Convention Preview: Spiel 2008 – Publishers A-C

By W. Eric Martin

Spiel, held in the town of Essen each October, is one of Germany's two major game conventions, the other being the Nuremberg International Toy Fair in February. While Nuremberg is a trade show – and therefore strictly business – Spiel is open to the public, drawing roughly 150,000 people over four days. Hundreds of new games will be introduced at Spiel 08, which takes place from October 23rd to 26th. This preview covers games that publishers plan to release at Spiel or in the months leading up to it. For some smaller publishers, I've included everything released since Spiel 07 as those games will be new to most attendees.

Note that this information has been cobbled together from dozens, nay, hundreds of sources, many in languages that aren't the editor's native tongue, so inaccuracies may have crept in despite my best efforts. Note also that while some publishers may not be at the fair itself, their games are included anyway because that's just the kind of guy I am.

Editor's Note: To keep downloading time manageable on both your end and mine, the Spiel 08 preview is split into four parts, up from two the previous year as these files are already beasts. This section covers publishers beginning with the letters A-C. The remaining publishers are available in preview sections devoted to letters D-M, N-R and S-Z.

essen2008-ac
Last Update: October 21, 2008

Publisher Game
2F-Spiele
Booth 11-63
Flussfieber
Posted: Sep 19

Publisher: 2F-Spiele / Rio Grande Games / Filosofia Games
Designer: Friedemann Friese
Artwork: Maura Kalusky
Players: 2-5
Ages: 8+
Playing Time: 30 minutes
Release Date: Spiel 08
Languages: German / English / French
Price: €20 (special for Spiel)
Links:

Flussfieber is a river-rafting race game in which each player controls two or three characters – represented by unique figures designed for this game – who all need to make down the river before another team. Movement cards for these characters are shuffled into one pile to create new waves in hand management. That said, the press release describes the game as ideal for both "families and hardcore gamers" as the movement rules are simple and game play should be quick.


The game includes six double-sided gameboards with a variety of blocked passages and streams, and not all boards are the same size, so the layouts should be interesting.


Funkenschlag: Erweiterung China/Korea

Publisher: 2F-Spiele / Rio Grande Games
Designer: Friedemann Friese
Players: 2-6
Ages: 12+
Playing Time: 120 minutes
Release Date: August 2008
Links:

Funkenschlag, aka Power Grid, expands to a new part of the world in August 2008 with the publication of the China/Korea Expansion. As Korea is still divided into North and South, so is the resource market, giving you two chances of getting hosed out of the raw materials you need. The richly varied geographical layout of the country also makes building expensive.

To match the Five Year Plans of old, the set-up for China has a planned economy with the power plants coming out in ascending order for the first two steps of the game. Resources will be in short supply, though, so you'll need to develop a good plan of your own as well.
3-Hirn-Verlag
Blitz!

Publisher: 3-Hirn-Verlag
Designer: Dr. Ingo Althöfer
Players: 2-3
Ages: 8+
Playing Time: 10 minutes
Release Date: Released
Price: €5 / €12.50 (see below)
Link:

Althöfer has released three games since Spiel 07, all of which are already available. As with all 3-Hirn-Verlag titles, they are sold only through the company's website or in person if you arrange to meet Althöfer at Spiel. See the company's website for an email contact.


As for Blitz!, one player is playing against one or two others. The lone gun is lightning, the blitz of the game's title, and he's trying to connect all six of his pieces (either yellow or light wood, depending on whether you want the cheaper plastic or more costly wood); the opponent(s) is the catcher and is trying to encircle the lightning with red and blue pieces. The play order goes red-yellow-blue, and the catcher must play an L-, T- or Z-shaped piece – depending on what he rolls on the d6 – in order to contain the lightning.
CoDi

Publisher: 3-Hirn-Verlag
Designer: Sandra Y. Merrek
Players: 2-4
Ages: 8+
Playing Time: 10-20 minutes
Release Date: Released
Price: €8.80
Link:

The board contains a small grid that is a flattened dodecahedron, which means that each vertex connects to exactly three other vertices. On a turn, a player places one of his stones on an empty vertex; for each of the three vertices connected to this one, if any of them are occupied by an opponent's stone and the current move causes that stone to be connected to two or three stones of the same color, that opponent's stone is removed from the board. (With two players, an opponent cannot replay a removed stone on the subsequent turn.)


The game ends once all 20 vertices are occupied, and whoever has the most stones on the board wins, with ties being possible. Creating a ring of stones secures their positions (because they can't have two neighbors of the same opposing color), so keep your eye out for opportunities to create one. A team game is also possible with a player order of ABCD, with teams of BC and AD and A playing first. In case of a tie, the team with more balanced board position wins.
Seasons of the Sun

Publisher: 3-Hirn-Verlag
Designer: Dr. Ingo Althöfer
Players: 2
Ages: 8+
Playing Time: 15-30 minutes
Release Date: Released
Price: €10 (see below)
Link:

When you buy Seasons of the Sun, you receive three dozen dice, a bunch of yellow and orange discs, a stickers to supply to an LP of your own. You do still have LPs around the house, don't you? The record represents the Sun, and players try to match the cycle of sunspots by throwing dice and placing high totals (with lots of pips, i.e. sunspots) on one side of the sun and low totals on the other. Whoever wins one of the sections scores points equal to the value of that section. High total wins.

See the note under Blitz! to see how to order.

Abacusspiele
Booth 10-40
Race for the Galaxy: Aufziehender Sturm
Posted: Sep 30

Publishers: Abacusspiele / Rio Grande Games
Designer: Tom Lehmann
Players: 1-5
Languages: German / English
Price: €20

This is a German-language version of Race for the Galaxy: The Gathering Storm, previewed in great depth by designer Tom Lehmann under the Rio Grande heading.
Worm Up!
Posted: Sep 19

Publishers: Abacusspiele / Gryphon Games (FRED Distribution) / Gigamic / Venice Connection / 999 Games
Designer: Alex Randolph
Artwork: Gabriela Silveira
Players: 3-5
Ages: 7+
Playing Time: 15-20 minutes
Languages: Italian, English, German and French / Dutch
Link:

Worm Up! – to be calld Rupsen Race in Dutch – is a new version of Alex Randolph's Würmeln. Players each control a worm that's composed of adjacent pieces and are racing to reach the finish line first. Each turn, players secretly determine how many spaces to move, then reveal their choices; anyone who's duplicated a choice doesn't move. Those who do move remove the pieces at the back of their worm and place them in front, trying to cut off competitors along the way.
Zooloretto freebie
Posted: Oct 9

Publisher: Abacusspiele
Designer: Michael Schacht
Release Date: spiel 08

In his October newsletter, Zooloretto designer Michael Schacht says that the Abacusspiele booth will repeat its polar bear giveaway of 2007 with a new item while supplies last. The Zooloretto News, a supplement from Spielbox magazine that includes a mini-expansion titled "The Savings Book," will also be available at the booth.
Zooloretto XXL
Posted: Oct 9

Publishers: Abacusspiele / Rio Grande Games
Designer: Michael Schacht
Players: 2-5
Ages: 8+
Playing Time: 60 minutes
Release Date: Spiel 08
Languages: German / English
Price: €18
Links:

The central twist in the game play for Zooloretto XXL comes from a set of tiles representing other zoos valued at 4-6 points and additional coin, vending, animal and offspring tiles and tokens, all of which have a blue back to allow for easier separation of the bits at game's end. You mix these tiles with those from the basic Zooloretto game and play the game as normal.

When you have a full enclosure, you can take an action not available in the basic game, namely shipping all of the animals from that enclosure to another zoo for display there. Those animals are removed from the game, giving you room to grow again, and you take the topmost zoo tile from the stack, with the value of the tiles decreasing as the game goes on.


Zooloretto XXL also includes two trucks with only one and two holding pens for use in the two-player game and an expansion board and 22 new tiles for use in Aquaretto.
Abstract Planet
Booth 4-416
Axiom 3000
Updated: Oct 9

Publisher: Abstract Planet
Designer: Michael Seal
Players: 2
Playing Time: 30 minutes
Release Date: Spiel 2008
Price: €30 / £25
Links:

Michael Seal's mindbending abstract game Axiom is finally set to appear in a new edition, dubbed Axiom 3000 or Magnetic Axiom.

While the look of the game will differ from the 1988 original – and magnets will hold the pieces in place rather than friction – the object of the game remains the same: Move one of your sceptres onto a cube occupied by an opponent's piece. At first glance the game appears to be a straightforward abstract with few pieces to move or consider, but once the sceptres start sliding around every edge and the cube structure deconstructs and vanishes during game play, you realize just how unique, bizarre and intriguing this game is.

One of two color choices available

Seal has said that he'll have two versions available at Spiel, the only place that the game will be available for now other than from Seal directly, and those games will be black-and-white or orange-and-grey (although the top image appears red-and-orange, and that's one of the most recent images I've received from Seal). Preorders for pick-up at Spiel or mail delivery are available; write to Michael Seal to place a preorder.

If you're not familiar with the game, check out the illustrated rules (linked to above) for a taste of how twisted this game is. As for its greatness, you'll just have to trust me on that until you try it for yourself.
Adlung-Spiele
Booth 11-33
Manimals: Ozeane, Küsten & Pole 1
Updated: Oct 14

Publisher: Adlung-Spiele
Designer: Bernhard Naegele
Players: 2-6
Ages: 6+
Playing Time: 10-20 minutes
Release Date: October 2008
Language: German
Price: €7
Link:

The Manimals series continues, this time focusing on oceans, coasts and the poles. Ask questions and learn about the attributes of the animals you'll find there. Look, a whale!

Manimals: Stuttgarter Wilhelma 1
Posted: Oct 14

Publisher: Adlung-Spiele
Designer: Bernhard Naegele
Players: 2-6
Ages: 6+
Playing Time: 10-20 minutes
Release Date: October 2008
Language: German
Price: €7
Link:

The Manimals series continues, with a special edition focusing on the biodiversity present in a zoological-botanical garden in Stuttgart.
Mehr oder Weniger
Updated: Oct 14

Publisher: Adlung-Spiele
Designer: Karsten Adlung
Players: 2-8
Ages: 8+
Playing Time: 10-15 minutes
Release Date: October 2008
Language: German
Price: €7
Link:

More or Less has players trying to quickly count objects or colors and grab the correct number card from the center of the table.
Voll Verladen
Updated: Oct 14

Publisher: Adlung-Spiele
Designer: Frank Stark
Players: 2-4
Ages: 7+
Playing Time: 10-15 minutes
Release Date: October 2008
Language: German
Price: €7
Link:

In Fully Loaded, players try to load goods onto their truck in ascending order. You don't have to take goods sequentially, but those who don't will be stuck with half-full trucks.

Zauberschwert & Drachenei: Wissen & Artefakte
Updated: Oct 16

Publisher: Adlung-Spiele
Designer: Jochen Schwinghammer
Players: 2-5
Ages: 12+
Playing Time: 60-90 minutes
Release Date: October 2008
Language: German
Price: €7
Link:

Knowledge and artifacts are the subject of the second expansion for Zauberschwert & Drachenei, and the game can be played in 60-90 minutes in the short form or take up to 180 using all three parts of the series.

Adrenaline Brush
Booth 4-313
Elixir of Life
Posted: Oct 13

Publisher: Adrenaline Brush
Designer: Ken Davies & Nellie Maan
Players: 2-6
Ages: 11+
Playing Time: 45 minutes
Release Date: Released
Languages: English, French & German
Price: £18 / €19.50 (on sale from €24.50)
Links:

A bluffing game that requires you to collect ingredients in order to do some alchemical magic.
Fondue
Posted: Oct 13

Publisher: Adrenaline Brush
Designer: Ken Davies & Nellie Maan
Players: 2-6
Ages: 8+
Playing Time: 45 minutes
Release Date: Released
Languages: English, French & German
Price: £22 / €24.50 (on sale from €29.50)
Links:

Explore a maze and race through it to collect four types of cheeses to complete your fondue. Ideally this a refrigerated maze you're walking...

