board 2 pieces july 2 2009
Convention Preview News: Spiel 09 Preview Update
The Spiel 09 preview has been updated as follows:
• Cwali
Alley-Oop – Added
Factory Fun Expansion – Added
Gipsy King Expansion – Added
Powerboats Expansion – Updated
To reach the Spiel preview, head to one of the publisher links: A-D, E-M, N-R or S-Z.
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Jay Bloodworth: Complexity in Games
[Editor’s note: I asked Jay about reprinting this article prior to the winner of the 2009 Spiel des Jahres being announced. As we all know by now, Dominion took home the prize.]
A popular comment since the 2009 Spiel des Jahres nominees were announced in late May has been that Dominion is “too complex” to win. That may well be so, but a degree in computer science and ten years of teaching math have taught me that complexity is a tricky thing. If one mind can easily follow a procedure or solve a problem while another can’t, the question I always want to answer is how the computations carried out by the two minds differ.
Disappointingly, neither my classroom experiences nor the reading I’ve done on cognitive science have offered much in the way of definitive answers when it comes to adolescent minds doing algebra. Nonetheless, while I probably only have just enough knowledge to be dangerous, I’d like to offer a few thoughts about what it means for a game to be “complex”. I’m going to mostly restrict my examples to Finca, Pandemic, and Dominion; I have not played Fauna, and while Fits certainly gives some people fits, I don’t think the cognitive challenges it presents are akin to the ones I want to talk about.
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From the Editor: Spiel 09 Preview, and Membership Drive Results
The beginning of July has historically been the launch date for the Boardgame News Spiel preview, and I’m continuing the tradition with today’s unveiling of the Spiel 09 preview, which once again has been divided into four sections to speed downloading times on both your part and mine. In case you can’t wait until the end of this message to check out the pages, here are links to publishers A-D, E-M, N-R and S-Z.
If you visit those pages and see only introductory paragraphs not followed by huge tables showcasing publishers and their promised new releases, then either you’re not logged in or you’re not a BGN member, which makes it impossible to log in! The Spiel preview is available only to BGN members as their financial support allows me to put in as much time on the preview – not to mention the site as a whole – as I do. Some of the extensive game write-ups included in the Spiel preview will be published later on BGN as standalone items, but if you want to see them all now in one place, you can become a member now for the low, low price of $25.
Still not convinced of the awesomeness of the BGN Spiel 09 preview? Then consider this: If printed in its entirety, the Spiel 08 preview would reach 400 pages, and I fully expect the Spiel 09 preview to reach that size by the time Spiel opens on October 22. To fully appreciate the scope of the Spiel 08 preview, you should visit the Convention Previews page, click through to one of the Spiel 08 pages, and start reading. Even I’m amazed when I look over those files – and I’m the one who put it all together!
On another topic, my spring membership drive is over, and the bottom line is that there’s no way I can remove ads from the site. My goal was 400 new members, which would permit me to adopt the Consumer Reports model of relying only on member support, but the count barely crossed 100, with roughly twenty of those payments coming in the weeks prior to the debut of the Spiel preview.
While I appreciate the support of each member, whether new or renewing, those payments on their own aren’t enough to allow me to ditch the ads. Heck, even with the ads my yearly income is less than what I’d earn from writing for magazines and other clients. Thus, the ads will stay in place, and I’ll start adding other writing work to my schedule when possible. If you run a game publishing company and need someone to edit your rules and other material – and I think you do – write me and we’ll work something out.
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Dale Yu: Report from the Spiel des Jahres Award Ceremony
Well, it’s been a whirlwind week here in Berlin, but I’ve got a free hour in the Tegel airport awaiting my flight to Amsterdam, so I thought I’d try to give a quick rundown of the trip! It’s probably an understatement to say that this was the best trip to Germany EVAR… Valerie and I were able to get in a few days of sightseeing before the big day, but I’m pretty sure that the average BGN reader will have about zero interest in that part of the trip – so I’ll save that portion for another day and get to the reason why most of you came to the column this week – to find out what happens at the SdJ award ceremony.
