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  • VideoGame Review: 27, or Three Squared in One Line

    by W. Eric Martin

    The name of Laurent Escoffier's game 27 identifies what you will discover when you open the box: 27 game components, specifically 27 discs in four colors.

    What does the name tell you about gameplay? Nothing, but that's true for most abstract strategy games, so let me step in here:

    To set up 27, place the seven gray discs in a row, sandwich them with the two red discs, then stack the nine white discs on one end and the nine black discs on the other end.

    On a turn, choose a stack you control — that is, a stack with your color on it — then pick up any number of discs from this stack and move them toward your opponent's starting space exactly as many spaces as the number of stacks you control at the start of your turn. You can't move past the final disc.

    Take turns moving, skipping your turn if necessary, until no one can move. Whoever has the highest stack on their opponent's starting space wins.

    27 is reminiscent of other games, with the overlapping movement of discs being similar to Backgammon — except that no spaces are off limits, which means you can land on an opponent's pieces, then carry them back toward their starting space on a subsequent turn. The more you can capture, the taller your potential stack at game's end...maybe.

    Not the best angle for a photo
    The movement restriction is 27's hook, sort of a mirror image of Sid Sackson's Focus and Kris Burm's DVONN. In those two games, you move a stack you control exactly as many spaces as the number of pieces in that stack, which creates fascinating play possibilities given the variety of stack sizes on the board.

    In 27, movement is streamlined into one dimension instead of two, and all of your stacks move the same distance — which creates a different type of decision tree to ponder. With every move you make, you know how many spaces your opponent can move to counter you, which may in turn determine how many spaces you can move.

    What's more, your move might cover one of their stacks, which affects their possible response — and you often have the choice to split one of your stacks to boost how far you can move.

    Yes, I brought 27 to a café a few times...
    The funny thing is that this option, normally a no-brainer in games since more movement is almost always good, can kill you in the end. Again, you can't move past the final disc on the track, and you must move exactly as many spaces as the number of stacks you have, so if you're not careful, you can strand discs forever.

    In that image above, for example, you can reconstruct the game so far — I'll leave this as a challenge to the reader — but take note of the white disc between the two black stacks. It's pinned an opposing piece, so yay, but it can't move further at the moment...and since black can't cover it, it will continue to contribute to white's movement for many turns to come.

    (I'll note that it's black's turn in the game above. What does black need to do?)

    I've now played 27 seven times on a copy from the BGG Store — yes, we have copies for sale, along with a few other titles from German publisher Steffen Spiele — and have found it highly engaging so far. I can glance a bit down the decision tree, but the opponent's ability to split a stack complicates their second turn to come since you don't know how far they'll be able to move and what they'll have in the way of ammunition. (Frequently you want to engage in a tit-for-tat attack, but if the opponent outnumbers you in their attacking stack, then you'll lose all of those discs.)

    For more examples of gameplay, as well as details on variants once you've mastered the basics, watch this video:

    Youtube Video Read more »
  • Explore Heredity, Master Mythical Elements, and Build a Deck for the Crown

    by W. Eric Martin

    • Aside from The Lord of the Rings: Duel for Middle-earth, which has been a runaway hit since its October 2024 release, Belgian publisher Repos Production released a trio of lighter titles in 2024: Pikit, Little Tavern, and Fairy Ring (which I enjoyed).

    For 2025, Repos seems to be starting the year the same way, with Maxime Rambourg's For a Crown scheduled to debut in January 2025. Here's an overview of this 3-5 player game:
    Coming from noble families, you are ready to do anything to accede to the throne...except that the competition between the pretenders is fierce!

    For a Crown is a single-deck, deck-building game. Players recruit new characters, such as mercenaries, then place these cards within a sleeve of their own color. All cards — individual player cards and common event cards — are shuffled into a single deck, which is then drawn card by card, with the relevant player resolving the effect of their card when it's revealed.


    After four rounds, the player with the most rubies wins.

    Okay, minimal details for now, but I think the concept is clear. Player collectively build an auto-battler of sorts, with you deciding which cards you want under your control, but with the timing of their actions being out of your hands. We'll see!

    • Repos will follow this title in March 2025 with Mythicals, a two-player game from Alexis Allard and Joan Dufour.


    As above, we have a fairly short introduction to this game:
    Mythicals is a tactical, risk-taking card-collecting game for two players. In this universe, each celestial creature holds the mastery of an element: water, air, earth, or fire. Study these creatures before the sun rises and learn all their secrets because the player with the greatest mastery of the elements at the end of the game wins!


    On your turn, collect cards representing the same elements by drawing three cards from the pile (and placing the reminding ones into the market) or by picking them from the market. If you can, discard a collection corresponding to a favor token (same elements + flush, different elements, same value...) and take the token.

    • To swing away from a well-known publisher, let's look at Heredity: Le Livre de Swan (The Book of Swan), the debut title from French publisher Darucat, which released this game in France in October 2023.

    This is the debut design from Jerome Cance and Laurent Kobel, and publisher David Bertolo notes that Asmodee will distribute the game in the U.S. in 2025. Here's an overview of this 1-4 player game:
    Heredity: The Book of Swan is a co-operative, narrative game in which you play a family in a post-apocalyptic world in a campaign structured in five chapters, for a total playing time of 12-15 hours. You can take any number of references as your starting point: Mad Max, Last of Us, The Walking Dead, etc. All will be revealed as you play!