Note that this game was released in 2007, but Adrenaline Brush is appearing at Spiel for its first time.
Summit
Posted: Oct 13

Publisher: Adrenaline Brush
Designer: Ken Davies & Nellie Maan
Players: 2-4
Ages: 10+
Playing Time: 45 minutes
Languages: English, French & German
Price: £18 / €19.50 (on sale from €24.50)
Links:

Be the first to summit a 10,000 meter peak, and you'll receive fame and glory. Be the first to summit a ludographic representation of that same peak, and you'll win this game.
Aktuell-Spiele-Verlag
Booth 11-39
Im Neandertal
Posted: Oct 10

Publisher: Aktuell-Spiele-Verlag
Designer: Franz Scholles
Players: 2-6
Ages: 6+
Playing Time: 15 minutes
Release Date: Released
Price: €8
Link:

Survive snow storms and predatory animals during the final days of the Ice Age. To do so, you'll need to find plants, fruits and weapons, not to mention shelter. A cave! Find a cave!
alea
Booth 9-11
Updated: Sep 30

In late August 2008, Stefan Brück noted on the alea news page that the company will have no new game on hand for Spiel 08. The plan had been to release a game that rated 6 or higher on the alea scale – with that scale measuring complexity – but none of the prospective candidates are at the stage of development needed to have a game published by late October.

Instead, alea will focus its attention on demonstrating Wie verhext!, which was a Spiel des Jahres nominee this year. Nuremberg 2009 will bring a new title in the middle-sized box, as well as a "small surprise" to celebrate the tenth anniversary of alea.

Update, Sep 30: In response to a reader's question about the possibility of a sixth-player expansion for Wie verhext!, Brück suggested looking at this question again in February/March 2009.
Amigo Spiele
Booth 11-22
Byzanz
Updated: Sep 4

Publisher: Amigo Spiele
Designer: Emanuele Ornella
Players: 3-6
Ages: 8+
Playing Time: 45 minutes
Price: €7
Links:

Time to romp through the markets of Byzanz, the golden city later known as Constantinople, where players will haggle over wine, grain, spice and cloth. "I first thought of Byzanz during a summer vacation," says designer Emanuele Ornella. "I was playing a lot of Coloretto and wanted to think of an easy card game instead of a complex board game."

Ornella's Oltre Mare served as the intial inspiration as that title is mostly a card game with a smattering of movement around a gameboard while players compete for special actions. "I even called it Oltre Mare: The Card Game at first," he says, "because the similarity is there with goods on the cards, but Byzanz is a different game as the main mechanism is the auction. The tricky idea here is using the same cards for both winning the auctions and awarding victory points." One of the German publishers who looked at Ornella's prototype (and rejected it) suggested expanding the game to encompass six players, and that's the version Amigo is publishing – although Ornella admits "the new name of the game was a surprise even to me."

In Byzanz, ware cards (six varities worth 1-4) and merchant cards (jokers worth 0) are shuffled together, then four cards are dealt to each player. In each round, each player will win one auction, with the numbers of cards available dropping each time. (With three players, for example, you auction six cards, then four, then two.)

Players are bidding with the ware cards in their hands, ignoring the type of goods during this phase. The cards being spent – along with one card from the lot – are placed in the open market, and the auction winner takes the auction card showing how many cards were put up for bid. That player is out for the remaining rounds. Once all the auctions are complete, with the final player taking a lot without having to bid, players sorts the cards in the market by type, then each player claims all cards of one type, starting with the player with the lowest auction number (i.e. the one who won the final auction).

You continue to run through series of auctions until the game ends. At any time during the game, a player may sell three goods of the same type, keeping the highest valued card and returning the other two cards to the box. Merchants have a zero value but match every type; make a set of three merchants, though, and the card is worth five points at the end of the game. Players who have more than seven cards in hand must sell or throw away goods until they have only seven. Whoever has claimed the most points after the final round of auctions wins the game.

"Do not, of course, expect as much complexity as in Hermagor or Il Principe," says Ornella. "It's more a good filler with an original auction mechanism."
Herr der Ziegen

Publisher: Amigo Spiele
Designer: Günter Burkhardt
Players: 2-5
Ages: 8+
Playing Time: 40 minutes
Price: €20
Links:

Lord of the Goats, as the English title might be known, seems to be a multi-player version of Burkhardt's Kupferkessel & Co.. Players create a gameboard by mixing up to 18 different types of goats (with each type having tiles worth 1-5), then laying out tiles in a 7x7 square (or 6x6 square with two players). Each player places her large goat at a starting location around the grid that varies depending on the number of players. Players also have two goat tiles in hand.

On a turn, a player lays down one tile, then moves her big goat around the edge of the display a number of spaces equal to the number on the tile. She then claims one of the tiles in that row and adds it to her hand, replacing it with a tile from those not used in the initial grid. If a player now has eight points of a certain type of goat lying in front of her, she uses her small goats to claim the remaining goats of that type in the grid. (If some tiles are in the stack, she can claim them when they come on the board later.) If four tiles of a goat type have been played without a single player having eight points, then the player with the most points will be able to claim the final tile. In both scoring situations, players on the losing end of the goat-type calculation throw any tiles of that type in the box and score nothing for them.

Two other types of tiles are dogs and milk jugs. Play a milk jug (worth 1 or 2), and you move your large goat like normal and take a new tile; at game's end, the player with the most milk jugs scores points equal to the total of her milk points, while the players with the secondmost milk scores half his total. Play a dog, and you get to swap one of your small goats (and the tile its on) with another tile on the board; any tiles that you've claimed that are next to your stall (or chained to your stall by other goats belonging to you) are worth twice as many points. Players tally their points at the end of the game, and whoever has the most is the new lord of the goats!
Poison

Publisher: Amigo Spiele
Designer: Reiner Knizia
Players: 3-6
Ages: 8+
Playing Time: 45 minutes
Price: €7
Links:

A compact (and German) version of the game previously released by Playroom Entertainment and being rereleased under the name Baker's Dozen.

For each of the three potions in the game, players try to take more than anyone else in a round or none at all. If you come out on top, you can discard the potion; if not, you score points for each potion card you take – and points are bad. You can't discard poison no matter how many you take, so steer clear of the green stuff...
Privacy 2

Publisher: Amigo Spiele
Designer: Reinhard Staupe
Players: 5-12
Ages: 16+
Playing Time: 45 minutes
Price: €35
Links:

A sequel to Privacy, which Amigo released in 2004, Privacy 2 presents players with more outrageous questions: How many players have kissed someone's feet? Or have jeweler in intimate places? Or have secretly spat in someone's food?

Privacy 2 includes 360 such questions (in German), and each round players will try to guess how many players will say "yes" to a particular question. Each player then answers secretly (and ideally honestly) by dropping a colored ball in a bag: orange for "yes" and black for "no." Guess the right number and you move on the track three spaces; get close and you advance a single space. The first player to the end of the track wins.

Staupe has said that an English version of the games is in the works for 2009.
Stefan Marquard's Küchenlatein
Updated: Oct 16

Publisher: Amigo Spiele
Designer: Marco Leopizzi
Players: 2-6
Ages: 12+
Playing Time: 90 minutes
Price: €35
Links:

A trivia game to test your knowledge of the kitchen and how well you pay attention to Stefan Marquard.
Tenakee

Publisher: Amigo Spiele
Designer: Michael Feldkötter
Players: 3-5
Ages: 8+
Playing Time: 15 minutes
Price: €7
Links:

Tenakee, first released by Olves Spiele in 2005, pits players as Indians building totem poles.

Each player starts with a hand of fourteen totem pole cards (each worth 1-10) along with three top cards, two squaw cards and two warrior cards. On a turn, each player secretly sets aside three of his cards, then players take turns playing cards one at a time in clockwise order. Top cards can be played only on totem poles without a warrior; squaw cards can be played only on top of a warrior card. In both cases, the totem pole is claimed by whoever played the top or squaw card. Warrior cards can be played only on a pole (even an empty pole) that has no other warriors. Only three totem poles (or four with five players) can be in progress at a time, so while you have choices over when to play your three cards, some plays might be forced or illegal depending on the current situation.

After seven rounds, the game ends and players score points for all of the pole cards in their stacks.
Angelo Porazzi Games
Booth 9-30
Ultimate

Publisher: Angelo Porazzi Games
Designer: Angelo Porazzi
Players: 2
Playing Time: 15 minutes
Release Date: Released
Price: €10
Links:

Porazzi, a member of the Ultimate Frisbee National Italian Team in 1988, has taken a page from his past to create a dice-based ultimate frisbee game. As in the outdoor sport, you want to move the disc to the opponent's endzone to score. The figure who holds the disc can't move, but other figures on your team can to get into position; naturally your opponent's going to be sticking his hands all over the place to interfere.

As with his Warangel, Porazzi sells customized versions of the game through his website, allowing you to choose the team colors in your set in case you have favorites.
Alban Viard / AoS Team
Booth 10-66
Age of Steam Box #1
Posted: Aug 29

Publisher: AoS Team
Release Date: September 2008 (U.S.) / October 2008 (Europe)
Price: $15 / €25 (with Washington DC/Berlin Wall; see below)
Link:

Given the plethora of Age of Steam expansions listed below, both for the AoS Team and Bézier Games – not to mention all those released in previous years – your box is undoubtedly splitting at the seams. Thus, the AoS Team is releasing The Age of Steam Box #1, a two-piece box produced by Ludo Fact in Germany that's about 5cm thick (roughly the thickness of Brass). Alban Viard guesses it will fit roughly a half-dozen mounted boards and any number of skinny laminated maps.

The box is available on its own in the U.S. and Canada, with order details linked to above, or together with Age of Steam: Washington DC/Berlin Wall (described below) for $40. For those attending Spiel 08, the box will be sold with the expansion for €25. Only 50 copies will be available at Spiel 08, with the remainder of the print run going to European retailers in November. To preorder, write Alban Viard with your request.
Age of Steam: CCCP

Publisher: AoS Team
Designer: Alban Viard
Release Date: Spiel 08
Players: 3-5
Price: €30 (for all three new expansions)
Link:

Alban Viard – who has previously released expansions for Age of Steam set on the moon, on Mars and in Iraq – plans to release a set of three expansions at Spiel 08. This one will take place in the old Soviet Union, or CCCP to use its native acronym, and in addition to moving goods and laying track, players want to be as red as possible because the player who delivers the fewest red cubes can't win the game, no matter how good his score.


At the start of the game, the state instructs you to place five red cubes on the Soviet flag, one black cube on each of the twelve black towns, and one cube on each other city. Anyone who takes the Communism action, which replaces Production, can place one of the "flag cubes" anywhere on the board or swap a black cube for a red one from the flag. Better red than dead!

The black towns can be urbanized like normal, but while they're still towns, non-black cubes pass through those towns as if the towns didn't exist – which means that you can use a smaller engine to move goods over long stretches of track, but since the towns don't count as a link, you lose out on the income you would have gained.

Viard says that Age of Steam: CCCP works with 3-5 players, with four probably being the best player count.

These three expansions, packaged in a triangular box in a limited edition of 120 copies, will be available only at Spiel 08 "with absolutely no reprinting in the future," according to Viard. To preorder a copy, which must be picked up Thursday morning between 10 am and noon, write Viard with your request.
Age of Steam: Chile

Publisher: AoS Team
Designer: Alban Viard
Players: 4-6 (best with 5)
Playing Time: 150 minutes
Release Date: Spiel 08
Price: €30 (for all three new expansions)
Link:

Chile – a long, narrow country in the real world – has found a similar representation in Age of Steam terms with the land being formed from two sheets of plastic-coated paper laid end to end for a board layout measuring 32 cm x 102 cm.

The mountainous Chilean landscape has been recreated as well, with plains along the Pacific shore and hills and mountains inland. Says designer Alban Viard, "Forty percent of the hexes are mountains costing $5, 40% are hills costing $3, and the rest cost only $2, so this is a very expensive map."

Gold in Them Thar Hills
To keep your expenses somewhat under control, you can try to discover and deliver Incan gold. Yes, the yellow cubes are all precious metal, and when you deliver them not only do you receive the standard income boost, but you also slide down one spot on the share track, saving you a buck a turn from then on and giving you three extra points at the end of the game! The yellow New City is removed from the game, however, as any yellow cubes delivered during the game to keep gold rare and precious.

"We usually deliver 12-16 yellow cubes in our game, which means up to 16 shares being repaid – divided among the players, of course," says Viard. "So you keep this in mind during the share phase, as when you plan to build in the high mountains, you need $15 plus funds for bidding, so players take 4-5 shares, then hope to deliver yellow cubes to move their share disc back down."

