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Convention Preview: Essen 2006 - Publishers N-Z

By Rick Thornquist
Translations by Patrick Korner

Editor's Note: Because of its size, we have split the Essen Preview into two parts. This is the second part that includes the publishers beginning with letters N-Z. To see the second part of this preview, check out the Convention Preview: Essen 2006 - Publishers A-M. Also note that because of the split, some of the internal links in the preview will no longer work.


Last Update: October 14, 2006

Overview

Publisher Game More Info
Nexus Editrice Marvel Heroes More Info
Pegasus Spiele Cowboy Poker More Info
Chez Goth More Info
Don Peperoni More Info
Fiese Verliese More Info
Gizeh More Info
Killer Karnickel und die Jagd nach der magischen Karotte More Info
Rückkehr der Helden - Die Gralssuche More Info
Star Munchkin 2: Die Clown-Kriege More Info
Super Munchkin More Info
Zombies!!! 2 - Zombies Korps More Info
Äpfel zu Äpfeln Erweiterung-1 More Info
Pfifficus Spiele Guru More Info
Kaivai Erweiterung - Die Perlentaucher und Kava-Brauer More Info
Phalanx Games Anasazi More Info
Bison More Info
Emira More Info
Italia More Info
Justinian More Info
Mesopotamia Expansion More Info
Phantastische-Spielewelten Midgard - Städte, Schätze, Abenteuer More Info
Piatnik Art Sudoku More Info
Casa Alfredo More Info
Der magische Finger More Info
Frog Tennis More Info
Resi und Rudi Ringel More Info
Touché More Info
Wiener Sammelsurium More Info
Post Scriptum High Voltage More Info
Prestel Kunstmarkt More Info
Stilbruch More Info
Pro Ludo Ave Caesar More Info
Die Fürsten von Florenz More Info
Kaleidoskop More Info
Neumond - Erweiterung n*1 - für Die Werwölfe von Düsterwald More Info
Dungeon Twister Collectors Box More Info
Dungeon Twister - Paladine & Drachen More Info
Spiel der Türme More Info
Tempus More Info
Queen Games Alhambra - Das Würfelspiel More Info
Der Dieb von Bagdad More Info
Shogun More Info
QWG De Vorsten van Florence More Info
Hermagor More Info
Taj Mahal More Info
R&D Games Fowl Play! More Info
Keymarket More Info
Reef Encounters of the Second Kind More Info
Ravensburger Das ver-rückte Labyrinth More Info
Die Baumeister von Arkadia More Info
Piraten auf Schatzjagd More Info
Rechen-Kapitän More Info
Sheepworld - Schäfchen zählen More Info
Verflixxt nochmal! More Info
Repos Production Santy Anno More Info
Rio Grande Games Ark Expansion More Info
Cartagena More Info
Cartagena II More Info
Duckling Dancin' More Info
Fiji More Info
Formidable Foes More Info
Gloria Mundi More Info
Hermagor More Info
If Wishes Were Fishes More Info
Imperial More Info
Ruse and Bruise More Info
Medici vs Strozzi More Info
On the Underground More Info
Power Grid Expansion: Benelux / Central Europe More Info
Shogun More Info
Taj Mahal More Info
Taluva More Info
Thief of Bagdad More Info
Tichu - Limited Edition More Info
Yspahan More Info
Role & Strategie Editions Astoria More Info
Rombol 12 x 1 1/2 More Info
almost there More Info
Bauhaus More Info
I-Qube More Info
Juha - Element Puzzle More Info
Kastell / Castello More Info
Magisches Hexagon More Info
Propeller-Puzzle More Info
Schach4 More Info
The Hill More Info
Tick'N'Thin More Info
SandTimer Experiment More Info
Schmidt Spiele Die Schatztaucher More Info
Scribabs HysteriCoach More Info
Selecta Spielzeug Fabulantis More Info
Primo Calculino More Info
Turbulento More Info
Sierra Madre Games American Megafauna More Info
American Megafauna Expansion More Info
Lords of the Spanish Main More Info
Singlish Mopping Paaren / Couples More Info
Zauberei / Magic More Info
Zoo Safari More Info
Snarling Badger Games Zombie Rally More Info
Sphinx Family Gebrauchtwagenhändler More Info
Metropolen More Info
Sphinx Spieleverlag Sport ist Mord More Info
Spiel-ou-Face Metromania More Info
Spielbox Der Knizia Almanach More Info
Der Kurier der Fürstin More Info
Spiele aus Timbuktu China - Grenzstreitigkeiten More Info
Hansa - Wechselnde Winde More Info
Knatsch - Das Turnierspiel More Info
Spieltrieb Waimiri More Info
Squale Games Dart Wars More Info
Stein-Thompson Games Fußball Taktik 2006 More Info
Ninja Galaxy More Info
Ninja Galaxy Expansion: The Ninja Masters More Info
Stratamax Games Congo Line More Info
Hatu Matu: Chief of Easter Island More Info
Iroquoia: The Beaver Wars More Info
Sunriver Games 24/7 - The Game More Info
Abagio More Info
Havoc Expansion More Info
Super-Ape Games Evolution More Info
Surprised Stare Games Tara - Seat of Kings More Info
Team Crossroad Crossroad More Info
TenkiGames Krumble! More Info
SnakeLake More Info
Tilsit Himalaya Extension 5/6 More Info
Leonardo da Vinci More Info
Toy Vault Do You Worship Cthulhu? More Info
Truant Verlag Die Rache der Grabräuber aus dem All More Info
Dungeoneer - Die Brutstätte der Ungeheuer More Info
Ja, Herr und Meister! More Info
Minimonfa - MiniMonsterFantasy More Info
Tusbas King of Chicago More Info
Uljö Jona und der große Fisch More Info
Valley Games Commands & Colors Dice More Info
Die Macher More Info
VIA Spiele Strandmuscheln More Info
Warfrog Perikles More Info
Wenndenn Spieleverlag Pikso Baukasten More Info
Pikso Familyset More Info
Pikso Nachkaufset More Info
What's Your Game? Ghost for Sale More Info
Ur More Info
Winning Moves Auf die Palme More Info
Blokus Trigon More Info
Cartagena More Info
Cartagena II - Das Piratennest More Info
Dschinghis Khan - Bewegung an der Großen Mauer More Info
Gezanke auf der Planke More Info
Monopoly Essen More Info
Pente More Info
Terra Nova More Info
Top Trumps Horror More Info
Winsome Games Age of Steam Expansion: Eastern US & Canada More Info
New York Central More Info
Wooden Shoes & Iron Monsters More Info
WizKids Oshi More Info
Pirates: Quest for Davy Jones' Gold More Info
Woteva Games Adda More Info
Asylum More Info
Rocket Hounds More Info
Tomb Robbers More Info
Ystari Games Yspahan More Info
Les Princes de Florence More Info
Taj Mahal More Info
Z-Man Games 1861 More Info
Gheos More Info
Lifeboats More Info
Mamma More Info
Midgard More Info
Silk Road More Info
SuDoku - The Cardgame More Info
Take Stock More Info
The End of the Triumvirate More Info
Zoch Haste Bock? More Info
Salamanca More Info
Zugames Mamma More Info

Detail

Publisher Game
Nexus Editrice
Marvel Heroes

Publisher: Nexus Editrice
Designers: Marco Maggi and Francesco Nepitello
Players: 2-4
Ages: 12 and up
Langauge: Italian
Other Language Versions:
English - Marvel Heroes (Fantasy Flight Games)
German - Marvel Heroes (Heidelberger Spieleverlag)

Nexus should have copies of the English and German versions of this game at their booth.

Here is a description of the game from Fantasy Flight Games:

The heroes of the Marvelâ„¢ universe come to life in MARVEL HEROES: the Board Game! Thwarting robberies, solving mysteries, and rescuing citizens from danger are all in a day's work for members of the Avengers, the Fantastic Four, the X-Men, and the Marvel Knights ... unless there's a super villain involved!

In MARVEL HEROES, 2-4 players each take on the role of a popular super-team straight from the pages of Marvel comics, including such well-known heroes as Spider-Man, Wolverine, Captain America, and the Fantastic Four. Simultaneously, they take the role of an evil Mastermind, whether it's the Kingpin of Crime, Dr. Doom, the Red Skull, or the mutant terrorist Magneto. They will fight crime and progress their story as super heroes, and work to complete their villainous plans as Masterminds, all competing to be the most successful at both tasks.

The action unfolds in New York City, on an impressively detailed and accurate map depicting Manhattan Island as well as Brooklyn and Queens. Players will respond to dangerous and crimnal events, represented by Headlines, that crop up across the city, sending members of their super hero team to rescue citizens, fight crime, and battle super villains. Meanwhile, the dastardly Masterminds work to their own purposes - and especially to defeat their Nemesis super-team!

Pictures: (Click on the picture to see a larger version)
The Box Front (English Version)

Links:
Marvel Heroes at Fantasy Flight Games
Pegasus Spiele
Cowboy Poker

Publisher: Pegasus Spiele
Designers: James Ernest and Mike Selinker
Artist: Greg Hyland
Players: 2-4
Price: 9.95 €

This is a German version of Cowpoker, originally published in English by Steve Jackson Games in 2006.

Pictures: (Click on the picture to see a larger version)
The Box Front
Chez Goth

Publisher: Pegasus Spiele
Designer: Steve Jackson
Artist: John Kovalic
Players: 2-5
Playing Time: 60 Minutes
Price: 12.95 €
Release Date: August 2006

This is a German version of Chez Goth, originally published in English by Steve Jackson Games in 2004.
Don Peperoni

Publisher: Pegasus Spiele
Designer: Volker Cullmann
Players: 3-5
Ages: 8+
Price: 24.95 € (this may be 29.95)
Release Date: August 2006

Here is a description of the game from Spielbox:

Don Peperoni, by Volker Cullman, is a 'fantastic adventures' game. In the sleepy village of Peperoni, all hell has broken loose. The mayoral election will be taking place soon, and multiple leaders of the community are vying for the prestigious position. No wonder that things are a little shady beforehand. Villagers are bribed, spies slink about, pistol-packing mercenaries and judges asked for help (or set onto opponents) - the police barely have the situation under control. And in the midst of all that, sometimes even the cleaning lady can make the competition shy. Don Peperoni is a not-really-meant-seriously bluffing game.

Pictures: (Click on the picture to see a larger version)
The Box Front
Some Illustrations
Fiese Verliese

Publisher: Pegasus Spiele
Designers: James Ernest and Mike Selinker
Artist: John Kovalic
Players: 2-5
Ages: 10+
Playing Time: 45-60 Minutes
Price: 19.95 €
Release Date: August 2006

This is a German version of Dungeonville, originally published in English by Z-Man Games in 2005.

Pictures: (Click on the picture to see a larger version)
The Box Front
Gizeh

Publisher: Pegasus Spiele
Designer: Nikki Lim
Players: 2-6
Ages: 8+
Playing Time: 10-30 Minutes
Price: 12.95 €
Release Date: August 2006

This is a German version of Giza, originally published in English by Fun Factory Games in 2005.
Killer Karnickel und die Jagd nach der magischen Karotte (Killer Bunnies and the Quest for the Magic Carrot)

Publisher: Pegasus Spiele
Designer: Jeffrey N. Bellinger
Artist: Jonathan Young
Players: 2-8
Price: 19.95 €

This is a German version of Killer Bunnies and the Quest for the Magic Carrot, originally published in English by Playroom Entertainment in 2002.

Pictures: (Click on the picture to see a larger version)
The Box Front
Rückkehr der Helden - Die Gralssuche

Publisher: Pegasus Spiele
Designer: Lutz Stepponat

Pictures: (Click on the picture to see a larger version)
The Box Illustration
Star Munchkin 2: Die Clown-Kriege (Star Munchkin 2: The Clown Wars)

Publisher: Pegasus Spiele
Designer: Steve Jackson
Artist: John Kovalic
Players: 2(3)-6
Playing Time: 60 Minutes
Price: 12.00 €
Release Date: June 2006

This is a German version of Star Munchkin 2: The Clown Wars, originally published in English by Steve Jackson Games in 2004.
Super Munchkin

Publisher: Pegasus Spiele
Designer: Steve Jackson
Artist: John Kovalic
Players: 2(3)-6
Playing Time: 60 Minutes
Price: 14.95 €
Release Date: October 2006

This is a German version of Super Munchkin, originally published in English by Steve Jackson Games in 2005.
Zombies!!! 2 - Zombies Korps

Publisher: Pegasus Spiele
Price: 14.95 €
Release Date: October 2006

This is a German version of Zombies!!! 2: Zombie Corps(e), originally published in English by Twilight Creations in 2002.
Äpfel zu Äpfeln Erweiterung-1 (Apples to Apples Expansion 1)

Price: 12.95 €
Pfifficus Spiele
Guru

Publisher: Pfifficus Spiele
Designers: Anselm Ostertag and Helge Ostertag
Players: 3-5
Ages: 12+
Playing Time: 30-60 Minutes
Price: ~20.00 €

This is a card game.

Here is a description of the game from BoardGameGeek:

From the makers of Kaivai, this game sees players controlling Guru who try to influence the masses to come under their sway.

Here is a description of the game from Spielbox:

Guru is a satirical card game for secretive priests, GEWEIFTE Gurus and well-meaning followers. The publisher has given away the following: Your priests swarm out and try to amass as many sect members as possible. The other Gurus are trying to do the same and so eventually things come to a head. So be careful, don't let on how you manipulate your followers and reveal the methods of your opponents - because: There can be only one!

Links:
Spielewahnsinn in Herne 2006 - Scroll down to the Guru entry for a picture of the prototype
Guru - German Rules
Kaivai Erweiterung - Die Perlentaucher und Kava-Brauer (Kaivai Expansion - Pearl Divers und Kava Brewers)

Publisher: Pfifficus Spiele
Designers: Anselm Ostertag and Helge Ostertag
Players: 3-4
Price: ~10.00 €

This is an expansion for Kaivai. There will be 500 copies printed. The expansion can be pre-ordered by emailing reservation@pfifficus-spiele.de. Pfifficus Spiele will also be offering a set of two player rules for Kaivai for free.

Here is a description of the expansion from Good Game Guide, Spielbox and Pfifficus Spiele:

Kaivai was one of the spielfriek's highlights at last year's Essen show. As previously announced, the Ostertag brothers are working on an expansion will be released at Essen '06. Pearl Divers und Kava Brewers will include the pearl diver hut which always produces pearls when the fishing wasn't so successful, the kava brewing hut, which can bring lots of influence together with kava drinking ceremonies, and the festival hut which, when built, initiates a festival. The expansion adds new aspects and possibilities to the game.

Here is a description of the contents of the expansion, from Helge Ostertag on BoardGameGeek:

It includes:
- 4 new kinds of huts (44 pieces: tiles and wooden figures):
a) pearldivers cottage - when you are fishing, each dice showing "white" earns you a pearl, the new stable currency
b) kava-brewery - constant production of "kava", which can be used for a new kind of action, the "kava drinking ceremony", giving more influence tokens to you
c)celebration hall - when you build this hut, you instantly make a celebration on the island the hut was built on
d) chief hall - giving you a chief tile, when you build it, which can influence the biddings
- "kava"-tokens (44 pieces)
- more influence tokens (48 pieces) and shell/fish tokens (32 pieces)
- pearlcounters (4)
- kava-ceremony action fields (8)

We will also revise the complete "KAIVAI" rules, adding a 2-player variant.
Phalanx Games
Anasazi

Publisher: Phalanx Games
Designer: Klaus-Jürgen Wrede
Artist: Franz Vohwinkel
Graphic Designer: Lin Lütke-Glanemann
Players: 2-4
Ages: 10+
Playing Time: 30 Minutes
North American Distributor: Anasazi (Mayfair Games)

Here is a description of the game from Phalanx Games:

What is it about? The Anasazi tribes lived in the middle west of America and built their settlements mainly in the caves of canyons. Strangely and yet unexplained all the settlements were abandoned in the 13th century. It took a very long time until the cities and their treasures were discovered, as they were hidden and difficult to access.

The players take part in different expeditions and try to discover the treasures of the different Anasazi tribes.

Here is a description of the game from the rules:

The southwestern region of North America was home to a number of nations of Native Americans. Among them was a nation that built magnificent pueblo settlements in large caves and excavated canyon walls. During the 13th century, these remote and hidden settlements were mysteriously abandoned by their builders, remaining empty for generations.

It was not until the 19th century that these well hidden cities were discovered by white explorers. The first explorer was a rancher named Richard Wetherill. He called the builders of these ancient pueblos “Anasazi,� the term used by his Navajo friends. The Hopi descendents of these pueblo dwellers called them “Hisatsinom,� meaning “Ancient Ones.�

In this exciting and fast-paced game, you can take part in various expeditions to discover and explore these lost cities! Can you collect the most valuable treasures from the four Anasazi tribes?

Pictures: (Click on the picture to see a larger version)
The Box Front (English Version)
The Box (German Version)
The Game Setup (From the Rules)
Bison

Publisher: Phalanx Games
Designers: Wolfgang Kramer and Michael Kiesling
Artist: Franz Vohwinkel
Graphic Designer: Lin Lütke-Glanemann
Players: 2-4
Ages: 10+
Playing Time: 90 Minutes
Language Versions: English, Dutch and German
North American Distributor: Bison (Mayfair Games)
Price: 24.95 € / 30 US$

This will come in the Phalanx middle sized box (the same size as Go West!).

Here is a description of the game from Phalanx Games:

Drawing on the majesty of the American West, Bison transports the players to a time before the Europeans arrived in the plains. Brave bands of hunters compete to claim the most productive hunting grounds before the winter snows begin.

Kramer and Kiesling¹s design combines resource management with the classic strategic challenges of an area control game to create an engaging game without resorting to the conflict at the heart of military games. Players struggle for control of valuable resources in a family-friendly environment of peaceful competition.

Bison is a game for 2 to 4 players, ages 10 and up, Playing time 90 minutes.

Bison contains:
21 Land Tiles, 32 Hunters, 12 Scoring Cubes, 24 Teepees, 24 Canoes, 4 Player Boards, 16 Action Markers, 1 Totem Pole, Full-Color Rulebook

Here is another description of the game from Phalanx Games:

In Bison every player is representing a native American Indian tribe. Aim is to settle in an area rich of bison, fish and turkeys. The tribe need bison as food and clothes (leather), they need fish for food and the turkeys and their feathers for rituals and adornment. The players catch bison, fish and turkeys and keep the score as markers on their own overview board. The animal markers are used to survive, to explore new land and to buy canoes and tents at the market. The player who has the most animals wins the game.

Here is a description of the game from co-designer Wolfgang Kramer:

The game contains hex-shaped landscape tiles that are gradually added to the table. Indians, tents and canoes are placed onto the tiles and can also be moved across them. The goal of the game is to have as many animals (Bison, fish or eagles) as possible during scoring (which occurs at the end of each round). Determining first and second placed is done by majorities. But, third and fourth place receive as many animals as indicated by the tile. Therefore, it can be better to be in 3rd or 4th place than in 2nd. The game is primarily intended for experienced gamers, and contains a base rules set as well as two expansions. The basic rules are there only to get people into the game quickly; experienced players should play with the variants (or at least Variant 1) right away.

First Impression by Rick Thornquist (after one playing of a prototype and one playing of the final production version):

Bison is an area majority game. The board is made up of tiles and each tile has three areas of terrain - plains, rivers and mountains. Each type of terrain gives up a different type of food - bison in the plains, fish in the rivers and birds in the mountains.

The game starts with just a few tiles making up the board. There are a number of ‘seasons’ in the game and in each season each player gets four turns. In each season, each player will add one more tile to the board and, along with it, some of their Hunter pieces. On a player’s turn, he can add a tile to the board (along with some of his Hunters), move his Hunters, build teepees (in the plains and mountains) or build canoes (in the rivers).

The whole idea is to have the majority in each of the areas at the end of each season when the scoring takes place. Having the most Hunters in an area is good, but building teepees is better and is worth more when determining majorities (it’s the same with canoes in rivers). Whoever gets the majority in an area gets food in the area - the bison, fish or birds. The second player gets half the food, etc.

Players have a limited number of actions. You can only do each type of action once per season so you have to plan carefully exactly when you use it. Also, you have to pay for your actions with food so you have to manage your food supply to make sure you have enough to do what you want to do.

The game is slightly on the dry side and a bit of a thinker. I found it interesting, though, there are some neat strategies that may be used. Though the game world is crowded with area majority games, I thought this one was pretty good.


Pictures: (Click on the picture to see a larger version)
The Box Front (English Version)
The Game

Links:
Bison Review at Gamepack
Emira

Publisher: Phalanx Games
Designers: Liesbeth van Zier and Paul van Hove
Artist: Franz Vohwinkel
Graphic Designer: Lin Lütke-Glanemann
Players: 3-5
Ages: 12+
Playing Time: 75+ Minutes
Language Versions: English, Dutch and German
North American Distributor: Emira (Mayfair Games)
Price: 34.95 € / 45 US$

This will be a big box game (the same size as Alexander the Great). This game won the 2004 Hippodice game design competition under the name Harem.

Here is a description of the game from Phalanx Games:

Each player is a rich oriental sheik who tries to have the most women in his harem.

In each game turn one woman comes into play and chooses the sheik that she finds to her liking, joining his harem. As a sheik, you have to be as attractive as possible! To achieve this goal, a sheik may improve his appearance, increase his status or enlarge his palace. Of course, a sheik needs money to do all this. Therefore he invests in oil resources.

Each woman not only has preferences but also her own specific “abilities�. The four basic abilities are: intelligence, housekeeping, cooking and libido. Each sheik prefers a different selection of women for his harem.

The first sheik that has the required number of women (depending on his preference and the number of players) is the winner.

Twist: The women (represented by cards) choose the harem to join, not the other way around!

- exotic gaming environment
- interesting topic with a surprising twist – the women select their sheiks!
- beautiful graphics

Contents: 6 boards/displays, 15 wooden discs, 1 start playing piece, 120 playing cards, 100 cardboard playing pieces, game money, 1 bag, 5 rules summaries, 1 rules booklet

Here is a description of the game from Mayfair Games:

But are you attractive enough to convince the princess to join your house and provide you with the skills you need to achieve your secret goals? Only a lucky or resourceful sheik can hope to welcome an Emira into his palace. Because in this distant desert land, it is the princess who chooses which palace she will join!