    The five chapters of the campaign are grouped into five adventure packs including everything you need to play: terrain that forms the game board, characters to interact with, objects, narrative cards, etc. Some cards describe what is seen, found, and met; symbols indicate how each card is used. Depending on your actions and events in the scenario, you can turn over these cards and change the playing field, situation, objects, and characters as you advance through the story in your adventure.

    No matter the player count, four player characters are controlled by the players, while Swan, the youngest member of the family, is a non-playable character. Each character has three action tokens, and you collectively decide in which order to use them to make your characters act out the story you're telling. (Some actions may or must be done by multiple characters at once for maximum effect.) By using the tokens on your character's cards (head, torso, legs), you can talk to other characters, look around, move, fight, or get better items. Each card can also be combined with equipment cards, whose location is indicated using a system of matching symbols. Equipment gives you additional actions or helps you do things. You can switch equipment between games or create new items to use. If your character gets hurt, they can't perform certain actions.


    A "karma" deck is used during checks and combat and can potentially change the outcome of your actions. During the campaign, this deck transforms to match your choices and will influence your morale, actions, story evolution, and ending of the game.

    The game has no fixed order of moves. Instead players follow the "time line" of cards that controls the game's events. The scenarios are written, but your actions lead to cards moving along the timeline as you explore one part of a scenario or another. This makes it possible to create a deeply narrative game without the need for an app.

    Heredity: Souvenirs ("Memories") is a two-chapter prequel set ten years before the events of the main story that features slightly shorter scenarios than the base game. Souvenirs will debut in France in mid-December 2024.

    Read more »
  • Designer Diary: Daitoshi

    by Dani Garcia

    In 2022, I had a meeting with David Esbrí, who is responsible for Devir's original releases. He wanted me to work on a new game for the Kemushi Saga. I was given a lot of liberty to decide how the game should work, but a few key elements were required:

    1. It should be set in a steampunk world, and players would have to build a city.

    2. The future of the saga after this game was Sand, which means players had to destroy the environment so that the previously green world would become the wasteland portrayed in Sand.

    3. As part of the Kemushi Saga, the Yokai should be present, although in a secondary way as the game should focus on the humans.

    4. David asked me to add a zeppelin, if possible.

    With all of that in mind, I got to work.

    The City

    For some reason, I immediately envisioned the city as a circle. I imagined a rondel in which you would move and send your workers to do actions on the several spots of each sector. This first idea focused on the workers and depended on players expanding the city to increase the number of worker-placement spots. The starting sectors had weak versions of each action, and only when you started to improve the city would those actions become more powerful. As usual, the first idea had many problems, but after several tests, it was obvious that the basic structure was not working.

    Players were not expanding the city, and when they did, the new combinations of actions in a sector were not working well together. The game felt slow, and it was taking way too long for the actions to improve, so players were constantly doing weak and unsatisfying actions. What's more, the worker-placement aspect was confusing as each color of worker had a special power that would interact with the action they performed, so the number of possible combinations and specific rules to make it work was a problem.

    It took me several iterations to find the correct structure for the game, and also to simplify it as much as possible as there were too many icons and special rules players had to keep in mind. But most importantly, I had to scratch the original idea of workers carrying all the weight of the game.


    I came up with a simple structure, a series of steps that players would follow every turn that would work the same no matter which district they visited, while at the same time pushing players in different directions to create interesting decisions. I came up with these steps:

    1. When visiting a district, players could place workers of the color of that district. The more you had of that color, the more rewards you could get, so this encouraged players to visit the districts based on the colors of the workers they had. This simplified the version with each worker having a special power...but in a way, they still had a special power, which was the ability to work on that specific district.

    2. Then, players had to exploit the land shown on the district, and that could cause them problems if they accumulated too many of the same type of land hex, but it also rewarded players with more workers of different colors, which could condition their next moves. This also solved a problem I had with the original version when players refused to take those tiles as much as possible; now it was mandatory, which helped me control the length of the game as those tiles act as the timer.

    3. Finally, players could do the action of the district, which depended on having enough of its related resource. With enough of them, you could do the powerful versions of the actions from the beginning of the game rather than having to wait for the powerful versions of those actions to be built.

    Always the same structure — with four colors of workers, four types of lands to exploit, and four actions that require four resources — and to get the most of it, you needed to have the right color of workers, to be able to deal with the land you got, and to have enough of the resource needed to perform the action, all at the same time. You have only one decision — which district to move your magnate to — but many consequences from that single decision, some positive and some negative, which would also affect your future turns.

    This structure required players to plan ahead, but I usually like some tactical elements in my games, usually coming in the form of positive interaction between players, the idea of having a new opportunity because of something another player did. This could happen on the main board when players build or electrify districts on the city, add or improve the existing worker placement spots that you then may use, or move the mega-machine to a new district that may now look more beneficial to you, but the main source of this kind of interaction happened on the player boards.


    The Environment and the Factories

    The main reason to exploit the land of this steampunk world that will eventually lead to Sand is to gain steam. Steam is easily gained in this game, but it's also easily spent, and one of the main ways to do it is in your factories. This part of the game was pretty much the same from beginning to end: You have three factories on your player board that you can fill with inventions so that when you produce and spend steam, you can get all kind of resources, rewards, and victory points.