Asked for advice, Viard says, "First move is a very powerful action," especially when you're competing with others for limited gold. "Be careful not to compete with too many players for gold. In fact, you could ignore it and stay out of the high mountains. Just don't leave too much gold for one player, though, because if they deliver 3-4 cubes, they refresh their personal economy," he says, being able to draw on those shares again to power future turns.


These three expansions, packaged in a triangular box in a limited edition of 120 copies, will be available only at Spiel 08 "with absolutely no reprinting in the future," according to Viard. To preorder a copy, which must be picked up Thursday morning between 10 am and noon, write Viard with your request.
Age of Steam: Egypt

Publisher: AoS Team
Designer: Alban Viard
Players: At most 5
Release Date: Spiel 08
Price: €30 (for all three new expansions)
Link:

Get ready to visit the most famous river of all time, the Nile. But not all is good with your trip. The Nile divides the gameboard in half, and its annual flooding – while great for local farmers – is a royal pain to potential rail barons. The left-hand bank is flooded to start the game, while the right-hand side floods on turn two, and so on throughout the game. "It's a dynamic system," says Viard. "Some turns this pyramid is flooded and this town unavailable, making it impossible to deliver goods." Building costs are high in flooded areas, and unless you take the new Felluca action – a "felluca" being a sailboat used in ancient times – you also have to pay to deliver goods across flooded areas.

But what's this about pyramids? As you might expect in Egypt, two pyramids of goods stand on either sides of the Nile, with the goods arranged in levels of nine cubes, then four cubes, then one cube on top. "Once you've taken the top good, the next four cubes are available," says Viard. "Will it be good to make these available to your opponents? The same question awaits when the last of the four cubes is delivered," releasing a flood of nine cubes in the middle-to-end of the game.

Other features in the game include Baltim, a green city that can accept all types of goods – except that it stands in the middle of the Nile delta, which means that it floods each turn, making building and delivery expensive for those without the Felluca action. Bur Sa'id is the only yellow city on the map, and to reach it, you effectively have to redig the Suez Canal.

These three expansions, packaged in a triangular box in a limited edition of 120 copies, will be available only at Spiel 08 "with absolutely no reprinting in the future," according to Viard. To preorder a copy, which must be picked up Thursday morning between 10 am and noon, write Viard with your request.
Age of Steam: Washington DC/Berlin Wall
Posted: Aug 29

Publisher: AoS Team
Designer: Alban Viard
Players: 3-4
Release Date: September 2008 (U.S.) / October 2008 (Europe)
Price: $30 / €25 (including the Age of Steam Box #1 (see below)
Link:

Age of Steam: Washington DC/Berlin Wall pairs West with East-meets-West in a theme-rich take on everyone's most expandable train game.


On the Washington DC side of the gameboard, players can use Interstate 495, otherwise known as the Capital Beltway, to move goods quickly from one part of the city to another (think Clue with the Conservatory), but as the game goes on traffic worsens on the interstate until it becomes impassable. Says Viard, "As soon as one player has linked one highway, at the beginning of the next round, players have to throw one die, and this 495 will suffer traffic jams and be impassable, except for the player who has chosen the new Emergency! action. In the middle game, players have to throw two dice, and for the last two rounds, all highways suffer traffic jams and are impassable." Except for those flashing red lights, of course. Your tax dollars at work!

Building inside the District of Columbia is more expensive than in the outer areas, and the White House (yellow) and Library of Congress (purple) are the only cities of those colors on the board, although urbanization can bring about another one. The Capitol building, on the other hand, serves as nothing but an obstacle. (Must...resist...editiorial comment...)


For the Berlin Wall, players step back in time to the days when international forces split a city for decades, a division which similarly divides the gameboard, with the reds (red cities, that is) and yellows on one half and the blues and purples on the other; specific rules are attached to each side of the city. Viard is hush-hush at the moment about the nature of the Wall, although he does say, "In the set up, you will have to build the wall first."

You can urbanize towns to bring new colored cities to the board, and the Engineer action allows you to break the Wall in a single hex – wait long enough, though, and the Wall will come down on its own for the final two rounds of the game. It's 1989 all over again...

Age of Steam: Washington DC/Berlin Wall comes in a laminated A3 size format, similar to Viard's Moon/Mars expansion. It will be available first in North America through the BoardGameGeek marketplace, with fifty copies on sale at Spiel 08, together with The Age of Steam Box #1 for a combined price of $40/€25. To preorder, write Alban Viard with your request.
In addition to the new set of maps mentioned above, Viard plans to bring ten copies each of his Age of Steam: War in Iraq/NYC and Age of Steam: Moon/Mars expansions to Spiel 08. Each pair of maps costs €15; to reserve a copy, write Viard with your request, and he'll send you pick-up info.
Argentum Verlag
Booth 5-64
Wind River

Publisher: Argentum Verlag
Designer: Dirk Liekens
Artist: Dennis Lohausen
Players: 3-4
Ages: 12+
Playing Time: 60 minutes
Links:

Players each control a group of Native Americans – or, to be more accurate, you control the tipis they own. (The Native Americans themselves are never seen in the game.) Rows of buffalo are set up on the gameboard at the start of the game, and players take turns playing two tipis onto the board, each in a different location.

On a turn, you must move as many buffalo as the number of tipis you have on the board, with each buffalo moving only one space. You must then supply your tipis with resources; each buffalo in a space supplies one tipi with one resource, but if you share space with an opponent's tipi – which is possible after the first turn – the buffalo supply those tipis first. For each tipi without a buffalo to supply it, you must pay one resource or remove the tipi from the board. After these actions, you take one additional action: moving a tipi, paying three resources to add a tipi where you have one, getting resources equal to the number of buffalo in a space minus the number of your tipis, or moving another buffalo.

Buffalo keep moving across the gameboard, eventually reaching the open plain and leaving the game. You can move your tipis into the open plain as well, and the game ends once the board has no tipis on it, whether they've moved into open land or starved due to a lack of buffalo. Whoever has moved the most tipis to open land wins.

arte ludens
Booth 5-35
Kippl
Posted: Oct 18

Publisher: arte ludens
Designer: Claudia Roemmel & Moritz Wittensöldner
Players: 2-4
Playing Time: 10-20 minutes
Release Date: Released
Link:

In Kippl, players are trying to end the game with more of their colored pieces face-up than anyone else, but that's easier said than done. On each turn the active player rolls a die, then moves one piece that many spaces and flips it over, either revealing or hiding its color depending on how the piece started the turn. If you move a piece off a stack onto another piece – and not onto the board because empty spaces stay empty – then the piece that you reveal is removed from the game, whether showing its color or not.

You can watch a video explaining the game (in German) at the arte ludens website. The Javascript doesn't allow direct links; click "Spiele," then "Kippl" to reach the game and watch the video.
Asmodée Editions (France)
Booth 12-68
Formula D

Publisher: Asmodée Editions
Designers: Eric Randall & Laurent Lavaur
Players: 2-10
Playing Time: 60 minutes
Release Date: October 2008 (Europe) / November 2008 (U.S.)
Links:

A new edition of Formula Dé, with souped-up mangafied graphics, custom cars, nitro acceleration, a street racing look, and other new features for the 21st century. Customized drivers are another new element, which will push your driving in new directions each time you play.


Note that this title, along with Time's Up, Senji and other Asmodée releases, will be available in the Pro Ludo booth in German with no French copies of the games available for purchase. (Pro Ludo publishes localized versions of Asmodée titles in Germany.)
Asmodée Editions (US)
Ghost Stories

Publisher: Repos Production
Distributor: Asmodée Editions
Designer: Antoine Bauza
Release Date: October 2008

For information about this game, which will first be released in French at Spiel, check the game listing under Repos Production.
Hurry'cup

Publisher: Asmodée Editions
Designer: Antoine Bauza
Release Date: November 2008
Links:

For information about this game, which will first be released in French at Spiel, check the game listing under Hurrican Games.
Asyncron Games
Booth 4-124
Bobby Sitter
Updated: Sep 10

Publisher: Asyncron Games
Designer: Jean Marc Courtil
Artwork: David Revoy
Players: 2-6
Ages: 5+
Playing Time: 10-20 minutes
Release Date: September 2008
Languages: French & English
Price: €20
Link:

Bobby Sitter is a speed/observation game along the lines of Jungle Speed. Says designer Jean-Marc Courtil, "I have to be the fastest one at the table, but not make a mistake."

On a turn, a player reveals a card to all players simultaneously from a face-down deck. If the card shows a sheep, whoever grabs the single sheep token first wins a point – unless there's a wolf hiding in the background, in which case you lose a point for grabbing the sheep token. If a wolf attacks, then you need to grab a dog token to protect yourself, and with one fewer dog tokens than players, someone is going to miss out and lose a point. First player to five points wins.

Familys
Updated: Sep 10

Publisher: Asyncron Games
Designers: Franck Saverys & Sabine Hamays
Players: 2-6
Ages: 6+
Playing Time: 20 minutes
Release Date: September 2008
Price: €15
Link:

As you might guess from the cheery colors and the touching subtitle on the box, this game is all about building families – or "FamilYs," rather, with the "Y" being a big huggy uncle who wants to embrace you because he hasn't seen you in so long. My, how you've grown! Can you really be in college now? Oh, and you've already served time in prison? That must have been interesting...

Your goal in Familys is to complete a nine character family of four grandparents, two parents and three children; while two of the grandparents must have white outfits, all of the other family members must be of the same color.



After players receive their initial hand of 11 cards, they lay down their largest potential family on the table. On a turn, you draw a card and either add it to your family tree or else try to use the letter, number and shape on the card to create combinations with the other cards in your hand. Do so, and you can discard those cards and draw replacements (minus one) from the deck. Filter fast and found your family first!
Versus
Posted: Sep 10

Publisher: Asyncron Games
Designer: Michel Pinon
Players: 2
Ages: 8+
Playing Time: 20-30 minutes
Release Date: Released
Link:

Versus is a two-player game in which players try to claim central locations with their pieces in order to score points. While you can move your regular pieces one space at a time, plodding toward the goals, you want to focus on moving your Versus piece, which travels any number of spaces in a straight line and sucks opposing pieces toward it while converting them to your side.


The free online version, linked to above, has two sizes of boards, while this wooden version – with a first edition of 300 copies – matches the smaller of the two boards.
Autoproduzione Pixel Multimedia
Booth 9-30
AiaGaia

Publisher: Autoproduzione Pixel Multimedia
Designer: Marco Valtriani
Players: 2-8
Ages: 6+
Playing Time: 10 minutes
Release Date: Released
Languages Italian & English
Price: €10
Link:

In this self-published game, players score points when they add animals to the table. Two things to keep in mind while doing this: (1) Most animals have special abilities based on the various cards in play, and (2) If you fail to make the proper animal noise while playing the card, the card is returned to your hand.
Bambus Spieleverlag
Booth 12-76
Down Under

Publisher: Bambus Spieleverlag
Designer: Günter Cornett
Players: 2-4
Ages: 8+
Playing Time: 20-30 minutes
Release Date: Released
Links:

While Cornett had a limited-edition version of Down Under at Spiel 07, the "real" published version wasn't available until weeks afterward, thus here's a 2007 release that will effectively debut at Spiel 08. As for the game play, here's a description from Cornett of the two games that can be played with the components included:
Down Under is a colorful tile-laying game for people who enjoy nice design as well as for tacticians. Who will place the cards that complete the longest route through the Australian Bush? Encountering the emu, kangaroo or duck-billed platypus along the way brings extra points, but rabbits are a menace. Against them only the dingo can help.

The second game, Sturt's Stony Desert, recalls the explorer Charles Sturt, who for his exploration of inner Australia carried a boat as he hoped to find a large inland sea. The goal here is to find a way through the desert, which is dry, winding and monochromatic.
Down Under comes with a twenty-page (German) brochure of information and photos related to Australia written by Elke Meinert. For more on the design and development of this game, read Cornett's Prototype2Publisher article about Down Under on Jeff Allers' Berlin Game Design blog.
Entensuppe und 53 andere Spiele
Posted: Oct 4

Publisher: Bambus Spieleverlag
Authors: David Parlett & Peer Sylvester
Price: €14.50

Duck Soup and 53 Other Games is a new collection of card games from Hare & Tortoise designer David Parlett, who has written numerous books on card games over the past three decades.
Tokugawa
Updated: Oct 20

Publisher: Bambus Spieleverlag
Designers: Victor Gilhaus & Tizian Blumenthal
Artwork: Carsten Fuhrmann
Players: 2
Ages: 10+
Playing Time: 60 minutes
Release Date: Spiel 08
Price: €39
Links:

You've probably never heard of designers Victor Gilhaus and Tizian Blumenthal, and that would be because they are children, not aspiring game designers to be who have been active on BGDF or BoardGameGeek learning about the hobby. So how did Tokugawa come about, with Bambus Spieleverlag ending up as publisher?