As a desert sheik, you will need to invest in the lucrative spice trade to furnish you with the wealth to improve your appearance, enlarge your palace, and expand your status in the kingdom so that the princesses will choose you instead of another sheik. But you will have to mind your funds carefully: these independent and self-confident princesses will not stay if you cannot provide them with the life of comfort that they have come to expect!

Emira is a satirical, historically themed game about desert nobles trying to attract princesses to join their household. While we neither glorify nor recommend setting up a harem, it sure is fun to watch those sheiks try to win over the self-confident and emancipated princesses!

Emira contains:
Game Board
5 Player Boards
15 Wooden Discs
First Player Marker
16 Goal Cards
54 Event Cards
28 Emira Cards
22 Status Cards
23 Camels
20 Palace Sections
39 Appearance Counters
Gold Coins
24 Wooden Caravan Tokens
Cloth Bag
Full-Color Rulebook

Pictures: (Click on the picture to see a larger version)
The Box Front (English Version)
The Box (German Version)
The Game
The Game Board
A Player Board

Links:
Emira First Impression at Gamepack
Italia

Publisher: Phalanx Games
Designer: Andreas Steding
Artist: Craig Grando
Players: 3-4
Ages: 12+
Playing Time: 180+ Minutes
Game Language: English

This game will only be available in English. This game is based on the game system of Hispania, also designed by Andrea Steding, which was self-published by the designer in 1994 and republished by Azure Wish is 1996. Hispania was based on the game system of Britannia, designed by Lewis Pulsipher.

Here is a description of the game from Phalanx Games:

There are rumors which games Phalanx will release at the Spiel fair in Essen (traditionally a hot launch date for new games) this year. Next to the recently released Emira and already announced titles like Anasazi and Justinian, friends of real strategy games may look forward to something really special: Italia!

Unlike Emira, Anasazi and Justinian, which are appealing to families and frequent gamers alike, Italia is a real wargame which should make Phalanx fans and players, who like more complex, strategic games, very happy.

One could almost say that Phalanx, celebrating its fifth anniversary this year, creates a wonderful present for itself and for her fans! And a brilliant present it is…!

What is Italia about!? Italia brings to life almost 1500 years of Italian history, from 330 BC to 1100 AD. During this time numerous tribes, nations and empires invaded the Italian peninsula.

Italia I is a three player game simulating the history of ancient Italy until 80 BC, i.e., the rise of the Roman Empire. Italia II is a four player game which sets off at the fall of the (West) Roman Empire in 390 AD and simulates the medieval history of Italy until 820 AD. In both versions players lead different nations, most of these were trying to settle down and to displace, conquer or submit the ruling nations or classes. The very interesting and variable game play guarantees long term fun and entertainment. Players will be able to use, among other things, more than 600 cardboard game pieces!

Like our classic Revolution-The Dutch Revolt, Italia will only be available in English language.

Here is another description of the game from Phalanx Games:

Italia brings to life almost 1500 years of Italian history, from 330 BC to 820 AD. During this time numerous tribes, nations and empires invaded the Italian peninsula. Most of these tribes were trying to settle down and to displace, conquer or submit the ruling nations. However, the new rulers could not hold their power for long: they were, in turn, defeated by other invaders.

Italia consists, in fact, of two different games: Italia I is a three player game simulating the history of ancient Italy until 80 BC, i.e., the rise of the Roman Empire. Italia II is a four player game which sets off at the fall of the (West) Roman Empire in 390 AD and simulates the medieval history of Italy until 820 AD.

Each player in either version of Italia does not control just one nation but usually many different ones. These nations appear, try to play their part as best as possible and vanish again in the dust of history. During the whole game each player gathers victory points with each of his nations. The player with most overall victory points at the end of the game is the winner.

To guarantee an approximately historical sequence of events, some special rules for specific nations are needed. Therefore you will first read the “standard� rules, then special rules only in effect in either Italia I or Italia II.

Italia uses the same game mechanisms as Hispania, which in turn is based on the game system of Britannia (by Lewis E. Pulsipher) but differs from that game in some important aspects.

Each Italia copy contains:
- 1 game board
- 30 nation cards
- 624 cardboard game pieces
- 2 player aid cards
- 6 dice
- 2 note pads
- 1 rules booklet

Pictures: (Click on the picture to see a larger version)
The Box Front
The Box Back
The Board
The Game Close-Up
Justinian

Publisher: Phalanx Games
Designers: Alessandro Saragosa and Leo Colovini
Artist: Harald Lieske
Graphic Designer: Lin Lütke-Glanemann
Players: 2-4
Ages: 10+
North American Distributor: Justinian (Mayfair Games)

According to the publisher, this game "lets you travel back in time to the court of Emperor Justinian".

Here is a description of the game from Spielbox:

In Justinian the players try to win the favour of Emperor Justinian. To further their aims and to strengthen their position at court, they bribe influential persons at Justinian´s court.

These bribes are represented by four different colours in the game: At the end of each game turn one colour is scored. The players get victory points if their court followers have increased their clout at court. However, only three of the four colours in Justinian are scored!

Contents: Game board showing the court of Justinian, 12 smaller ‘favoured ones’ boards, 4 cards for each smaller board (1 of each colour), influence markers, victory point markers and player screens.

Here is a description of the game from the rules:

The energetic emperor Justinian I ruled Byzantium from 527 to 565. His single greatest ambition was to reunite the Roman Empire. To aid him, he surrounded himself with excellent civil servants, bold military leaders, and wise counselors. Eventually he succeeded, but at great military and financial costs. His success was to be short-lived—Europe was changing, and too many enemies were harassing the Empire.

Nonetheless, Justinian earned tremendous fame in other ways. He sponsored the construction of beautiful buildings like the Hagia Sophia in Constantinople. His widely-acclaimed Codex Iustinianus is a milestone in the history of law. He sustained the “Silk Road� trade route to China, bringing wealth and prosperity to his empire. Much of his success was due to the wise and talented counselors that he called upon for advice.

In Justinian, you will secretly influence the Emperor’s counselors, hoping to raise your favorites to the highest ranks of the court. From time to time, this influence can cause a dramatic shift in power. Three times during the game, Justinian will call on his advisors to help make an important decision. At each of these moments, you will earn victory points based on the rank of your favorite counselors. But it is very difficult to predict exactly when this will occur, or which of the four topics will be addressed! To make matters more unpredictable, one of the four topics will not score points during the game!

Are you clever enough to influence the court in your favor? Or will the Byzantine plots of your opponents determine the fate of the Empire?

Pictures: (Click on the picture to see a larger version)
The Box Front (English Version)
The Game
Mesopotamia Expansion

Publisher: Phalanx Games
Artist: Franz Vohwinkel

Here is a description of the expansion from Phalanx Games:

Mesopotamia has been received very well when we released it last year. To make the game even more spicier we decided to release an expansion set with 7 player cards. These cards are designed to make a player lose cards and counter effects from other cards. The expansion will be available in Essen and Eindhoven for a very attractive price!

Pictures: (Click on the picture to see a larger version)
Some Cards
Phantastische-Spielewelten
Midgard - Städte, Schätze, Abenteuer (Midgard - Cities, Treasures, Adventures)

Publisher: Phantastische-Spielewelten
Designer: Lutz Stepponat
Price: 49.95 €

Note that this is a different game than Midgard from Z-Man Games. See pre-ordering information in the description below.

Here is a description of the game from Spielbox:

Lutz Stepponat, author of Return of the Heroes and other fantasy board games has founded his own company. His first project is a board game for the oldest German RPG - Midgard. The game is called 'cities, treasures and adventure' and will be, like many American games, be offered as a pre-order.

As soon as 500 pre-orders have been received, the purchase price will be charged to the buyers and the game will be produced. The final price will be 49.95 euros, those pre-ordering will pay 10 euros less (not including shipping costs) and receive a numbered game that will also be signed upon request. Those who don't want to buy sight unseen will be able to try the game at Essen. To get a spot, a reservation is recommended. The opportunity to do so will shortly be made available at the publisher's website.

Links:
Phantastische-Spielewelten website
Piatnik
Art Sudoku

Publisher: Piatnik
Players: 1-4
Ages: 10+

Here is a description of the game from the Spielbox:

Art Sudoku was created together with the Liechtensteinmuseum in Vienna. The Art-Sudoku puzzles are extremely challenging and train the eye as well as the mind. The goal of the game is to place nine different pictures into the empty spaces on the board such that each picture occurs only once in each row, column and quadrant.

Gameplay: A puzzle setup is chosen and placed next to the game board. The numbers printed on the setup correspond to the numbers on the backside of the picture tiles. The matching pictures are first placed onto the board number side up. Then, they are turned over. Each player has one minute to place pictures onto the board, and points are awarded. Incorrectly placed pictures are removed from the board. The winner is the player who could collect the most points.

Pictures: (Click on the picture to see a larger version)
The Game
Casa Alfredo

Publisher: Piatnik
Players: 2-4
Ages: 5+
Playing Time: 15 Minutes

Here is a description of the game from the Spielbox:

Casa Alfredo is a dexterity game. The game's motto will enthrall children: If the noodles are a problem, then the pasta will fly through the air! Alfredo has salted the noodles and the meatballs taste awful! The children won't stand for this. They show Alfredo what they think of his cooking and through meatballs at him. This is done as follows: The meatballs and noodles are placed on forks, the tines are pushed down while holding the other end of the fork down as well. Let the tines go and soon the meatballs are flying through the air! The player who hits Alfredo with the most meatballs wins! Before they try it with their next meal, here the little ones get a chance to practice first...

Pictures: (Click on the picture to see a larger version)
The Game
Der magische Finger (The Magic Finger)

Publisher: Piatnik
Players: 3-8
Ages: 10+
Playing Time: 40 Minutes

Here is a description of the game from the Spielbox:

Der magische Finger is an electronic communications game with cult hit potential. A life-size, green, electronic hand is the centrepiece of this game. It moves around and around, spider-like, on its fingers, until it stops and points at a player with a finger. That player now has to choose between a 'truth' or a 'dare'. Will he be lucky, or will the assignment be too tough? Those who can't fulfill the assignment get nasty penalties!

Pictures: (Click on the picture to see a larger version)
The Game
Frog Tennis

Publisher: Piatnik
Players: 2
Ages: 5+
Playing Time: 15 Minutes

Here is a description of the game from the Spielbox:

Frog Tennis is an electronic tennis game. Quaky, the frog, is unlike his peers: He's afraid of water! But it is lots of fun for him to jump across the bridge over the pond. With loud quacks, he makes his happiness known. The players push him back and forth with tennis rackets. Which player will be able to push Quaky into the other player's pond? When that happens, the player gets a point. First to 5 points wins!

Pictures: (Click on the picture to see a larger version)
The Game
Resi und Rudi Ringel

Publisher: Piatnik
Designer: Brigitte Pokornik
Players: 2
Ages: 4+
Playing Time: 15 Minutes

Here is a description of the game from the Spielbox:

Resi and Rudi Ringel, the two young caterpillars, were brought to life by Brigitte Pokornik. Resi and Rudi want to know which of them is faster! Ready, set, go: The race over stick and stone is on. On a player's turn, he rolls the die. The end of the caterpillar is always placed ahead of the head, so long as the colour colled is ahead as well. Then, the caterpillar's head is moved to that colour. If a player rolls a colour that the head is already on, then he may put a barrier up in front of the other caterpillar. That player must now navigate past the barrier. As soon as a caterpillar touches the goal flag, the game is over.

Pictures: (Click on the picture to see a larger version)
The Game
Touché

Publisher: Piatnik
Players: 2-6
Ages: 8+
Playing Time: 40 Minutes

Here is a description of the game from the Spielbox:

Touche is an exciting and challenging game with easy to understand rules for the entire family, in which strategy and luck balance out. Players can play solo or in teams.

Game setup: All pictures of the game cards are on the board. If a card is played, then a pyramid may be placed on the corresponding space. The goal of the game is to create specific forms with your pyramids. There are five types of shapes, of which one is chosen at the start of the game. The game ends once one player manages to create the last shape of the chosen combination with his pyramids.

Pictures: (Click on the picture to see a larger version)
The Game
Wiener Sammelsurium

Publisher: Piatnik
Designers: Harald Havas and Ronald Hofstätter
Players: 2-6
Ages: 10+
Playing Time: 40 Minutes

Here is a description of the game from the Spielbox:

Wiener Sammelsurium is a humorous quiz game by Harald Havas and Ronald Hofstatter. Have you ever wanted to know how many kilgrams of horse manure are dropped daily on the streets of Vienna, or how many pieces of mail are sent daily to the Alterlaa buildings, or how many children Maria Theresia had? Answers to these and many more everyday and historical questions about Vienna are offered by this board game. Lost of questions and answers to the interesting and strange, curious and macabre about Vienna were turned into a humorous board game by the authors.

Pictures: (Click on the picture to see a larger version)
The Game
Post Scriptum
High Voltage

Publisher: Post Scriptum
Designer: Gianfranco Sartoretti
Artist: Paolo Vallerga / Scribabs
Players: 2-4
Ages: 8+
Playing Time: 45 Minutes
Rules Languages: English, Italian and German

Here is a description of the game from the rules:

The era of the old gas lamps is over: The city discovers electricity. Four power companies are fighting hard for concessions...

High voltage is a high-strategy game where tactics and interaction are your cutting edge. Install longer power lines and supply as many neighbourhoods as you can with your power company!

Here is a description of the gameplay from the rules:

Each player acts secretly for one of the four power companies indicated by different colours (red, yellow, green and blue).

Turn after turn the players place the HIGH VOLTAGE CARDS, so that they form electric lines with the coloured segments on the cards.

Whenever two power stations are connected via an electric line, points are assigned to the companies according to the colour of the segments (such points are indicated by the coloured score markers); the player also receives points, according to the length of the line (such points are indicated by the point tokens).

At the end of the game the players reveal the colour of their company and add the points in their possess to the score indicated by their score markers. The player with the highest score is the winner.

First Impression by Andrea "Liga" Ligabue (after one playing of a final version):

High Voltage is the new game from Post Scriptum. It’s a totally different production from their first release (BauSquitMiao): new designer, new art and also a new type of game. High Voltage is a typical German game more on the side of an abstract game than on a themed game. Despite the appearance it is absolutely not a Metro-clone, but a game with his own peculiarities and mechanics.

In High Voltage you control one of the 4 power companies and you will try to make connections between Power Stations as long as possible (scoring points yourself) and also using as much as possible lines of your colour (scoring points for the company). At the end of the game you will add your personal score to the one of your company: the highest will win.

Like in Clans, the colour of your company is kept secret and you will try not to reveal your plans too early but also make connections that gives your company a lot of points.

The game is played on a 7x7 grid of tiles with an empty free space in the middle. All around the board there are power plants tiles (with lines pointing toward the centre of the grid) which is also used as score track. In fact it could have been better to have a map with the power plants and a scoring track, since the set up is always the same and it could be a bit time consuming.

During your turn you can reveal a new tile (and place it face up in the free space or in the square when it comes from) or rotate an existing one. Spending action points (you have a fixed amount at the start of the game) you can swap two already revealed tiles or move one already revealed tile in the free space. As soon as two power plants on different side of the board are connected with 4 or more tiles you score points. You get personal points for making long connections (5 tiles or more) and also every company will score as many points as the link of the matching colour. after that you will place an “high voltage� counter on every tile used in the connection and you will turn to the “danger� side any “high voltage� counter already there: a tile with a danger counter becomes fixed (you can’t move o rotate it). You can’t close a line if you will use more than 3 tiles already occupied by high voltage counters or by one or more danger counters. This is the very new idea in that games, since the tiles become more difficult to use after each connection.

In that way you always have a free space and turn after turn the grid will be revealed and built. As the game progress there is a great amount of possible moves/combinations and it needs a lot of thinking. It is a game with simple rules but you really need to think a lot before making your movement.

You also have a special action counter you can use only one time in the game to make a double move or to move a tile with a danger counter on it. When and how to use this special counter is really important in determining the winner. Since all the 4 colours are equal distributed over the tiles and since you will use almost all the tiles before the end of the game, it is important how you use the tiles and how you rotate them.

In my 4 player game I found the game becomes too time/brain consuming in the middle of the game and also in the final stages. One or more players could be cut off from winning and a “king maker� aspect will appear. I really prefer High Voltage over Metro but it is still too much abstract for me and too brain consuming. I think it will work better as a 2 players games since you will have more control on what will happens between your turns.


Pictures: (Click on the picture to see a larger version)
The Box Front
The Box Back
The Initial Setup

Links:
High Voltage at Post Scriptum (in Italian)
High Voltage - English Rules (in PDF format)
High Voltage - Italian Rules (in PDF format)
High Voltage - German Rules (in PDF format)

Prestel
Kunstmarkt (Art Market)

Publisher: Prestel
Designer: Franz-Benno Delonge
Players: 3-5
Price: 24.95 €

Note for all Prestel Games: Prestel will not have a booth at Essen this year. Amigo is a distribution partner for Prestel, and therefore Kunstmarkt will be available at the Amigo booth to try out and play.

Here is a description of the game from Spielbox:

Kunstmarkt (Art Market) has the subtitle “Gamble, Invest, Win� and is by Franz-Benno Delonge. Which artist will command the highest prices? Which genre is in particularly high demand? Which auctions should be acted on? The ‘art dealers’ in this game must keep the demands of their customers in mind while acting quickly in the art market. He who uses clever tactics and buys low while selling high will win in the end. Kunstmarkt is an engrossing strategy game for 3 to 5 clever dealers with a nose for business as well as the finer things in life.

Pictures: (Click on the picture to see a larger version)
The Box
Stilbruch (Style Change)

Publisher: Prestel
Designers: Susanne Flachmann and Ralf Rützel
Price: 16.95 €

Here is a description of the game from Spielbox:

Stilbruch (Style Change) by Susanne Flachmann und Ralf Rützel pairs chair design with timelines: Which chair fits a Bobbycar, and which came about during the age of steam? 24 milestone chairs from Charles Mackintosh to Alvar Aalto are on the search for their matching period in time. What kind of chair was popular while Elvis shook his hips, and which during the time of Ludwig II.? The paris range from amazing to curious and guarantee enormous enjoyment. Short but informative blurbs on the chairs and their development make sure that the yearn to learn doesn’t get ignored during play. Stylishly released in a silver tin, Stilbruch is a great gift idea for anyone who likes beautiful things.

Pictures: (Click on the picture to see a larger version)
The Opened Box
Pro Ludo
Ave Caesar

Publisher: Pro Ludo
Designer: Wolfgang Riedesser
Players: 2-6
Ages: 12+
Playing Time: 30 Minutes
Game Language: German
Other Language Versions:
English - Ave Caesar (Cafe Games)
Dutch - Ave Caesar (Ravensburger)
Price: 59.95 US$

This is a new version of Ave Caesar, originally published by Ravensburger in 1989. According to Pro Ludo, expansion courses are planned for the game.

Here is a description of the game from Cafe Games:

THEME: Panem et circenses! (Bread and Circus Games!) This was the chant shouted by thousands upon thousands of Romans as they poured into the great arenas (circuses) on over 200 holidays per year to enjoy the epic competitions of Ancient Rome. The largest of these arenas was the famous Circus Maximus, erected between the Palatine and Aventine hills. Here, circa 500 BC, spectators were treated to horse-drawn chariot races, in which competitors struggled through 7 laps around a perilous 1200 meter course.

OVERVIEW: Wolfgang Riedesser has recreated these daring races in this game. Since its initial publication in 1989, Ave Caesar has developed a cult following like few other games. It is well known for its quick and exciting play. In Ave Caesar, you and up to five other charioteers compete in Circus Maximus to determine who is the greatest driver in all of Rome. The racer who most skillfully navigates their chariot over the course of three laps will receive the most Laurels. After several races, whoever has collected the most Laurels wins the tournament, and the adulation of countless thousands.

Each race will play out differently - see if you will be the next charioteer to triumphantly shout out, “Ave Caesar!!!�

CONTENTS:
1 Double Sided Game Board
6 Plastic Chariots
6 Plastic Denari (Tribute Coins)
6 Decks of Cards
1 Rule Book

First Impression by Rick Thornquist (after one playing of a prototype):

For those who don’t know the game, Ave Caesar is a chariot race game. Players take turns playing numbered cards to move their chariots and the first player to cross the finish line after three laps win the race.

The game is simple to teach and very fun to play. The name of the game is screwage - trying to block routes for other player’s chariots so they can’t go anywhere or they have to take a longer route. I like the fact that the only random element is the card draw and you can play fairly strategically though make no mistake - this is meant to be a fun game, not a test of strategy. I really like the game and am very much looking forward to the new version so I can finally get a copy of the game.


Pictures: (Click on the picture to see a larger version)
The Box Front (English Version)
The Box Front (Dutch Version)
One Side of the Board
The Other Side of the Board
The Pieces
Die Fürsten von Florenz

Pro Ludo is publishing a German version of De Vorsten van Florence (QWG).
Kaleidoskop (Kaleidoscope)

Publisher: Pro Ludo
Designers: Dr. Mark Thornton Wood and Francis Henri Dyksterhuis
Players: 1+
Ages: 60+

Here is a description of the game from Spielbox:

Kaleidoskop (Kaleidoscope) was invented by two Australians: Dr. Mark Thornton Wood, psychologist and inventor, and Francis Henri Dyksterhuis, mathematician and physicist. The English website for the game lets you expect something special: When you buy Kaleidoscope, you're not buying a game. You're buying a system, which is as simple or as complex as you want. When you own Kaleidoscope Classic, you'll own a part of this amazing and unlimited system.

The game includes a multicoloured game board, split into 18 pieces: dominos, tetrominos, trominos, monominos and an octomino is also included. The pieces are to be put together.