    I wanted a powerful engine-building aspect in this game, and this system was mostly working well from the beginning. Whenever somebody needed resources, they could run their engines instead of playing a normal turn, giving them resources and improving their engine for future activations. I was quite happy with the system, but one small and simple change suggested during a playtest greatly improved this mechanism: Whenever you decide to produce, everybody produces.


    Turns that previously happened only on your player board and that had no effect on others were now a huge moment for everybody at the table, becoming a source of positive interaction and allowing you to generate resources you were not expecting when somebody else decided to produce. To balance this and to avoid the producing player feeling like they wasted their turn, I increased the rewards for this player — not only to make the action more worth it, but also to allow different strategies, making it viable both to produce a lot during the game and to wait for others to do it.

    The basic structure was working. This could have been enough for a steampunk game about building a city, but this one is set in the Kemushi Saga, and there was another aspect missing, one that took me the most time to get right.


    The Yokai Are Not Happy

    Daitoshi is not a game about building a city; it's a game about the consequences of a city being built — and those consequences had to be felt both at the end of the game and during the game, which was a huge challenge.

    I don't like to punish players in my games. I'm much more comfortable rewarding them while playing, but this was a key part of the story this game is telling, with Sand following it chronologically. The Yokai, the protectors of the land, had to fight back once you started destroying the environment, and it had to be something players would notice and try to avoid as much as possible — while also being something from which they could recover. Players had to succeed in this fight against the Yokai, so the game would follow the story of the Kemushi Saga.

    After discarding a few ideas, I came up with the core elements of the current version. Each one of the Yokai would affect you negatively in one area of the game, like the number of workers you could hold or the amount of steam you had to spend to activate your factories. They would be linked to the environment tiles you were destroying in order to produce steam, and their effects would start affecting you once you had two hexes of the same type — and those effects and would disappear once you reduced that number to at most one.

    The idea was solid, but getting them balanced was a nightmare.

    I was constantly swinging from one extreme to the other, either making them barely noticeable or making them destroy any chances players had to win. Any tiny change on them made them swing! This was, for sure, the part that took me the most to get right, and it involved a lot of playtesting and balancing, changing their effects and the options for players to get rid of them, and creating systems to give players under their effects options to succeed. They had to be an important part of the game, but getting rid of all of them should not be a mandatory strategy.

    This was the hardest part of the game to balance, but also one of the key elements that made this game feel special. The tension they create as players know every turn they take on the city they must take at least one of those, combined with the relief of keeping them under control — and even the feeling of success when you manage to score a lot of endgame points based on your ability to get rid of them — makes all the frustrating moments I had when I was trying to get them right worth it.


    The Mega-Machine

    I was requested a zeppelin. Frequently in steampunk worlds, huge machines are built, and I didn't want to lose the opportunity to do so in this game, but the way to do it should feel special.

    The game has four main actions, and they all work the same: You have to go to a specific district to perform them, you have to spend one specific resource (and the more you have, the more powerful the action), and you can perform any of those actions from the beginning of the game.


    The mega-machine action is the opposite: it's not on a specific district as it moves during the game, it's the only action that needs different resources, and you can't perform it until mid-game as you also need a sufficiently developed invention. It's also the only piece in the game that moves in a counter-clockwise direction, and there are several versions of it, so it's different every time you play. I wanted to make it feel special in every way as I wanted it to be seen as one of the goals of the game — not only giving players great rewards, but also causing unique effects, such as changing the inventions in your factories (and the strategies they may enable) through the game, or creating a mobile worker-placement spot that becomes more powerful as the game progresses.

    This idea was there since the beginning, and while I did some balancing changes through the development process, it's one of those rare cases in which the starting idea stayed pretty much the same, which is a refreshing change since more often than not, these kind of strange ideas end up being discarded once it becomes obvious they will never work.


    Conclusion

    My goal with every game I do is to try new things, to make them different from my previous games, and hopefully, from any other game. This one was tough to design due to its thematic restrictions, but also rewarding as I think I was able to incorporate original ideas, while keeping it true to its theme and to the story being told.

    It's a game in which you will probably need one or two plays in order to discover how everything interacts and the many strategies you can follow, but that will hopefully make the journey enjoyable.

    In any case, I hope you like it and that you found this diary interesting!

    Dani Garcia

    Read more »
  • Defend Galileo, Guide a Dreamer to Safety, and Rise Again in Celestia

    by W. Eric Martin

    • On January 9, 2025, French publisher BLAM ! will release Celestia: Big Box, which collects the Celestia base game from Aaron Weissblum, the two expansions — A Little Help and A Little Initiative — all past promo items, and 3D elements to customize your airship.


    For those not familiar with the game, Celestia — which was first published as Cloud 9 in 1999 — is a press-your-luck game in which players take turns being captain of the ship and rolling dice to determine which challenges they must overcome, after which passengers decide whether they think the captain can indeed overcome such challenges thanks to cards in hand. If passengers bail, they score based on the height of the ship, but if the captain does overcome the challenges, the ship rises and players can score more next turn.