In 2006, the Deutsche Kinderhilfswerk (DKHW, or German Children's Fund) held a project called "100 Clever Ideas for Kid-Friendly Activities in Germany." Gilhaus (then age 11) and Blumenthal (then age 9) submitted a board game called Samurai, in which the two players try to occupy the opponent's capital – Tokyo or Kyoto – in 17th century Japan by using conquered provinces to provide materials to increase and maintain troops. (Sounds just like dozens of other games on this list, right?)


Samurai was chosen as one of the 25 projects that would receive €5,000 for development and promotion, and the DKHW approached Günter Cornett at Bambus Spieleverlag to ask his assistance in developing the game and bringing it to market. Two years later, after much testing, rule tweaking and name changing, Tokugawa will be released at Spiel 08 in a small edition of 99 copies in an attempt to spread interest in the game to a larger publisher.
BeWitched Spiele
Booth 11-65
Die 3 Gebote (The Three Commandments)
Posted: Sep 4

Publishers: BeWitched Spiele / Rio Grande Games
Designers: Friedemann Friese, Fraser Lamont & Gordon Lamont
Artwork: Fréderic Bertrand
Players: 3-7
Ages: 10+
Playing Time: 45 minutes
Release Date: Spiel 08
Price: €24
Links:

Inductive reasoning in games dates to at least 1956 when Robert Abbott created Eleusis, in which players try to deduce a secret rule created by a dealer by playing the proper cards from their hands. A sample rule might be, "After a red card, play an even card, and after a black card, play an odd card." Master game designer Sid Sackson released his own inductive logic game, Patterns II, in his book, A Gamut of Games.

Are there other, more recent examples? I can't think of any at the moment, but after October 2008 I'll be able to point to Die 3 Gebote – designed by the unexpected team of Friedemann Friese, Fraser Lamont and Gordon Lamont – as a new take on inductive reasoning.

"We were having a chat to Friedemann and talking about game design," says Gordon Lamont. "He had been talking about one of his designs for the 'Game of the Afternoon' award at the Gathering of Friends which involved a very definite mechanism which showed when a turn was over."

"In contrast," he continues, "we had a design which we had produced at the request of a vodka company, a party game that's played fast and loose. Part of the rules meant that one person was always in control, and we solved any rules problems with the rule that the pack leader is always right in their decision. This discussion about the contrast in the two designs set off the creative juices, and the design of Die 3 Gebote just flowed from this. However, Die 3 Gebote is not like either of the two games that inspired it!"

Trial and Error

In Die 3 Gebote – to be released as The Three Commandments by Rio Grande Games – players take turns being the High Priestess and watching over the novices (i.e. the other players) while they participate in a religious ceremony. The HP knows the rules that other cult members should follow, but the cult members are left to guessing and to careful observation of their neighbors.

Each player is High Priestess once, and for each HP, depending on the number of players, the novices have a number of rounds to make moves. A move consists of taking one artefact and placing it somewhere on the decorated gameboard; once the player is finished, the High Priestess will tell the player how much karma he's earned, whether positive or negative, for following the rules or doing something taboo.

Where do these rules come from? At the start of her turn, the HP draws four rules and keeps three of them, designating two of them as positive and one as negative. In general, the rules relate to the moving or positioning of artefacts on an illustrated gameboard or to the behavior of the player doing the moving. (The card shown at left divides the positive and negative rules, and the card stands allow the novices to see which type of rules are where.) The trick is that you don't know whether you're scoring points for moving the right artefact, choosing the right location, leaving certain artefacts arranged a certain way, smiling at the High Priestess, touching another artifact, dancing in your seat, taking a drink during your turn, and so on because the HP is monitoring several rules that interact at once.

"Part of the joy of the game is watching people attempt similar moves to other players, but get awarded vastly different points," says Fraser Lamont. "The occasional round might see similar points awarded to copycats, but the cards are such that this would be unusual rather than the norm."

A novice's success each round will depend on some combination of thought, observation and chance, and while players can try to puzzle their way to success, Die 3 Gebote is a performance piece as much as a game, allowing anyone to jump in and participate. Says Fraser Lamont, after the initial bandying about of ideas, "the discussion moved on to designing a game that could be taught to a new player in one sentence. That sentence became, 'Move a pawn from one area to another.' When we first got the prototype ready to go, we grabbed a passerby sat him down and told him only that sentence. He moved his pawn, was awarded 8 points, and it was five minutes before we all stopped laughing. It was clear then that the game worked, so we started ironing out the edges."
First impression, by W. Eric Martin

Version played: Prototype
Times played: Twice

This game's a hard one to judge because the playing style differs from most everything else I've played. You're trying to watch other players to see what they're doing and how those actions affect the score, and the surprise that results from the first time something crazy happens – a player inadvertently sneezes, drops a piece, sings, etc. and scores a ton of points – is memorable.

Being the High Priestess is a fun role because players look to you with eager anticipation after making their move: "Did I do well? Was that what you wanted to see?" The HP is punished if no player scores for four moves in a row; she had some say over the rule cards, after all, and setting up impossible challenges should cause you to lose standing in the cult. You're still tempted to make the rule set difficult, though, because the HP scores the same karma as the novice who scored the most. Construct an easy rule set, and you'll just be on par with everyone else; put together a puzzler, and you and an especially astute novice might rise above the pack.

I almost like the concept of the game more than the game itself because the high concept idea is clever and worthy of kudos on its own, no matter how the game plays out with flesh-and-blood players.
Linqer
Posted: Sep 2

Publisher: BeWitched Spiele
Designers: Erik Nielsen & Andrea Meyer
Players: 4-8
Ages: 8+
Release Date: Spiel 08
Language: German
Price: €6.50
Link:

An expansion for Linq, which BeWitched's Andrea Meyer revised and released in a German-only edition at Spiel 07. In Linq, players receive either one of a pair of identical word cards or a bluff card with question marks on it; each player then gives a clue word, with those holding the word cards trying to identify each other, a task made challenging by all the bluffers throwing out words of similar meaning.

This expansion includes 26 pairs of new word cards as well as eight new question marks, presumably because they become marked through all the handling.

Bézier Games
Booth 5-100
Age of Steam: Essen Spiel/Secret Blueprints of Steam – Plan #3

Publisher: Bézier Games
Designer: Ted Alspach
Players: 3-6 / 3-4
Release Date: Spiel 08
Language: English & German
Price: $80 for all three expansions (see below)
Links:

The gameboard in Age of Steam: Essen Spiel may the same size as other AoS expansions, but the ground being covered is smaller than ever before. Yes, players are roaming the halls of the Essen Messe during Spiel, the world's largest game convention, transferring games from booth to booth so that vendors will have the titles on hand that they need to sell.

Alspach says that Spiel proved to be a natural setting for Age of Steam. "It's one of those very Spiel-like games in that it has that Euro-crossover thing going for it, every Spiel since 2003 has had new expansions for AoS from a variety of publishers, and AoS was itself announced and shown at the Spiel 02. For AoS players who are looking for new expansions, the BGN Spiel preview is the place to go – and many of those expansions have been limited in number, such as Winsome's annual 80 copies of an expansion or three, Alban Viard's limited editions, or even my original Bay Area map (which was limited at the time only due to a lack of production capabilities on my end)." (Thanks for the unrequested plug, Ted!)

Alspach initially thought of covering the entirety of Essen, but given the tunnel vision of gamers who spend nearly every waking moment either wandering the Messe halls or playing games in the hotels, he gave the expansion a narrower focus: the hustle for hot games within the halls themselves.

"While I was in a booth last year," says Alspach, "until then I walked the halls every single day, visiting and revisiting publishers and vendors, looking for hot games or good deals on games. As soon as a vendor is out of a game, there's a bit of a rush to find that game anywhere else. If a vendor is low on a game, gamers will go and grab one of the last copies available quickly. So the idea of setting up a network for shuttling games that are in demand around the halls of the Messe formed."

The gameboard scales from 3-6 players, with the number of halls being open based on the number of players. All of the cubes (i.e. games) start on the board, so you know exactly where everything is. The tricky part is that you don't know where they need to go.

"At the beginning of every turn, there are no cities (game vendors) on the board," says Alspach. "When a player chooses the Urbanization action, he immediately places one New City on the board on top of any town. The next player in player order places another city in a different hall, and so on until each player has placed a city. Each hall can have only one city, but players will have track that stretches between several halls as the game progresses. Since this is done during the action phase – often when other actions have yet to be chosen – additional action selection and of course track building that turn is going to be impacted by the placement of those cities."

Production has been kicked up as well, with the player who chooses it placing two cubes of his choice on any one town. "It's pretty powerful and underscores the strategic elements on this particular expansion," says Alspach.

"One of the goals of this map was to pull out a few mechanisms that would mimic some of the things we all associate with Essen Spiel," says Alspach. "It has an element of Patrick Korner's crazy uberplanning – if you ever see him at Spiel, ask for a peek as his homemade Essen Spiel guide – in that at the beginning of the game, all of the cubes are on the map, so you can see exactly what the long term potential is without the variability of the goods growth rolls. But it also has a more dynamic feel because of the City placement, which you certainly get at Spiel – each day there's a bit of an undercurrent towards something else on the show floor."

This expansion is paired with Secret Blueprints of Steam: Plan #3, giving you another set of four maps on which to secretly track your railroad building. (If you're not clear how this expansion works, check out the preview for Secret Blueprints of Steam, Plans #1 & 2 in the next entry.)

The maps in Plan #3 can be mixed with those of Plan #1 since they follow the same type of city layout. "Plan #1 and Plan #3 are actually great for mixing novice and experienced players," says Alspach. "Plan #3 is a little more challenging than Plan #1, so the n00bs can get #1 and the veterans can use #3 and the game is a little more competitive."

This expansion is limited to 300 copies, so if you want to reserve one before they're gone, head to the AoS: Essen Spiel page on the Bézier Games website and register your John Hancock for the complete set of AoS expansions from Bézier, which, Alspach notes, "is the only way you can get the Essen/Blueprints Plan #3 map, which won't be available after Essen due to its limited print run of 300 copies."
Age of Steam: Secret Blueprints of Steam – Plans #1 & #2
Updated: Sep 15

Publisher: Bézier Games
Designer: Ted Alspach
Players: 3-4
Release Date: Spiel 08
Language: English & German
Price: $80 for all three expansions (see below)
Links:

Each of the Secret Blueprint of Steam Plans contains four maps that work together as a set, and each player takes one of these maps, then secretly places goods cubes on its three cities. When building track, each player builds on his own map, and when delivering, he delivers only those goods on his own map.

The idea for this expansion came to Ted Alspach by going back to the fundamentals of Age of Steam. "Look at the game, and you realize that you're really planning out a railroad system when you play," he says. "At least, that's how I think of it. So why not set up something that's closer to simulating the planning process than regular AoS, where everyone mucks with your track builds?"

Initially Alspach used a common map with the players all building on it secretly, then revealing the builds simultaneously – blind-building, as it were. "It was more annoying than fun, and productionwise it was ugly, so it never really got far in that direction," he says. "The 'building sections individually' thing was really interesting, though, and eventually I tried out everyone building on copies of exactly the same maps. That result was interesting: Because of random cube draws, no two maps ever had the exact same track builds. From then on it expanded to the blueprints (which look kind of cool, too)."

Sounds like a heads-down solitaire exercise, right? Not so fast, says Alspach. "Interactivity exists in several ways: Action selection is still determined by turn order, which is determined by bidding. Because money is hidden, it adds an extra dimension to standard AoS bidding. The new Production action" – which lets you take goods directly from another player – "is really neat; just last night we were playing and there was a clamor from the players who didn't have the action all hoping and praying and chanting that the cube color called wasn't one that was critical to their success."

Adds Alspach, "Outthinking your opponents when it comes to action selection is much more interactive as well because instead of being able to glance around and figure out which actions everyone probably wants that turn, you have to figure it out by their previous activities, action selection, deliveries, track builds, and income track location." Players do have to state how many tracks they build, what they cost, and what color cubes they're delivering for how much income. Clue in to these notes, and you'll catch on to what others might do.