Links:
The Kaleidoscope Classic website
Neumond - Erweiterung n*1 - für Die Werwölfe von Düsterwald (New Moon - Expansion #1 - The Werewolves of the Dark Forest)

Publisher: Pro Ludo
Designer: Philippe des Pallières
Players: 8-18
Ages: 10+
Playing Time: 30 Minutes

This is an expansion for Die Werwölfe von Düsterwald (which was published in English as The Werewolves of Millers Hollow). The expansion includes new scenarios including one so 'secret' that the rules are printed in mirror text.

Pictures: (Click on the picture to see a larger version)
The Box Front
Dungeon Twister Collectors Box

Publisher: Pro Ludo
Players: 2

Here is a description of the game from Adam Spielt:

Dungeon Twister Collectors Box:
- 8 Halls
- 2 Start zones
- 2 player shields
- 2 cardboard sheets each with 8 figures and 6 objects.
- 2 sets of 8 cardboard figures and 16 bases
- 2 sets of cards
- 1 rules insert
- special Amazon character
- set of orange miniatures
- set of blue miniatures
- certificate signed by Chris Boelinger
- 1 registration card for the Dungeon Twister Club

With the purchase of the collector's box comes membership into the exclusive Dungeon Twister Club. The club offers additional information, puzzles, tournament invitations, specials, etc. Membership is free and limited to 1000 members.

The collector's box is limited to 1000 copies!

Here is a description of the game from Spielbox:

Pro Ludo is distributing Dungeon Twister in Germany. A collector’s box was released for this 2-player game, although it sold out in the meantime. The publisher, however, kept 40 copies aside for the Essen fair, and they can be had at booth 9-13 (Dungeon Twister is taking over what would have been the Eagle Games booth). The first open European Dungeon Twister championship will also be held there.

Pictures: (Click on the picture to see a larger version)
The Box Front
Dungeon Twister - Paladine & Drachen (Dungeon Twister - Paladins & Dragons)

Publisher: Pro Ludo
Designer: Christophe Boelinger
Players: 2
Ages: 11+
Playing Time: 45 Minutes

This is a German version of Dungeon Twister - Paladins & Dragons, originally published in French by Asmodée in 2004. This is the first expansion for Dungeon Twister.

Here is a description of the expansion from Spielbox:

Paladins & Dragons, the first Dungeon Twister expansion, will be released at the start of October and be available at the fair.

Pictures: (Click on the picture to see a larger version)
The Box Front
Spiel der Türme (The Game of Towers)

Publisher: Pro Ludo
Designer: Rudi Hoffman
Players: 2-4
Ages: 12+
Playing Time: 30-60 Minutes (This may be 30 Minutes)
Game Language: German
Other Language Versions:
English - Ramparts (Cafe Games)
Price: 49.95 US$

This is a new version of Spiel der Türme, originally published by Schmidt Spiele in 1993.

Here is a description of the game from Cafe Games:

THEME: Rudi Hoffmann’s inspiration for RAMPARTS came from the great medieval towers of San Gimignano built in the Tuscany region of Italy. Now known as “The Manhattan of the Middle Ages,� San Gimignano was home to 72 large towers during the 12th and 13th Centuries, only 15 of which remain standing today. These towers were originally built to offer powerful families protection from gangs and competing families of the aristocracy. However, over time, the towers became symbols of status, prestige and power, so much so that it was decreed that none may be built exceeding the height of the City Hall.

OVERVIEW: Rudi Hoffmann’s RAMPARTS recreates this era by allowing you to participate in a tower-building competition against one to three other nobles. Your goal is to stack tiles bearing various coats of arms (symbols of aristocracy) into tall towers and maneuver them into the most prestigious districts in town. However, you must be careful with the towers’ construction - just as in the San Gimignano of old, your towers are not allowed to grow too high, and only the family with a coat of arms in their color on top of the tower will earn prestige. The noble who has built the most impressive collection of towers at the end of the game wins!

CONTENTS: 1 Game Board 80 Wooden Tower Tiles 1 Rule Book

Here is a description of the expansion from Adam Spielt:

There’s lots of action in the medieval city of towers.

Each of the four power-hungry noble families wants the most impressive tower – or better yet, more than one. Since building materials are tight, the trick is to out-smart the other noble families. Who will be the first to rule the medieval cityscape and bring the city under their control? Who will have secured the highest towers at the end?

In this exciting tactical game you’ll need to keep cool.

First Impression by Rick Thornquist (after one playing of a prototype):

Ramparts is basically an abstract game - there is a theme, but it’s veneer thin. The board is a grid. Players pieces are flat squares that have one of four symbols on it and each player controls one color. The pieces start on the board - one on each space.

On your turn you get to move one of your pieces orthogonally - either to an empty space or on top of another piece with the same symbol (it can be your piece or another player’s that’s covered up). If you make a stack, that stack now can move as one piece - controlled by the player with the top piece.

The idea is that you are trying to create stacks with your piece at the top and move them into the scoring areas (which are the darker squares on the board - see the picture). When the game ends you count up the pieces in your stacks in the scoring areas and whoever has the most wins.

The game is medium weight and somewhat of a thinker. Analysis paralysis is possible because there are so many options and good players will also be thinking ahead. This game is likely to appeal to those who like abstracts and want a game with quite a bit of strategy. I enjoyed my first game, but it is a very thinky game - I would play it if I’m looking for something deeper but doesn’t take that long to play.


Pictures: (Click on the picture to see a larger version)
The Box Front (German Version)
The Box Front (English Version)
The Board
The Pieces
Tempus

Publisher: Pro Ludo
Designer: Martin Wallace
Players: 3-5
Ages: 14+
Playing Time: 1-2 Hours
Game Language: German
Other Language Versions:
English - Tempus (Café Games)

Here is a description of the game from Cafe Games:

THEME: At the dawn of time, stone age civilizations are scattered across the land, each one struggling for survival. However, the spark of civilization has been ignited and cannot be extinguished. Ideas and inventions are spreading like wildfire across the continent and your people are taking their first steps towards building a modern society. Lead your civilization through conflicts as they strive to master world-altering advancements such as writing, road building, seafaring and more, always working towards the final goal of flight.

In Tempus, every decision is challenging, as your culture clashes with your opponents’ while time marches inexorably on. Building cities, expanding population and wars with other empires are ever-present challenges. Each era of history presents you with new innovations, which beg to be mastered.

Success in Tempus is defined by the player who can build the greatest civilization. If your civilization also manages to conquer the skies you will likely dominate the world, and win the game.

OVERVIEW: Players create the island of Tempus by placing the map tiles on the sea hexes. Each player starts with a small civilization made up of 3 Tokens, and tries to expand their presence on the island as they move forward through time from one era to the next. Each era is broken into a number of action rounds in which a player can choose to move, have babies, have an idea, build a city, or have a fight. How effective each action is depends upon the era, with the actions in later eras being more powerful. At the end of each era, Progress Points are calculated, determining which civilization makes the leap to the new era. Progress Points are awarded to players with tokens in the terrain type corresponding to the terrain of the New Era. Those players who did not advance in this era will automatically advance at the end of the next era.

CONTENTS:
1 Game Board
12 Map Tiles
5 Sets of City Tiles, with 8 in each set (3 twos, 3 threes and 2 fours)
5 Sets of People Tokens, 16 per player
5 Sets of Action Tiles, 6 per player
5 Era Cubes, 1 per player
1 Deck of 50 Idea Cards
5 Player Aid Sheets, 1 per player
1 First Player Marker

First Impression by Rick Thornquist (after two playings of a prototype):

Tempus is a conquest game. Each player gets a bunch of wooden disks representing his people. Three of them start on a board which is made up of hexagons of different terrain. Players take turns doing actions such as moving their guys, making babies (bringing new guys onto the board), attacking other players, drawing cards and building cities. At the end of each round, some players will gain improvements that will allow them to move more guys, more them farther, create more babies, etc. At the end of the game, the player will get points from the hexes he occupies plus points from cities that he built - whoever has the most wins.

This is a civilization game stripped down to the basics. The rules are not complicated and though the game is rated as 14 and up, this could easily be a 10 or 12 and up game. It has the usual pitfalls of conquest games - one player can get beaten up on and be out of it (as happened it our game), for example. The cards can be lucky as well. We had a few rules questions which were quickly answered by Ron Magin, the publisher, but a FAQ might be required to answer these questions for others.

All that being said, I found this to be a very good game. It has all the fun of a conquest game without the length, cumbersome mechanics or dice rolling. It plays fairly quickly and has lots of strategy. Those looking for the fabled ‘Civ Light’ game should definitely check it out. I liked the game very much and am looking forward to playing it a lot.


Pictures: (Click on the picture to see a larger version)
The Box Front (German Version)
The Game (German Version)
The Box Front (English Version)
The Game (English Version)
Queen Games
Alhambra - Das Würfelspiel (Alhambra - The Dice Game)

Publisher: Queen Games
Designer: Dirk Henn
Artist: Jo Hartwig
Players: 2-6
Ages: 8+
Playing Time: 60 Minutes

Here is a description of the game from Queen Games:

In this game, you can wager about the building of the legendary Alhambra. Use your dice cleverly and you'll be the best architect at the end of the game.

What's special about the game: Although this is a standalone game, it can also be combined extremely well with the base game "The Palace of Alhambra".

Let yourself be entertained by this new Alhambra game fun!

Here is a description of the game from BoardGameGeek:

This new member of the Alhambra game family is a stand-alone game with the same box-size like Alhambra.

Each player try to get the most victory points. The game goes over five rounds giving a scoring after 1st, 3rd and 5th round. Victory points are awarded for majorities of allocated buildings. (Very similar to the original game Alhambra)

To get the buildings you roll 8 dice each showing the six building-symbols. Each player have 3 rolls in his turn to get as much similar symbols as possible (up to a max of 8). A player can only note his result for one type of building. The results of the dice rolls from every player is marked on the game board. So everybody can compare his dice rolls with those of the other players.

After a round is completed the player with the highest dice-roll can choose between 2 buildings of the respective category or 1 building and a special counter giving a certain bonus. (Bonuses can be: additional VPs(1 to 3), extra dice-roll, exchange one building, determine starting player, etc.) The second best player in that category will get the other part.

Each round has a certain number of turns depending on how much players are playing (3, 4 or 5 turns). So, because a player can only hit one type of building during his turn, he cannot score all 6 types of buildings in a single round. After round #1, #3 and #5 the majority in each building category is awarded the same way like in Alhambra.

The player with the highest total of VP wins the game.

Special:
There is a variant in which you can combine the building counters of the Alhambra game. Which adds some building strategy to the game.

Pictures: (Click on the picture to see a larger version)
The Box Front
Der Dieb von Bagdad

Publisher: Queen Games
Designer: Thorsten Gimmler
Artist: Michael Menzel
Players: 2-4
Ages: 10+
Playing Time: 60 Minutes
Other Language Versions:
English - Thief of Bagdad (Rio Grande Games)

This is a big box game.

Here is a description of the game from www.spieltest.at:

Each player, however, will lead a group of thieves and try to gain the best booty for them. But the treasure is hidden in the palaces of Baghdad and is well guarded. Therefore, the leaders slip their men into the guards corps and try to bribe the rest of the guards. The player who plays his cards the best and reacts the most cleverly to the different situations will be successful in getting his thieves and guards well distributed in Baghdad, and therefore be the first to get four pieces of treasure.

Pictures: (Click on the picture to see a larger version)
The Box
Shogun

Publisher: Queen Games
Designer: Dirk Henn
Artist: Michael Menzel
Players: 3-5
Ages: 12+
Playing Time: 120 Minutes
North American Distributor: Shogun (Rio Grande Games)

This is a rethemed version of the Queen game Wallenstein. The game is set in the Sengoku period (approx 1467-1573) which ends with the inception of the well-known Tokugawa Shogunate. The game will be an international edition with language-independent components and a multilingual rules booklet.

Queen is giving away posters of the Shogun cover art panorama, signed by designer Dirk Henn. To get one, you will save to send a short message to Queen and then pick up the poster at the fair. For more information, see their 13 Sep 06 news item (in English).

First Impression by Rick Thornquist (after seeing a pre-production sample copy and reading the draft rules):

Yes, folks, I am a lucky guy. I have sitting beside me a pre-production sample copy of the upcoming Wallenstein sequel - Shogun, coming from Queen Games and Rio Grande Games. This sample should be pretty much the same as the final production version (with one possible difference relating to the plastic used in the cube tower - see below). I have a draft copy of the English rules, again, these should be pretty much the same as the production version, though the version I have doesn't have any graphics. I haven't had a chance to play it yet - that will happen soon - but I have read the rules and looked at the components. From those I'd like to give you my first impression of the game.

Since this is a sequel to Wallenstein and in many senses a similar game, I thought I'd save you a long explanation of the how the game works (there's lots of reviews of Wallenstein you can check out) and just give you my take on the differences between the two games. Note that if I don't mention a component or rule, it's probably because it's pretty much the same as Wallenstein.

Let's do components first (see below for pictures of the components).

First off, the graphics have completely been redone. The new graphics reflect the Japanese theme of the game.

The board is two sided and interestingly enough, the two sides aren't for different numbers of players or anything, they appear to be just two of the same map with the provinces slightly rearranged. There are also sea routes marked on the board - provinces with sea routes connecting them are considered to be adjacent. These sea routes are also different on each side of the board. Basically, you are getting two different boards to play the game with. The board also has a victory point track along the edge (a major omission in Wallenstein).

The player boards are also two-sided. One side is used for the groups of cubes used in the setup of the game. Once the setup is complete, the board is turned over and the other side, which has the card spaces used to plan your moves, is used for the remainder of the game.

As in Wallenstein, there are Province Cards, but the blank cards in the previous game have morphed into War Chest Cards. Each player gets a set of five of these cards and each card shows 0 to 4 chests on them (chests are the currency of the game). More on these in a minute.

There are five Special Cards - each player will get one of these each turn and they will give each player a special power and also have to do with turn order. Again, more on these in a minute.

The big pile of Event Cards in Wallenstein (of which one is used per season) has been reduced to a set of only twelve cards, of which a few are duplicated. They have been greatly simplified and no longer apply to certain areas of the board - they all apply to all areas. They don't have any text on them either - they are straight graphics (and fairly easy to figure out). Similar to Wallenstein, they all have a Rice Loss number at the bottom (equivalent to Grain loss in Wallenstein).

Now onto the cube tower. This is what everybody wants to know about, right? Well, I have done a careful comparison of the Wallenstein and Shogun cube towers using Magnetic Resonance Imaging and Infrared Spectroscopy and here are the results: they are exactly the same! The graphics are different, of course, but the structure of the towers is the same. Interestingly, the funnel and the lower tray in my copy of Shogun are the same green plastic as the ones on Wallenstein, but the rules refer to these components being "made of transparent plastic to provide all players with a better view of battle results.". We'll have to see a final copy of the game to see if that's the case.

Now onto the gameplay. The gameplay in Shogun is pretty much exactly the same as Wallenstein with one big exception: turn order. In Wallenstein, turn order was randomly selected at the beginning of each season. This was a major bugaboo with players because turn order could be very important - leaving it up to random chance with a bit tough to swallow. Shogun has completely revamped the way turn order works.

Remember I talked about the War Chest Cards and Special Cards which I said I'd talk about in a minute? We'll here's where they come into play.

At the beginning of each season, before players plan their actions, the five Special Cards are shuffled and laid out face-up in a row of five spaces marked on the board. Each card has two functions - first, its position in the row of spaces determines the turn order of the player that takes the card (so, if a player takes the third card in a five player game, he will go third). Also, the player that takes a card will get that card's special power. These powers are as follows:

- Take one extra chest when doing the 'Collect Taxes' action
- Take one extra rice when doing the 'Confiscate Rice' action
- Add an extra army when doing the "Deploy 5 Armies" action
- When attacking, add one army to the tower
- When defending, add one army to the tower

So how is it determined which player selects which card? Well, during the planning phase, the players plan their moves as in Wallenstein, but there is one extra card space on their planning board that they can use to bid for turn order. This is where the War Chest cards are used. You can place one of these cards on the turn order space on your board - the number of chests on the card is the number you are bidding for turn order. You can also place a province card on that space, if you wish. The other War Chest cards, when played on the regular action spaces, act just like the blank cards in Wallenstein. They are just bluff cards and the chests on them don't mean anything.

After players have planned their moves, turn order is determined. All players reveal the cards they played on their turn order space. If they played War Chest cards, they pay the amount of chests on their card to the bank (if you played a Province Card, you pay nothing).

Then the player who bid the most gets first choice as to which Special Card to take and therefore, where he will be placed in the turn order (again, if a player takes the third card in a five player game, he will go third). He will also get the power of the Special Card for that season. Then the player who bid the second most chooses, etc. Ties are broken randomly. Interestingly enough, a player who played a province card on the turn order space gets to go BEFORE a player who placed a War Chest card with zero chests (I guess because you had to sacrifice a Province Card which could have been put to better use, they let you go before someone who didn't bid anything).

One more tidbit on this - with less than five players, all five Special Cards are still used. Any cards that are not taken are simply ignored for that season. This process of selecting turn order is the same in each season, save for the winter (scoring) season which uses the turn order from the previous season.

There is one other difference in the gameplay that I noticed - this one has to do with battles. In Wallenstein, the defender could choose how many cubes he wanted to commit to the cube tower - in Shogun, the defender doesn't have any choice - he has to throw ALL of his troops in the tower. I found it quite odd that they changed this rule - I thought that the decision of how many defending troops to commit to a battle was an interesting one. Not giving you the choice in Shogun seems strange to me. Ah well, I suppose I could always decide to use the Wallenstein rule as a variant.

All in all, my first impression of Shogun is very good. I always thought Wallenstein was a great game but with Shogun, they've smoothed out the few rough edges and given us some new maps to play on. I'm very much looking forward to giving it a try.


Pictures: (Click on the picture to see a larger version)
The Box (Production Sample)
The opened box
One side of the board
One side of the board close-up
The other side of the board
A player board
The pieces
Some markers
The cards
The cube tower

Links:
Shogun Event Cards
QWG
De Vorsten van Florence

Publisher: QWG (Quined Games and White Goblin Games)
Designers: Wolfgang Kramer , Richard Ulrich and Jens Christopher Ulrich
Artist: Eckhardt Freytag
Graphic Designer: Cyril Demaegd
Players: 2-5
Ages: 12+
Playing Time: 75-100 Minutes
Game Language: Dutch
Other Language Versions:
French - Les Princes de Florence (Ystari)
German - Die Fürsten von Florenz (Pro Ludo)
Spanish - Principes de Florencia (Excalibur)
Italian - Principi di Firenze (Nexus Editrice)
Polish - Ksiazeta Florencji (Lacerta)

This is a new version of Princes of Florence that will have rules for two players as well as a variant. At this point in time, there will not be an English version of the game. At this point it's highly unlikely that this game will be available for sale at Essen - it's looking like a November 2006 release.

Here is a description of the game from Quined Games:

Dutch publishers Quined Games with White Goblin Games will publish the Dutch version of a new edition of Die Fürsten von Florenz. This edition will be playable by 2-5 players. The game will contain an expansion (working title "Muse and Princess"), which will introduce 6 characters (Cardinal, Muse, Banker, Merchant, Professor and Princess). These characters will be auctioned in a separate bidding round and will assist the players during the current round. Furthermore, there will be a cooperative variant. The artwork will be done by Eckhardt Freytag, who was responsible for Celtica by Ravensburger.

The Dutch version is scheduled for the end of October, at the Spellenspektakel Games show in Eindhoven.

Pictures: (Click on the picture to see a larger version)
The Box Front (Dutch Version)
The Box Front (French Version)
The Box Front (German Version)
The Box Front (Spanish Version)
The Box Front (Polish Version)

Links:
De Vorsten van Florence at Quined Games (scroll down to see draft graphics)
Die Fürsten von Florenz page on Kramer Spiele (with a description in German and lots of pictures)
Hermagor

QWG (Quined Games and White Goblin Games) is publishing a Dutch version of Hermagor (Mind the Move).
Taj Mahal

QWG (Quined Games and White Goblin Games) is publishing a Dutch version of Taj Mahal (Rio Grande Games).
R&D Games
Fowl Play!

Publisher: R&D Games
Designer: Richard Breese
Artist: Juliet Breese
Players: 2-4
Playing Time: 60 Minutes

There will be approximately 500 copies of this game produced. The game was available for pre-order, but all of the copies have been spoken for - the game has sold out. There are no plans to print more copies of the game.

Here is a description of the game from designer Richard Breese:

Fowl Play! is not a resource collecting game like Reef Encounter and the Key games, but a 'movement and capture' game in a 'Transamerica' sized box. Each round players choose to play one of their three 'fowl cards' to determine turn order and which of the fowl counters a player can move. Players may move up to three fowl counters a combined total of up to three spaces on the hex shaped board. Players choose whether to assist their own fox in capturing the fowl, or whether to save their secret target fowl and similar fowl from being caught by the other players’ foxes. Foxes then move up to two spaces in an attempt to capture one of the fowl. Moving the foxes through the fox holes will speed their progress and allow the foxes to creep up on the fowl unnoticed.

The game has the appearance of being fairly simple, with artwork as usual by Juliet Breese, however the tricky scoring provides a little of the brain ache often associated with games from R&D and makes it more of a gamer's game than a family game.

Here is a description of the game from BoardgameGeek:

Each player uses their fox to capture some of each of the types of fowl (chickens, ducks, geese and turkey) that are found in the farmyard. Players gain points for the fowl they have captured and also for saving from capture those fowl that share one or more of the same characteristics as their chosen target card.

Each round every player chooses to play one of their three fowl cards to determine turn order and which of the fowl counters a player can move. Players may move up to three fowl counters a combined total of up to three spaces on the hex shaped board. Players will choose whether to assist their own fox in capturing the fowl, or whether to save their secret target fowl and similar fowl from being caught by the other players’ foxes. Foxes then move up to two spaces in an attempt to capture one of the fowl. Moving the foxes through the foxholes will speed their progress and allow the foxes to creep up on the fowl unnoticed.

The game usually finishes when eight or fewer fowl remain at the end of a round. The target cards are then revealed, the points tallied (the most difficult part of the game) and a winner declared.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Game
Keymarket

Publisher: R&D Games
Designer: Richard Breese

This is likely the next game in the Key series from designer Richard Breese. This will be at Essen only as a playtest version. See below for more information.