    Of course if the captain can't overcome these challenges, the ship crashes and passengers still on board don't score. The game lasts multiple rounds until a player crosses a point threshold.

    • While Celestia carries a 2-6 player count, the highest-rated player counts on the BGG game page are 5 and 6...which is possibly why BLAM ! will release Celestia Duo in 2025 from master two-player game designer Bruno Cathala.

    No details for now other than this game's impending existence, which will still happen even though yes, some of you are tired of two-player-only editions of existing games. Feel free to move on to the next item since any complaints about same will be ignored by pretty much everyone in existence.

    • Following the Q2 2024 release of Cartaventura: Les Trois Mousquetaires – Au nom du Roi and
    Cartaventura: D-Day, BLAM ! has continued this "choose your own adventure"-style co-operative card game line with the November 15, 2024 release of Cartaventura: Cosmologia from designers Pierre Buty and Thomas Dupont.


    In this release, you are one of the disciples of Galileo in 1633 in Padua, Italy. Galileo has called for your help because he is about to be tried in Rome for heresy, and you are challenged to "gather enough elements to convince the actors in this trial to change their minds", to help them understand that the Earth rotates around the sun and not the other way round, similar to me trying to convince people that the number of two-player-only games will continue to expand on the market despite their protestations.

    • Buty is also the designer of Sierra, a BLAM ! title released in Q3 2024 for 1-8 players:
    In Sierra, players travel in groups of two or three on the trails of the Andes — but not everyone wants to see the same things!


    Over the course of eight or nine rounds, players compose the landscape they discover. The aim is to score the most points by following your objectives, while respecting those of your fellow walkers. Will you win alone or as a team? Unless, for you, the journey is more important than the destination...

    In slightly more detail, the game is preferably played with at least four people in teams. Each team will have a destination card that gives them a collective goal, with each team member also drawing travel diary cards that they score individually...assuming they score them at all.


    During the game, each team builds a shared landscape with mountain cards in four colors with funky cuts across the top. These cards feature six symbols on them, and players have a choice of what to play in their landscape to work toward scoring travel diary cards.

    • To round out coverage of BLAM !, in March 2024 the company released Rêvelune, a 3-6 player game from Frédéric Dorne and Christophe Raimbault about which I'd heard nothing until I started working on this post. Even after all these years, I'm still astounded by how many games are quietly released, then fade away.


    An overview:
    Rêvelune is a co-operative game of storytelling and deduction. As guides, you take turns imagining the adventures of your teammate, trapped in their dream. Turn by turn, they must deduce the hidden meaning behind each intervention. Will you succeed in freeing your teammate by guiding them wisely to the end of their dream?

    In more detail, the game is played over several chapters. During a chapter, the guides take turns inventing the adventures encountered by the Dreamer, respecting the narrative constraints of their guide card, e.g., a simple description, an obstacle, a cute moment, etc. The Dreamer, meanwhile, listens attentively to the story, then — once all the guides have spoken — must find the hidden meaning behind each intervention, with the help of their Dreamer cards, which are identical to the guide cards in play. A certain number of successful associations enables the Dreamer to move on to a new chapter, with changing constraints. Conversely, each failure draws the Dreamer deeper into their dream at the risk of not being able to get out...


    If the players all reach the end of the dream together, the Dreamer is freed and they win the game.
    Read more »
  • Toy Story Overloaded, and Disney Villains Unmasked

    by W. Eric Martin

    Jun Sasaki and Taiki Shinzawa's Maskmen from Oink Games celebrated its tenth anniversary in 2024, and to celebrate — or in a case of complete coincidence — Oink has released Disney Villains / Unknown Order, a Japan-only release that features six Disney villains in roles formerly occupied by lucha libre wrestlers.

    In Maskmen, players have cards in six suits, and while playing a round of the game, players determine the rank of these suits dynamically. Someone starts by playing a single card, then someone can follow by playing two of a card of a different suit, which locks in that suit above the first one. Over time, most of the suits will be ranked compared to one another, with players trying to empty their hand before others.


    • Similarly, Oink Games has released a Toy Story-themed version of Sasaki's 2022 game Order Overload: Cafe, which itself has been released in multiple versions already featuring burgers, insects, and games at SPIEL Essen 23.


    As in the other Overload games, Toy Story: おもちゃの多すぎるゲーム (which the publisher translates as Toy Story: Toy Overload) is a co-operative memory challenge in which players see all of the items that they're trying to remember, then those items are distributed to players' hands, with you trying to name something held by others. The game includes seven levels of play, and like Disney Villains / Unknown Order, this title is available solely in Japan.


    • At Tokyo Game Market, which took place on Nov. 16-17, 2024, Oink snuck out a new Sasaki design that still isn't posted on the company website: TRND, a 3-5 player card-shedding game. I've asked Oink for more details, but maybe they want to be super mysterious about this release. We'll see!

    (Image: Little Al) Read more »
  • Designer Diary: Battalion: War of the Ancients

    by Paolo Mori

    From the Ashes of Pocket Battles

    As with my previous designer diary on these pages, today I'm talking about a game that has its roots in an earlier one. Battalion: War of the Ancients, which debuted in November 2024 from Osprey Games, has arisen from the ashes of Pocket Battles, the wargame series that I co-designed with Francesco Sirocchi and that Z-Man Games released in four titles from 2009 to 2014.