With the twelve cities scattered across four maps that don't connect, Alspach admits that a player could run afoul of the production dice and never have goods cubes added to his cities. "In practice, however, that doesn't actually happen, and instead the dice rolls have the same sort of impact they do on the regular game," he says. The Production action also helps level those odds.

The simultaneous building and moving means that a four-player game of Age of Steam can take less than an hour. Says Alspach, "At the end of the game everyone reveals their maps – this isn't in the rules, but it just kind of happens – for two reasons: (1) for players to check out the winners' map and his builds and the cubes he has left and (2) to whine about why they didn't win because of (a) initial cube distribution, (b) bad goods growth rolls, (c) being outbid by a 'mean' player for an action they desperately needed, or (d) because the fates, as always, conspired against them. Implied unfairness is of course an essential part of any AoS expansion..."

This expansion, printed on full-color stock similar to Bézier's 1830's PA/Northern California Expansion, includes new full-color player income and goods growth charts that allow for up to eight players. The maps in Plan #2 are tougher than those of Plan #1 as they have only two city colors instead of three, leaving players fewer delivery options in the early game and a more intense fight for Urbanization. Sharpen your knives first...

This expansion is initially available as part of the preorder through the Bézier Games website. A price for just this expansion will be set at a later date.
Age of Steam: Vermont, New Hampshire & Central New England
Updated: Sep 6

Publisher: Bézier Games
Designer: Ted Alspach
Players: 3-8 (see below)
Release Date: Spiel 08
Language: English & German
Price: $80 for all three expansions (see below)
Links:

Two of the smallest states in the union come into their own in this expansion that features Vermont on one side of the gameboard and New Hampshire on the other.

Vermont, for 3-5 players, is a nasty piece of work, as all of the gorgeous, billboard-free forests clog up almost every single hex – and those without trees have rivers running through them. While they create great leaf-peeping experiences, the costs of building are steep, especially during the winter, which takes place every other turn. Says Alspach, "I grew up on the East Coast, and I've driven through Vermont in both winter and summer. Both are really pretty – moreso in the summer in my opinion – but it's like two different worlds. In winter there's constant snow everywhere all the time, and the summer is just bright and sunny and nice, so building railroads in Vermont was probably close to impossible during the winter months, and in the summer it was probably still expensive, considering all the forests and hills you'd have to build through."

To help you survive the costs, extra money is added to the game through the Vinci method of adding lucre to any action not chosen, making them more enticing in future rounds to the desperate and poor. "I'm surprised no one else has done it in AoS expansions," says Alspach. "VT is super expensive, especially in the winter turns when it could cost $15 for a basic three tile build."

The cash build-up lures players toward actions they might not normally consider. "Because of the expensive builds, pretty much everyone is going for the money," says Alspach. "It's not uncommon to see everyone pass on Urb or Loco and instead go for cash-based actions. The really cool thing about this is that you have to bid for turn order to choose actions – which means you're spending money to get money. When a set of players are all determined to get those actions, they drive the bidding price way up, sometimes more than the money on the action!"

And across the border from Vermont is that bastion of Libertarianism, the great state of New Hampshire, which I call home. That spirit of independence and do-it-yourselfness rings through this expansion – for 3-6 players, with 5 being optimal – as players can't duplicate a connection between cities; once Concord hits Laconia, probably in preperation for Bike Week, no one else can connect these two cities. What's more, players can't use track owned by another to deliver goods.

"New Hampshire has the coolest state motto ever: 'Live Free or Die,'" says Alspach. "Well, at least until Bruce Willis kind of mucked with it. Anyway, originally the thought was around that motto, and the idea that having fewer rules for an AoS game could be interesting. You know, freedom to do what you want and all that."

Fewer rules led to anarchy and unruliness, however, and while that goal might be worthwhile in real life, it proved to be less so in a game of Age of Steam, leading Alspach to rethink his inspiration. "As I looked at the different rules to figure out what you could take out, I noticed that there were some rules that said things you could specifically do, such as deliver over other people's track, or build the same track, essentially, as any other player. So NH resulted from simply saying 'No, you can't' to those two items, which made a whole new set of challenges for the map. So now the map emphasizes the 'Die' part of the motto, which is closer to the ruthless spirit of AoS anyway."

With two copies of this expansion (which are included in the Spiel pack for the $80 price) and extra bits for players 7 and 8, you can combine the states to create a ginormous Central New England expansion, which Alspach describes as "really super snazy cool" because it has produced comments from playtesters along the lines of "It's horrible," "This is a misery-inducing map," "I hate it," "What’s wrong with you?" and "No, please, not that one again."

On this map, all deliveries must cross state lines unless you opt for the special Smuggle action that allows you to deliver goods within a state. (The faded tiles on the borders of Vermont and New Hampshire show the cities which lie on the edge of the neighboring map to help players plan their builds accordingly.) As you might imagine, the competition for prime spots is brutal.

"If the competition was only cutthroat, that would be nice," says Alspach. "The reality is much harsher. First build has huge value for the first few turns (and jockeying for turn order continues within the regional track builders the whole game). There are plenty of spaces to build, but if you secure a first turn primo location, you’re probably going to have neighbors saying 'howdee' within a turn, if not right after you finish building. For a double-sized map, there’s all sorts of fighting on that first turn. Every single turn you need two actions in order to make any progress, and of course there’s only one available."

Why so tough? All of the rules from Vermont and New Hampshire are in effect, too. Says Alspach, "So there’s no dupe builds, no sharing track, and oh yeah, every other turn every tile costs $1 extra to build. And you have to deliver from one state to the other, which seems nice until you factor in little things like cubes can’t go across cities of their own color, and traditional 'loop' building doesn’t really work anymore."

This set comes mounted on gameboard in the same style as the Warfrog expansions and Bézier's AoS: America/Europe, released in 2007. This expansion is initially available as part of the preorder through the Bézier Games website. A price for just this expansion will be set at a later date.
Ultimate Werewolf: Ultimate Edition

Publisher: Bézier Games
Designer: Ted Alspach
Players: 5-68
Ages: 8+
Playing Time: 30-90 minutes
Release Date: Spiel 08
Language: English & German
Price: $25 (see below)
Links:

Ted Alspach of Bézier Games and the Board 2 Pieces comic strip is a huge fan of Werewolf, having published his own version – Ultimate Werewolf – which included a number of original roles. Now he's taken the game to the next level with the Ultimate Werewolf: Ultimate Edition, which accommodates 5 to 68 players.

The rules for basic Werewolf are included: Villagers trying to suss out, with the help of a hidden Seer, who among them is a werewolf in order to make their town safe, while the wolves pick off villagers one by one. If the villagers kill the wolves, they win; if the wolves achieve parity with the villagers, they overrun the town and win.

Beyond that, Alspach sharpens his fangs and lets loose a pack of rule variants, including variable numbers of roles and werewolves, different levels of role relevation, different voting systems, multiple simultaneous games, daily game alterations, and more.


Ultimate Werewolf: Ultimate Edition contains a decent-sized section for moderators to help them learn their role in guiding the pace of the game as well as keeping track of who is doing what. Different scenarios are included to help moderators set up a game based on the number of players, from the Village of Visions and Party Village to the Village of the Vampires and Tourist Trap Village.

And of course what would a game of Werewolf be without special roles? Cards other than Villager, Seer and Werewolf that provide that certain je ne sais quoi. Included among the role call are Aura Seer, Cursed, Diseased, Drunk, Hoodlum, Lycan, Martyr, Old Man, Priest, Tough Guy, Troublemaker, and of course Steve Buscemi.


The preorder price for Ultimate Werewolf: Ultimate Edition is $20 – see the game's webpage for details – and the normal retail price is $25.
Bouken Adventure Planning Service
Booth 9-54
No idea which games this company might have on display this year, but I do have a booth number in case you want to "plan" an "adventure."
Burley Games
Booth 9-49
Kamisado
Updated: Sep 1

Publisher: Burley Games
Designer: Peter Burley
Players: 2
Ages: 10+
Playing Time: 15-60 minutes
Release Date: October 2008
Price: €24
Links:

Kamisado is a gloriously colorful two-player abstract game that feels just as colorful during play. Each player controls eight colored towers that start on the backline of an 8x8 grid, which is composed of colored squares that match the colors of the towers. On the first turn, a player moves any tower any number of spaces either straight ahead or diagonally forward. Whichever color space he stops on determines which piece the opponent must move; similarly, the opponent's move will determine which color piece you'll move. Pieces can't move sideways or backwards, so they're constantly advancing toward the other player's starting line. Land one of your pieces in that row, and you win.

The prototype on display at Spiel 06

Well, that's one way to play: a short game that will last about 15 minutes, with the time possibly creeping upwards as you become more skilled at the look-ahead. Designer Peter Burley also has a point system for the game that introduces sumo rings. When an empty piece lands on the back row, it's awarded a ring (worth one point). You then refill the back row of the board, with the loser deciding whether pieces on the board fill the back rows to the left or the right, guaranteeing diverse set-ups and openings. In future games, a piece with a sumo ring that starts its turn vertically adjacent to an opponent's non-sumo piece can push it backward one space instead of its normal move; this push counts as the opponent's turn, and you move again immediately, using the colored piece that matches the space onto which the pushed piece landed.

A series of matches can be played until someone scores 3 points (which equals the creation of three sumos or the landing of a sumo in the back row), 7 points (which is the score for landing a double-sumo in the back row), or even 15 points – although Burley says that he hasn't been crazy enough to try that himself, mentioning that a match of 7 points typically takes hours to complete.

So That's Where Designers Get Their Ideas!

Burley says that the design of Kamisado dates to the late 1970s and a chance observation in a men's room. "I noticed that the floor had an interesting pattern of small colored tiles," he says. "I mentally made a note that this could possibly be used as a basis for a board game – this is something that I do quite a lot, whenever I see something a bit different. It must have made a deep impression on this occasion, however, because that night I had a vivid dream involving this tile pattern, and somehow the notion of 'whatever colour you land on, your opponent must move a piece that matches this.' I guess my subconcious mind had been working on this and sorted it out while I was asleep."

He created the initial game design the following morning, laying out colors in different arrays to be both symmetrical and not repeat colors in rows and columns. "A bit Sudoku-ish, I suppose," he says, "but a long time before Sudoku was around."

While his initial 6x6 board worked, Burley moved up to a larger board to give the game play more scope, and although the game consisted of only a single round, people dug into it like a bowl of potato chips. "During the last thirty years, the game in this form has been played (literally) thousands of times by me, my family and friends," he says. "It has not been 'broken,' i.e. no technique has been discovered to allow a player to win every time if moving first." Along the same lines, a friend wrote a Java program to test the game and that test also came back negative for brokenness.


Kubla Khan and All That

Kamisado acquired its multi-game potential in 2006 in a Coleridgian episode that followed a demonstration of the game – along with the then soon-to-be-released Take it to Limit! – to friends. Says Burley, "They were so enthusiastic that I stayed up long after they had gone and messed around with the starting line-up to see if I could find a way of extending the game into longer formats and exploring the vast potential of the different permutations of the initial tower placements. To my horror, at about 2 o'clock in the morning, I thought I had found a fatal flaw in the basic game, so I worked desperately hard for the next two or three hours to try to combat this. The solution I came up with involved the concept of a Sumo tower, which had the power to escape from a trap by pushing an opponent's piece out of the way. In the same session, I also came up with the concept of resetting the pieces from the left or from the right, based on the end positions from the previous round. To round it all off, the scoring system based on the sumo rings being placed on the pieces just seemed to come naturally. Magically, in the space of one night, everything seemed to come together and create what was, in effect, a whole new game."

"The next day," Burley continues, "after I had managed to get a little bit of sleep, I realized (to my relief this time) that I had been mistaken in believing that I had found a flaw in the basic game, probably due to confusion induced by tiredness. This meant that I now had a much more powerful new product, and what I really liked about it was that the original game could still exist in a totally unchanged format within the 'umbrella' of the total concept. I decided then and there that I now had a game that was weighty enough for publication and started off along the (long and difficult) road to conquering all the problems involved in taking Kamisado from a concept to a manufacturable end product."