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Game Review: Anasazi
By Greg J. Schloesser
June 30, 2009
Designer: Klaus-Jürgen Wrede
Publisher: Mayfair Games / Phalanx Games
Players: 2-4
Ages: 10+
Playing Time: 30 minutes
Rules Language: English / German
Price: $30
Links:
The ancient Native Americans who lived and prospered for hundreds of years in the early 1000s are a fascinating people. Their legacy includes a litany of intriguing buildings constructed in the deserts and on precipitous cliffs of the American southwest. After flourishing for centuries, the civilization vanished rather suddenly, leaving a mystery that endures to this day. This mystery is the stuff of legend and makes for a wonderful story, and perhaps even an outstanding board game. Sadly, Anasazi by Klaus-Jurgen Wrede, is not that game.
As I learned on my recent vacation to the area, there is no recorded record of the actual name of this group of Native Americans. Modern historians initially adopted the term Anasazi for the group, but this name is now out-of-favor, as apparently it can mean “enemy” in modern Hopi dialect. The name is still used, however, and was even adopted by Wrede for his game.
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Origins 2009 Report from Ted Cheatham
Ted Cheatham was at Origins 2009 this past weekend, checking out the new games on display and talking with designers and publishers about upcoming releases, and he’s filed this report.
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Board 2 Pieces June 30 2009
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New Rules for Roll Through the Ages
Matt Leacock has released new rules for Roll Through the Ages that add more developments to the game and increases the playing time. The Late Bronze Age, as this version is dubbed, doesn’t end until one player acquires seven developments or all of the monuments have been built.
New developments include Preservation, which allows you to spend pottery to double your food, and Shipping, which lets you build ships from wood and cloth, then use those ships to trade goods for other goods. To adjust for these changes, some existing developments, such as Medicine and Religion, have had their costs and values altered. Every monument can be built in the Late Bronze Age, no matter how many players are in the game. New score sheets that incorporate all of these changes are available for download on the rules page.
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Ubongo 3-D, the Puzzling Continues
In case you haven’t absorbed enough Ubongotude over the past six years, Kosmos brings you this new title from Grzegorz Rejchtman. In the original Ubongo, each player had her own set of tiles, a subset of which she’d use to cover the designated space on the random puzzle card that she had drawn. With Ubongo 3-D you now stack pieces so that you create not one, but two solid layers of bits over that round’s floor plan. You collect gemstones based on your performance, and the player with the most valuable gem collection at game’s end wins.
As with other Ubongo titles, Ubongo 3-D comes with both easy and difficult puzzle cards. Unlike previous game, the building materials are all wood instead of plastic cardboard. The game has a September 2009 release date.
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Alcazar – The Return of Kramer’s Big Boss from Kosmos
Big Boss is a much-treasured Wolfgang Kramer design from 1994 that plays like a one-dimensional version of Acquire and commands ridiculous prices on the used game market. (I’m speaking from experience here.) Pro Ludo had announced a new version of the game in 2007 under the name Altura: Die Hauptstadt von Alturien, which was part of the company’s plan to repackage four existing Kramer games into a newly designed world called Alturien. Two things killed that plan, however: Der Markt von Alturien, a new version of City, failed to impress gamers, and Pro Ludo left the publishing business. Gamers’ dreams of finally getting their hands on Big Boss died yet again.
Alcazar, coming from Kosmos in September 2009, will finally be that new version of Big Boss as one can tell be looking at the upper-left corner of the box and reading the words “Das neue Big Boss.” One thing different about this new game is the setting, which has players building castles and villas rather than auto companies, and placing builders and grandees within those buildings rather than buying stock. The takeover mechanism of the game remains the same: As castles build and expand, they’ll grow closer to one another, and should they touch, the smaller will be “incorporated” (wink, wink) into the larger one. The nobility from the smaller castle then heads home, after first converting all of their candelabras and Persian rugs into silver.
This game doesn’t go to six players as Big Boss did, so that’s one change to the game. That promising upper-left corner also mentions variants, so it will be interesting to see what Kramer has to offer when he revisits a fifteen-year-old design.