Here is a description of the game from designer Richard Breese:

Keymarket is likely to be the next game in the series of Key games by Richard Breese (R&D Games), to be published in Autumn 2007. R&D Games will be at Essen at Stand 4-14, Hall 4. Richard has allocated some time at the show to playtest Keymarket. He will explain the game and either participate or assist, depending on the numbers. The explanation and components are in English.

Keymarket is for 3 to 4 players, is slightly simpler in complexity to Keythedral and has a slightly higher luck element due to the tile draw. It is a tile placement, resource management and bidding game. You should allow two and a half hours to play the game, including and the explanation. Refreshments will be on hand. Ideally you will be a self-contained group of two to four.

Places will be reserved on a first come basis. Starting times are Friday, Saturday and Sunday at 11:00 p.m. and Thursday and Friday 3:00 p.m. There will be a small prize for the winner of each game. If you would like to book a place (and most importantly a chance to sit down after a few hours wandering round the halls!) then please contact Richard at richard@qbreese.fsnet.co.uk with your preferred slot before Monday 16 October.
Reef Encounters of the Second Kind

Publisher: R&D Games
Designer: Richard Breese

This is an expansion for Reef Encounter, originally published by R&D Games in 2004. The print run for this expansion is 500 copies. The expansion was available for pre-order, but as of the end of August all of the copies have been spoken for - the expansion has sold out. There are no plans to print more copies of the expansion.

Here is a description of the game from designer Richard Breese:

'Reef Encounters of the Second Kind' (RE2) from R&D Games is scheduled for publication at Essen 2006. RE2 is not a game in its own right, but an expansion set to the first edition of Reef Encounter published by R&D Games (2004) and uses the graphics from that version.

This expansion can also be used with the second edition of Reef Encounter published by Quined Games, What’s Your Game? and Z-Man Games (all 2005). However the graphics do not match those of the second edition. A second edition of RE2 using the graphics from the second edition of Reef Encounter is also likely to be published at around the same time.

Here is a description of the game from BoardgameGeek:

Reef Encounters of the Second Kind is scheduled for release at Essen 2006. It is an expansion set for Reef Encounter, introducing new creatures, opportunities and tactics to the basic game.

The crown of thorns starfish with their voracious appetites have now found the reef and will consume any corals that they can reach. Blue shrimps will assist host shrimps in protecting the larger corals, but these blue shrimps are notoriously unreliable. Meanwhile the polyp tiles now come in a variety of different forms and even the rocks are liable to change shape.

A selection of cards provides one off opportunities to influence the game, to introduce or to move the blue shrimps or to affect the scoring at the end of the game. An appropriate card is also required before a parrotfish can consume its first coral.

Contents: 4 blue wooden shrimps, 48 special tiles, 56 cards (28 in English and 28 in German), 2 rules sheets, one in English and one in German.

Pictures: (Click on the picture to see a larger version)
The Base Game with Expansion
Some of the Cards
Ravensburger
Das ver-rückte Labyrinth

Publisher: Ravensburger
Designer: Max Kobbert
Players: 1-4
Ages: 7+
Playing Time: 20-30 Minutes
Price: 20.00 €

This is a 20th anniversary edition of the game.

Pictures: (Click on the picture to see a larger version)
The Game
Die Baumeister von Arkadia (The Architects of Arcadia)

Publisher: Ravensburger
Designer: Rüdiger Dorn
Artist: Michael Menzel and Walter Pepperle
Players: 2-4
Ages: 10+
Playing Time: 45-60 Minutes

Here is a description of the game from Spielbox:

In a distant land lies a landscape of gently rolling hills and fertile fields. Travellers from far away have settled there and lay the foundation for the town of Arcadia. In addition to the various town buildings, a mighty fortress is to be built. Four well-off families - the weavers, the spice dealers, the carpenters and the silversmiths - want to increase their prestige and influence and therefore compete to build the greatest portion of the fortress. Players play as architects. They are commissioned by the four families to plan and carry out the building of the city as well as the fortress.

The players build the houses and central fortress of Arcadia. By building houses they obtain the seals of the four families. Whenever a house is finished, another portion of the fortress can be built. Depending on how much the four families have contributed to the fortress, the values of the seals change. Each player can trade in seals for gold multiple times - times determined by himself. The player with the most gold at the end of the game wins.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Game
Piraten auf Schatzjagd (Pirates on a Treasure Hunt)

Publisher: Ravensburger
Players: 2
Ages: 6+
Playing Time: 30-40 Minutes

Here is a description of the game from Ravensburger (Translated by W. Eric Martin):

The action game with lots of navigation, working cannons, and a gigantic cloth game mat! Are you ready to take to the high seas as courageous pirates fighting against one another? Then hoist the sails, raise the anchors, and take off to adventure! Who will best steer his ship with skill over the seas? Who will aim, shoot and score with flair? And who at the end will with a little luck bring the most valuable treasures back to the harbor? In this game, you can show who's the real king of the sea.

Contents

1 gameboard (1m x 1.6m)
2 pirate ships (each with 1 figurehead, 1 steering wheel, 1 front mast with sail and mast basket, 1 main mast with 2 sails, 1 pirate flag, 1 lantern, and 1 rear trapdoor)
3 cannons
3 cannonballs (= arrows)
4 treasure trunks
1 tower with 1 tower flag and 2 doors
1 dial with spinner
2 provision sacks
2 rum barrels
18 record cards
10 order cards
6 gold coins (3 ea. of sea serpents and sharks)
1 construction instructions
1 game instructions

Pictures: (Click on the picture to see a larger version)
The Box
The Game
Rechen-Kapitän (Counting Captain)

Publisher: Ravensburger
Designer: Reiner Knizia
Players: 1-4
Ages: 6-8
Playing Time: 15-20 Minutes
Price: 10.00 €

Here is a description of the game from Ravensburger (Translated by W. Eric Martin):

Ship ahoy with the numbers from 1-20

Where does the banana box go? Is this the place? At the harbor, the sailors load valuable freight in their ships. Each ship is distinctively large and must be loaded in the best way possible. Which ships fill up first and can begin the adventure on the high seas? The counting captain offers numerous exercises for the playful training of addition and subtraction in the number range from 1-20. He supports number understanding and promotes logical thinking. The option of playing alone lets children play and learn independently.

Contents

12 ships
6 warehouses
75 ware boxes
1 wood die
1 set of game instructions

Pictures: (Click on the picture to see a larger version)
The Box Front
The Game
Sheepworld - Schäfchen zählen (Sheepworld - Counting Sheep)

Publisher: Ravensburger
Designers: Arno Steinwender and Andrea Steinhauser
Players: 2-6
Ages: 8+
Playing Time: 15-20 Minutes

Here is a description of the game from Spielbox:

Sheepworld - Schafchen zahlen (Sheepworld - counting sheep) is a fast-paced card game in which concentration, reactions and a sharp eye are needed! Black, white and red sheep are playing happily on the cards, but how many exactly? Count the sheep and quickly grab the right number card! The game was invented by Arno Steinwender and Andrea Steinhauser.

Pictures: (Click on the picture to see a larger version)
The Box
Verflixxt nochmal! (Darn it again!)

Publisher: Ravensburger
Designers: Wolfgang Kramer and Michael Kiesling
Players: 2-8
Ages: 8+
Playing Time: 35 Minutes

This is an expansion for Verflixxt!, which was published in German by Ravensburger in 2005 (and in English as That's Life! by Rio Grande Games). The game is subtitled Die 1. Erweiterung (The 1st Expansion), so you may expect more expansions for this game.

Here is a description of the game from Ravensburger (Translated by W. Eric Martin):

With the first Verflixxt! expansion, the successful game becomes an even more intense rollercoaster ride of emotions: New tiles, new variants, and one unlucky player (Flixxy) make each game exciting to the last second. And with the extra playing pieces, now eight players can simultaneously experience the "cursed" dice fun!

Contents

4 Verflixxt-tiles
6 pawns
1 action die
1 cardboard Flixxy figure
1 support (presumably for Flixxy?)
10 worm chips
4 round chips

Pictures: (Click on the picture to see a larger version)
The Box Front

Links:
Verflixxt nochmal! page on Kramer Spiele (with a description in German and lots of pictures)
Repos Production
Santy Anno

Publisher: Repos Production
Designer: Alain Orban
Artist: Gérard Mathieu
Players: 3-8
Ages: 10+
Playing Time: 30 Minutes
Rules Languages: English, French, German and Dutch
Price: 19 €

This is a pirate game. The 500 first copies will come with a limited Ex-ludis signed by Alain Orban and Gérard Mathieu along with the expansion Black Beard at the Pub. You can pre-order the game by emailing info@rprod.com. Anyone who pre-orders the game will get the game plus the Ex-ludis and the expansion Black Beard at the Pub.

Here is a description of the game from Repos Production:

HISTORICAL BACKGROUND

You are one of the notorious pirates of the SANTY ANNO, the terrifying three-master that makes the Caribbean seas insecure. After a long night drinking rum and partying, you have forgotten where your ship is and, even worse, who is your captain!

To resolve this, actually very common problem in a pirate’s life, the pirate’s guild has initiated a new tradition: the first 3 on board will respectively become captain and first mates. The ones arriving too late will be demoted to ship’s boys and spend the rest of the trip cleaning the deck!

Will you be fast and smart enough to avoid being spending the rest of your time with brush and bucket instead of sword and gun?

AIM OF THE GAME

Avoid to be demoted and get a maximum of ducats. At the end of the game (5 rounds) the player with the most money is nominated captain and wins. The next 2 are his first mates. The others lose and have to pay for the next round… and to clean the table and glasses!

Here is the contents of SANTY ANNO :
• 58 cards (37 Basic and 15 Expert boarding cards, 6 Event cards)
• 30 Coins representing ducats (values from 1 to 5)
• English / French / German / Dutch rules
• 8 ships
• 8 pirate tiles, 8 scuttles and 8 pirate frames
• 1 “harbour� board

Pictures: (Click on the picture to see a larger version)
The Box Front
Some Components

Links:
Santy Anno English Page on Repos Production (with lots of descriptions and pictures - also in French, German and Dutch)
Santy Anno English Rules (in PDF format)
Santy Anno French Rules (in PDF format)
Santy Anno German Rules (in PDF format)
Santy Anno Dutch Rules (in PDF format)
Santy Anno Video on Tric Trac (in Flash format, language independant, showing the components of the game)
Rio Grande Games
'Ark Expansion'

Rio Grande Games is publishing an English version of the Arche Extra Mix (Doris & Frank). We don't as yet know the English title for the expansion.
Cartagena

Rio Grande Games is publishing an English version of Cartagena (Winning Moves).
Cartagena II

Rio Grande Games is publishing an English version of Cartagena II - Das Piratennest (Winning Moves).
Duckling Dancin'

Rio Grande Games is publishing an English version of Zicke Zacke Entenkacke, designed by Klaus Zoch and originally published by Zoch in 2000, to be titled Duckling Dancin'. Duckling Dancin' is an expansion for Chicken Cha Cha Cha, and expands the game to 5 and 6 players along with adding some other elements to the game.
Fiji

Rio Grande Games is publishing an English version of Fiji (2F-Spiele).
Formidable Foes

Rio Grande Games is publishing an English version of Fürchterliche Feinde (2F-Spiele) to be titled Formidable Foes.
Gloria Mundi

Publisher: Rio Grande Games
Designers: James Ernest and Mike Selinker / Lone Shark Games
Artist: Franz Vohwinkel
Players: 2-6
Ages: 10+
Playing Time: 60 Minutes
Other Language Versions:
German - Gloria Mundi (Abacusspiele)
Price: 44.95 US$

Most of Rio Grande's games are co-productions with German publishers but this game was done the other way around - the game is being produced by Rio Grande (and this is the first big box game to have this distinction) and being co-produced in German by Abacusspiele.

Here's a description of the game from Rio Grande Games:

The Glory of Rome is fading. You’re a Roman statesman struggling to survive in this era of cultural decline and political chaos. While foreign invaders and domestic incompetents devour the last resources of the Empire, you’ll try to build your career out of the rubble. You will administer your Farms, Cities, and Legions, trying to score points by deciding which of them will be improved, and which will be destroyed. In the end, the points you’ve scored may be all you have left.

Here's a description of the game from the designers:

Gloria Mundi is a board game for 2-6 players set during the fall of Rome. You're a Roman statesman struggling to survive in this era of cultural decline and political chaos. While foreign invaders and domestic incompetents devour the last resources of the Empire, you'll try to build your career out of the rubble. You start in Rome, and the Goth starts on the outskirts of a spiral board. Each turn, you play and purchase cards that produce resources and give you special effects, as well as allowing you to move further out from the doomed Eternal City. Then the Goth moves toward Rome, destroying your cards... unless you spend your precious resources to bribe him. When the Goth reaches Rome, or a player reaches the outskirts of the empire, the game is over and the player who has fled the furthest from Rome wins.

Here's a description of the gameplay from co-designer Mike Selinker:

You are all families in Rome just about the time the Goth shows up on the outer edge of the board. You have a few properties (farms, cities, legions) that make various things you need (food, gold, peace). You can use these to buy improvement cards like universities and generals. These get you points, which allow you to flee further from Rome.

But the Goth has other ideas. At the end of your turn, unless you appease him by putting tribute in his way, he moves closer to Rome. As he does so, he sequentially destroys properties in his way, some of which will likely be yours. So as the Goth progresses toward Rome, you try to get as much out of your properties as you can before they're salted under like Carthage. The person who uses those properties to get as far away from Rome when the game ends wins.

Oh, one other thing. Except for the rules, the game will be printed entirely in Latin. That'll be sweet.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Game
Hermagor

Rio Grande Games is publishing an English version of Hermagor (Mind the Move).
If Wishes Were Fishes

Publisher: Rio Grande Games
Designers: Peter Sarrett and Michael Adams
Players: 2-5
Ages: 10+
Playing Time: 45-60 Minutes
Rules Languages: English, German and French
Price: 29.95 US$

This is mainly a card game with a board and fish pieces. The idea is that you go fishing to catch fish in order to sell them. If you catch fish you can throw them back - throwing back fish gives you wishes, which are special powers. This game will not be available at Essen.

Here's a description of the game from Rio Grande Games:

In this game, the fishes really can grant wishes - but you have to throw them back.

Players are fishermen, trying to catch the most valuable fish and sell them in the market for the best prices. With limited space for storing caught fish, players must use their wits to get the right fish to market at the right times. This is where the granting of wishes is most helpful. Just catch the fish who will grant the wish you want, throw it back, and you get your wish. Sounds simple, but the game does require a bit of thinking and planning. The wishes can help you increase the value of fish when sold, grant you extra storage space, and several other useful things.

So, now we know that sometimes it is best to let the big one get away!

Pictures: (Click on the picture to see a larger version)
The Game
Imperial

Rio Grande Games is distributing Imperial (Eggertspiele) in North America.
Ruse and Bruise

Rio Grande Games is publishing an English version of Kabale und Hiebe (Hans im Glück) to be titled Ruse and Bruise. The English version of this game will not be available at Essen.
Medici vs Strozzi

Publisher: Rio Grande Games
Designer: Reiner Knizia
Players: 2
Ages: 10+
Playing Time: 30-45 Minutes
Other Language Versions:
German - Medici vs Strozzi (Abacusspiele)
Price: 22.95 US$

This is a two player version of Medici.

Here's a description of the game from Rio Grande Games:

This re-lives the fierce competition between the two great Florentine families: Medici and Strozzi. The players compete to buy the best goods, load them on their ships, and sail away to sell them for great profits. The mechanism is similar to Medici, but for two players.

If you liked Medici, but wanted to play with two - now you can!!

Pictures: (Click on the picture to see a larger version)
The Box Front
On the Underground

Rio Grande Games is co-publishing On the Underground with JKLM Games.
Power Grid Expansion: Benelux / Central Europe

Rio Grande Games is publishing an English version of Funkenschlag Erweiterung: Benelux / Zentraleuropa (2F-Spiele) to be titled Power Grid Expansion: Benelux / Central Europe.
Shogun

Rio Grande Games is distributing Shogun (Queen Games) in North America.
Taj Mahal

Publisher: Rio Grande Games
Designer: Reiner Knizia
Artist: Franz Vohwinkel
Players: 3-5
Ages: 12+
Playing Time: 75-100 Minutes (this may be 60 Minutes)
Other Language Versions:
German - Taj Mahal (Abacusspiele)
French - Taj Mahal (Ystari)
Dutch - Taj Mahal (Quined Games / White Goblin Games)

This is a new version of Taj Mahal, originally published by Alea in 2000. From what we understand, the only thing that is different is the box size - everything else is the same.

Pictures: (Click on the picture to see a larger version)
The Box

Links:
Taj Mahal - German Rules (in PDF format) at Abacusspiele
Taluva

Rio Grande Games is publishing an English version of Taluva (Hans im Glück). The English version of this game will not be available at Essen.
Thief of Bagdad

Rio Grande Games is publishing an English version of Der Dieb von Bagdad (Queen Games) to be titled Thief of Bagdad.
Tichu - Limited Edition

Rio Grande Games is publishing an English version of Tichu - Limited Edition (Abacusspiele).
Yspahan

Rio Grande Games is distributing an English version of Yspahan (Ystari Games) in North America.
Role & Strategie Editions
Astoria

Publisher: Role & Strategie Editions
Designer: Christophe Finas
Artist and Graphic Designer: Guillaume Messager
Players: 2-6
Ages: 14+
Playing Time: 60 Minutes
Language Versions: French, English and German
Price: 20 €

Role & Strategie Editions is a new French game publisher. Preorders for the game will be available from the Role & Strategie Editions website when it is launched (around October 15, 2006).

Here is a short description of the game from Role & Strategie Editions:

Two board games in one, in a special wooden box. The material comes with material connected to its alchemy-theme : sixty shining gems in six brillant colors, contained in large glass flasks. Its two-sided board game introduces a combination game on one side, and a more comprehensive game mixing strategy with some roleplaying elements on its other side. Both are games for 2 - 6 players.

Here is a longer description of the game from Role & Strategie Editions:

The game is supplied in a promotional wooden box engraved with the name "Astoria" on its cover, and uses original materials (shining gems contained in four glass flasks), 66 cards (same print as Magic cards), and includes a two-sided paper board game.

This is two games in one : one side of the board introduces a team game named the "Combination Version", for 2 to 6 players, where teams fight each other using various combinations of powers from the cards and the gems in play. It is a game from the "german school" of games, but also a game of domination putting team strategy and competition to a hard level.

The other side of the board presents a completely different game named the "Epic Version", that includes more diplomacy and roleplaying features.

Players are powerful mages trying to save the city of Astoria from three disasters : a barbarian invasion, a revolt, and the wrath of a powerful dragon. They develop their powers by creating magic items and putting them in play. Their objective is to find a cure to the illness of the king of Astoria, in order to save the city from its besiegers. But some of the mages are traitors, trying to lead the king to his final rest and give victory to one of the enemies of Astoria. Players have to watch each other, and may vote to accuse another mage of treachery.

Pictures: (Click on the picture to see a larger version)
The Box
The Opened Box
The Board (French Version)

Links:
Role & Strategie Editions website (Under Construction)
Rombol
12 x 1 1/2

Publisher: Rombol
Designer: Leonid Machalov
Players: 1
Ages: 7+
Price: 13.50 €

Here is a description of the game from Spielbox:

This game is a geometric puzzle with 12 different pieces. Out of four pieces each three cubes can be formed. But there is only one way to do it. And out of all 12 pieces a larger cube can be formed.

Pictures: (Click on the picture to see a larger version)
The Puzzle
almost there

Publisher: Rombol
Designer: Bill Darrah
Players: 1
Ages: 7+
Price: 29.00 €

Here is a description of the game from Spielbox:

A very difficult interlocking die that Bill Darrah presented at the IPP in Boston 2006. 4 pieces must be, using simultaneous movements and linkages, put together such that a die with symmetrically-oriented empty spaces is created.

Pictures: (Click on the picture to see a larger version)
The Puzzle
Bauhaus

Publisher: Rombol
Designer: Niek Neuwahl
Players: 2
Ages: 7+
Price: 49.95 €

Here is a description of the game from Spielbox:

Two players take turns to try and place their 5 houses onto a game board, provided they adhere to colour, size and shape rules.

Pictures: (Click on the picture to see a larger version)
The Puzzle
I-Qube

Publisher: Rombol
Designer: F. Horn
Players: 2
Ages: 7+
Price: 49.95 €

Here is a description of the game from Spielbox:

The players choose their colours. Each has an identical set of 8 pieces of varying size and colour. These are placed onto the 9x9 board according to certain rules. At the end of the game, the colour that is most prevalent – viewed from above – is the winner.

Pictures: (Click on the picture to see a larger version)
The Puzzle
Juha - Element Puzzle

Publisher: Rombol
Designer: Juha Levonnen
Players: 1
Ages: 7+
Price: 19.50 €

Here is a description of the game from Spielbox:

In the 1990’s, Finnish puzzle inventor Juha Levonen developed his “Juha� dice series with elevated difficulty level. Using 4x4x4 dice he constructed three-dimensional building pieces which, using varying numbers of turns, needed to be fitted into a die. In one die, Levonen wanted to combine all the challenges of his previous dice. And so the Element Puzzle was created. Puzzle inventor Bernhard Schweitzer created the rules. The Element Puzzle consists of 5 different wooden pieces that all extend into three dimensions. The die has only one solution (excluding rotations), consists of few pieces (5), has no empty spaces, and the puzzle pieces must be turned when being put together, two pieces must be combined before being added to the puzzle, and some movement of the puzzle pieces is required to arrive at the solution.

Pictures: (Click on the picture to see a larger version)
The Puzzle
Kastell / Castello

Publisher: Rombol
Designer: Niek Neuwahl
Players: 2
Ages: 7+
Price: 37.50 €

Here is a description of the game from Spielbox:

Each player has 7 pieces in the form of 7 different tetrominos, to be placed onto an 8x8 game board. The player who can place last wins. To add variety to the board, there are three trees which are distributed freely across the board before starting to play. Thus, there are many different board types. And there are an additional 6 rule variants.
Magisches Hexagon (Magical Hexagon)

Publisher: Rombol
Designer: Theo Steine
Players: 1
Ages: 7+
Price: 12.50 €

Here is a description of the game from Spielbox:

Out of 7 pieces, a hexagon is to be formed. Overhangs and underhangs make the problem more difficult.