After much worry and concern on his part, Burley says the sumo rings came out looking as good as you could hope. "We had lots of problems with getting the coloration right for the dragons and rings," he says. "The gold plastic just looked like goldish brown, and to spray paint them in gold would have caused a safety risk (if the paint came off), so the ultimate solution was to electroplate the dragons and towers, which looks fantastic, and the electroplating doesn't come off."

The board is double-sided, with the only difference being a Chinese character on each of the board spaces. Says Burley, "The Chinese characters do not mean anything during play, except to those (like me) who are color-blind." Each character names the color of the square. "It doesn't take long to learn the symbols. Basically, if you're color-blind, you learn fast and you have to latch onto any clues provided as quickly as possible. And these symbols are a pretty big clue! Having said all that, I really like the look of them, and many people may prefer this side of the board, for aesthetic reasons alone."

Checking the Competition

Dozens of perfect information strategy games are released on the market each year, but Burley feels that Kamisado stands out because it's not a Chess variant, yet it features that level of depth. "Each time you play the game, it is totally different," he says. "There are, for example, about 400 milllion different positions that can be reached after the players have taken only four moves each . Despite this, the game is very easy to learn because all the pieces move in the same way, and the object of the game is simple and clearly defined."

"It would not be possible to write a book of Kamisado openings as you have for Chess," says Burley, "because after the first round, the starting positions of the dragon towers is different every time and, by my calculations, there are over one-and-a-half billion different start positions, which doesn't take into account the fact that some towers can be Sumos or Double Sumos, etc. This rules out any possiblility of anyone studying or defining set openings, which makes Kamisado more fun and 'immediate' than most two-player strategy games. You can start playing after a 30-second explanation, then start to learn and improve your strategies as you go along."

If you want pointers off the bat, though, Burley says that the most common mistake players make is to think they've won after a couple of moves when they have a straight shot at the opponent's back row. Notes Burley, "It is vital that players understand the rule that is the main driving force behind the game: You can move a particular dragon tower only if your opponent's previous move has finished on a square whose color matches the color of this tower. This rule is stressed very strongly in the rules handbook and it is vital that players understand it. Once you do understand it, there is not much else (in terms of rules) to learn."

Aside from that, keep watch that you don't block your own pieces or otherwise restrict their movement because your opponent will then have a better idea of which moves are possible for you. Says Burley, "Your opponents will be trying their best to do this to you, so there's no need to help them by doing it yourself!"

To preorder Kamisado, write to Peter Burley with your request and vitals or visit Kamisado.com.

Game review, by W. Eric Martin

Version played: Production copy
Times played: 13

To summarize Kamisado, here's a 25-word description of the game: Each turn you move your piece that matches the color onto which the opponent moved, trying to move any piece into the opponent's back row.

What's your first move?

That's the gist of the game, and the first strength of Kamisado is that you can teach it to someone in 30 seconds and start playing immediately. The first downside to Kamisado is that you will probably lose your first few games in less than 30 seconds as well. Looking at the board above, suppose the black player advances the pink tower to the orange square; the gold player then counters by moving straight onto the pink square to set up a strike into the opponent's home row. Unfortunately, by landing on pink, black can now move the pink tower along the orange diagonal and win. Three moves and done.

This situation may seem silly, an example of completely shoddy play by mental incompetents, but I'll confess that my opponent and I made such moves repeatedly in our initial games, allowing takebacks of such "obvious" blunders in order to learn how the game works and avoid starting from scratch every sixty seconds. In this way, Kamisado is more like Chess than any other perfect information game that I've played in recent years. Each of the games in Kris Burm's GIPF series, for example, has a multi-step goal, so one mistake doesn't doom your chances of winning. With Kamisado, when you mess up, you're finished. Thus, you quickly learn to look both backward and forward with each move you make: where can you advance in the future, and where can your opponent move right now.

Your next discovery might be the need to balance your advances with the opponent's moves. To win, you need to place a piece in the opponent's starting row, so the more colored towers that you force the opponent to move, the more openings you create in that back line – but by allowing the opponent to move those towers, you're giving her the means to assault your back line.

Recognizing this, you start to look for opportunities to pin an opponent's piece and force it in certain directions, whether to clear a path to the back or to have it land on a color favorable to your goals. Pinning a piece isn't simple, though, since you don't have a choice of which pieces to move, only where to move the piece that the opponent tells you to move. As with Chess, you have a cloud of potential moves that would help you enact a particular strategy and as the game progresses you want to find the right stepping points in that cloud to lead to a clear path toward victory.


Look at the pic above, for example. The gold player has just moved the yellow tower – you know this is the most recent move because the black player's purple tower has not yet moved from the back line – and the yellow and orange towers have pinned in the opponent's brown tower. When a tower is trapped, if that piece is forced to move, then it takes a null move (staying in the same square) and the other player moves the tower that matches the square on which this tower stands. Thus if the gold player can land a tower on brown, then he'll be able to scoot his yellow tower into the back line – but no matter which color the black player's purple tower lands on, gold will be able to either move onto a brown square or win the game immediately.

Only at this point is it clear that black's move of the brown tower onto yellow was a fatal error, which leads to 's second strength: You can almost feel yourself getting better at the game the more that you play. Once you've played the game a few times, you can start to spot dangerous situations and potential traps, whether or not the opponent is aware of them. Multiple times I recognized at the end of a move that I had given my opponent the opportunity to win a few turns later; sometimes he picked up on those opportunities and other times the game continued without him realizing that he had missed out. I didn't draw his attention to those situations, but I did learn to avoid putting myself into them in future games. At last I think I did – only more games would prove the point.

All of the above talks only of the basic game, the game played in a single round with a player winning once she reaches the opponent's back row. You can also play a series of games with the winning piece receiving a sumo ring, and players relining up their pieces in the home row and playing again. A sumo piece can move only five spaces and can push a non-sumo piece directly in front of it one space backward, with that player moving again immediately with the piece that matches the color onto which the pushed tower was moved. Create three sumos or land a sumo in the back row, and you've won the standard match. In the long match or marathon match, you can create double and triple sumos that move less distance, but push more towers.

Once you enter the standard match, with the pieces no longer starting on the squares that match their color, you start learning the game again. The opening moves of the first game are no longer possible, so you need to study the board afresh. In my half-dozen games with sumos, the pushing aspect hasn't played a large role, but the restricted movement has. The opponent can put the sumo into play without it reaching the back row, risking a future shove for a current safe move.

Thirteen games in, I feel like I'm just starting to discover how Kamisado works and how to make somewhat clever moves. Moreover, the game is fun, which is its third strength. I like trying to set traps and trick the opponent into making the moves I want her to make. Since she controls half of my actions – specifically the choice of which piece I'm going to move – I need to figure out how to take that advantage away from her throught the choices I can make.

While the graphic design of the game is generally good, with nicely-shaped towers that combine with the sumo rings to simultaneously display the current score and the pieces' potential movement, the box design is lacking as the rings float in a pocket of space above the board and below the lid. Open the box, and the rings will slide all over the place. You can stick the rings between the plastic insert and the box, but then you have to disassemble everything in order to play – a minor irritant in an otherwise thoroughly satisfying design. Burley may not be a prolific designer, but I can imagine Kamisado turning into a classic on par with his Take it Easy! in the years to come, showcasing the value of quality over quantity.
Peter Burley has regained the rights to his most famous game, the Spiel des Jahres nominateed Take it Easy, from Ravensburger and has published a new edition of the game himself with rules in English, Dutch and French. The look of the game matches that of 2006's Take it to the Limit, a more involved sequel with larger boards and tough-to-achieve bonuses. Perhaps this won't be the last time that Burley asks us to Take it...
Chili Spiele
Booth 10-4
German publisher Chili Spiele will feature its three released games – die Aufsteiger, Cobra and Neue Heimat – at its booth. Reserve lots of luggage space if you're interested in any of these as they contain tons of wood bits and are sure to tip the scales at the airport on the way home.
Clementoni
Booth 10-25
Despite comments posted on BoardGameGeek, Clementoni does not plan to release Gisborne II unless the company is doing so without the knowledge of the original designer. "I'm not aware of this, so I guess this is a false rumor," says Carlo A. Rossi, designer of Gisborne.
The Clone Wars: Das letzte Gefecht
Posted: Sep 17

Publisher: Clementoni
Players: 2
Ages: 6+
Release Date: September 2008

The Clone Wars movie tanked at the box office; could the board game of The Last Battle be any more promising? That recommended age level of "6 and up" doesn't give me hope...
The Clone Wars: Sith gegen Jedi
Posted: Sep 17

Publisher: Clementoni
Players: 2
Ages: 6+
Release Date: September 2008

Another take on The Clone Wars with Sith battling Jedi.
Clicker Spiele
Booth 9-37
Schinderhannes
Updated: Sep 15

Publisher: Clicker Spiele
Designer: Stephan Riedel
Release Date: ?

Riedel gives this brief explanation of who Schinderhannes was: "He was a bandit, and in 1803 he was beheaded by the judge in Mainz."

Hmm, well – last summer, Riedel had announced Schinderhannes as a 2007 release, then he delayed the game to 2008. As of mid-September 2008, the game has ben pushed to a post-Spiel release with no guess as to when it might be available.

When I met Riedel at Spiel 07, he gave me a brief rundown of the game, but in a later email he said, "I decided to rework my first concept." Now the game will be based somewhat on Riedel's previous Old Town, but beyond that all is a mystery. A playtest copy will be available at Spiel 08 for those who want to give it a go.
Cocktail Games
Booth 9-21
22 Pommes
Posted: Sep 23

Publisher: Cocktail Games
Designer: Juan Carlos Pérez Pulido
Artwork: Chhuy-Ing Ia
Players: 2
Ages: 10+
Playing Time: 5-10 minutes
Release Date: February 2009
Link:

22 Pommes will remind you of Corné van Moorsel's Floriado and Simon Hall's Pick & Pack – assuming you've played those games, of course. Players shuffle 12 red apple chips, 12 green apple chips and a grower chip face down, then arrange them face-up in a 5x5 grid. Players alternate turns, and on a turn, you must remove an apple chip from the row or column in which the grower stands, then move the grower to that now-empty spot. Each apple chip has 1-5 apples on it. Be the first to collect exactly 11 green and 11 red apples, and you win; force your opponent to top 11 apples in either color, and you win. Do anything else, and you'll be stuck swilling fermented apple sauce for comfort.

The rules include three variants: a different starting setup, a dog that blocks one chip each turn, and a set of chips that have a variable number of apples to force players to mix up their strategies.
First impression, by W. Eric Martin

Version played: Prototype
Times played: Nine

While I've won roughly two-thirds of my 400+ games of Floriado, the secrets to 22 Pommes have been more elusive, leaving me with an 0-9 record to date. The obvious first strategy – race to get 11 apples of each color first – quickly became a "grab all the low numbers first so the opponent will go over 11" strategy after my opponent beat me twice – yet that strategy, simple as it may sound, hasn't panned out.

Whether starting or going second, I've been pulped, which is especially odd because the game is so simple that you'd think it's solvable. On a player's first turn, she has eight choices; on the opponent's first turn, he has seven, and the number will only hold steady or drop from there. Put a computer on the table next to you, and you might be able to grind out a winning strategy for a particular starting configuration. Me, I'll just muddle through a few dozen more playings and hope that something will eventually click.

Full disclosure: Cocktail Games hired me to edit the English rules for 22 Pommes.
Inverso

Publisher: Cocktail Games
Designer: Liane Telschow
Players: 2-6
Ages: 8+
Playing Time: 40 minutes
Release Date: August 08
Price: €10
Link:

Inverso, released in German in 2007 by Spiel Spass as Wie Bitte?, has players reading toungue-twistery sounding words from cards while others try to decipher what's being read. Why do these words sound so weird? Because they're written backwards on the card, making it a challenge for the listener to decipher what the reader means. Playing this game with English speakers? Now that would be an additional challenge!
Kaleidos
Updated: Oct 13

Publisher: Cocktail Games
Co-publishers: Ystari Games / Z-Man Games
Designer: Spartaco Albertarelli
Artwork: Marianna Fulvi & Elena Prette
Players: 2-12
Release Date: January 2009 (see below)
Price: €30 (on sale from €35)
Link:

A new edition of this party game, which was nominated for Spiel des Jahres in 1995. Game play is simple: Players write down as many words as possible (starting with a randomly-drawn letter) that are represented in an illustration. For each answers that's unique, score three points; for all other answers, score one point. After ten rounds on ten illustrations, the player with the most points wins.