(HT: Tric Trac)
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Dominion Wins 2009 Spiel des Jahres; Das magische Labyrinth Takes Kinderspiel Award
Donald X. Vaccarino’s Dominion, published by Rio Grande Games and Hans im Glück, has won the 2009 Spiel des Jahres, the coveted German Game of the Year award. Winning the Spiel des Jahres, which is chosen annually by a jury of journalists who cover games for various German publications, typically results in massive sales for the chosen game and a wave of expansions and sequels by the winning designer and publisher.
Dominion, Vaccarino’s first published game, has players build a deck of cards – comprised of money, actions and victory points – on the fly during the course of the game. Each player’s deck changes with each new card acquired, so players need to keep those changes in mind as the game progresses. Do they have too little money? Are they buying victory cards too early, clogging their decks with valuable, yet unplayable cards? The game includes 25 Kingdom cards, only ten of which are used in each game, so the game provides a huge amount of variability. Breaking tradition from Spiel des Jahres past, the first expansion for Dominion – Intrigue – was released earlier in June 2009. (Vaccarino wrote about the design of Intrigue and Dominion expansions in a recent article on BGN.) More expansions are in the works. Tummelson noted at the SdJ press conference in Berlin that Vaccarino had presented him with 35 games when they first met, so don’t be surprised to see a few more games with his byline over the next twelve months…
When the SdJ nominees were announced in May 2009, two special awards were given: Space Alert, by Vlaada Chvatil (Czech Games Edition), in the category of “new game worlds” and Gift Trap, by Nick Kellet (Heidelberger Spieleverlag) for “party games.” The SdJ jury creates these special awards as needed to recognize games that hold some special appeal outside of the mainstream titles recognized as SdJ-nominated and -recommended games. Kellet and Heidelberger’s Harald Bilz, as well as Chvatil and Czech Games’ Petr Murmak, were in Berlin to receive their awards.
The Kinderspiel des Jahres – the children’s game of the year, which is announced at the same time as the SdJ but chosen by a different jury of experts – is Das magische Labyrinth, designed by Dirk Baumann and published by Drei Magier Spiele. In Das magische Labyrinth, Baumann’s first published game, players have magnetized magicians who are trying to collect objects hidden below the gameboard and move them to a certain destination – but a labyrinth underneath the gameboard can cause you to lose your grip on an item unexpectedly while toting it to your goal. Pay attention to such “accidents” and you’ll be able to memorize where the hidden walls are located.
Wieland Herold, the jury coordinator for the KsdJ, announced that in 2010, for the tenth anniversary of the award, the Kinderspiel would be presented at a separate news conference in a different location. (Prior to 2001, the award was a special prize for best children’s game and not its own freestanding award.)
Congrats to all the winners!
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Matt Thrower: Six Months On
Those of you who are blessed with both an excellent memory and an unusually high degree of tolerance may recall that I started this year on a quest to demonstrate that I was definitely playing my existing games more through the use of John Farrel’s stats pages. Six months in, I’m sure that no-one cares how I’m doing, but I thought I’d tell you anyway. And then maybe devote a bit of space to thinking about patterns of game-playing generally, which might be marginally more interesting.
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Winners of the 2009 Origins Awards: Dominion, Pandemic, Say Anything
Dave Chalker posted the winners of the 2009 Origins Awards on his Twitter feed, then on his website, Critical-Hits.org. Dominion took home the award for best card game, while Pandemic was named best board game. Both games have been nominated for the 2009 Spiel des Jahres, the winner of which will be announced a few hours after this posting. Other winners include Say Anything in the children’s, family and party games category and Conflict of Heroes: Awakening the Bear for best historical board game.
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Gone Cardboard: Pocket Rockets, Coming from Hazgaard
Pocket Rockets is a new title from designer Antoine Bauza, who will have released more than a half-dozen titles in a year once Spiel 09 rolls around, including Bakong, Pony Express and Ghost Stories.
Race games seem to hold a special appeal for Bauza, and Pocket Rockets has racing elements as players are trying to complete rockets quickly before the limited fuel supplies run out and the game ends. As in many games, efficient building in an inefficient factory will be key to your victory. Six cards comprise the factory, with a launch site and a recycling workshop sitting opposite one another, while a conveyor and three assembly plants (white, red, yellow) take up the other four locations. On a turn, a player has four action points with which to move her token in the direction of the conveyor, draw a rocket card – whether base, fuselage or tip – from one of four decks near the factory, or use the power of one of the factory cards. The assembly plants let you play a card of the appropriate color, the recycling workshop lets you trade a card in hand for another one (which is needed due to a three card hand limit), and the launch site gives fuel with which to launch a completed rocket.