    However, despite their connection, Battalion cannot be considered just a "new edition" of Pocket Battles.

    After our publishing contract for Pocket Battles expired, Francesco and I knew the game's life wasn't over. We enjoyed playing it too much (despite its many "flaws") to not imagine it returning in some form, so we decided to start working on it again, aiming to find a new publisher or even to try the crowdfunding route.

    The complete Pocket Battles series
    Meanwhile, Osprey Games had launched David Thompson and Trevor Benjamin's Undaunted, a game we immediately fell in love with for its blend of wargame and Eurogame mechanisms, production standard, and aesthetic quality. In our minds, it was clear we wanted to publish this game with Osprey — to the point that the working title for the new project became "Men at Arms", after Osprey Publishing's successful military history book series.

    The Quest for Tabletop "Army Building"

    We were well aware that Pocket Battles had flaws — flaws we had learned to love but flaws nonetheless. The first was undoubtedly the set-up time for army building and deployment, which often risked exceeding the actual gameplay time! We started thinking of ways to simplify army building as much as possible, while keeping it an integral part of the game (i.e., not relying solely on scenarios to dictate what the armies would be).

    We eventually found a convincing solution: Armies would be made up of units, and players would agree on the number of units they will use. Each unit can be composed only of "ranks" of the same type: light infantry, heavy infantry, cavalry, elephants, chariots. This approach also resolved a quirk of the predecessor in which different types could be mixed within the same unit, creating unrealistic combinations. The game would still not be a simulation — we repeat, it is not a simulation! — but at least the formations on the table would be a touch more plausible.


    Typical Italian gestures for the battlefield, meaning: "Charge with the elephants!"
    Breaking Free from an (Admittedly Effective) Constraint

    The search for a compromise between variety in army creation and simplicity of process led us to another tough call: abandoning Pocket Battles' original but extremely restrictive damage-resolution system in favor of a more streamlined but versatile system, with thresholds to overcome using eight-sided dice.

    We also wanted to make Battalion feel modern in another way, with further replayability coming not just from the construction of armies but also a second aspect of variability: the possibility of surprises and unexpected elements. What better than a deck of tactic cards to use when needed?



    Two Birds with One Stone: The Cards

    This new asset also opened up other possibilities. (It's always a great moment in game design when you realize one feature improves multiple aspects of the game.

    First, we could better customize individual armies with a specific deck for each faction. Second, the cards could serve as an excellent tracker for victory conditions in the game. How? Each time a player loses a unit, they draw a tactic card, thereby reinforcing themselves. The same happens each time a player decides to rally their troops, which renews their precious pool of order markers. However, if a player has to draw a card and can't, then they immediately lose the battle. Thrilling!


    Aiming Straight for Osprey

    After nearly two years of development, we were ready to propose the game to Osprey — and not to Osprey and others. Just Osprey.

    As we hoped, the game was right for their catalog, and soon we received a contract proposal. End of story? Of course not! Osprey's publication pipeline is notoriously long — we knew we would have to wait three years for the release — and along with the contract draft came some requests: Could we think of two more armies to add to the Romans and Carthaginians? Could we think of a mode for four players? Sure, why not?

    Development continued, and until the last moment we debated: should we add a die here or remove one there, how can we better define a slinger's special ability, is that war chariot overpowered or too weak. But what happened in one battle completely differed from the next. Each game was unique and full of choices, but also had the violence and unpredictability of an ancient battlefield.



    To Caesar (and Roland) What Is Caesar's

    Meanwhile, Osprey chose the best illustrator we could have hoped for: Roland MacDonald (who seemed to have seen into our minds how we envisioned the game), while also renewing their editorial ranks. After Anthony and Filip, we worked with Jordan Wheeler and Rhys, and finally with Luke Evison.

    We want to thank all of these people for making Battalion: War of the Ancients the game it is today: certainly no longer "pocket" like its ancestor, but undoubtedly beautiful to look at and — we hope — also to play!

    Paolo Mori

    Roland at SPIEL Essen 24
    Me being photobombed at SPIEL Essen 24 Read more »
  • VideoGame Review: What The Fog?!, or I Feel Stormy Weather Moving In

    by W. Eric Martin

    At SPIEL Essen 24, I met with Bert Calis from 999 Games for an overview of current and future releases. This Dutch publisher lacks a booth at that convention, but Calis is there to make deals with publishers, so I took advantage of his time, something I do with other publishers in the same situation.

    (Note to publishers: Feel free to reach out to me in advance for such meetings. I can't guarantee a meeting, but if I don't know you're on site, then we definitely can't meet!)

    After showing me Reiner Knizia's Pick a Pen: Hackers (which AMIGO has picked up for Germany), revealing a U.S. licensing deal for Peter Jürgensen's The Brain (still to be announced), and flashing new Dutch editions of Stefan Dorra's Turn the Tide and Günter Burkhardt's Ziegen Kriegen, Calis brought out Leo Colovini's What The Fog?!, the title of which is surely meant to be shouted in astonishment whenever possible.

    I'm a huge Colovini connoisseur, so I appreciated the game overview — then Calis offered the copy on hand, and I was happy to help him regain luggage space in exchange for a chance to play this design.