Rather than reprint the game, Cocktail and other publishers are using all new artwork, which means that those who have played out the original game can enjoy this version as much as first-time players.


Update, Oct 13: Cocktail's Matthieu d'Epenoux says that the company will have 200 copies of Kaleidos available in Essen, with the game having a wider release in January 2009. The artists will be present in the Cocktail booth on the weekend to sign copies of the game – assuming that any remain by then.
Robot Master
Updated: Sep 5

Publisher: Cocktail Games
Designer: Reiner Knizia
Artwork: Patrick Cerf
Players: 2 (see below)
Ages: 10+
Playing Time: 15 minutes
Release Date: End of November 2008 (but available at Spiel)
Price: €10
Links:

A game of strategical placement as players have a deck of 36 robots with six cards each of values 0 to 5, and they want to maximize the value of their rows or columns of robots on a 5x5 grid.


The value of a row is the sum of the robots in it, except that a pair of identical robots in a row is worth ten times the face value of a single robot (two 3s gives you 30 points, but of course two 0s is still worthless); place three robots of the same type in a row, however, and they're worth 100 points no matter which type they are. The goal isn't to max out your score, however, but rather to beat your opponent as whoever has the lowest-valued row or column at the end of the game loses. Did I mention that this game is designed by Reiner Knizia? But you already knew that, didn't you?

Variant rules are included for a team game, a solo game, and a game in which you draw cards after each placement. Matthieu d'Epenoux says that he will have English rules available with the game at Spiel, but otherwise the Cocktail Games version won't be available in Germany.
First impression, by W. Eric Martin

Version played: Preproduction copy
Times played: Four, with two players

The short description of this game tells you almost everything you need to know. Game play is simple and short. You're playing the odds on which cards the opponent holds and whether they'll be forced to fill in a row that will benefit you.

The trick, of course, is that you don't care about most of your rows – all you care about is the lowest-scoring one. Flip this thought on its head, though, and you realize that stuffing one of an opponent's row is all you need to come out on top. Go ahead, get your triples! They won't help if I can keep one of the rows to singles or a low pair.

The listed playing time of 15 minutes is ten minutes too long, based on my experience, but maybe some folks like to do pretend mind-reading more than I do. Robot Master isn't a game you'll play all evening, but if you're looking for something to spring on non-gamers in bars and cafés, this would be a good contender to Pico. The box is fatter, but the explanation and game play are more straight-forward.

Full disclosure: Cocktail Games hired me to edit the English rules for Robot Master.
Rythme and Boulet

Publisher: Cocktail Games
Designer: Gabriel Ecoutin
Artwork: Olivier Fagnère
Players: 4-12
Ages: 10+
Playing Time: 20 minutes
Release Date: July 2008
Price: €10
Link:

A game inspired by those played at camp in which players need to repeat the right gestures in the right order. Each player will have one or more cards before her; everyone will slap their legs and clap to the rhythm of Queen's "We Will Rock You" (no, really!), and on the claps one player will perform her own gestures, then one of her neighbor's. The turn passes to someone else, and the rhythm and gesturing continues until someone goofs. I don't know how someone wins, but winning seems beside the point based on this description.


For a more succinct description of game play, here are illustrated rules from Cocktail's website:


Still not clear? Then check out this video demonstration from Gen Con Paris 2008 on YouTube.
La Soupe à Gertrude
Updated: Sep 17

Publisher: Cocktail Games
Designer: Jean Marc Courtil
Artwork: Arnu West
Players: 2-4
Ages: 6+
Playing Time: 10-20 minutes
Release Date: End of October 2008 (but available at Spiel)
Price: €10
Link:

Jean Marc Courtil is debuting as a game designer in 2008 with two titles: Bobby Sitter from Asyncron Games, and this one, a new entry in Cocktail Games' Jeu de Poche (Pocket Game) series. La Soupe à Gertrude is a bidding game in which players want to collect vegetables for their soup; be the first to hold three different types of veggies and you win.


The deck consists of three types of cards: money (which varies from 1 coin to 5), actions, and veggies (in four types with two cards of each type). Each player starts with four coin cards in hand. On a turn, one player looks at three cards from the deck, then places one card face-up and the other two face-down while announcing an opening bid. All players then bid on the lot simultaneously, including the player who looked at the cards; the highest bid wins the lot, and that player then distributes coin cards as evenly as possible to the other players until he's paid out his bid. Note that the buyer must distribute the cards as evenly as possible, not the coins, so if you win a lot with a bid of 12, you can give two "5 coin" cards to one player and one "1 coin" card to the other two players. That might not be a smart play, but you can still do it...

"Some action cards will bring chaos by letting you do things like steal vegetables from other players," says Courtil. Specifically, the mouse card lets you demand a type of vegetable from another player, giving him some trifling card in exchange, and the Gertrude card lets you grab three random cards from another player and keep one of them. The opponent can discard a Gertrude card, which itself is worth five coins, to prevent either of these attacks.

Play continues until someone has the trio of veggies needed for their soup, or until the deck runs out, in which case the player with the most valuable collection of vegetables wins. Rules and cards for a variant are included, with a turnip that spoils someone else's soup and a fly that keeps you from winning as long as you hold it.

Game review, by W. Eric Martin

Version played: Preproduction copy
Times played: Seven, five times with two players and twice with four

With three and four players, Gertrude's Soup uses a closed economy system similar to Reiner Knizia's Traumfabrik, but players might not start with equal funds since the money cards are dealt out randomly. That's each player's first worry, and while the game equalizes money to some degree as player's win auctions and pass around coins (and other cards worth money), the game doesn't last long enough to really balance the scales. Of course, the short playtime works in both directions, encouraging players not to worry too much about balance as the game is more of a lark than a finely honed mind-crusher.

With two players, the auction system changes so that the winning bidder pays the other player only the single most valuable card used to pay for the bid, with the other cards being removed from the game. This payoff system creates interesting dilemmas for both players as you essentially learn what each player holds after a couple of turns thanks to the requirement to reveal any cards won in auctions. Thus, if I know an opponent holds high-valued money cards, I can force him to push the bid up dramatically by placing the bid that he wants to. If he holds only 4s and 5s, for example, I can bid 5 to push him up to 8 and possibly make him spend more than he wants – or win the cards for myself, which might not be a bad option either.

The two player system also allows you to remove certain vegetables from the game depending on how the bids turn out. If I pay a 5 bid with a "3 coin" card and a tomato (worth 2 coins), that tomato is removed from the game. (Ideally I'll be holding the other tomato card when I make such a move!)

So far I've preferred the game with two players rather than four. Whether this was coincidental or a result of first-timers in a new game, in both four-player games, the player who won had purchased his own lot of cards on that final turn. In other words, knowing what that lot held allowed that player to bid everything on winning those cards and ending the game. The other players were stuck in the position of having to counter that aggressive bid by offering nearly everything they held and hoping they weren't taking home the goat behind door #3 instead of valuable veggies. Perhaps with additional plays this concern would vanish as you become adept at tracking who holds which cards, but if you can set yourself up with a single veggie and a wad of cash, you might do well to sit quietly until your turn rolls around, hope for the double veggie or veggie/mouse draw, and bet the farm to win.

With two players, we seemed to avoid that "alpha strike" approach to winning and instead had more time to worry about the ebb and flow of our purse, trying to figure out when the other player was bluffing and what an average lot should cost. The luck factor in the draw is still present, but the direct back-and-forth seemed to provide more opportunities for countering the opponent.

In the end, though, no matter what the player count, Gertrude's Soup will frequently end before you have time to implement whatever strategy you have in mind. You're either saving for an endgame that never comes or holding on to a few dear coins and trying to rebuild your stash before – oh, wait, the game's over. Given that knowledge, you have to be comfortable just freestyling your approach to the game and seeing what happens.

Full disclosure: Cocktail Games hired me to edit the English rules for Gertrude's Soup.
Trader

Publisher: Cocktail Games
Designers: Horst-Rainer Rösner & Klaus Palesch
Artwork: Stéphane Poinsot
Players: 2
Ages: 10+
Playing Time: 20 minutes
Release Date: February 2009
Links:

Trader is Cocktail's take on Ka-Ching!, aka Combit, a clever and quick-playing perfect information game for two. This game will also be the first of a new size of metal container for Cocktail Games, a company that always pay great attention to packaging.

Zygomar

Publisher: Cocktail Games
Designer: Dominique Ehrhard
Players: 2-4
Ages: 6+
Release Date: October 2008
Links:

Zygomar, which was released in 2006, will appear in a new edition. The basic game has players race to flip over six clown head pieces to match a revealed card; whoever does so first claims the card, and whoever claims a certain number of cards first wins the game.


Directions for other games are included, such as one in which you play in teams and try to get your teammate to reproduce the face on a card solely by mimicking that face yourself.
Cwali
Booth 12-24
Powerboats
Updated: Sep 18

Publisher: Cwali
Designer: Corné van Moorsel
Artwork: Christof Tisch
Players: 2-6
Ages: 9+
Playing Time: 60 minutes
Release Date: Spiel 08
Languages: Dutch, English, German & French
Price: €29
Links:

As previously anticipated, Corné van Moorsel has announced a multi-player version of No Limit – his two-player boat racing game on Mastermoves.eu – as his Spiel 08 game release. Powerboats challenges 2-6 players to hightail their boats around three buoys and cross the finish line before anyone else.

The movement of each player's speedboat is based on the results of three-sided dice (numbered 1-3) created specifically for this game. On a turn, you can add one die to your collection of movement dice in order to accelerate, remove one die to slow down, or keep the same number of dice. For each die you have, you then either keep it for the movement points already showing (based on the previous roll) or roll it. After optionally rotating your boat 60º to change the direction you're headed, you must move your boat a number of spaces equal to the sum of the dice, ideally not crashing on any of the two dozen or so islands scattered about the lake. Round a buoy in the wrong direction, and you'll spend a long time correcting course.


Players score points based on their final position in the race, with the number of points up for grabs increasing with each race; the player with the most points after three races wins.
First impression of sorts, by W. Eric Martin

Version played: Online
Times played: 399

I haven't played the board game version of Powerboats, but after several hundred games of the two-player version online, I'm excited to see how the game plays with more than two.

Van Moorsel already made one such conversion in 2007 with Gipsy King, which had also been available only as a two-player online game; in that game he expanded the turn order system to accommodate the additional players and enlarged the playing surface to allow more time for strategies to develop. He seems to have made similar adjustments for the board game version of Powerboats, with players speeding across a larger lake and the start and finish lines having been merged to create a Robo Rally-esque feel to the risks players take when they pour on the gas.


The movement system of Powerboats is a good mix of risk management with optimization. Each turn that you start with n dice, you can roll anywhere from (n-1) to (n+1) on the subsequent turn, and given that you can freeze whichever dice you like from turn to turn, you have more control than you initially think over how quickly your boat will move – although dice being roll-y things that don't always do what you want, you need to keep Plans B and C in mind for those moments when you lose control and go speeding in a direction you hadn't intended in order to avoid crashing.

With additional plays, you learn how to anticipate an opponent's movement and cut her off when she's about to make a turn beat her through a narrow path between islands. While players can slow their speedboat a bit each turn, sometimes ambition and recklessness will spur you on and have you hoping for the best as you prepare to enter a turn. While I still haven't grokked van Moorsel's StreetSoccer after a dozen plays, Powerboats won me over early and is still a fun challenge. Putting more players on the water should up the difficulty and fun. The only risk is that losing the computer behind the game will cause the game to play more slowly since people have to count out their possible landing spaces instead of having them automatically highlighted. We'll see how that worry pans out...
In addition to Powerboats, van Moorsel noted that he's clearing out a number of old games, with Ahoy, Aloha, SeaSim and Subulata all selling for €5 each. A few lightly damaged copies of Factory Fun are available, as are single copies of obscure titles from early in his design career, such as Smart and Nasca.
Czech Board Games
Booth 4-115
Crash by Crash
Updated: Oct 19

Publisher: Czech Board Games
Designers: Ivan Dostál and Monika Dilli
Players: 2 or 4
Ages: 8+
Playing Time: 30 minutes
Release Date: October 2008
Languages: English, German or Czech
Price: €19
Links:

In Crash by Crash, players compete, either head-to-head or in teams of two, to both blast the opponent from the bumper car field and end up on the highest scoring positions of the gameboard. The playing area is created each game from 25 different tiles, with a bell being placed on any space marked with a star. Any time a player hits a star with one of their cars, play stops for a scoring round with each car scoring 0-3 points depending on the color of the space on which it sits.