The game ends when fuel is exhausted, and players score two points per fuselage card in their completed rockets as well as 1-4 points for the fuel used. Rocket tips provide players with special powers, such as an additional action point and the ability to move either direction on the conveyor.
Pocket Rockets is for 2-4 players, ages 10 and up, with a playing time of 20 minutes. The publisher, Hazgaard Editions, will release the game in July 2009, and Asmodee Editions will distribute it in North America and elsewhere. Rules are available in German, French and English on the Pokcet Rockets website. This game has been updated on Gone Cardboard.
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Matt Carlson: More SdJ Gibberish
In what is clearly a unique experience for me, I’ve actually played several of the Spiel des Jahres nominees BEFORE the award is announced. While I love playing new games and tend to be on the cutting edge of my local game group, I do not import games nor do I attend boardgame gatherings where I would have access to prototypes. However, with two of the five titles developed here in the US, I’ve managed to get ahold of them before the nominees were announced! As the winner will be announced in a matter of days, I thought I’d share my unsolicited opinion on the three that I have played: Finca, Pandemic, and Dominion.
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Kris Hall: The 2nd Michael Tan Interview
Last week I interviewed Dan Holte about his upcoming grand strategic World War II in Europe game. This week I interview for the second time Michael Tan whose game Sturm Europa! is also an upcoming grand strategic WWII in Europe game.
Kris: Sturm Europa! is now going to be published by Academy Games. Congratulations! How did that happy event come about? When is SE likely to be published? When is it likely to be available for pre-order? Does Academy Games even do pre-orders?
Michael: I was contacted directly by Uwe Eickert at Academy Games who saw my design on boardgamegeek.com. A TON of interest was generated by previewing game components such as event cards and block labels. I was very fortunate to receive offers from three major publishers. I felt each would have done a fine job publishing my design but the clincher was Academy’s commitment to a large print run with no P500 contingency and the assurance that Sturm would have the same first rate production value as Conflict of Heroes.
SE is likely to be published by the end of this year. The original target was in time for Essen, but Uwe and I both agree it is better to wait until I am thoroughly satisfied with the design than to rush something off to the printers.
Academy Games does pre-orders but the timetable has not been set. One thing that has been discussed is a limited edition bonus item to ship with pre-orders like custom dice or optional cards.
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Designer Postview: Dominion: Intrigue
By Donald X. Vaccarino
June 25, 2009
Designer: Donald X. Vaccarino
Publisher: Rio Grande Games / Hans im Glück / Filosofia Games / others
Players: 2-4
Ages: 8+
Playing Time: 30 minutes
Release Date: June/July 2009
Price: $45
Links:
When W. Eric Martin asked me to write a Dominion: Intrigue preview, it seemed like a daunting task, since I’d already written a “Secret History of the Intrigue Cards” thing for posting at BoardGameGeek around the time the set came out. I didn’t want to just repeat myself, so what did that leave? Then someone spoiled all of the Intrigue cards. A preview became impossible; at best I could write a view. Then I waited and waited, and now the set is out some places and the only option left is a postview.
And I’ve written one! I’m just assuming that as I type these words, but you in the future reading this know it to be true because why would W. Eric Martin just post these two paragraphs? No, there must be a postview coming.
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Board 2 Pieces June 25, 2009
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Postcards From Berlin #37: The Naked Truth
By Jeff Allers
June 25, 2009
German Word of the Month: freier körper kultur (free body culture)
Despite the time of year, the weather in Berlin has remained as brisk and wet as it was in the long winter months. Sweaters and jackets are still in full rotation in my weekly wardrobe, and rare are the days for shorts or short sleeves, not to mention opportunities for shedding even more clothing. I can imagine, for some Germans at least, that must be very difficult.
Because, as many American teenage boys know, German beaches are places where even the skimpiest of swim suits are sometimes discarded in favor of bathing au naturale. It’s true that the naturist movement has been popular here for some time, but those of us who come from a more conservative background are still surprised to see the beach areas marked freier körper kultur, or FKK.