    What The Fog?! is a 2-5 player game in which players take turns placing weather tiles on quadrants of a day, after which they compare their strength on the various days. Weather comes in six types, and each player has a hand of weather cards; to determine your strength in a day, multiply each tile on a day by the number of cards of that type in your hand, then sum those values.

    This might sound complicated, but is easy in practice. An example:


    The player on the left scores 4 points (2 for sun, 2 for water) whereas the player on the right scores 5 points (2 each for clouds and water, 1 for sun), so in a two-player game, the player on the right wins the day. (Ties are possible.)

    But...

    The game doesn't challenge you to win more days than other players; instead it challenges you to predict how many days you will win. If you win the number that you predict, then you score points equal to your prediction, plus the number of the round being played. (The game lasts four rounds.) If you win more or fewer days than you predicted, you lose points equal to the difference between the two.

    Thus, it's more important to nail your prediction than it is to win more days. To help you do this, the game gives you bits of control:

    • You place one of three weather tiles on display on the leftmost open space of the day of your choice.
    • You each reveal 2-4 cards at various points during a round.
    • You might get to discard a card, then draw a new one...but at most three such actions take place in a round.
    • Before the final strength tallying, you each discard a card.

    Playing at BGG.CON 2024
    I've now played What The Fog?! four times with 3-5 players, and it's an archetypal Colovini design — think Clans and Familienbande, KuZOOka and Castello Methoni — in that players have both public and private information and must navigate a shared space that they create one turn at a time.

    If I place snow next to fog, I must have both of those cards in hand, right? Maybe even multiple copies?

    Or do I? Again, I don't have to win days to score — only predict how many days I will win. I mean, yes, if I have a choice, I want to predict a higher number when being right since I'll score more points, but more than anything else, I want to be right...so I might want to set up days that I won't win.

    What's more, maybe after seeing multiple opponents reveal snow and fog, I want to partner snow and fog on certain days to make it more challenging for them to assess whether they'll end up on top. In one game, a player bid zero in the third round but engineered days that led to three of us missing our predictions, so they scored 3 points and we each lost at least 1 point. Making others lose is how you can win.

    Not the most photogenic game on the market...
    As the game progresses, you have more days in a round — going from four to seven — and more cards in hand — from five to eight — which boosts the challenge since you now have a wider range of possible strengths for a day, as well as more chances to make mistakes.

    Having more players in a game gives you less control since the number of tiles being placed in a round doesn't change and you have more competitors, but I love the tug-of-war feel of trying to land in just the right spot with my prediction.

    How this works is that when the final quadrant of a day is filled, you get to raise your prediction by 1 or stay where you are. In the first round, for example, your prediction can be 0-4, but after one day is filled, you'll be locked into a prediction of either 1-4 (if you raise your prediction) or 0-3 (if you don't). Then you'll be locked in to 2-4, 1-3, or 0-2. The walls close in, but you decide where they stop.

    The identities of these weather forecasters must remain a mystery
    For more details on gameplay and an explanation of why the game's setting doesn't work for me, watch this video:

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  • Links: Wear Chess, Watch Miller's Hollow, Leave China, and Buy More Game Companies

    by W. Eric Martin

    • On November 19, 2024, Embracer Group announced that it intends to "contribute EUR 400 million to Asmodee through an equity investment upon the closing of the divestment" of mobile game developer Easybrain. From the press release: "Asmodee is expected to use EUR 300 million of this equity investment to repay gross debt and the remaining EUR 100 million to further strengthen its balance sheet ahead of the listing [of Asmodee as a separate entity following Embracer's April 2024 decision to split its holdings into three companies] and allow it to resume its value accretive M&A strategy." Translation of that last line: Buy more stuff.

    Mike Didymus-True covers this development on BoardGameWire, noting that "New CEO Thomas Koegler said the company has a pipeline of more than 20 acquisition opportunities, mirroring the heavy expansion the business undertook after being bought by private equity firm Eurazeo in 2014."

    • In April 2024, media conglomerate KADOKAWA purchased Arclight Games, which publishes games and game-related magazines, owns retail game stores, and manages game conventions in Japan, including Game Market.

    As of mid-November 2024, Sony is reportedly in talks to acquire KADOKAWA. As Oli Welsh writes on Polygon, KADOKAWA owns a 70% stake in Elden Ring developer FromSoftware (with Sony currently owning 14% of that developer), but more than that:
    Kadokawa's holdings extend far beyond FromSoftware, and Sony may have other motivations for the acquisition. Kadokawa is a dominant manga publisher and a major player in anime; it owns properties like Re:Zero and Delicious in Dungeon. Sony Pictures acquired anime streaming service Crunchyroll in 2021, making it a dominant anime distributor outside of Japan. Buying Kadokawa would be a major step toward consolidation of the anime industry as it explodes in global popularity.

    • Will incoming U.S. President Trump's proposed tariffs pass GO? MSNBC reports that Hasbro has been "negotiating with suppliers and considering design changes ahead of potential new levies". Two excerpts:
    "We've been preparing for many months for any contingency," Chris Cocks, Hasbro's chief executive, said in an interview.

    The threat of new taxes on toy imports comes amid a long-term shift in the industry away from China, spurred by rising labor costs in that country. Hasbro, Barbie maker Mattel and others have spent years trying to make fewer toys and games in China by relocating to factories in other countries, including Vietnam and India.

