandelbulb image that I use for my laptop's background:

    Floating in cerebellar space
    Ideally I can patch holes to smooth out that surface, but I know that's a Sisyphean endeavor given that thousands of new listings are added annually. Still, I do it...

    • To represent my role as a database fixer, we'll start with designer Takaaki Iida / イイダ タカアキ, whose trick-taking game FIXER from JELLY JELLY GAMES was available in Essen. In FIXER, you compete in multiple tricks at once, going head-to-head against each other player. You can read Iida's designer diary about the game here.


    • Another designer diary author who presented their game at SPIEL Essen 24 was Alexandra Ivanovici, who had her debut title Chonker Party from her own Chonker Games. You can read her story about the game here.


    Jesse Eyer from Dangerous Games demoed his debut title: Siberian Manhunt, which is due out in 2025. An overview:
    During the height of the Cold War, the U.S. mounted a surveillance program over the Soviet Union, flying U-2 spy planes at high altitude to avoid radar and fighter interceptors. Not every pilot returned...


    Siberian Manhunt is an asymmetrical hidden movement game for two players. One player takes the role of a U-2 spy plane pilot who has crashed behind enemy lines and must escape across the border into China. The fugitive must use their wits to navigate the dangerous landscape, survive encounters with predatory animals, and avoid starvation and hypothermia, all while being pursued by the KGB. Do they dare enter towns, risking detection by the local authorities, or will they strike out into the wilds and rely on their wilderness survival skills to stay alive?


    The other player is a Soviet general assigned to capture or kill the fugitive. At their disposal is the full might of the USSR: KGB agents and Yakut trackers, the Red Army, aerial searches, road blocks, and propaganda campaigns. But the Soviet government is fickle and not all Russians are loyal communists — and sometimes the hunted is deadlier than the hunter.

    • Designer Frank Müller launched his debut game at SPIEL Essen 24: Space Missions from his own tiros-games brand. Here's an overview of this game, which was crowdfunded in the first half of 2024 and available for purchase in Essen:
    As director of a space agency, experience the time of the 1960s, when mankind began to explore the universe. Your goal is the manned moon landing. You will train astronauts, make technologies more reliable, assemble rockets, and launch missions into space. The player with the most successful space program wins the game.

    From left: Frank Müller and Britta Firmenich
    Space Missions is a risk management game. Using a new deck-sizing mechanism, you optimize several decks at once, which will determine the success or failure of your missions.
In order to prepare the missions as well as possible, you perform actions in each round with the help of six specialists. Plan ahead and take a few risks to get an early slot for the launch of your rocket.

    • Malaysian designer Goh Choon Ean has released several titles under her brand LUMA, including Kaki Lima: Downtown KL, a new version of her 2019 release Kaki Lima.

    The term "kaki lima" refers to the "five-foot way", the covered walkway in front of shops in Malaysia, Singapore, and Indonesia designed to protect walkers and shoppers from the sun and rain.

    Kaki Lima: Downtown KL takes place in the historic center of Kuala Lumpur, with players walking along with other pedestrians and trying to both create and enjoy "sticky" activities as they move about the city.

    Read more »
  • SPIEL Essen 24 Report: Mission: Red Planet, Solstis, Kado, Paper World, and The Peak Team Rangers

    by W. Eric Martin

    The games I was looking for at SPIEL Essen 24 were mostly behind closed doors, which on the one hand makes sense given that these games could not be bought and would distract attendees from the new games that were available and on the other hand doesn't make sense given that I'm just showing you pictures of these games now — but maybe everyone is over SPIEL at this point and looking forward to 2025.

    Non-final front cover
    In any case, Matagot announced that it would release a new edition of Mission: Red Planet in 2025.

    This design from the Brunos Cathala and Faidutti debuted in 2005 when Asmodee was still publishing games under its own name, then was re-issued in 2015 by Fantasy Flight Games with an expanded player count (2-6 instead of 3-5), new action cards, and a separate moon board that players could occupy. Matagot plans to keep the larger player count, while introducing a modular game board.

    Non-final back cover
    For those not familiar with the design, in each of the ten rounds of Mission: Red Planet each player chooses a role card from their hand, then these cards are revealed one by one, with players trying to place astronauts on spaceships that are launched to Mars, after which they will move across different regions of the planet to fulfill missions and score points.

    • In late 2025, Matagot will release The Peak Team, a co-operative design for 2-5 players by Scott Almes in which (if I can follow my notes correctly) each player gets four cards at the start of a round and distributes them to other players, after which everyone will play two cards, using any two cards as a joker should they not get what they need.

    Non-final front cover
    Players need to move through regions on the map, using cards for transportation of different types as they try to complete personal missions that ask them to rescue animals or restore their habitat. When you do so, you can use the ability of that animal. You want to ensure that you collectively complete all missions in a round to avoid negative consequences.