On a turn, you take two actions from a list of four with duplicate actions being allowed. These actions are:
  • Place a car on the gameboard. Initially you start with only four bumper cars of your color on the board. If you add a regular car, you bump the car adjacent to it 1-3 spaces depending on how many batteries you spend; if you add a magnetic car, then you attract any vehicles exactly two spaces away. Knock an opponent off the board, and you earn two points. Adding two cars in one turn knocks four points off your score.

  • Play a card. Cards come in three flavors: blue cards that affect car placement, which must be played as your first action with the placement coming afterward; yellow cards that affect scoring, which must also be played first with your second action being used to cause a scoring round; and gray cards, which are simply played as an action.


  • Move the operator. The operator of the bumper car ride has no allegiance, so you can use him to push people around, as can your opponent. The operator moves two squares for free and four scores for a cost of two points.

  • Exchange two cards. You can discard two – not one, not three, but two – cards from your hand and draw two new ones.
Each time a scoring takes place, the tile on which the bell sat is removed from the game, creating more holes that players can be pushed into and greater movement opportunities for the operator, who hops through holes like a kid seeing puddles. After seven scorings, the game ends and the player or team with the higher score wins.
First impression, by W. Eric Martin

Version played: Playtest copy
Times played: Four, all with two players

My first two plays of Crash by Crash were somewhat bungled as the rules I received didn't state that only four cars for each player start on the board, with seven more in reserve waiting to be airpdropped on the playing area. Instead, we started with a car on practically every tile, which hobbled our action possibilities since we couldn't take action one for several turns. In fact, knocking off an opponent's car seemed like a weak move in this circumstance since the player could then use it as a weapon against you.


Playing with the correct placement rules, as well as clarifications in the FAQ posted on the CBG website, not surprisingly revealed a much more interesting game. As with Leo Colovini games like Alexandros and Go West!, both players score when a bell is hit, so you're constantly trying to bump opponents off the high-scoring cells and claim them for yourself.

Initially, the game was strangely non-intuitive as it was tough to work through all the implications of a car placement. This difficulty diminished in the next game as both players had a clearer move of what a good move might look like. You can get into tit-for-tat placements in which players face off on a peninsula: I place a car and shoot you off the edge; next turn, you can return the favor and return the board to almost the same position. The asymmetry of the board makes these series of actions less enticing, although determined players can be boring and repetitive.

One intuitive action that hasn't gone away is the attempt to move pieces on the board directly. In a game about bumper cars, it's odd that the cars don't move on their own – instead moving only when pushed by the operator or hit by teleporting car – but that's part of the challenge, I suppose. If you could simply drive onto a bell, the game would be simpler, in addition to losing the tension of allowing two car placements for a cost of four points. That double placement can swing the momentum to your favor, but is it worth the cost?


The cards provide useful twists on existing actions, allowing you to push two cars at once on a placement or move away from the car you hit. The alternate scoring card – which turns the 0-valued spaces into 2s and the 3-valued spaces into 1s – is a strong one, and the threat of seeing one played should encourage you to continually bump the opponent from the board as car disparity can lead to runaway scorings.

The removal of the tile with the bell after a scoring seems to be an attempt to prevent runaway games by disallowing a player to lock in points on that tile, but given the layout of the board, a player can set up strongholds elsewhere and try to ride those points to victory. Both of my latter games saw one player take the lead in the first third of play, then hold on to that lead throughout the game, with the final scorings being rushed as the leader had enough of a margin that those last points didn't matter. Rather than suspect a runaway leader problem, however, I would suspect that the players didn't know what they were doing. Multiple times throughout our games we would place a new car on the board, then pull it back once we saw how the resulting collision would look – and I'm normally pretty good at spatial games. Having that competence challenged is a good thing from my point of view.
On the CBG website, you can preorder Crash by Crash, as well as earlier releases, for pickup by noon on Saturday, October 25.
Dorn
Posted: Sep 11

Publisher: Czech Board Games
Designers: Jan Drevikovsky, Filip Kozak & Krystof Kozak
Players: 2-6
Release Date: Spiel 08
Links:

Dorn has been available in the Czech Republic since 2006 through Altar Games, but Czech Board Games will have the game available at its booth in order to spread awareness of the game. Here's a game description from the CBG website:
Dorn is a fantasy strategic role-playing game. One of the players is the Dorn Keeper, who each turn spawns various new monsters. Five heroes need to battle the monsters, collect three sacred artifacts and finally defeat the Dorn Keeper.

The game uses no dice in combat (a hero kills a weak monster, wounds a stronger one; more than one monster is needed to wound a hero), has superb graphics and includes variety of options and skills to ensure replayability: players can choose from nine heroes, various items can be found on the board, some passages are randomly blocked, the Dorn Keeper can cast different special spells in each game, etc.

Both heroes and the Dorn Keeper can advance in levels, thus gaining new skills (heroes by gaining experience from slain monsters, Dorn Keeper by causing enough wounds to heroes).
Czech Games Edition
Booth 4-310
You can preorder any or all of the games listed below at the CGE preorder page on the company's website.
Galaxy Trucker: The Big Expansion
Updated: Oct 17

Publisher: Czech Games Edition
Designer: Vlaada Chvatil
Players: 2-5
Ages: 12+
Playing Time: 60-90 minutes
Release Date: Spiel 08
Languages: Czech/English/German
Price: €30
Links:

One of the best mixes of fun and game play at Spiel 07 was Galaxy Trucker from Vlaada Chvatil and Czech Games Edition. Spiel 08 will see a new truckload of interstellar destruction with Galaxy Trucker: The Big Expansion. As is often the case with expansions, The Big Expansion includes a number of mix-and-match components:
  • Pieces and rules for five-player games.

  • An updated version of Rough Road Ahead – this set of cards, previously released in a downloadable format on the Czech Games website, will be overhauled with artwork to match the original game and expanded by eight cards suggested by players themselves.

  • Two cards from Rough Road Ahead that have received a facelift

  • Additional adventure cards, including two previously available only at Spiel 07.


  • A special deck of adventure cards that players individually insert into the deck themselves to surprise their fellow drivers.


  • A new alien species, each of which comes with a unique special power chosen by the allien tender (i.e. you) after selecting the critter.


  • New ship building components, including life support for the new ET, stasis chambers for hibernating astronauts, cannon engines, battery holds, and more.


  • New ship classes, such as the Class IIA pictured below.

As for how many components it will contain, Murmak says only "a lot – it will be less than in the basic game, but still more than in many traditional board games. Price will be determined later with our partners."

As was the case with Galaxy Trucker itself, the expansion will be released in separate Czech, English and German editions.

The new Class 1A ship, showcasing some new components – note that with a Class 1A ship, you decide where the front is only after building it
League of Six: Loyal Retinue
Updated: Oct 17

Publisher: Czech Games Edition
Designer: Vladimír Suchy
Players: 3-6
Release Date: Spiel 08
Languages: English/German/Czech
Price: €15
Links:

Vladimír Suchy's League of Six was released by Czech Games Edition in 2007 – here's my first impression on BGN – and while the game went over very well with some folks, garnering a nomination for the 2008 Nederlandse Spellensprijs, for example, others felt that the game grew monotonous, that nothing developed from one round to the next, leaving you to play six rounds in which the sixth felt almost the same as the first.

League of Six: Loyal Retinue, an expansion due to be released at Spiel 08, is designed in part to address that concern. "With the expansion, each round you will get one companion for your group who will give you some ability which you will be able to use for the rest of the game," says CGE's Petr Murmak.

These characters are part of a new set of 36 tax tiles that replace those in the base game, and they're marked for use in rounds 1-2, rounds 3-4 and rounds 5-6. Some of the companions are the Tax Collector, who lets you claim items from an extra space in the city; the Abbot, who rewards you for collecting certain tax tiles; the Lieutenant, who lets you trade guards for points at the end of the game, and the Ostler, who gives you half a horse when determining the order of goods storing. That's right – half a horse.

A sampling of the tiles, including the promised half a horse

What's more, this expansion includes components for a sixth player, a development that might have seemed obvious given the title. All of the towns are in play with six players, but to keep movement from town to town somewhat difficult, a barrier is established between two towns that requires extra guards to cross.
Space Alert
Updated: Oct 17

Publisher: Czech Games Edition
Designer: Vlaada Chvatil
Players: 1-5
Ages: 12+
Playing Time: 30 minutes
Release Date: Spiel 08
Languages: English/German Price: €35
Links:

Earlier in 2008, Czech Games Edition had promised to announce a "very innovative" game for release at Spiel 08. Now's your chance to judge whether that description is accurate.

Space Alert is a new team survival game by Vlaada Chvatil, designer of Through the Ages and Galaxy Trucker. As you might guess from the "team survival" phrase, Space Alert is a cooperative game in which players have to complete a certain mission: use The Sitting Duck (a ship without conventional engines) to travel by hyperspace jump to a particular galactic sector, scan that sector for whatever activities might happen there, then jump back to the docking bay, ideally with limbs and spaceship intact.

The hyperspace jump is automatic; ten minutes after you arrive, the ship's computer will jump you home, assuming you're still in one piece – but that, of course, is where the challenge comes in. The ten minute timer takes place on a CD soundtrack – sixteen different soundtracks are available on the two CDs within the game – and during that time the central computer will announce when you take action cards, when you can exchange cards with others, when you can't speak (due to white noise), how much time remains, and (no surprise here) when and where your ship is attacked by alien hostiles.

"Whenever a threat warning of a certain type is announced, a designated player draws an enemy card from the corresponding pile," says CGE's Petr Murmak. "These differ from various space battleships and interceptors to different interstellar monsters and abominations, asteroids, etc. In the advanced game, there are internal threats to the spaceship: saboteurs, elite commandos, slime things that slip on board, malfunctions, an overheating reactor core, hacked computer, and so on." Progress of the threat is tracked, and when it reaches a certain point, kablooey! The randomness of the card interacts with the varied CD tracks to provide more variety than just sixteen games. (If you lack a CD player, you can pull in another player to serve as gamemaster and read from the scenario book.)

To counter these threats and keep the ship intact, players use action cards to move throughout the six sections of the ship to reach weapons, shields, battledroid stations and other resources. Says Murmak, "Players need to distribute tasks among each other (who will fire weapons, who can handle energy manipulation, who will take care of intruders), they need to coordinate their actions (the player handling energy has to know when others need it to refill shields or shoot weapons), to synchronize fire (because of enemy shields, it is very effective to shoot them from more weapons at one time), etc. Because of the multi-task style of the problem, time limit, and card limitations, it is not possible for one player to control the entire game, which is the usual problem of cooperative games; the best (or loudest) player tells the others what to do. In this game, a strong captain who can organize his crew’s tasks is a benefit, but the other players have to be active and reliable, too."

How does a game with a ten-minute action section have a 30-minute playing time? Because you don't carry out the actions themselves during that ten-minute period. Says Murmak, "During the action part of the game, players can use all the game components (spaceship plan, their figures, energy tokens, enemy tokens, damage tokens, etc.) to plan and synchronize their actions. However, the only important output are the cards they have planned. Once this is finished, the players are going to 'watch the video of the action.'" That is, they reset the spaceship to its initial state, then replay their actions and the enemy activities in a step-by-step manner to see whether they're watching footage of their heroic survival be replayed on media around the galaxy or black box footage recovered from the wreckage.

Murmak notes that the game is balanced with 4-5 players, with androids coming into play if you have fewer than four players. "The game was tested at many game events and has been well received," he says. "For example, during the ten days of Fantasy Festival (the biggest SF&F con in the Czech Republic), we had many game groups and none of them ended the game after one flight. It’s not unusual that people wanted to play three or five flights at once."

Links to all parts of the Spiel 08 preview: A-C, D-M, N-R and S-Z

Sources:

Primary Sources
Spielbox — Knut-Michael Wolf
Bordspel — Erwin Broens
All the publishers linked to above!

Game Designers
Ted Alspach
Antoine Bauza
Peter Burley
Jean Marc Courtil
Fraser Lamont
Gordon Lamont
Emanuele Ornella
Angelo Porazzi
Stephan Riedel
Carlo A. Rossi
Michael Seal
Alban Viard

Game-Related Websites
BoardGameGeek.com
TricTrac.net

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