    Hasbro's current target is for roughly 20% of its U.S. sales to come from China-made products within four years, down from about 40% today. The challenges the company has faced in achieving a long-held goal underline the pressure facing toy makers.

    Cocks, who became CEO in 2022, is taking up Hasbro's decadelong goal of reducing the company’s reliance on China.

    • For his final project at Central Saint Martins, a college within the University of the Arts London, French designer Louis Le Joly Senoville has created a wearable chess set — which dubs Ha Mat and which consists of a scarf, ring pieces, and a watch that converts into a pair of timers.


    • The film Family Pack, which Netflix released in October 2024, is written by game designers Hervé Marly and Philippe des Pallières that adapts their game The Werewolves of Miller's Hollow, which debuted in 2001 from Lui-même and is currently available via Asmodee.

    In The Guardian, Phil Hoad gives the film three-out-of-five stars, describing it as "a perfectly accurate board-game adaptation insofar as it's well-packaged, undemanding fun".

    Read more »
  • Build Sandcastles in Burgundy, Go Through a Labyrinth, and Invite Youngsters to Craft Mines

    by W. Eric Martin

    To follow up on the recent KOSMOS and AMIGO teasers, here's a peek at games that German publisher Ravensburger plans to release in early 2025.

    • On the heels of Cascadia Junior, German publisher Ravensburger has revealed that Ulrich Blum's Minecraft: Builders & Biomes – Junior will be released in mid-January 2025. Here's an overview of this 2-4 player game:
    Build a farm together in Minecraft: Builders & Biomes – Junior and give the animals a nice home.

    Use the pickaxe and shovel to skillfully collect blocks to build stables for the animals, while ensuring that no blocks fall into the lava. Monsters will try to get in your way, so finish building your farm before too many monsters reach you. To do so, fill all the empty spaces on the farm game board with animal cards.

    It felt like junior editions of adult games vanished for a while, but perhaps I was just being unobservant...

    Not this• Speaking of game adaptations for young players, in Q1 2025 Ravensburger plans to release Die Sandburgen von Burgund from Stefan and Susanne Feld. As with the title above, this game is for 2-4 players, aged 5 and up:
    Queen Crab is coming to visit Burgundy, and you want to decorate your village for her royal beach party. Find the right decorations and collect points. The animals of the royal guild will help you when you have finished decorating their shops...but can you find the animals before the others?

    In Die Sandburgen von Burgund, you collect points by finding the right decorations, so can you remember under which sand castle the animals of the royal guild are hiding? Roll your two dice at the same time, then you can use them to either look for decorations in sand castles, putting them in your warehouse if you find one, or transport previously collected decorations to your village with your cart. If you have collected two decorations of one color, you can look for the matching animal of the royal guild.

    As soon as a player reaches Queen Crab's beach party, the dice round ends. Whoever has collected the most points wins!

    Ravensburger demoed Die Sandburgen von Burgund at SPIEL Essen 24 and asked people not to take photos, but some did anyway...

    Image: brettspielpoesie
    • March 2025 will see Ravensburger release of Keksekästchen, a roll-and-write game about cookie boxes:
    Everybody plays at the same time, using the dice rolls and number chips to determine where to draw walls on their individual player board. If you enclose a biscuit, you can tick it off, and you want to mark off all types of a biscuit first so that you earn more points for it than others. Whoever scores enough points first wins.

    Keksekästchen includes double-sided laminated game boards.

    Gloomies is a 2-4 player game for ages 10 and up from Filippo Landini that's also due out in March 2025:
    In the magical world of Gloomies, everything revolves around sowing and harvesting the most magnificent flowers. The playing field is first covered with flowers, then harvested again. If you are clever in playing your own cards and have a bit of luck, you will secure the most valuable flowers and win.

    • Finally, we come to yet another Labyrinth spinoff in the Ravensburger catalog, but this isn't a licensed version of the original Max J. Kobbert design, but rather Labyrinth Go!, a new game co-designed by Brett J. Gilbert for 1-4 players:
    Each round in Labyrinth Go!, the four labyrinth dice reveal which treasures must be collected. Using your own path tiles, you try to connect the treasures shown on the dice with the center of your game board. Whoever does this most quickly earns the most points.
    Read more »
  • Designer Diary: Furmation of Rome

    by Poon Jon

    I'm Jon from Malaysia, and Furmation of Rome is my first published game under my own company, nPips Games. Before you stop reading because cats+Rome doesn't mix, give me a chance to justify myself through the one-year journey I am about to share with you.

    The Conception

    In 2023, after getting my own booth at an event to demo my games that were in various stages of development, I came to realize that I wanted to sell a product, not just demo them. The week after that, I had set a goal for myself to attend the event again next year with my first published game for sale.

    I gathered a few mechanisms that I enjoy playing and that at the same time are easy for the non-hobby gamer crowd to understand, specifically area majority and set collection. These mechanisms are easy to teach and give you a sense of gratification when you look at your own side of the table at game's end. They also give players a sense of fighting over something, yet at the same time they don't turn off players who dislike take-that games.