I find its popularity in this country quite ironic, considering the guardedness of most Germans and their high value on privacy, as they will often only offer their last name on a first meeting. And to tell you the truth, a stroll on one of those beaches will quickly dispatch any teenage fantasies, as you are confronted with the reality of who actually uses them. Just imagine a picnic with your extended family dressed “as God intended,” and you might get the picture – not exactly the Garden of Eden.
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Shannon Appelcline: An Ode to Games
One of my brothers, Jason, got married on Saturday. My wife and I selected a wedding present straight from our hearts, rather than from a registry: two German board games. Ticket to Ride and Carcassonne, to be precise. We thought that both Jason and his new wife would enjoy them, as they both enjoy games, though they more frequently play Monopoly than something from the German family.
But, it wasn’t just about fun. We gave them games for another reason: because of their particular ability to draw people together.
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Gone Cardboard: Space Junkyard, Coming from Mayday Games
Mayday Games, which has released gaming accessories such as wooden animal meeples for Agricola and narrow card sleeves for Dominion, is branching out into game publishing, with Gilad Yarnitzky’s Space Junkyard. Space Junkyard, which is available as a print-and-play version through BoardGameGeek, was previously announced by Alcatraz Games, a company which has since vanished from the face of the Internet. Here’s a description of the game from Mayday:
Space has become a giant dumping ground for jettisoned components and derelict spacecraft. But the tide could be turned by clever star pilots hoping to expand their tiny ships. Navigating through a sea of asteroids and recyclable parts, pilots collect resources and salvaged ship modules in a quest to build the largest and most complete starship.
In Space Junkyard each player starts with a single module which holds up to two of each resource: Energy, Carbone Ore, and Metal Alloy. Each turn, players’ ships produce resources and may manuvre on the game board to either collect more resources or attach new modules onto their ship. Each module is unique and may add additional storage, resource production, and victory points.
To end each turn players draw a new asteroid or ship module tile from the bag and slide it onto the game board, pushing the rest of the row or column down one space and even knocking tiles and ships off the board. Players may navigate through the Worm Hole tile or power their boosters (at the cost of a single energy resource) to gain extra mobility for a turn, but must navigate around the Black Hole tile if it shows up on the board.
At the end of the game the winner is determined by victory points on board each players’ ship but reduced for any open sections on board.
Space Junkyard is for 2-4 players, ages 10 and up, with a playing time of 30-60 minutes. The game is due out in late August 2009 and will retail for $35. Mayday Games is accepting preorders for Space Junkyard on its website. This game has been added to Gone Cardboard.
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Dale Yu: Interview with Alex Yeager from Mayfair Games
Well, by the time you’re reading this, I’m hopefully already in the air headed for Berlin, Germany. The announcement for the Spiel des Jahres is coming next Monday morning, June 29, but Valerie and I are heading over to Europe to see some sights, meet up with our partners at Hans im Glück, and get ready for the weekend events surrounding the SdJ. [In case you’ve forgotten, Valerie and I are the developers of Dominion.]
This year, the award will go to one of the five following nominated games:
- Dominion (Rio Grande/Hans im Gluck)
- Fauna (HUCH & Friends)
- Finca (Hans im Gluck)
- FITS (Ravensburger)
- Pandemie (Pegasus)
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Gone Cardboard: Hibernia, Released from Vainglorious Games
In early June 2009, designer Eric B. Vogel released Hibernia, the second title from his own Vainglorious Games. In Hibernia, 3-4 players compete to control territory. Combat is a simple affair with troops eliminating one another on a 1-for-1 basis when enemies occupy the same space. Each turn, players take two actions, either raising warriors, marching on another land, or both; at turn’s end, a player moves along the colored scoring track if she controls territories that match the colors of the spaces ahead of her on the track. The first player to circle the track wins.
You can download rules (PDF) for Hibernia from the Vainglorious website; Vogel doesn’t sell the game directly, so visit the website for retail outlets if you’re interested in the game. To find out more about Vogel and his first release, Cambria, check out this November 2008 interview conducted by BGN’s own Shannon Appelcline.
This game has been added to Gone Cardboard.