    • One note about the Matagot brand: Starting in 2025, Matagot will use its "black cat" logo on family and family-plus games, with Kolossal Games taking over expert-level games and cobranding the classics Epic line games such as Kemet, Inis, and Galactic Renaissance.

    • I'm a sucker for card games with simple rules, and French publisher Lumberjacks Studio featured a trio of such titles at SPIEL Essen 24.

    Debuting at the game fair in Cannes in February 2025 is Paper World, a game for 2-4 players from Alexandre Aguilar and Benoit Turpin, with a cool paper cutout look from artist Olivier Derouetteau.

    The game includes colored cards numbered 1-5, with face-up card piles starting in the center of play. On a turn, either you draft all top cards of the number or color of your choice into your hand or you play cards from your hand of the same number or color into your 3x3 tableau. You have a maximum hand size, and if you surpass that limit, you dump extra cards into a trash pile that will cost you points.

    When you play cards, you need to play them in order — first 1, then 2, etc. — with cards in the same stack being the same color. If you want, once per turn you can trash a card in hand to skip a level, say, going from 2 to 4.


    Some cards have a scissors icon around their number, and whoever played a scissors card most recently places a scissors token on that card; this grants them 2 points and the power to skip a level for free once per turn — with the drawback that you can't play on top of that scissors card.

    You want to build up stacks since higher numbers have more stars, a.k.a. points, but you also want to complete goals, with players who complete them first scoring more points. In the game above, the goals were to have a central card surrounded by four colors (completed by the player at left), have two piles with 5s on top (completed by the player at front), and have a 2x2 square with 3s on top (not yet completed).

    The box cover mirrors the cutout look of the cards
    When only two piles of cards remain, each player takes a final turn, then tallies their stars.

    Paper World feels much in the spirit of Faraway and Castle Combo in that you can have a plan, then sometimes you're gifted with the perfect card(s), so you swerve into a new plan. Unlike in Castle Combo, you have a bit more freedom to steal cards that other players want because the power of, say, a green 3 isn't as specialized as the scoring powers on cards in that other game.

    • Looking at a slightly smaller game, in April 2024 Lumberjacks Studio released Solstis, a two-player game by Bruno Cathala and Corentin Lebrat, and in January 2025 Solstis will be available in the Barnes & Noble bookstore chain in the United States as its "game of the month".

    In the game, each player has a small hand of tiles, and a number of tiles are face up on the table. On a turn, lay down a tile from your hand, then take a tile from the center that matches either the number or color of your played tile, then add both tiles to your tableau. (By matching number, you'll have two tiles to place in the same column; by color, two tiles in the same row.)

    If you can't match, place a tile face up on the table, then flip a face-down tile from the reserve. If this tile matches any of the face-up tiles, take the newly flipped tile and a match; if not, leave the flipped-up tile on the table, then take a rainbow tile from the reserve and place it anywhere in your tableau.

    Almost everything is connected, with many fires lit!
    In effect, the players divide the mountain scene between them over the course of the game. You want to connect as many tiles as possible because at game's end, you score 1 point for each non-rainbow tile in your largest group. Additionally, if a fire tile on top of the mountain has a continuous path to the bottom row, you earn 1 point from this tile.

    Finally, whenever you create a 2x2 square of tiles, either you draw two spirit tiles, choose one to place in the middle of this square, and leave the other one face up, or you take a face-up spirit tile and place it in this square. Each spirit tile has an immediate effect or a scoring bonus.

    Lumberjacks Studio is working on an expansion for Solstis, but revealed no details about it.

    • An even smaller design from Lumberjacks Studio is KADO, a card game from Antoine Bauza due out in France on November 21, 2024 in which 2-5 players give one another gifts. ("Cadeau" is French for "gift" or "present".)

    Cards have three characteristics: a value from 1-5, a ribbon in one of five colors, and one of five objects. Players take turns being the giver, and when you're the giver, you draw a card, look at it in secret, then give it to someone face down; this player can look at their card.

    Once you've given everyone (including yourself) a card, the player to your left can try to swap gifts with you. If they want to, they name a color and object; if either of them match the gift you gave yourself that turn, you must swap cards, then everyone adds their card to their display. If they fail to name either your gift's color or object, the next player can try. (If someone guesses both color and object, they receive a face-down card as a 2-point bonus at game's end.)

    Part way through a game
    After twelve rounds, everyone will have twelve cards in a grid that's three rows tall and four columns wide. If all the ribbons in a column are the same color, you score points equal to the highest value in that column. For each row, choose an object in that row, then sum all of the values on cards that show that object.