    Taking inspiration from games such as Hanamikoji and Startups, I made a two-player game that utilizes the familiar area-control feel but with added card abilities. It took me a week to knock up an idea, research, create twenty-ish card abilities, and a prototype.

    Alpha Stage

    Your goal is to have the majority of each class at game's end, with the game having five classes. On your turn, you can either play a card in front of you or use the ability of a card in hand, then discard it. After playing a card, you draw a card from the open market; this gives your opponent an idea of which cards you have in hand if they are tracking such things.

    With a hand of three cards, you can ideally avoid analysis paralysis while retaining a good number of options from which to choose. The open market also has three face-up cards available for the choosing, with no option to draw from the top of the deck to keep the market flowing.

    The design was a low complexity game, and having one action per turn keeps the game snappy, with the unique card effects giving the game tactical depth.

    Alpha prototype, two players
    After the first playtest, I found that the card abilities were not balanced; some cards were weaker than others, with nothing game-breaking yet — just underwhelming.

    Following the mantra from my friend — "If everything is overpowered, nothing is overpowered" — I buffed the card abilities and removed conditional abilities such as those with "ifs" to make them easier to use.

    The game became more swingy, but the card abilities were being used more — which serves the intended purpose of giving players the dilemma of either using card abilities or scoring area majority.

    After many more playtests and card ability adjustments, I was ready to expand the game to three and four players.

    Alpha prototype, four players
    I had a brilliant idea to make the three- and four-player gameplay feel a little different. In a three-player game, monuments are included, and they score you an additional 1 point at the end of the game if you fulfill the requirements stated on the card. This is a mini set-collection side quest, an alternative way to score points.

    This was primarily done to decrease the likelihood of ties occurring. It is easy to tie in a three-player game since two players are likely to hold the majority of two classes, leaving the third player with only a one-class majority. Adding this scoring mechanism will disrupt the 5 point game structure; ties will still happen, but are less likely.

    In a four-player game, a new class was added to the mix, bringing the game to a total of six classes and eight monuments. It is debatable whether the idea of having two-, three-, and four-player counts playing differently from each other was a good idea. I see it as a way to keep the game fresh when you are playing it at different player counts.

    Beta Stage

    After a lot more playtesting, something was brought to my attention: Securing the rank 1 class was a no-brainer move.

    Here's a bit of context on the rank 1 class. Each class has their own rank: Patrician is rank 1, Clergy is rank 2, Legionary is rank 3, and so on. This was important because when there was a tie at the end of the game, whoever has the majority of the highest-ranking class wins, which has led to Patricians being a no-brainer choice.

    This caused the game to be slightly imbalanced, which to me was fine because the Patricians have stronger card abilities with fewer copies in the game. However, the bigger problem was players always drafting the Patricians from the market first because that was the obvious move — not to mention an emerging strategy to tie the game after securing the Patrician majority.

    I had to find a way to keep the card abilities balanced as they were, while making the higher-ranked cards not be the obvious choice when drawing from the market.

    Beta prototype, two players
    Turning to Hanamikoji and Startups again, I studied how they keep each "faction" relevant. Both games have a varied number of cards in each faction and a token to represent who got the majority of a certain faction first. That token was the key to stopping card ties from occurring at the end of the game, which was the strategy experienced players were using.

    I added tokens to the game. The player who has a clear majority of the class will gain control of the token; the player who has the most tokens wins. This added weight to the lower-ranked classes, while keeping the card abilities the same. In some cases, giving up the higher-ranked tokens to use their abilities to secure multiple lower-ranked tokens became a viable strategy.

    One more thing that changed in a four-player game was the Brigands. They can be played only onto an opponent's area, and its token is worth -1 point at game's end. This slight take-that mechanism helps reduce the chances of ending in a tie, and it also increases player interaction on the table.

    The game was quite robust after the changes, being easy to teach and fast to play. You had access to card abilities to get out of a sticky situation, as well as card abilities to gain a massive turn. This made the game a little swingy if all players are at an equal footing.

    Expansions?

    My initial plan was to have a two-player game with a 3-4 player expansion to give players a cheaper option for my game in the hope that it would be easier to drive sales.

    However, I was convinced by my fellow friends to not do this. Players would prefer to buy one complete game instead of having to pay for two games. It was also cheaper to manufacture one thousand copies of a 2-4 player game than one thousand copies of a streamlined base game and five hundred copies of the expansion.

    Art Direction

    Now to address the question from before: Why cats? Does it have anything to do with the theme? The answer is no. From the mechanisms of the game down to the price point, everything was deliberate and taken into account, even the cats.

    Furmation of Rome production version
    I decided to first try the Malaysian market before venturing out to the wider international audience. With that said, cats were the safest bet. A cartoon bald philosopher will not attract the attention of the public over here, but a cat in a toga might.

    The cute and friendly art appeals to the wider public; it reflects the low-complexity gameplay, while the seriousness from the Roman theme hints that you will be fighting over something. The name "Furmation of Rome" was intentionally named similar to the game Foundations of Rome as a nod from me to board gamers who happen to come across my game.

    The Present Day

    You can find the game only in Malaysia for now, except for the few review copies I sent overseas. The 2024 Asian Board Game Festival that takes place November 22-24 in Singapore will be the first time I'm demoing the game outside of my home country. If you happen to be there, please drop by and say hi.

    Read more »

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