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Board 2 Pieces June 23, 2009
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Fraser McHarg: Too much going on for a column
The womenfolk of the household depart these shores, well this house, in not a lot more than twelve hours so there has been very little time for gaming. We did play HysteriCoach last Friday with ten people and the game was much more fun than it had sounded based on a pure reading of the rules.
There are rumours of a Power Grid party before I leave, but I have the unfortunate feeling that most of the participants are in different continents. It may be time to set up that Civilization game after all…
But now, back to assisting the departure of Melissa, Daughter the Elder and Daughter the Younger.
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JESS: II International Gaming Photo Award
The II International Gaming Photo Award is opened!

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New Game Design Competition on NTPSLM
French-Canadian website Ne Tirez Pas Sur Le Messager has announced its 2010 game design competition, with Gigamic and Vassal Forge being added to the existing list of sponsors: Filosofia, Le Scorpion Masqué, Asyncron, Le Valet d’Couer and Plato. Unlike previous years, rules for game entries can be in English as well as French. The deadline for entry is September 6, 2009. Download the rules (PDF) for details on the competition and entry requirements.
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Gone Cardboard: Rise of Empires, Coming from Mayfair Games
Mayfair Games will release Martin Wallace’s Rise of Empires in August 2009. Here’s a description of the game from the publisher:
Don’t just make history – guide it! Take the reins of a developing civilization, choosing the resources and development paths that will lead to the fastest expansion, as you claim and defend territory on a map forging an empire that eventually encompasses whole continents.
In Rise of Empires play is divided into three eras. Choices made early in the era are repeated late, so your decisions must have both short-term and long-term benefits to be successful. This process requires tough decision-making and promotes an atmosphere with nail-biting suspense. Victory points are rewarded for building cities, for having an empire, for progress in science, and for trading goods.
Rise of Empires breathes new life into the civilization games genre! Balance gold and food, war and agriculture, territory and technology to forge an empire that is destined to rise above all other nations!
Rise of Empires is for 2-5 players, ages 12 and up, with a playing time of 180 minutes and a $55 pricetag. Phalanx Games is releasing this game in German at roughly the same time. This game has been added to Gone Cardboard.
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Gone Cardboard: Witch of Salem, Coming from Mayfair Games
In August or September 2009, Mayfair Games will release Witch of Salem, a Michael Rieneck design that was released by Kosmos in late 2008 under the title Der Hexer von Salem. While Rieneck is the designer, the name splashed across the top of the box is Wolfgang Hohlbein, a German author of science fiction, fantasy and horror who has written more than 200 books, including six in a series that goes under the umbrella title of Der Hexer von Salem. Here’s the game description from Mayfair:
Step back to early 20th Century New England. Here, the horrible “Great Old Ones” – mysterious inhabitants of a dark, unfathomable void – seek entry into our world. One of their imprisoned overlords gathers them, just as his worldly servants open portals throughout Arkham for the coming onslaught. Only Salem’s master witch, Robert Craven, holds the key to safeguarding mankind. He plans to gather a team of intrepid scholars to find the hidden portals and close them with powerful magic seals. The noble witch’s elite team must battle the threat of madness, duel the dark servants, tackle mystical challenges, and face their ultimate nemesis: an unidentified Great Old One with an unknown and incalculable strength.
In Witch of Salem, you step into the terrifying world of renowned storyteller Wolfgang Hohlbein, a mythos inspired by the tales of H. P. Lovecraft. You play one of the witch’s scholarly allies. Working cooperatively with your cohorts, uncover the secrets of the Necronomicon, combat creeping insanity, defeat the coming Evil, and bar the Great Old Ones from exiting the interdimensional abyss.
Yes, Witch of Salem is another entry in the recent wave of cooperative games. I’ve played once on the easiest level, and the tension felt among all the players was intense. We walked the edge of victory and failure from the midpoint of the game onward, finally crawling toward a win in the final moments before the world was doomed – only to be undone by a gate to another dimension that one player had forgotten to seal! Sorry for wrecking the Earth everyone.
Witch of Salem is for 2-4 players, ages 12 and up with a playing time of 60 minutes and a retail price of $50. This game has been added to Gone Cardboard.
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