Pictures: (Click on the picture to see a larger version)
The Puzzle
Propeller-Puzzle

Publisher: Rombol
Designer: Serhiy Grabarchuk
Players: 1
Ages: 7+
Price: 14.00 €

Here is a description of the game from Spielbox:

Through movement and eventual rotation of the game pieces, they are to be brought into their final configuration. Taking the pieces out of the frame or turning them over is not permitted.

Pictures: (Click on the picture to see a larger version)
The Puzzle
Schach4

Publisher: Rombol
Designer: Michael Stetter
Players: 2-4
Ages: 7+
Price: 69.50 €

Here is a description of the game from Spielbox:

Schach4 is a chess board with a cross-shaped orientation and four sets of figures. There are multiple setups and game variants:

4 player – 1 player against 3
4 player – 2 players team up against the other 2
3 players – 1 player against 2
2 players – 2 players compete against each other using two sets of figures each
2 players – 2 players compete against each other using one set of figures each
2 players – 2 players compete using the classic chess setup.
The Hill

Publisher: Rombol
Designer: Stewart Coffin
Players: 1
Ages: 7+
Price: 55.00 €

Here is a description of the game from Spielbox:

A new design from the most famous puzzle designer of the USA. This design, introduced at IPP 2006, derives its difficulty from the fact that for the first time interlocking and coordinate motions were combined in a puzzle.
Tick'N'Thin

Publisher: Rombol
Designer: Serhiy Grabarchuk
Players: 1
Ages: 7+
Price: 19.50 €

Here is a description of the game from Spielbox:

A difficult spatial problem with a solution of both 8 and 9 pieces. A frame is to be filled with either 8 or 9 pieces such that no additional piece can be added any more.

Pictures: (Click on the picture to see a larger version)
The Puzzle
SandTimer
Experiment

Publisher: SandTimer
Designers: Tim De Rycke and Sander Vernyns
Players: 3-6
Ages: 8+
Playing Time: 30 Minutes
Rules Languages: Dutch, French, German and English
Price: 17.50 €

SandTimer is a new Belgian game company that was created to publish the card game Experiment. The game won the Games & Toys Awards Belgium 2006 for best prototype of a cardgame. The game will be released at Essen in an edition of 1000 copies. You may pre-order Experiment by emailing Sander@Sandtimer.be.

Here is a description of the game from co-designer Sander Vernyns:

Experiment is a game situated in a laboratory were you have to collect the most valuable flasks to conduct your secret experiments. You have to find the right balance between risk and reward. You can play it safe or you can take some risks ... If you're not careful you can break some of your flasks or you can even cause an explosion that affects all players.

Pictures: (Click on the picture to see a larger version)
The Box Front

Links:
SandTimer website (Under Construction)
Schmidt Spiele
Die Schatztaucher (The Treasure Divers)

Publisher: Schmidt Spiele
Players: 2-4
Ages: 6+
Playing Time: 30-40 Minutes

Here is a description of the game from Adam Spielt:

The players are diving for sunken treasure! Each dive, they must decide anew how much of a risk to take and either dive deeper or take a treasure closer to the surface. But be careful - watch out for the sea monsters! Not all of them are friendly. Excitement guaranteed! The player who could gather the most valuable treasures by the end of the game is the winner! An exciting mechanic, simple rules and a tricky lighting technology.

Pictures: (Click on the picture to see a larger version)
The Box
Scribabs
HysteriCoach

Publisher: Scribabs
Designer: Walter Obert
Artist: Paolo Vallerga
Players: 4-14
Ages: 8+
Playing Time: 15-30 Minutes

The first HysteriCoach world championship will be held at Essen 2006. The qualification rounds will start on Thursday, Friday and Saturday at 5 o'clock, the finale will be on Sunday at noon. The location is the Scribabs booth, booth 9-30. All the relevant tournament details can be found at www.spielepizza.de/hc-cup (in English and French or www.spielepizza.de/hystericoach-turnier (in German and Italian).

Here is a description of the game courtesy of Andrea Ligabue:

A noisy party game inspired to soccer, playable from 4 to 14 players at the same time. Two players are the coaches of two nationals and they must move the pawns of their players on the field (gameboard), but to do so they must call them with long and funny names, and they can use only the arms to gesture, in pure Trapattoni's style! There are no turns (it's a real time game). When the players are deployed on the field in the "right way" (as depicted by a "tactic" card drawn earlier by the coach), an attempt to score can be done. The scenic effect of the whole is spectacular and it always lures a lot of curious spectators.

Here is a description of the gameplay from BoardGameGeek:

This is an original party game from 4 to 14 players arranged into 2 football teams in the field.

All member of the teams are seated on two sides of a table. The team members have to be in front of rival ones. There are also two coaches that are standing at the back of rival team so their players can clearly watch him.

The game is composed as a "football field"-like square board, 2 little dice, 3 normal dice and some "action cards" showing the position that each wooden "soccer player" has to reach in the field. In addition, each team has 2 team-rose cards and 8 full color wooden soccer-players with numbers on the back and on the front.

The prototype I tried had 3 teams: Japan, Greece and Eastern Europe. Soccer player names are quite hard to say because the author deliberately invented really strange and long names.

To win.. you have to put the ball in the net.. more times than other team.

The game is noisy and hilarious. Every coach get an action card.. every player get a "number" that represent the t-shirt number (more than one if player are less than 14) only the coach see the action card and has to call BY NAME (name of soccer player not of the person playing the game) and indicate him where to position it without talking.. without indicating the wooden soccer player. The only way is to give him indication with hands or miming something as real coaches do.

Every time a wooden soccer player is in the right position the coach scream "PASS IT" and so on the other wooden soccer player until the last is positioned coach screams "SHOOOOOT!!!". All the players then shut up. If the team is exactly as the action card requires, the last player who moved a wooden soccer player throws dice to score a goal.

Some penalties are given to coaches making forbidden actions (like calling a wooden soccer player by number or indicate it with finger) or if the action card is not correctly reproduced.

First Impression by Andrea "Liga" Ligabue (after one playing of a prototype with close to final art and pieces and near final rules):

The game is about two football coaches trying to make the players on his team get in the right position to score, according to a certain plan. The football players are represented by figures moving on the board and are controlled by other gamers.

Every team is composed of 1 coach and 1 to 6 other players (that's the reason why it can be played by 4-14). The players take control of the 6 football player figures on their team. If there are less then 6 players they divide the figures in the way they prefer. In my test, each player was controlling 3 figures.

The coach takes position standing behind the opposite team's players and looking toward his team players. Every coach take a team card, with the name (funny names! difficult to remember and pronounce!). The players on his team also take a copy of the team card.

Then the game starts! Each coach picks up a plan card, which says the exact position every figure on his team has to be to score. Then the coach has to make the players on his team move their figures into the right positions following some simple rules:

1) he/she has to call the figures only using the names on the team card
2) only the player who is controlling a figure can move it
3) he/she has to tell the players how and where to move the figure only using his/her hands and simple words like "stop", "ahead", "left" ...

Of course, in the same time, the players and coach on the opposing team are doing the same thing!

As soon as the figures are in the position printed on the plan card, the coach calls stop. After checking that everything is OK, that team could try to score. The first score is simple, just 2+ on a D6 ... the second one will be 3+ and so on. If there is a score then both coaches take a new plan card, but if it is a miss only the coach that has missed has to take a new plan card.

The game goes for a period of time that the players agreed upon at the start of the game.


Pictures: (Click on the picture to see a larger version)
The Box Front

Links:
HysteriCoach Video (in AVI format - 2.68MB) at Spiele Pizza
HysteriCoach - English Rules (in PDF format)
Selecta Spielzeug
Fabulantis

Publisher: Selecta Spielzeug
Designer: Claudia Wieczorek
Artist: Claudia Wieczorek
Players: 3-6
Ages: 6+
Playing Time: 20-45 Minutes
Price: 25.99 €

Here is a description of the game from Selecta Spielzeug:

Who will be first to find his mysterious mythical creature?

The enchanted paths in the mysterious forest change direction again and again. However, with the right knack, enough courage and perseverance, all players will find the shore of the enchanted lake that shows them the way to their destination: a mysterious mythical creature. But this path also holds many magical surprises that may require a detour.
Contents:
1 game board with six turntables (ø 25¼ inches), 6 wooden playing figures, 18 cards, 2 dice, instructions

Pictures: (Click on the picture to see a larger version)
The Box
The Game

Links:
Fabulantis English Rules (in PDF format)
Primo Calculino

Publisher: Selecta Spielzeug
Designer: Reiner Knizia
Artist: Barbara Kinzebach
Players: 2-4
Ages: 5+
Price: 14.99 €

Here is a description of the game from Spielbox:

Reiner Knizia, himself a mathematician, has developed a new game in the “Clevermacher� series that will engage even notorious mathphobes: Primo Calculino. The ‘hero’ in this lovingly-produced game is the seller Johann, who has lots of tasty things for sale. Ready for the big sales, Johann, represented in the game as a seven cm high wooden figure, has not only the appropriate shopping tiles but also shopping bags in different sizes. And unfortunately, not everything fits into them! Little math artists will have to figure out more than just adding one plus one to make sure that only those things that belong land in the bags. The rest just wouldn’t fit…

Primo Calculino doesn’t just add enjoyment, it also subtracts and multiplies it. And so, while playing, mathematical abilities as well as memory and concentration are built. The nice thing is that nobody outside of adults will notice…

Here is a description of the game from Selecta Spielzeug:

A mathematical learning game with many variations.

You can put so many tasty things into your bag, but sometimes, they don´t all fit! This game will teach little mathematical wizards more than just adding up one and one.

Contents:
1 figure, 36 task cards, 40 food cards (2½ x 2½ in.), instructions

Pictures: (Click on the picture to see a larger version)
The Box
The Game

Links:
Primo Calculino English Rules (in PDF format)
Turbulento

Publisher: Selecta Spielzeug
Designer: Heinz Meister
Artist: Gabriela Silveira
Players: 2-4
Ages: 4+
Playing Time: 10-15 Minutes
Price: 19.99 €

Here is a description of the game from Selecta Spielzeug:

A great game of hide-and-seek for skillful children.

A great game of hide-and-seek is taking place on the farm. By aiming your ball skillfully and hitting accurately, you can help the animals to hide in the hay. Finding the animals is like looking for a needle in a hay stack. You have to observe carefully if you want to succeed in this game of animal hide-and-seek.

Contents:
1 game board (13½ x 9 x 1¾ in.), 18 wooden balls, 16 game stones, 16 stickers, 30 playing cards, instructions

Pictures: (Click on the picture to see a larger version)
The Box
The Game

Links:
Turbulento English Rules (in PDF format)
Sierra Madre Games
American Megafauna

Publisher: Sierra Madre Games
Designer: Phil Eklund
Players: 2-4
Playing Time: 480 Minutes

This is the second edition of this game.

Here is a description of the game from Sierra Madre Games:

American Megafauna pits dinosaurs against mammals in ancient America. The game is designed for two to four players, from ages 9 to adult, or can be played solitaire. It recreates the titanic contest of these two types of prehistoric beasts from the Triassic to the present. The contest initially appeared to be won by the dinosaurs, who strutted triumphant for 170 million years, only to be overthrown, in what must be the upset of the eon, by the mammals. Yet the contest is not over.

This is a game of ecology, evolution, and DNA. Players start as one of four nondescript archetypes, but can branch out to new species from this basic type by bidding on genotype and DNA cards as they are revealed. For auction "currency," players use gene coins from a "gene pool." DNA cards allow players to create strange animals, from cud-chewing crocodiles with antlers, to saber-tooth meat-eating camels.

In the the advanced version, the continent of Laurentia is occasionally flooded or glaciated; greenhouse levels change; and the three Milankovitch cycles are handled by cards that occur with historical probabilities. Biome cards, including cycad prairies, mountains, ice sheets, and mangrove swamps, appear on the map in succession according to "climax" ratings.

Components:
12-page rulebook
18" x 22" map
4 physiology sheets
Timeline sheet
188 die-cut cards
120 DNA tents
224 population tents

Pictures: (Click on the picture to see a larger version)
The Box Front
American Megafauna Expansion

Publisher: Sierra Madre Games
Designer: Phil Eklund
Players: 1-5

Here is a description of the game from Sierra Madre Games:

This expansion set for the American Megafauna evolutionary game adds new technology, venom, and marine adaptations. It also expands the game into a five-player game, with the addition of the Proto-Croc player, aka “Arizonasaurus�.

This is an expansion set, you will need American Megafauna to play, preferably the second edition.

Expansion Set contents:

• Second edition errata, Alternate starting biome table, plus a Commentary on the implications of the game for intelligent design and environmentalism

• A new creature sheet, along with a card and tents for the new fifth player

• New cards: 31 new DNA cards, 9 new biome cards, 4 new catastrophe cards, and 2 new genotype cards

Pictures: (Click on the picture to see a larger version)
The Box Front
Lords of the Spanish Main

Publisher: Sierra Madre Games
Designer: Phil Eklund
Players: 2-8

Here is a description of the game from Sierra Madre Games:

Lords of the Spanish Main is a game for two to eight players.

Each player, representing a historical individual in the year 1600, attempts to make his fortune in the Spanish Main.

One player is the Marqués de Guadalcazar, the Spanish governor of Española. He is not averse to dealing in contraband goods with the merchant fleets of the other players.

During each yearly turn, a player bids upon properties and slaves, establishes colonies, and maneuvers his ships for either trade or piracy. He is free to perform almost any negotiation or deal with the other players.

In 1605, the treasure player (usually the Marqués) sails the first treasure flota, using either his own fleet, or a contracted foreign one. If the voyage successfully avoids the pirates of the other players, the treasure is divided up as agreed among the collaborators.

The player finishing with the greatest gold and treasure wins.

Game Components
• Booklet of rules and history
• Map and Black Spot diagram
• Six pages of die-cut cards (120) and Tents (87)
• Eight calendars
• You will need at least a dozen coins or poker chips per player to play this game. Pennies work great. These are not supplied with the game.

Note: Dice are not needed; this is a diceless game.

Pictures: (Click on the picture to see a larger version)
The Rules Cover
Singlish Mopping
Paaren / Couples

Publisher: Singlish Mopping
Designer: Fred Kater
Players: 2-4
Ages: 12+
Playing Time: 60-120 Minutes (This may be 60-90 Minutes)
Rules Languages: German and English
Price: 15.00 €

Here is a description of the game from Spielbox:

A new Bremen-based publisher without a website as of yet. They will be releasing a game that apparently has been making the rounds of insiders for the past 10 years. The title: Paaren / Couples. It's a card-playing game. Each player plays cards. In one spot, one man can be matched with a suitable woman. Matches are determined by having at least two matching characteristics with both the location and the partner. These can be different, though. Players always have four characteristics, locations have two to six. There are influence cards which can break up matches as well as destroy them. Thankfully there are also other cards which offer protection against jealousy. The first player to reach a pre-set number of matches wins the game.

The game will be bilingual (German / English) and come with 120 individually illustrated cards. Since most will recognize the characters, it will be great fun to match those who might not seem to be such a good match to start. The publisher will explain at Essen how it got its name.

Pictures: (Click on the picture to see a larger version)
The Box Front
A Card
A Card
A Card

Links:
Paaren / Couples page on the Singlish Mopping website
Zauberei / Magic

Publisher: Singlish Mopping
Players: 2-6
Ages: 12+
Playing Time: 30-60 Minutes

This game will be at Essen only as a prototype.

Here is a description of the game from Spielbox:

Zauberi (Magic) is a quick fast-paced board game about learning magic spells - as well as using them, of course.

Links:
Zauberei / Magic page on the Singlish Mopping website
Zoo Safari

Publisher: Singlish Mopping
Players: 2-4
Ages: 10+
Playing Time: 60 Mintes

This game will be at Essen only as a prototype.

Here is a description of the game from Singlish Mopping:

Zoo Safari is a "tough nut" of tactics, with a variant that makes it easier to crack.

Links:
Zoo Safari page on the Singlish Mopping website
Snarling Badger Games
Zombie Rally

Publisher: Snarling Badger Games
Players: 2-6
Ages: 10+
Playing Time: 15-60 Minutes
Price: 5.95 US$ / 2.00 US$ (PDF version)

This is a card game. You can get a PDF version of the game from the Zombie Rally page on the Snarling Badger Games website.

Here is a description of the game from Snarling Badger Games:

Unbeknownst to most living humans, zombies enjoy the competitive atmosphere of racing. Frequently shown in movies as masses of undead seeking nourishment, these zombies actually depict a group participating in a no-holds-barred zombie marathon. At other times, it's just another example of humans intruding in a private sporting event at a local graveyard - just a couple of zombies trying to improve themselves by reaching the ghoul-line. After all, what self-respecting zombie doesn't dream of becoming a ghoul?

Zombie Rally depicts zombies at their competitive best.

Zombie Rally is a non-collectible card game of zombie foot racing to two to six players ages 10 and up. It includes 54 cards and instructions. You will probably need a pen or pencil and some sort of scrap paper to keep score. Games can last from 15 minutes to an hour, depending on players.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Game

Links:
Zombie Rally at Snarling Badger Games
Zombie Rally FAQ / Errata (in PDF format)
Sphinx Family
Gebrauchtwagenhändler (Used Car Dealer)

Publisher: Sphinx Family
Designer: Jorg Miethe
Artist: Jin Wook
Players: 3-5
Ages: 10+
Playing Time: 45 Minutes

Here is a description of the game from Spielbox:

Used Car Dealer - Trash or Treasure is a card game by Jorg Miethe. Buy the best used cars from the other players and create the best car collection of all. But each used car has its secrets. Perhaps there's a treasure chest in the trunk or possibly hidden accident damage. Unfortunately, you can't trust anyone in this game. In the next round, it's your chance to sell and you can then try and foist the cursed cars on someone else.

The game is based on the "Lemon Game" from business theory. The lemon game is often used to explain credit notes in the banking industry. There are two important things that a lemon game needs. One player has more information than the other and there is a greater supply than demand. The theory says that in such situations, if a player does everything right, he's making the wrong choice! BTW, the name of the game comes from 'Lemon' being slang for a car you'd rather not buy.

A Quartett version of the game will also be available at the fair.

Pictures: (Click on the picture to see a larger version)
The Box Front
A Card
A Card
Metropolen (Metropolises)

Publisher: Sphinx Family
Designer: Jorg Miethe
Players: 1-10
Ages: 8+
Playing Time: 45 Minutes

Here is a description of the game from Spielbox:

Metropolen (Metropolises) is also by Jorg Miethe. Here, the goal is to place the location of various metropolises on a blank map. The closer your X comes to the correct location, the more points you get.

The game was invented during a car ride from Stuttgart to Leipzig. There was a lot of traffic and therefore lots of traffic jams mentioned on the news. The inventor pictured a map of Germany during these announcements and tried to arrange the towns mentioned. From this situation arose the first prototype "Highway Guessing". This very quickly turned into the playable "Metropolen".

The game can be used by school classes as a geography learning game (for example in two groups playing against each other) or as an educational game for traveling groups or other parties. The game was tested in a casual group and was a real conversation starter ("I know where that is, I had the most unbelievable experience there...").
Sphinx Spieleverlag
Sport ist Mord (Sport is Murder)

Publisher: Sphinx Spieleverlag
Designer: Henning Poehl
Artist: Tobias Thies
Players: 3-6
Ages: 16+
Playing Time: 60 Minutes

This game may be pre-ordered by going to the publisher's Sport ist Mord page (note the page is in German).

Here is a description of the game from Spielbox:

This game will help you, by playing as much sports as possible, to get really fit. But careful! Sports are dangerous! Those who train too hard and too much will easily get hurt, possibly even die. This game will show you just how shockingly dangerous sports can be. Since it's so dangerous, the game doesn't demand any sporting activity from the players at all.

The game includes 110 cards, 60 dice and various doping pills.

Pictures: (Click on the picture to see a larger version)
The Box Front
Spiel-ou-Face
Metromania

Publisher: Spiel-ou-Face
Designer: Jean-Michel Maman
Players: 2-4
Ages: 9+
Playing Time: 45 Minutes
Rules Languages: English, German and French
Price: 24.00 €

Here is a description of the game from Spiel-ou-Face:

SUBWAY
Metromania is a placement and connection game which simulate the building of a subway network. The game board show a city with housing, work, and leisure places. Their disposition is different with each new game. The player who will connect these places with the quickest and efficient lines will earn many points... and win !

WORK
Each player is a subway building company and digs two separate subway lines across the city. The lines are traced by placing on the city grid triangular counters with a colour line along one side. The stations are built when two lines meet. It's really simple - yes, not so realistic ! - but challenging and very natural to play.

SLEEPING AT HOME?
No way ! Players hardly compete in the jungle of the subway lines which grow all together. They must at the same time take a lead in the best ways, try to benefit from the other lines to place stations at the strategic spots, and guess themselves, in advance, the fixed trips which will give points. And, as the city is not infinite and the network often very dense, the risks of loss of control, deviation, or worse, blocking of a line, are permanent : tension guaranteed !

FUN
Metromania is a game of tactic and reflection, with only a little bit of luck. But without excessive thinking or calculation : some imagination and opportunism will also make great winners … Reversals of situation, winner only known at the last time, ingenious game mechanism, easy rules and fast games : yes, you will become a Metromaniac!

Pictures: (Click on the picture to see a larger version)
The Box
The Components
The Game

Links:
Metromania at Spiel-ou-Face (in English, German and French)
Metromania - English Rules (in PDF format) at Spiel-ou-Face
Spielbox
Der Knizia Almanach (The Knizia Almanac)

Publisher: Spielbox
Price: 5.00 €

Here is a description of the magazine from Spielbox:

The Knizia almanac deals with internationally-known game author Reiner Knizia and his games. Additionally, an exclusive Blue Moon City expansion is included (a second expansion will follow in edition 6/06; both expansions are useable separately). The almanac costs 5 Euros, with Spielbox subscribers paying half that.