    KADO is a perfect little gift for gamers as it plays quickly, lets you gamble on getting the right card (as in Biblios, which has a similar card-gifting system), and allows you to play mind games with opponents, making the game quietly interactive. After all, if I give you a halfway decent card, is that because I'm trying to keep a better one for myself, or am I trying to make you think that way so that you'll give me the card that I gifted to you?

    If I were working at a game store once again, I'd have KADO set up by the register so that I could demo it as often as possible...

    The player on the left crushed it in bears Read more »
  • VideoReiner Knizia and Bitewing Games Bring Aliens to Earth, Then Humans Beyond the Stars

    by W. Eric Martin

    U.S. publisher Bitewing Games has been teasing a "secret epic" Reiner Knizia project, and today it's revealed that the project is a trilogy of games — two updated editions of older games and one new design — that together tell the story of how aliens discovered Earth, how humans in our solar system ventured to other systems, and how we're so comfortable in space these days that we compete in races between celestial bodies. Together these games form the Cosmic Silos Trilogy.

    Let's start with SILOS, a re-imagining of 2008's Municipium from Valley Games that might be better known for its divisive artwork from Mike Doyle than its gameplay.

    Here's an overview of the setting and gameplay in this 2-4 player design:
    It is the year glork-too-vleep, or mid-20th century according to Earthling time. We recently stumbled across this planet called Earth and discovered intelligent, albeit primitive, life. The most intelligent and valuable of these specimens are the creatures known as cows. Many precious secrets of the universe have already been discovered through our studies of these cows, but to our frustration, we've found these particular Earthlings to be far too tranquil to harness for our political purposes.

    Alas, for our galactic goals we must settle upon the second-most intelligent form of life on Earth: the human being. These creatures are just intelligent enough to meet our puppetary standards. Their brains appear eager to be molded, and their civilization perfect for our siloing, so we've selected a small municipality to begin our trial invasion.

    My comrades and I have decided to make a game of it, splitting into factions and competing to gain the most human pawns and claim the most community power. Through shapeshifting and impeccable disguise, we've been able to blend in and establish our secret presence. Some of the humans have sensed a threat; others have publicized their abductions but to no avail. Cries of conspiracy abound, but it is already too late. We are in control now. The invasion has begun...


    Aliens have come to silo humans — brainwash, steer, and preserve human civilization — for their cosmic purposes! In SILOS (Secret InterLopers from Outer Space), players control competing factions of aliens who abduct and brainwash humans and cows while secretly invading their community. Players tussle for majority influence in the key locations of this small town as they seek to activate location powers and control human specimens for societal power.

    Players take turns repositioning their alien figures and activating an event card. The objective is to collect a complete set of humans: politicians, government operators, influencers, and professionals. A complete set will earn a player a societal power emblem, and the first player to earn five emblems wins the game. Cows are particularly valuable and thus count as wild tokens toward forming a complete set.

    A Crop Circles expansion introduces more elements of long-term strategy through the crop circles module, while also featuring diverging asymmetry through the permanent skill tiles module.

    After covering humanity's past, we skip to the present day for EGO, a 2-5 player game that transforms 2005's Beowulf: The Legend into a modern setting:
    We are not alone! It is the 23rd century, and proof of alien life has finally been discovered beyond our solar system. In fact, recent developments in technology have triggered a cascade of discoveries throughout the galaxy; intelligent life and advanced civilizations are now known across many planets, moons, and asteroids in the Milky Way.

    Now the race is on to establish interstellar relations with the aliens. The peoples of Earth, Mars, Venus, Mercury, and Jupiter know that any one of these planets can gain dominance and rule the system by making powerful alien alliances, but despite our best efforts, the individual planets are not capable of creating their own galaxy-traversing vessel. The only chance we have of reaching alien life is by pooling our resources to build the required Super Ship. In an unprecedented, albeit uneasy, co-operation between the planetary governments, the peoples of our solar system have finally built the first of these Super Ships.

    And thus, the coalition known as the Extraterrestrial Greeting Organization — EGO — is now ready to launch our first mission. While our final destination is the Galactic Senate, EGO's declared mission is to visit many advanced civilizations throughout the galaxy and establish friendly relationships between our solar system and the aliens. Through careful politics, our five planetary governments aim to gain allies and benefit from these interstellar relations.

    Alongside a ship crew, one ambassador from each planet will be on board the Super Ship, and they will take turns leading the mission. Even before the mission is launched into space, the tactical maneuvering between our governments and their representatives begins.

    Expectations are high, as is the rivalry between our governments to get their fair share – or even more than that – from this unprecedented mission. Each ambassador has been discretely tasked to ensure their home world comes out on top. Of course, these ambitions require methodical politicking, and all tactics must be cautiously tempered. Alien races may easily be offended by overly aggressive advances. This could lead to adverse effects for our planetary governments – if not failure of the whole mission...