Pictures: (Click on the picture to see a larger version)
The Cover
Der Kurier der Fürstin (The Courier of the Princess)

Publisher: Spielbox
Price: 5.50 €

Here is a description of the magazine from Spielbox:

The usual 5/06 edtion of Spielbox will be released in time for the fair and includes an exclusive insert: the "Courier of the Princess" expansion for the 2006 SdJ, Thurn und Taxis.
Spiele aus Timbuktu
China - Grenzstreitigkeiten (China - Border Battles)

Publisher: Spiele aus Timbuktu
Designer: Michael Schacht
Players: 3-5
Playing Time: 45 Minutes

Here is a description of the game from Spielbox:

China - Grenzstreitigkeiten (China - Border Battles) is based on the Abacusspiele game China, but uses a new board. The board was previously available from the publisher's website as a download, but is now available in poster form.

The instability of the Middle Kingdom grows and grows. The borders of the provincial princes are holding less and less often. A tense battle over the border states rages.

The China poster is limited to 200 copies, available at the Abacusspiele booth at the fair.

Pictures: (Click on the picture to see a larger version)
The Board

Links:
China - Grenzstreitigkeiten Board at Spiele aus Timbuktu (In JPG format - large file)
Hansa - Wechselnde Winde (Hansa - Changing Winds)

Publisher: Spiele aus Timbuktu
Designer: Michael Schacht
Players: 2-4
Playing Time: 45 Minutes

Here is a description of the game from Spielbox:

There is also a new poster-form board for Hansa: Hansa - Wechselnde Winde (Hansa - Changing Winds).

It is a time of flourishing trade, but also political changes - new trading routes require new tactical decisions.

The Hansa poster is also limited to 200 copies, is DIN-A2 in size and only available at the Abacus booth.
Knatsch - Das Turnierspiel (Knatsch - the Tournament Game)

Publisher: Spiele aus Timbuktu
Designer: Michael Schacht
Artist: Hans-Jörg Brehm
Players: 3-5
Playing Time: 20-30 Minutes

Here is a description of the game from Spielbox:

Knatsch - Das Turnierspiel (Knatsch - the Tournament Game) by Michael Schacht is a standalone game with lots of new illustrations by Hans-Jorg Brehm. Once a year, the king holds an enormous tournament. Those taking part compete for the favour of the princess as well as to win castles. But the life of a knight is known to not be that safe. Those who suffer too many injuries can't win the tournament any more.

The game is only available as a download and can be downloaded from the publisher's website starting on October 19th.
Squale Games
Dart Wars

Publisher: Squale Games
Designer: Pascal Reymond
Players: 2-5
Playing Time: 30 Minutes
Language Versions: French, English and German

Here is a description of game from BoardGameGeek:

Dart Wars is world conquest game played with darts.

Players choose their homeland by throwing a dart on it, then they place 3 troops on it. A turn consists of each player throwing 3 darts and then moving a troop for each dart if the move is possible.

Troops can move from country to country through a common border(be it physical country border or square tile border). When a player arrives in a country where nobody has ever come, he earns a new troop which he places in this country.

When a troop arrives in a zone (earth or water) already occupied by an enemy troop, combat erupts. The conflict takes place on the target, the player whose dart is closer to the centre is the winner and converts the other troop in one of his.

The game’s purpose is to conquer your opponents’ homelands, clearing all their troops present there. The winner is the last player to have protected his country.

When a player loses his homeland, he becomes the slave of his conqueror and carries on playing with his troops present in other parts of the world but has to obey his master.

This game won a price at the International Contest of Boardgames Creators of Boulogne (France), and will be available at ESSEN 2006.

Pictures: (Click on the picture to see a larger version)
The Game
Links:
Squale Games website
Dart Wars - English Rules on Squale Games
Spieltrieb
Waimiri

Publisher: Spieltrieb
Players: 3-10
Ages: 14+
Playing Time: 90 Minutes
Price: 10.00 €

Here is a description of game from Spielbox:

Waimiri is a game about the aluminum trade in Brazil and was nominated for the Germaning Learning Prize 2006. The game concept: In the Brazilian rainforest, bauxite was found in the ancestral home of the Waimiri-Atroari (called the Waimiri in the game) - bauxite being the main aluminum ore. An international conglomerate has obtained a license from the Brazilian government to mine the ore. In this game, the Brazilian government, the mining company and the Waimiri negotiate the particulars and determine the consequences. Through construction of roads, factories and power plants the Waimiri lose their homeland.

Waimiri is a communications game for 3 groups, each of 3-10 players 14 and up, and is especially well suited for highschoolers from grades 9 to 12 learning about industry and the environment.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Game
Stein-Thompson Games
Fußball Taktik 2006 (Football Tactics 2006)

Publisher: Stein-Thompson Games
Designer: Randy J. Thompson
Players: 2 (4 in teams)
Ages: 9+
Playing Time: 90 Minutes (or variable)
Rules Languages: German and English?

Here is a description of game from Stein-Thompson Games:

Football Tactics 2006 combines the strategy of football with the heart of the game. Eleven players per team on a traditional full-length field. This game includes dribbling, passing and capturing the ball; and intense battles for ball control. But watch out - yellow end red cards can be handed out. There are short and long passes, and offensive and defensive strategies. Free Kicks, Goal Kicks, Corner Kicks and Penalty Kicks. And don't be caught Off-Side! Play a full 90 minute game (or set your own time). This game plays like the real thing.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Game

Links:
Fußball Taktik 2006 website
Fußball Taktik 2006 - English Rules (in PDF format)
Fußball Taktik 2006 - German Rules (in PDF format)
Ninja Galaxy

Publisher: Stein-Thompson Games
Designer: Randy J. Thompson
Players: 2-4
Ages: 9+
Playing Time: 30 Minutes
Rules Languages: English and German
Price: 29.95 €

Here is a description of game from Stein-Thompson Games:

AD 3017 - In the Ninja Galaxy it has been discovered that the four main star systems are becoming unstable. A destructive virus is spreading. The Ninja Elders have decided that only one star system can be saved. The other ones must be quickly neutralized. Which ones? To decide, the four Ninja Clans will battle each other at the Galaxy Power Rings. The winner's star system will be saved.

You are the NINJA MASTER using ancient Arts and Strategies to direct your valiant ninjas. Save your star system, and your people...

Ninja Galaxy is a fun Space Adventure for the whole family and yet serious enough for the true "gamer". A game of strategy, chance and fantastic finishes!

Pictures: (Click on the picture to see a larger version)
The Box Front
The Game

Links:
Ninja Galaxy
Ninja Galaxy Expansion: The Ninja Masters

Publisher: Stein-Thompson Games
Designer: Randy J. Thompson

Here is a description of expansion from Stein-Thompson Games:

The Expansion includes 12 custom wooden ninja pawns with individual symbols. Each ninja has a Special Ability: Star Thrower Ninja, Laser Sword Ninja, and Sabotage Ninja. Each ninja can take 2 life-point hits. On the third hit-point the ninja is eliminated. Marking Cards are included to keep track.

The Ninja Master Cards allow the Ninja Master (player) to come into the game to defend one of his ninjas who is facing elimination. The four Ninja Masters are: Master Topaz, Master Ruby, Master Sapphire, and Master Emerald.

The Expansion adds more strategy and fun to Ninja Galaxy!

Contents: 4 Ninja Master Cards
12 Ninja Pawns with Special Ability Symbols
4 Marking Cards
Rules

Pictures: (Click on the picture to see a larger version)
The Expansion

Links:
Ninja Galaxy Expansion: The Ninja Masters on the Ninja Galaxy
Stratamax Games
Congo Line

Publisher: Stratamax Games
Designers: Max Michael and Doug Eckhart
Players: 3-5
Rules Languages: English and German
Price: 25.00 € (70.00 € for a set of all three Stratamax Games)

Note for all Stratamax games: Stratamax is accepting pre-orders for sets of their three games. To pre-order a set, send an email to info@stratamaxgames.com. Pre-ordered games should be picked up at Booth 5-94 on the Thursday of the show. Also note that Stratamax will also be taking a very small number of copies of their game Empires of the New World (released in 2005) to Essen - these are also 25.00 € and may be reserved at the same email address. A full set of four games to be 90 €.

There will be 40 copies of this game available at the fair.

Here is a description of game from Stratamax Games:

Congo Line is a game for 3-5 players where goods move from city to city across the Congo. During each turn, players will chose whether to load their goods onto a train or move a train toward the next city. Players also have the opportunity to purchase stock in the train companies as well.

When a train reaches the next city, stocks and goods are converted into money. At the end of the game, the player with the most money wins! As the trains travel along the tracks, however, they are at risk of being robbed. Similarly, the stockholders are subject to being bought out or of seeing the value of their stock diminish!

Each game includes board, a 5-page rule set, dice, cubes for goods, stock tokens, chips, and train pieces.

Pictures: (Click on the picture to see a larger version)
The Game
Hatu Matu: Chief of Easter Island

Publisher: Stratamax Games
Designers: Aaron Lauster and Doug Eckhart
Players: 3-4
Rules Languages: English and German
Price: 25.00 € (70.00 € for a set of all three Stratamax Games)

There will be 40 copies of this game available at the fair.

Here is a description of game from Stratamax Games:

A game for 3-4 players, players are vying for recognition and to be named Hatu Matu: Chief of Easter Island. Players must recruit islanders to act as Fisherman, Laborers, Farmers, Craftsman, or Foresters. They use the resources produced or harvested from the island to gain status by erecting statues on Easter Island.

Alas, just as with the real Easter Island, players slowly deforest the island and bring about the collapse of their society. In the final analysis, though, what matters is who has the most statues left behind...

Each game includes player boards representing one of four tribes, tokens for population and roles, as well as goods, and dice. Also included is an event deck for use in resolving (auctioning, deal-making, and negotiation) resource or disaster allocation.

First Impression by Rick Thornquist (after one playing of a production version):

Hatu Matu takes place on Easter Island. Players have people that harvest resources with the ultimate goal of creating statues on the island. The player who creates the most statues when the game ends is the winner.

If you’ve played Credit Mobilier, you may be familiar with one mechanic of the game - the dice. In Hatu Matu, like Credit Mobilier, you roll a set of dice that have colored faces. You then allocate these dice to one of three things - one to yourself, one to everybody, and one to an event. The one that was allocated to you generates resources just for you - the one allocated to everybody generates resources for all players. The event die adjusts an event track which can trigger certain events - the generation or more statues (good) or famine or disaster (bad, as these can make you lose your people or resources). Once you get all your resources and events are resolved you can use your resources to recruit more people (which generate even more resources) or build statues.

The game is medium weight and I thought it played very well. The game I played in took a bit longer than it might have, but with most players I think it would play quickly enough. I liked it - though the idea of collecting resources and building things has been done a lot before, this game is nicely designed and adds enough new twists to make it interesting.

Note that, as with all Stratamax games, the components are very basic - very light plastic pawns and poker chips with paper components and a laminated paper map. With these games, you don’t buy them for the components - you buy them for the gameplay.


Pictures: (Click on the picture to see a larger version)
The Game
Iroquoia: The Beaver Wars

Publisher: Stratamax Games
Designer: Aaron Lauster
Players: 3-5
Rules Languages: English and German
Price: 25.00 € (70.00 € for a set of all three Stratamax Games)

There will be 40 copies of this game available at the fair.

Here is a description of game from Stratamax Games:

A game for 3 to 5 players, each player represents a clan within the Iroquois Confederation and attempts to gain control of Confederation policy and over the beaver trade.

Each player exercises control over several braves, exerts leadership and control over one or more Nations inside the Confederation. Leadership in the Confederation will earn players extra braves, greater influence, and insight into the strength of the traders and hunters camped around the Nations who must be fought to control the beaver trade.

Each game includes the game board, influence cubes for each player, Warrior pawns for each Nation, Opposition Cards representing the English, Dutch, and French “traders,� Clan cards for each player, and council and first player markers.

Pictures: (Click on the picture to see a larger version)
The Game
Sunriver Games
24/7 - The Game

Publisher: Sunriver Gamess
Designer: Carey Grayson
Artist: Carey Grayson
Players: 2-4
Ages: 10+
Price: 29.95 US$

This is designer Carey Grayson's first published game. Sunriver is having a contest to win a custom wooden version of the game signed by the designer - see Sunriver's Essen Contest page for more details.

Here is a description of the game from Sunriver Games:

24/7 the Game™ is an exciting strategy game that combines elements of luck and skill. Using durable plastic tiles on a full color game board, players take turns laying tiles on a 7×7 game board and score points for adjacent tiles that create runs, sets and sums of 24 or 7.

Most games score in only one or two directions. In 24/7 the Gameâ„¢, players score for combinations of tiles in four directions. While the importance of tile placement and strategy is key to winning, the element of luck magnifies as the combinations of tiles take shape in all four directions.

24/7 the Gameâ„¢ has an ingenious mechanic that constantly changes the landscape of the game board. No matter how many times you play, no two games are ever the same.

Play a tile and score points or block your opponent from scoring. In 24/7 the Game™ by playing the right balance between offensive and defensive placement, you’ll keep your opponents on their toes and rack up the points.

Whether you’re playing against 1, 2, or 3 opponents or with two teams of players, 24/7 the Game™ is a delightful break from standard card games and will keep you on your toes as you try to outsmart your opponents and score points.

Durable color game board, solid domino-style tiles, wooden tile racks, high polished glass stones. 24/7 the Gameâ„¢ is as much a pleasure to play as it is to look at and built to last. A challenging game of concentration, tile placement and point accumulation. For two to four players, ages 10 and over.

Check out Sunriver Games web site soon for more exciting games you can play with the contents of the box: 24/7 the Gameâ„¢ Solitaire, Ant Eater, Criss-Cross Poker, and others.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Board

Links:
24/7 - The Game on the Sunriver Games website (with more information)
Abagio

Publisher: Sunriver Gamess
Designers: Autumn Moore and Michael Moore
Artist: April McCoy
Players: 2

This game was originally published by New Classic Games in 2004. Sunriver acquired New Classic Games along with thier inventory of this game.

Here is a description of the game from Sunriver Games:

Abagio is a unique mixture of beguiling simplicity, cunning strategy, twists and turns and surprising second chances. From the lush graphics of the board to the whimsical frog theme pieces to the seriously fun layers of strategy, this is that rarest of new game breeds – a truly fresh, captivating and classy two-player board game. Take the leap!

What Makes Abagio Special?

The Balance and Depth of the Game Play
It’s rare that a new board game comes along with just the right balance of skill and luck, strategy and risk, and exciting twists and turns during the course of a single game. Combining some of the best strategy playing style of both new and old two-player games, the roots of Abagio go back 5,000 years to the early forms of the game we call backgammon today.

The Artwork
The first thing everyone notices about Abagio is the gorgeous artwork. A board game should be a pleasure to look at. After all, if it’s fun to play you will be staring at it a lot! April McCoy is the accomplished graphic artist responsible for the luscious Abagio artwork – the logo, the board, the pieces, the box, and even this website!

The Game Board
Abagio uses high-quality materials – a notch above most board games. While most game boards use 60 point or 80 point chipboard construction, Abagio uses a 100 point board for superior strength, flatness, warp-resistance, and overall durability. Most game boards are folded and the fold(s) are usually the first thing to break down after repeated use. We created the Abagio board as a single piece, even though that meant the expense of a bigger box, because we know that a good game gets played many times over and needs to be built to last.

The Pieces The Abagio pieces (called Frogs) are made of high-quality, impact resistant resin, rather than the cheaper plastics used in most games. The resin has a better feel, a less “klinky� sound, and are virtually indestructible. Unlike typical checker-style game pieces used in backgammon and other games, Abagio pieces are designed specifically to be a little taller, have that froggy look, and fit just right when stacked on top of each other.

Two sets of high quality, rounded corner frosted dice and a plush pouch to hold everything rounds out this high quality game.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Game

Links:
Abagio on the Sunriver Games website (with more information, review, rules, and more)
Havoc Expansion

Publisher: Sunriver Gamess
Price: 2 €

This is an expansion for Havoc: The Hundred Years, published by Sunriver Games in 2005.

Here is a description of the expansion from BoardGameGeek:

This is the first expansion for Havoc: the Hundred Years War, and is not playable without the base game. It features a new type of character card which is shuffled into the regular card deck and changes the game in interesting ways when one of them is drawn. For example, the John of Gaunt card, when drawn, joins the game temporarily as a player, cries HAVOC! and starts a battle called The Chevauchées (a group of plundering raids.)

For those who have asked us, this expansion includes the premium cards that were given out at the game's release in Essen Germany in 2005, and at the first BoardameGeek Conference in Dallas, Texas.

In addition to these, a new card not seen before has been added, as well as two extra Dogs of War which can be added to the game or used as blanks for players that want to try out character ideas of their own.
Super-Ape Games
Evolution

Publisher: Super-Ape Games
Designer: Antoine Messiou
Players: 2-6
Ages: 9+
Playing Time: 45 Minutes
Rules Languages: English and German
Price: 25.00 €

Here is a description of the game from Super-Ape Games:

Evolution is a card/tile laying race game , ideal for families and but also suitable for young at heart players of all ages.

Players must lay a path of evolutionary eras (cards)in chronological order, outwards from their sector of the board with the objective of reaching the end era first with their playing piece. Cards are drawn from a main pack which contains eras and action cards . Action cards are not laid but trigger various natural events. Each era card is a semi-realistic, aerial view associated with a particular evolutionary period (and species) . Each era has various sites to be negociated including waterholes, swamps, volcanoes, rising seas and ravines.

Sites have different levels of risk. Random natural events (thunderbolt cards) can penalise players whose paths contain riskier sites. Players interact by contesting premium era cards(less risky),laying risky cards on each others paths and by using a movable cone ( volcano) to create an obstacle for an opponents piece or even force the piece back by means of a cone "eruption".

Components : Rule sheet, Board, Volcano cone, 56 evolution cards, 10 thunderbolt cards, 66 tokens, 6 stands, 6 help cards

Pictures: (Click on the picture to see a larger version)
The Box Front
The Game
The Board
Some Era Cards
A Thunderbolt and Help Card

Links:
Super-Ape Games website (with descriptions, pictures and the rules for the game)
Surprised Stare Games
Tara - Seat of Kings

Publisher: Surprised Stare Games
Designer: Alan Paull
Players: 2-4
Ages: 10+
Playing Time: 60-90 Minutes
Rules Languages: English and German
Price: 28.00 €

Here is a description of the game from Surprised Stare Games:

Ancient Ireland was a land of intense competition, as each rival petty king tried to unite the island and make himself the Ard Ri or High King. In Tara, Seat of Kings each player strives to win kingship in the ancient regions of the country: Connacht, Leinster, Munster and Ulster. Through the play of cards representing their supporters and payment of “cumals� (a cumal was worth three cows), players promote their followers from farmers through herdsmen, warriors and chieftains to the ruling king of the region and, ultimately, to High King on the throne at Tara. Tara, Seat of Kings involves strategy, tactics, the application of limited resources and sometimes a little luck.

First Impression by Rick Thornquist (after three playings of a production version):

Tara is a medium weight game and though there is a theme - for a player to be crowned the High King of Ireland at Tara - this is very close to being an abstract. The board shows four triangular areas and each triangle is divided into rows. Each row is further subdivided into spaces. The rows represent ranks with the top position in each triangle representing the king position. For a player to win, they must attain the king rank in a certain number of areas (in a three player game, two of them).

To do this, player take turns playing cards and placing their pieces on various spaces on the board. If you place next to another one of your pieces, you can 'promote' another one of your pieces to a higher rank (with the cards you can only place on the lower ranks, you have to promote to get to the higher ranks - and the king rank). Promoting can create a cascade effect where you can keep promoting up the ranks in the same turn.

Placing pieces doesn't cost anything, but promoting does. At the end of the round, players get income based on where they are placed in the different areas. When placing pieces you have to not only think about trying to attain the kingship of a region, but also setting yourself up for income. Note that when a player attains the kingship in a certain region they can lose it to another player, but that will take work on the other player's parts. When a player gets the king rank in a certain number of regions, they immediately win.

The game has lots of interaction, and some decent strategy. It can be a bit on the chaotic side (other players can instantly undo your plans) and the luck of the cards can play a role. Also to be noted is the playing time - the game is listed as 60-90 minutes, but two of our games were much shorter, around 30 minutes, while one was much longer. I does seem that the length can vary somewhat depending on the card draw and how much players go after each other. In the end, we all found it an interesting game - interesting enough to want to play again.


Pictures: (Click on the picture to see a larger version)
The Box Front
The Game
The Board
A Card
A Card
Team Crossroad
Crossroad

Publisher: Team Crossroad
Designers: Toshiko Kikkawa, Katsuya Yamori, Tsuyoshi Ajiro
Players: 5-7
Ages: 10+
Playing Time: 30-40 Minutes

Here is a description of the game from Spielbox:

Crossroad is a card game originally developed for those involved in emergency planning, but is now also being widely released in Japan. The game is supposed to teach what can happen to the Japanese in the event of a catastrophic earthquake as well as what to do in such an event.

The game is for 5 to 7 players, and the number of players should be uneven if possible. At the start of the game, each player has the same number of 10 episode cards in hand. He also has a Yes card and a No card.

One of the players begins and reads the text from one of this episode cards. Then, the players try to guess how the majority of the players would act in the situation described. They choose either their Yes or No card, laying it face-down on the table in front of themselves.

Each player that chose the majority answer gets a point. These are represented by blue Zabutons (traditional Japanses pillows). The pillows have a symbolic meaning for many Japanese. Traditionally, Japanese comedians sit on blue zabutons during their performance, and they are sometimes given to others whose opinions are given the utmost respect.

But here Crossroad doesn't end - because it is highly honoured when a player is alone in his opinion and manages to defend his position well. Here, a golden zabuton is awarded...

Toshiko Kikkawa is an organizational psychologist and professor at Keio University in Tokyo Katsuya Yamori is a social psycholgist and professor at Kyoto University Tsuyoshi Ajiro is a freelance game designer

The Crossroad team is at booth 4-75 at Essen.