    In EGO, players proceed through a sequence of major and minor events including auctions, drafts, risks, and more. Risks and egos are the lifeblood of this game as players will frequently find themselves in a game of chicken with their rival ambassadors as they try to impress various alien civilizations and earn political power.

    By offering gifts, attempting persuasion, plotting intrigue, exchanging technology, and displaying charisma, these ambassadors will be able to gain advantages and allies. But careless tactics can lead to damaging or even disastrous encounters. Taking a risk during a negotiation event can possibly tarnish your reputation with the aliens...or at least confuse them greatly as you retreat to the ship in a fluster of embarrassment. Yet there's always the chance of a triumphant success, and nobody ever made it to the top without stepping on a few challengers.


    During auctions, everyone must spend whatever they bid. These auctions require you to spend matching icons from your hand (including charisma, which can satisfy any demand). The winner of the auction has first dibs on the available rewards, then second place will pick their reward, and so on — yet some of these options are less rewarding and more...penalizing. Whether they win rewards or suffer penalties, the players who pick and choose their battles — who predict best when to conserve their cards and when to spend big — will come out on top.

    Being the naive humans they are, these clumsy ambassadors will undoubtedly offend many aliens along the way, but you'll have many opportunities to mend these offenses. At the end of the game, players earn significant bonus points or suffer serious penalty points depending on how offensive the aliens find them to be. Ultimately, the ambassador with the most prestige and respect will earn a seat in the Galactic Senate and be crowned the winner of the game.

    EGO's I.I.I. expansion (Interstellar Interludes & Interruptions) adds special alliance tokens and extends the journey map with ship boards featuring new competitive transmission events.

    Finally, we come to ORBIT, a new design for 2-4 players:
    Come one, come all to the Silo System, the beating heart of our galaxy, for the race of the decade! We've recruited the best tourists in all the cosmos: travel-hardened explorers who will compete in the ultimate contest. These pilots must race to visit all the planets in the Silo System, surfing upon orbital paths, teleporting between hyper jump portals, and beaming through hyperspace. Enjoy your dream vacation on one of our luxurious planets or lavish space stations as you witness the ultimate interstellar marathon. All the eyes of the galaxy will be watching this decennial event celebrating the unification of our systems under Silo Supremacy.

    ORBIT (Orbital Race Between Interstellar Tourists) is a 24th century tactical space race with simple turns, yet challenging possibilities. Players compete to visit all planets of the system, then return to their starting planet first.

    On your turn, you play a card, activate its actions in any order, then draw back up to your hand size. Cards allow you to do a combination of things: move your ship, collect energy for bonus movement, advance planets along their orbit, or even reverse the orbital direction of a planet.

    When your space ship is docked on a planet, the moving planet will carry you along its orbital path, helping you to traverse the map even faster. Planning your route wisely as you ride orbital currents and bounce between planets is the key to success — but your cutthroat competition will no doubt seek to spoil your plans and sabotage your tourism progress. It helps to be flexible and adapt on the fly, literally.

    You shouldn't ignore the opportunity to upgrade your ship along the way. Visiting certain space stations and planets allows you to increase your hand size and energy storage capacity, so you must balance short-term efficiency against long-term advantages. The game board features additional tactical resources such as fuel depots, hyper jump portals, and hyper acceleration cannons.


    Players can enjoy a randomized set-up across two unique game boards. The game also includes a few variants: a solo mode, four-player partnership mode, and a stationary planet.

    ORBIT is the third and concluding game in the Cosmic Silos Trilogy by Reiner Knizia, and with the Nebular expansion, you can add three modules to the game: navigation tokens, hyper accelerator engines, and artificial nebulas.

    Bitewing Games is running a crowdfunding campaign for the Cosmic Silos Trilogy through November 20, 2024, with the games due out in Q3 2025. In a press release for this trilogy, Nick Murray of Bitewing Games writes:
    With the success of games like Zoo Vadis, Cascadero, and others, we feel like Bitewing Games and Reiner Knizia make a great team. We also happen to be some of Reiner's biggest fans — his best designs are among our all-time favorite games. So we had this dream to concoct an Avengers-level event by recruiting some of our favorite artists to bring a huge Knizia project to life. It would be a love-letter to fans and a celebratory tribute to the many amazing games created by Reiner Knizia and the passionate illustrators of his titles. That's part of the reason why we decided to keep this project a secret right up until launch day.

    The artists in question are Kwanchai Moriya, Marie Bergeron, Vincent Dutrait, and Brigette Indelicato, with the first three being responsible for the look of the past, present, and future games, and Indelicato providing graphic design for the series.

    As for the setting and story behind the games, perhaps you'd like to hear Knizia's explanation confession:

    Youtube Video Read more »

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