Pictures: (Click on the picture to see a larger version)
The Game
Some Pillows
TenkiGames
Krumble!

Publisher: TenkiGames
Designer: Piero Cioni
Players: 3-6
Ages: 8+
Playing Time: 45 Minutes
Rules Languages: Italian, Spanish, English, French and German

This is a boardgame that comes in a box the same size as the publisher's previous game Shark Park.

Here is a description of the game from the publisher:

The game is about the adventures of a group of explorer/archaeologists inside an Aztec Pyramid. Inside there was the big treasure they was looking for but also the traps that this old temple hides. The stones are moving and the Pyramid start to crumble. Here starts the game: players must desperately try to reach the exit before everything collapse over them!

Here is the material inside the box (something small things could change but it is almost for sure)
- 72 tiles: corridors and obstacles inside the pyramid
- 12 tiles: obstacles
- 108 wooden counters to keep track of character's skills
- 6 tiles: characters (back and front)
- 1 jeep tile
- 1 airplane tile
- 6 characters to put into plastic counters
- 1 pyramid idol to put in plastic counters
- 1 stele to put in plastic counter
- 8 plastic counters
- 1 dice
- 1 rulebook

First Impression by Andrea "Liga" Ligabue (after one playing of a prototype with final art and pieces and near final rules):

Here is my first impression about Krumble!, an easy to learn but not banal game. I have played it only once so I'll try to describe the game more than giving opinions.

The game is about an archeologist trying to escape from a collapsing old dungeon. The one that is able to escape in the best condition is the winner.

Every player gets a character card and 18 cubes, 6 for each of 3 colors (blue=agility, red=strength and yellow=knowledge). During the game you will spend cubes moving in the dungeon or getting into trouble; you regain cubes by resting. When you finally exit from the dungeon (if you are able to do so!) you will score as many point as cubes you have left, plus some bonuses for idols you will be able to collect during the escape.

The board is a modular one with square tiles (like Carcassonne). Every tile has 2 entrances and 2 exits: each exit has 1 to 3 symbols (red, blue or yellow). After building up the initial board, each player gets 1 exit tile and 4 random tiles. The rest of the tiles are piled up covered.

During his turn a player can rest or move. If you move you get 1 new tile, place one on the board and move your character. If you resting you get 2 new tiles, one is placed on the board and another is discarded getting back as many cubes as symbols on the tile.

Moving is very simple: you have to pay as many cubes as the symbols on the exit you will use if you go ahead, nothing if you go back. If you are 4 tiles away from the entrance, you have to remove (krumble!) the tile that is 4 square away from you and all the other in the same position. You quickly understand how important is to run quickly and the trouble you get in if you rest too much! If a character is on a collapsing square he will die and come back in play as a ghost, trying to catch and damage live characters still in the dungeon. After 4 collapses the dungeon start to krumble! At the end of each player movement there is a random chance of a new collapse ... and the probability increase when there are less players alive in the dungeon! As soon as the dungeon starts to krumble (after 4 collapses) players can start to play the exit tiles instead of normal ones. When you reach an exit tile, in the next turn you can leave the dungeon.

Moving in the dungeon you can also try to get one of the 2 idols. Every time you make a move using 3 or more cubes, you get one idol and place 1 victory point on the other one. In that way the idols shift from one player to another one during the game, increasing in value. As soon as a player with an idol exits the dungeon with an idol he gets it permanently and will score 2 points for it plus all the extra points on the idol.

The game ends when there are no live characters in the dungeon and the winner is the one with most points.

A dead character (ghost) could also win but is not so easy. Some tiles are not maps tiles but events that you can play on the map or on other characters.

The game runs well and quick and you get the feeling of the collapsing dungeon and the need to hurry. In the final collapse it gets quicker and quicker and is not easy to escape from the dungeon. We had 6 players and only two reached the exit (both with an idol). I have played once and the game seems to me simple enough to be easy to explain and fun to play but you need to think and use strategy to win.

The materials and the graphics are really nice indeed.


First Impression by Rick Thornquist (after two playings of a pre-release production version):

Krumble! is from Italy’s Tenki Games. I played a pre-release production version and played the game twice so far.

A comment on the components - they are very nice. The illustrations are done in a great cartoony style. The rules, which are multilingual, could have used a bit of editing on the English side, but I was still able to get through them.

The game has a very original theme that I’ve never heard before - players play explorers who are fleeing from a crumbling temple. The board is a set of tiles and players move forward through these tiles to reach an exit and escape the temple. While this is happening, the temple is crumbling behind them - whoa be it to an explorer who gets caught in a section when the temple crumbles - unfortunately, he dies and becomes a ghost (but still participates in the game and can still win).

Players start with some tiles in their hands. In a typical turn, they draw a tile, play a tile and then move their guy. To move between tiles you have to pay resource markers. Though these are supposed to represent your strength, agility and knowledge, in practice they are all just resource markers. At the end of your turn you see if a section of the temple crumbles. When all the explorers have either becomes ghosts or made it out, the game ends and the player with the most resources left wins.

There’s a bit more than that, but that’s basically the gist of it. There are a decent amount of rules, but once you get going it’s pretty simple. I’d categorize this one as more of a family game - there’s not a great deal of strategy and the game has a fair amount of ‘take that!’ to it, where players can hammer other players. The winner in my games was usually the player who got hammered the least and / or was luckiest. In the end, I like the theme and the components, but I though the gameplay was just okay. This may be just too chaotic for gamers, but it may be enjoyable as a family game.


Pictures: (Click on the picture to see a larger version)
The Box Front
A Tile
A Character
SnakeLake

Publisher: TenkiGames
Designer: Piero Cioni
Players: 3-6
Ages: 8+
Playing Time: 45 Minutes
Rules Languages: Italian, Spanish, English, French and German

This is a boardgame that comes in a box the same size as the publisher's previous game Daimyo.

Here is a description of the game from the publisher:

The game is about a group of snakes wandering in the woods trying to eat the apples that fall down from the trees (and avoiding eating the poisonous mushrooms). The snakes' frenzy bring them to run between the trees and players must me able to "pilot" them to the apples, avoiding mushrooms, trees and the other snakes. The game is card driven (the cards are describe the possible movements).

Here is what is in the box (something could change, but it is almost for sure):
- 1 big double-face map (3-4 players map on one side, 5-6 players on the other one)
- 100 cards: 7 for each player with the movements and the others are special events
- 18 apple counters
- 8 mushroom counters
- 10 tree counters
- 6 wooden counters with the snake head (1 for each color)
- 48 wooden counters for the body of the snake (8 for each of the 6 colors)
- 1 score board
- 1 utilities board
- 6 game board (one for each player) - rulebook

First Impression by Andrea "Liga" Ligabue (after one playing of a prototype with final art and pieces and near final rules):

The game is about snakes wandering in a grassland, trying to eat apples and other snakes and avoiding mushrooms, trees and being eaten.

Each player get a deck of 7 movement cards (2 move left, 2 move right, 2 move ahead and 1 stop), a small board and a snake (a wooden head and 5 wooden body pieces; 3 pieces are kept aside for later events!). In the grassland (a classic 8x8 square grid) are placed two trees and then one tree for each player and then are placed the heads (at not less then 3 squares from each other).

Before starting the game each player selects 3 movement cards and programs his 3 next moves (something like RoboRally). Then the game starts and proceeds in clockwise order.

Every time a snake moves you place a new piece of body on the board until all the pieces (5 to 8) are on the board: in that case you simply remove the tail (last piece) and place it in the new empty square! During his turn a player moves his snake according to the first movement card and collect points (1 or 2): if the snake is still not stunned he gets and resolves an event card, shift ahead his two left movement cards and program the third (in this way you always have to think where your snake will move 3 turns ahead ... and you are never allowed to look the already placed cards!).

During your movement a lot of things could happen; if you move into a tree or into yours (or other snakes) body you are stunned ... your snake is moved off the board and you have to start again. If you eat mushrooms you lose points, if you eat apples or other snakes (going on the head) you get points.

Finally, if you go out of the board when your snake is complete (all the body pieces on the board) you get points! The games end when the first player reaches a fixed amount of points.

The event cards are really funny: you can place or remove apples (in a square close to a tree), place mushrooms, make your body longer (add 1 piece to the maximum length) or shorter (remove 1 piece) or cause an opponent's (or your) snake to miss a turn sleeping.

The game seems to run well and fast. It is a light game but not without strategy and there is not too much luck in the game. We had 6 players so the board was really crowded and there was a lot of interaction. The components are really of good quality and the illustrations really nice.


First Impression by Rick Thornquist (after two playings of a pre-release production version):

SnakeLake is also from Italy’s Tenki Games. I played a pre-release production version and played the game twice.

As with Krumble!, the components are very nice. The illustrations are very well done - fun and bright - and the component quality is very good. As with Krumble!, the rules are multilingual and the English bit could use a bit of work, but I ended up being fine with them.

SnakeLake could be described as a cross between that snake game that you play on your phone (otherwise known as the Tron lightcycle game - there’s a reference for you) and RoboRally. There is a gridded board that starts strewn with obstacles (trees). Basically you are moving your snake onto the board and as you move your snake he gets longer and longer. You are trying to hit spaces with apples to eat them (which are worth big positive points) and avoid mushrooms (worth negative points) and obstacles (which can force you to start off the board again). You are also trying to avoid other player’s snake’s bodies, but this gets tough when everyone’s snake gets pretty long and the board gets crowded

To move your snake you have a set of cards which you allow you to move forward, left, right or stay still. You plan out your next three moves - a la RoboRally - and when it’s your turn you execute your first move, shove your cards over, and then plan your last move. You then draw an even card which places an apple or a mushroom, or does something else.

You can get knocked out (actually, it’s almost a certain to happen at least once a game) and when this happens you start again at the edge of the board. You get to keep all your points, though

Play continues until one player reaches a certain number of points. When they do that, they win.

The game is light to medium weight. There is a lot of interaction. Like Krumble, there isn’t much to strategize, and the chaos can completely undo your plans. Luck is a big factor too. My main criticism is of downtime - there can be quite a bit, especially with more players. In my two games some found it to be moderately enjoyable and others didn’t like it very much, mainly because of the downtime. I think gamers may shy away, but I do think this may be moderately enjoyable in a family game environment, if the people don’t mind the downtime.


Pictures: (Click on the picture to see a larger version)
The Box Front
A Player Board
A Card
Tilsit
Himalaya Extension 5/6

Publisher: Tilsit
Designers: Regis Bonnessee and Guillaume Blossier
Artists: Johann Aumaître and David Cochard
Players: 5-6
Ages: 12+

This is an expansion for Himalaya.

Here is a description of the game from Tilsit:

The high Tibetan plateaus are attracting more and more people! The proof? Here you go: the very first expansion for Himalaya. It allows for two additional players, taking on the roles of the Newar and Limbu tribes, to take part in this Tibetan competition for fame and influence. Himalaya will therefore become a game for 3-6 players.

Some additional variants complete the expansion set, including the "Allergic to Luck" variation which allows for the placement of resources and orders without using the die. All this to allow for even more enjoyable games...

Pictures: (Click on the picture to see a larger version)
The Box Front
Leonardo da Vinci

Tilsit is publishing a French version of Leonardo da Vinci (daVinci Games)
Toy Vault
Do You Worship Cthulhu?

Publisher: Toy Vault
Designers: David Huston and Jon Huston
Artist: Ron Spencer
Players: 5-30
Ages: 8+ (This may be 12+)
Playing Time: 30-90 Minutes
Price: 15 €

This is a retheme of Werewolf. The game will have a limited release at Essen - there will only be 50 copies of the game available. Toy Vault will be at the Troll and Toad booth (6-215).

Here is a description of the game from BoardGameGeek:

A fun party game for a group of 5 to 30 people to play. The rules of the game can be learned in less than 3 minutes. One person acts as moderator, overseeing a village of people, one (or more) of which are secretly Cthulhu worshipers! The worshipers begin sacrificing the other villagers one by one.

Optional cards add additional roles such as Protector, Seer and Vigilate.

Box art, and all cards, feature original art (paintings) done just for this game by Ron Spencer.

Pictures: (Click on the picture to see a larger version)
The Box
The Box Back
Some Cards

Links:
Do You Worship Cthulhu? at Toy Vault
Truant Verlag
Die Rache der Grabräuber aus dem All

Publisher: Truant Verlag
Designer: Stephen Tassie
Players: 2-6
Ages: 12+
Playing Time: 20-40 Minutes
Price: 14,95 €

This is German version of Grave Robbers from Outer Space 2: Skippy's Revenge, originally published in English by Z-Man Games in 2003.

Pictures: (Click on the picture to see a larger version)
The Box Front
Dungeoneer - Die Brutstätte der Ungeheuer

Publisher: Truant Verlag

This looks to be a German version of Dungeoneer: Den of the Wererats, originally published in English by Atlas Games in 2004.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Box Back
Ja, Herr und Meister!

Publisher: Truant Verlag
Designers: Riccardo Crosa, Fabrizio Bonifacio, Massimiliano Enrico, Chiara Ferlito
Players: 4-12
Ages: 10+
Playing Time: 20-30 Minutes
Price: 14,95 €

Pictures: (Click on the picture to see a larger version)
The Box Front
The Box Back
Minimonfa - MiniMonsterFantasy

Publisher: Truant Verlag

Here is a description of the game from Truant Verlag (Translated by W. Eric Martin):

A two-player fantasy card game out of Italy. Each player takes on the roll of an Archmage who must protect his dungeon from the continuous attacks of local heroes who thirst after gold, renown, and experience. In order to defend against these heroes, you must design your dungeon with strategy and skill and fill it with insidious traps and terrible monsters.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Box Back
Tusbas
King of Chicago

Publisher: Tusbas
Desginers: Jeppe K. Jørgensen, Steven B. Camphausen, Rune K. Jørgensen, Morten Primdahl and Jakob Keller
Artist: Jeppe K. Jørgensen
Players: 3-6
Ages: 14+
Playing Time: 2-3 Hours
Price: 50 €

You may pre-order the King of Chicago by emailing info@kingofchicago.info.

Here is a description of the game from Tusbas:

From nobody to little fish to bootlegger to capo di tuti capi...

King of Chicago is a board game about building the strongest gangster empire of 1920ies Chicago. It's a strategy game with ample opportunities for politics, alliances, betrayal, and luck. In bullet rains from drive by shootings, raids, and corrupt police, historic Chicago becomes the perfect setting for this action packed board game.

The players each start out on different locations, with only a small turf, a Ford-T and a fist full of dollars. From here, it’s up to the individual player to expand his turf and build illegal businesses in order to make money. More money means a better chance of hiring handpicked mobsters who come to town as the game progresses. More mobsters mean more firepower for man-handling opponent players and taking over their businesses or when defending against the inevitable paybacks. More businesses ultimately lead to more money, and not least, victory.

We have designed a very atmospheric and realistic visual look for King of Chicago containing real photographs from the 1920ies Chicago, taken by photographers from Chicago Daily News. (Courtesy of Chicago History Museum)

The game provides the historical atmosphere of Chicago, it’s up to the players to create the story.

King of Chicago is for 3 - 6 players of age 14 and up. The game appeals to fans of classics such as Risk, Axis and Allies and Illuminati. It's an intensive game for younger players, and an intelligent challenge for more experienced board game enthusiasts.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Components
The Board
Some Cards

Links:
King of Chicago website
King of Chicago - Look Inside on King of Chicago (with many pictures)
King of Chicago - The Manual (in PDF format) on King of Chicago
Uljö
Jona und der große Fisch (Jonah and the Big Fish)

Publisher: Uljö
Desginer: Uli Geißler
Players: 2-4
Ages: 8+

Here is a description of the game from Spielbox:

Jona und der grosse Fisch (Jonah and the Big Fish) is by Uli Geissler and is a game about the story of Jonah. Jonah was given the assignment to travel to Nineveh. There, he is to ensure that the people make up for their mistakes. A difficult assignment for Jonah, who'd love to try and avoid it. In the game, the goal is to bring Jonah to Nineveh with the help of big fish, to save him and to prevent him from fleeing to Tarsis so that God's will can be carried out. All game figures are made of wood.

Pictures: (Click on the picture to see a larger version)
The Game
Valley Games
Commands & Colors Dice

Publisher: Valley Games

Valley Games is a new Canadian game publisher. At the fair they will be sharing a booth with Wafrog (5/93).

They are offering a new set of replacement dice for Commands & Colors: Ancients. The dice are 16mm, made of wood, embossed with the Commands & Colors: Ancients hit symbols, and lacquered.

Pictures: (Click on the picture to see a larger version)
The Dice
Die Macher

Publisher: Valley Games
Designer: Karl-Heinz Schmiel
Artists and Graphic Designers: Rik Falch, Torben Sherwood, Amazing 3-D Graphics, Lyle Schulz
Players: 3-5
Ages: 14+
Playing Time: 2 1/2 - 3 Hours
Rules Languages: English, French, German, Italian, Spanish and Dutch
Price: 49.00 US$

This is a new version of Die Macher, originally published by Moskito Spiele in 1986 with a second edition by Hans im Gluck in 1997. This newest version is based on the second edition and will have the same rules, though they have be clarified somewhat. The art will be new, but the graphic design is similar to the second edition. The party platform issues will be changed somewhat and updated. The publisher says that the physical quality will meet or surpass the second edition.

Pictures: (Click on the picture to see a larger version)
The Box
The Game
The Boards
A State Card
A Shadow Cabinet Card
A Party Contribution Card
A Party Policy Card

Links:
Die Macher English Rules (in PDF format)
Die Macher French Rules (in PDF format)
Die Macher German Rules (in PDF format)
Die Macher Italian Rules (in PDF format)
Die Macher Spanish Rules (in PDF format)
Die Macher Dutch Rules (in PDF format)
VIA Spiele
Strandmuscheln (Beach Shells)

Publisher: VIA Spiele
Designer: Udo Peise
Players: 2-5
Ages: 5+
Playing Time: 20 Minutes
Price: 13.40 €

Here is a description of the game from Spielbox:

Strandmuscheln (Beach Shells) by Udo Peise is a card game for young and old that offers children, parents and grandparents an enjoyable and informative game. Players try to collect as many shells as possible. They must decide if they want to keep their target shell number as points or keep revealing cards, pushing their luck. One thing is certain: the next wave is coming!

The beautifully-appointed card game comes in a decorative metal tin. The realistic shell illustrations create interest in learning more about these creatures. With the help of the nature guide "Snails and shells on European vacation beaches" from BLV Buchverlages GmbH & Co. KG, these questions can be quickly answered.

The author of the game, Udo Peise, whose main profession is facility manager of a holistic day care and nursery, has been a "rules explainer, enthusiastic game player and game author" for six years. His game "Husch, hinter'n Busch!" won a special 'Best Children's Game' prize at the 2006 Hippodice game competition.

Pictures: (Click on the picture to see a larger version)
The Game
The Cards
Warfrog
Perikles

Publisher: Warfrog / Esdevium Games
Designer: Martin Wallace
Players: 3-5
Ages: 13+
Playing Time: 2-3 Hours
North American Distributor: Perikles (Fantasy Flight Games)
Price: 49.95 US$

In a change of pace, this game won't be published by Warfrog itself - it will be published by Esdevium Games, which is a distributor to the United Kingdom and Europe (we hope to get more information on this arrangement shortly). Fantasy Flight Games is going to be distributing Perikles in North America.

Here is a description of the game from BoardgameGeek:

Perikles is the latest game from über-designer Martin Wallace. Players assume the role of the leader of one of 5 ancient Greek city-states. The game plays out in two halves:

In the first, players vie for area control in each of the six states, which end in elections. Players who win the election in each state can then "control" that state's army.

In the second half, players use cards to move their armies to attack or defend one of six territories (each tied to a state, and you can't attack your own!) that are up for grabs that round.

The gameplay mechanic is straightforward, with elements drawn from other Euro-style wargames (especially Wallace's Struggle of Empires). What makes Perikles unique is the smooth integration of the area control/voting phase and the military phase.

Here is a description of the gameplay from designer Martin Wallace:

Athens, the birth place of democracy, could look back on her leadership against the might of Persia with pride. As always, though, pride comes before the fall. Sparta and the other city states of ancient Greece decided that Athens needed to be brought back down to earth, resulting in the Peloponnesian War.

In 'Perikles' each player represents a Greek family with political influence spread across the six main cities of Greece. Players will use their influence to gain control of these cities, which in turn allows them to use their military forces to win glory on the battlefield.

The game can be played by three, four or five players. There are three turns in all, with each turn consisting of four main phases.

In the first phase players will select Influence tiles that will allow them to place more influence on the map. Influence is represented by wooden cubes. With three or four players each player will select five Influence tiles in all. If there are five players then each player takes four tiles in all. Certain tiles will also allow players to propose candidates for leadership, or an assassination to reduce another player's influence.

In the second phase players will propose candidates for the remaining vacant candidacies. Once this is done players determine which of the two candidates in each city will become the leader, which depends on the amount of influence behind each candidate. As we know, though, any group in power always becomes unpopular, so the winning player loses an amount of influence equal to that of the opposing player.

The second half of the game is devoted to the fighting of the war. Each player takes control of the military forces for each city he is leader of. Players will fight over seven Location tiles. The order in which players commit forces to these locations depends on the Influence tiles they selected earlier, (and which should be retained for this purpose). Normally a player can send up to two units but he can send more if he is prepared to use up an Influence cube.

Each Location tile shows a historical location that was fought over during the actual war. The tile will indicate which city originally controls it. Some locations start with intrinsic defenders. Others have rebels ready to rise up if aided by another city. The battle for a location nearly always consists of two rounds, land combat involving hoplites, and sea combat involving triremes. The order in which these two rounds are fought is shown on the tile. Winning the first round of combat gives an advantage in the second round. The winner of the second round of combat takes the tile, thus earning victory points.

At the end of each turn all the leaders die. The grateful citizens then erect statues of them to commemorate their wise leadership in such dark times. A new turn begins. The game will normally end after three turns, although this could be less if Sparta or Athens are knocked out of the war. Players count up their victory points, which are earned from having influence on the map, for winning Location tiles, and for statues. The value of a statue depends on how well its city did in the war.

Here is a description of the game's design history from designer Martin Wallace:

Perikles is actually a development of a game I started designing almost ten years ago, called City State. This was a more abstract representation of the rivalry between the Greek city states. It was almost taken up by a German publisher but proved to be a bit too complex. It then lay on the shelf for many years until somebody mentioned he really wanted to see a good game on the Peloponnesian War done. Not sure if this is it but after doing a bit of reading I decided to go back to City State and see if I could update the mechanisms in there. I’m pleased that I’ve managed to fit some of the aspects of the war into the game, such as the differences between Athens and Sparta, the changing focus of the war – meandering from one location to another for no apparent reason.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Board
Wenndenn Spieleverlag
Pikso Baukasten

Publisher: Wenndenn Spieleverlag
Players: 2
Ages: 6+
Price: 29.90 €

Here is a description of Pikso from Spielbox:

Wenndenn Spieleverlag was founded in May of last year in Berlin. The first release, Pikso, is on the market since Nurnberg 2006. Pikso isn't really a game, it's more of a building set to create a game - a memory game. Included are 66 blank pieces and matching stickers. Those are printed using the software on the included CD. And since the finished product can be used as a gift, a gift box is also included. Additionally, the game can be played on the PC as a memo game and send via email to friends.

At the www.pikso.de website, the digital version is free for download and can be tried out without registration. The Digi Memocharts section includes several memos created and uploaded by program users.
Pikso Familyset

Publisher: Wenndenn Spieleverlag
Price: 49.90 €

Pikso Nachkaufset

Publisher: Wenndenn Spieleverlag
Price: 18.90 €
What's Your Game?
Ghost for Sale

Publisher: What's Your Game?
Designer: Acchitocca

This game will be presented only as a demo.
Ur

Publisher: What's Your Game?
Designer: Paolo Mori
Artist: Mariano Iannelli
Number of Players: 3-4
Ages: 12+
Playing Time: 30-60 Minutes
Rules Languages: Italian, German and English

You may pre-order Ur at a special price of 13.00 € by emailing info@whatsyourgame.it (put 'Ur pre-order' in the subject line). The game can then be picked up at the What's Your Game booth (9-17).

Here is a description of the game from the rules:

The players will lead the people of Mesopotamia fertile crescent toward civilization. Whoever will be able to better manage economic growth, cultural development, commerce, agriculture, politics and war, as well as the timely construction of ziggurats, will be the winner.

Here is a description of the game from What's Your Game?:

The dream of creating a new civilization in the ancient Mesopotamia is at reach. Are you ready to lead there your population ? In the age of its maximum splendour, this vast and fertile geographical area was the scene of the destiny for some populations ,who had the ambition to settle in the richest and in the most strategically advantageous territories. Over the course of centuries these populations succeeded in developing all aspects of their civilization wisely. This was the main factor enabling them to found marvellous cities like Ur and to construct gigantic buildings like Ziggurats. Just like Mesopotamia ’s ancient Kings each player will have to achieve the highest prestige by dosing precisely the development of Agriculture, Trade, Politics, Culture and finally War, so that thanks to these efforts the long desired construction of five Ziggurats is completed.

But, beware…

If the King becomes guilty of Greed in building them, or pursues improperly the conquest of Lands, although alike, this could ultimately lead him to defeat. The intrinsic speed of the game, the simplicity of rules, the very alluring artwork, together with the smartness of the innumerable strategies which can be deployed, render Ur a gaming experience which you will play and play and keep playing again for a very, very long time!

First Impression by Andrea "Liga" Ligabue (after one playing of a final version prototype):

UR is a game set in ancient Mesopotamia. Every player takes the role of one of the people living there and tries to develop through agriculture, wars, culture, politics, trade and also building Ziggurats. The one that is most able to evolve in all these aspects will probably be the winner.

UR is a game played over a square grid of tiles representing the 5 ‘actions’: agriculture, culture, war, trade and politics. Every tile has one of these five actions on each side: the action represented on the upper face determines what could happen in that tile.

The game turns acts like this: the player can use both the actions represented on the tile he has in hand, occupying turn after turn the tiles with their tokens and then replacing one of the tiles on the board with the one in their hand. This continue until all the five Ziggurats have been built, or until there are no empty tiles on the board. At the end of the game, players score according to the number and type of tiles they occupy.

The tiles act both as the map and as the cards determining the actions you can perform on the following turn, according to the aspects on both sides of the tile. Replacing an empty tile in the map with the one you have just used in your turn allow you to act on the map by changing it. You also have to choose the actions you could carry out in the following turn one turn before, allowing the other players to react properly to that.

The game mechanic is really nice and, as far as I know, quite original. The five aspects (and so the 5 possible actions) are really different. Agriculture makes your people grow on tiles with agriculture; Culture makes people grow on tiles adjacent to culture tiles; Trade makes people grow on the trade tiles according to the number of neighbours; Politics let you reorganize all your peoples and Wars let you move and conquer new tiles. Instead of making one action you can just add one token on one of yours tiles. Skipping both actions let you place a token on an empty tile.

Despite the abstractness the game simulates well the developing of the civilizations: in the beginning there is a race for the Agriculture tiles or just trying to surround cultural tiles with your tokens. In the second stage you need wars and trades to expand and keep improving. Since you are not allowed to place more than 20 tokens on the map, you soon discover that you need wars and politics to reorganize your people. Building up a Ziggurat can also be useful to remove five or more tokens from the map.

In my game we all fought for the agriculture and culture tiles in the beginning and than we raced for the building of Ziggurat. The game could finish suddenly because it is possible that 3 or 4 Ziggurat are built on the same turn.

I quite enjoyed my first game at UR and for sure I would like to play it again although is not really the kind of game I usually love. The main perplexity is about the strategy to use for winning: it is not easy to understand when is the time to stop growing and start spreading. In the end we really didn’t understand why one of us was the winner and what (and when) he had done that we hadn’t during the game. The designer himself told me that the learning curve of UR is quite steep and so I definitely need to play more games to have a clear idea.


Pictures: (Click on the picture to see a larger version)
The Box Front and Back
The Game

Links:
Ur Rules Side One (in PDF format)
Ur Rules Side Two (in PDF format)
Winning Moves
Auf die Palme

Publisher: Winning Moves
Designer: Richard Garfield
Players: 2
Ages: 8+
Playing Time: 20 Minutes
Price: 9.95 €

This is a German version of Pecking Order, originally published in English by Immortal Eyes Games (the hobby imprint of Winning Moves in the United States) in 2006.

Here is a description of the game from Spielbox (Translated by W. Eric Martin):

Richard Garfield's card game Auf die Palme [Pecking Order in the American edition] had been announced previously at Nürnberg, but it's only now appearing in stores.

Twenty-four birds peck and hack, struggle and fight for the best 10 perches on a palm tree -- yet each perch offers only enough nourishment for a single bird. Naturally, this is where the fighting comes in. The palm tree and its perches are on the game board. The birds are played in the form of cards. Each player receives 12 birds, each with a different number, as well as his own set of perches. The bird cards are played face-down one at a time on a player's side of the board. If the perch is already occupied by one of the opponent's cards, the result of the fight is this: The card with the higher value remains on the perch. The kicker: One never knows exactly which cards an opponent has yet to play because some cards always remain hidden. So the game depends on skillful placement and bluffing with your birds. Some perches also have special properties and values. And there are also two tigers in the game...

Pictures: (Click on the picture to see a larger version)
The Box
Blokus Trigon

Publisher: Winning Moves
Designer: Bernard Tavitian
Players: 2-4
Ages: 7+
Playing Time: 20 Minutes
Price: 29.95 €

This is a German version of Blokus Trigon, originally published in English by Educational Insights in 2006.

Here is a description of the game from Spielbox (Translated by W. Eric Martin):

The Blokus family expands with Blokus Trigon. The game board is hexagonal; the playing pieces are made of connected triangles. Again the goal of the game is to play as many of your pieces as possible on the game board. Tactical subtlety is essential as you want to simultaneously restrict the space of opponents and keep the playing possibilities open for yourself. Each of the 22 playing pieces has a different shape, and each game is unique.

Pictures: (Click on the picture to see a larger version)
The Game
Cartagena

Publisher: Winning Moves
Designer: Leo Colovini
Players: 2-5
Ages: 8+
Playing Time: 30-45 Minutes
Other Language Versions:
English - Cartagena (Rio Grande Games)
Price: 17.95 €

This is a new version of Cartagena. From what we understand, only the graphics have changed - the gameplay remains the same.

Here's the description of the game from Rio Grande Games:

The game represents the famous 1672 pirate-led jailbreak from the fortress of Cartagena. It is said that a game celebrating the great escape became popular in the pirate coves of the Caribbean. Each player has a group of 6 pirates and his objective is to have all 6 escape through the tortuous underground passage that connects the fortress to the port, where a sloop is waiting for them.

Here is a description of the game from Spielbox (Translated by W. Eric Martin):

Leo Colovini's Cartagena first appeared in 2000 with a far more atmospheric cover. The new edition presents a more moderate pirate/Caribbean feel, keeping with current trends.

Pictures: (Click on the picture to see a larger version)
The Box
Cartagena II - Das Piratennest

Publisher: Winning Moves
Designer: Leo Colovini
Players: 2-5
Ages: 8+
Playing Time: 30-45 Minutes
Price: 17.95 €

Here's a short description of the game from Rio Grande Games:

The game follows Cartagena with pirates working to figure out what to do now that they have escaped the prison.

Here's a short description of the game from Spielbox:

In addition to Cartagena, there will be a second Cartagena game: Cartagena 2 - Das Piratennest (The Pirate's Hideout), also by Leo Colovini. It's a standalong game - not an expansion of the original Cartagena - although it continues the Cartagena story and varies the basic mechanics in clever ways.
Dschinghis Khan - Bewegung an der Großen Mauer (Genghis Khan - Movement at the Great Wall)

Publisher: Winning Moves
Designer: Leo Colovini

Here is a description of the game from Spielbox:

Dschingis Khan - Bewegung an der Grossen Mauer (Genghis Khan - Movement at the Great Wall) is another new game in the 'game enjoyment squared' line and is also by Leo Colovini. The game is set at the border between Mongolia and China. The goal of the game is cleverly place markers and walls to conquer the right villages with the right forces on the right side of the wall, thus obtaining the most points at the end of the game.
Gezanke auf der Planke (Pushing and Shoving on the Plank)

Publisher: Winning Moves
Players: 2-5
Ages: 6+
Playing Time: 20 Minutes
Price: 19.95 US$

Here is a description of the game from Spielbox:

Gezanke auf der Planke is a three-dimensional family game by Dominique Handel that is already available. Pirates are afraid of water but today is bath day and they all have to go into the ocean. But nobody wants to. Because for pirates, the rules is: he who washes and saves, loses. Nobody wants to go into the water, and so there's a lot of pushing and shoving on the plank. Each tries to stay as far back on the plank as possible and push the others overboard. Finally, a large shark was also spotted happily circling the ship in anticipation.

16 pirates in four colours stand in rows and columns on the plank. Each player draws a counter out a bag that secretly indicates which his colour is. Now each player tries to move the pirates such that at least one pirate of his colour is left on board at the end of the game. Players may move all pirates of any colour. On a player's turn, he first turns the wind rose. It shoose the first move - if two pirates are exchanged, for example, or move one pirate to the head, the end of the line, or one space forwards, or no action at all. Secondly, a full row of pirates is always pushed on space forwards. So, over the course of the game, pirates fall off the plank - and into the mouth of the waiting shark!

Pictures: (Click on the picture to see a larger version)
The Game
Monopoly Essen

Publisher: Winning Moves
Players: 3-8
Ages: 10+
Playing Time: 30 Minutes

Here is a description of the game from Spielbox:

As usual, the Monopoly series is being expanded in time for the fair as well. Essen-Monopoly lets players buy streets and build houses between Kamblickweg and Kettwiger Strasse.
Pente

Publisher: Winning Moves
Players: 2

Here is a description of the game from Spielbox:

With Pente, Winning Moves and put a classic strategy game back in print. The game was released by Parker previously and is in the tradition of far-east games such as Gobang and Ninuki Renju.
Terra Nova

Publisher: Winning Moves
Designers: Gaetano Evola and Rosanna Leocata
Players: 2-4
Ages: 10 and up
Playing Time: 60 Minutes

This game was published in English by Immortal Eyes Games (an imprint of Winning Moves) in 2006.

Here is a description of the game from Spielbox:

Terranova is a tactical board game about claiming land on an island. The game, designed by Italian designers Gaetano Evola and Rosanna Leocata, will be released in the "Game Enjoyment Squared" line and is for 2-4 players 10 and up.

Pictures: (Click on the picture to see a larger version)
The Box Front
Top Trumps Horror

Publisher: Winning Moves
Price: 4.95 €

Here is a description of the game from Spielbox:

And, just in time for Halloween, Top Trumps Horror is being released with a whole host of horrible creatures. These Top Trumps are inhabited by Count Dracula, werewolves, zombies, wandering skeletons, crazy warriors, insane priests, ghosts and evil witches.
Winsome Games
Age of Steam Expansion: Eastern US & Canada

Publisher: Winsome Games
Players: 3-6
Playing Time: 2 Hours

Here's a note about the availability of the Winsome games from publisher John Bohrer:

The 80 numbered Winsome Games Essen Sets are all reserved.

When noon rolls around in Essen on that fateful Thursday, we always have a couple of unclaimed reserved Essen Sets sitting there. We also have between 10 and 20 people waiting for a chance to buy them. I decide who gets them by having a lottery right then and there. Takes 2 minutes.

So, if you don't have a Set reserved and still want one, you have a chance at noon on Thursday at Essen!

Here is a description of the game from Winsome Games:

AoS: Eastern US & Canada" is an Age of Steam expansion that combines with the standard map and expands the game from Savannah, Georgia to Quebec, Canada. This historically based expansion is for 3-6 (not 3-8) players for about 2 hours. The game introduces the Marketing action and a few new rules concerning track building, goods growth and production, among others.

Pictures: (Click on the picture to see a larger version)
The Box Front
New York Central

Publisher: Winsome Games
Designer: Hanno Kuhn
Players: 3-5
Playing Time: 1 Hour

Here is a description of the game from Winsome Games:

"New York Central" is by Hanno Kuhn. New York Central is for 3-5 players for about 1 hour. This card game is the struggle between four railroads (New York Central, Baltimore & Ohio, Pennsylvania Railroad and the Chesapeake & Ohio) for growth and domination in the northeastern section of the US, from New York to Indianapolis, from Washington to Chicago. Players acquire shares of railroad stock, create delivery routes, claim freight runs, start Passenger services and generally expand the railroads.

Pictures: (Click on the picture to see a larger version)
The Box Front
Wooden Shoes & Iron Monsters

Publisher: Winsome Games
Designer: Han Heidema
Players: 3-5
Playing Time: 2-3 Hours

Here is a description of the game from Winsome Games:

"Wooden Shoes & Iron Monsters" is a 'Riding Series' game by Han Heidema. WS&IM is set in the Netherlands and covers to history of the Dutch railroads from 1830 to 2006. WS&IM is for 3-5 players for about 2-3 hours. Players start railroads, capitalize them with shares of stock, build track from city to city, receive income and later merge smaller railroads into larger railroads. Prior games in this series include West Riding, Landerbahnen and Riding through England.

Pictures: (Click on the picture to see a larger version)
The Box Front
WizKids
Oshi

Publisher: WizKids
Players: 2
Price: 24.99 US$

This game will be in the Pegasus Spiele booth (6-145).

Here's the description of the game from WizKids:

When Goddess Amaterasu gifted the first emperor of Japan with the sanshu no jungi, or Imperial Regalia, she also passed along a piece of her wisdom in the form of a game called Oshi, or Push. Oshi taught the emperor and his court that influence was power, but to use caution because even the most powerful are vulnerable. From the makers of Tsuro comes the new and exciting game of Oshi: The Game of Influence, which immerses players in an elegant dance of power as they vie to push each other right off the board by strategically sliding their pieces forward, backward, and side-to-side.

Here's a description of the gameplay from the WizKids:

From the makers of Tsuro comes the new and exciting game of Oshi: the game of Influence. Keeping to the tradition of games that are easy to learn, fast to play and fun for all, Oshi offers the gratifying experience of pushing ones opponents right off the board!

How to Play Oshi:
The goal of Oshi: the game of Influence is to be the first player to push 7 points’ worth of your opponent’s game pieces off the board. Of the 8 pieces that you control there are three different types that represent one, two or three. That number indicates the number of spaces that piece can move, the number other pieces it can push and the number of points that it is worth. You can push your opponent off the board by sliding your pieces forward, backward, and side to side.

Product Components:

1 game board
8 red (oxblood) game pieces (4 one story, 2 two story, and 2 three story)
8 white (ivory) game pieces (4 one story, 2 two story, and 2 three story)
Complete rules

First Impression by Rick Thornquist (after one playing of a pre-release production version):

My next game was Oshi, which is sort of a follow-on to Tsuro - Wizkids first foray into the world of boardgames. Oshi is similar to Tsuro in that a) they are both very simple and b) they both have foreign sounding names. Otherwise they are completely different games.

Oshi is a very simple two player abstract. The board is a grid and each player has pieces that are either 1, 2 or 3 levels high. On your turn you can move one piece in one direction. Level 1 pieces can move one space, level 2 pieces can move one or two spaces, etc. When you move you can push other pieces - your own or the other player’s pieces. The idea is to push the other player’s pieces off the board. Once you have pushed seven levels worth of your opponent’s pieces off the board you win the game.

The game is preposterously easy to teach and plays nicely. I can be a bit of a thinker as well. The only real strike against the game is that there are already a million two player abstracts out there - is there really a need for another one? Otherwise, the game is fine and I think would be good for those looking for an easy to teach two player abstract.


Pictures: (Click on the picture to see a larger version)
The Game
Pirates: Quest for Davy Jones' Gold

Publisher: WizKids
Players: 2+
Ages: 8+
Price: 24.99 US$

This game will be in the Amigo booth (11-22).

Here's a description of the game from the WizKids:

Pirates: Quest for Davy Jones’ Gold™ takes the gold and glory of the Pirates Constructible Strategy Game™ to a new level of fun with an action-packed board game.

Climb aboard—nothing less than the souls of good pirates everywhere are at stake! Pirates: Quest for Davy Jones’ Gold™ focuses on the excitement of plundering for gold. With ghosts and sea monsters threatening ships sailing dark and cursed waters, the hunt for treasure has never been so exciting.

Product Components

8 Ships and 2 Sea Monsters
5 Crew/Treasure Cards
7 Islands
Complete game rules
28 x 28 inch vinyl play mat
Two dice

Woteva Games
Adda

Publisher: Woteva Games
Ages: 8+

This game will be available at Essen only as a prototype.

Here's the description of the publisher from Spielbox:

Whatever games you play, play Woteva Games - so reads the publisher's website, at www.wotevagames.com, which makes it clear where their name comes from. They are coming to Essen with 4 games, all prototypes. They have no booth of their own but will be wandering around the fair and be easily recognizable by their green T-shirts with Woteva logo. Anyone wishing to try the games can contact the publisher via email - craig@wotevagames.com.

Not much is known about the games apart from their titles: Adda, Asylum, Tomb Robbers, and Rocket Hounds.

Pictures: (Click on the picture to see a larger version)
The Box Front Prototype
Asylum

Publisher: Woteva Games
Players: 2-6
Ages: 12+
Playing Time: 90 Minutes

This game will be available at Essen only as a prototype.

Pictures: (Click on the picture to see a larger version)
The Box Front Prototype
Rocket Hounds

Publisher: Woteva Games
Players: 2-6
Ages: 10+
Playing Time: 60 Minutes

This game will be available at Essen only as a prototype.

Pictures: (Click on the picture to see a larger version)
The Box Front Prototype
Tomb Robbers

Publisher: Woteva Games
Players: 2-6
Ages: 10+
Playing Time: 60 Minutes

This game will be available at Essen only as a prototype.

Pictures: (Click on the picture to see a larger version)
The Box Front Prototype
Ystari Games
Yspahan

Publisher: Ystari Games
Designer: Sébastien Pauchon
Artist: Arnaud Demaegd
Number of Players: 3-4
Ages: 8+
Playing Time: 45-60 Minutes
Language Versions: French, German, English
North American Distributor: Yspahan (Rio Grande Games)
German Distributor: Yspahan (Huch & friends)

This is Swiss designer Sébastien Pauchon's first published game. The initial print run will be 7000 copies. The game will be published in French, German and English. It is described as a family game.

Here is a description of the game from the Swiss website 24 heures:

The boardgame is a tactical one, designed for family settings with kids 8 and older. In brief, the game centers on the acquisition of goods based on supply and demand, on the purchase of commercial property, on the construction of store fronts and on the settling of accounts at the caliph's palace.

Here is a description of the game from BoardgameGeek:

It's a family game (8 years and up) in which the players are merchants trying to obtain merchandises on the basis of offer and request, to conquer neighborhoods merchants, to construct stores and to favor the caliph.

Here is a description of the game from Ystari Games:

1598. Yspahan the fair becomes the capital of the Persian empire. Thus, being placed at the center of the world, the city enjoys a period of cultural and economic blossoming. The cities and villages of the region intend to take advantage of this expansion. Caravans loaded with goods and jewels set out for the desert, bearing the promises of a radiant future...

The players embody merchants trading with Yspahan. Meaning to take advantage of the coming of the Shah’s supervisor, they score points by placing their merchandise in the right shops, by sending them to the caravan, and by constructing buildings.

First Impression by Rick Thornquist (after two playings of a prototype):

Yspahan is a middle-weight game - both in complexity and strategy. The idea is that players play merchants placing goods in shops, sending the goods to a caravan, and building buildings. Like other games from Ystari, the theme is very much secondary to the mechanisms. Also, like other games from Ystari, the mechanisms work very well.

The game is divided into three weeks of seven days (turns) each. During each turn you are mainly placing your goods cubes into a set of shops on the board. The shops on the board are grouped into sets of different colors. You can also send goods from these shops to another board - the caravan. At the end of the week, if you fill up all the shops in a colored set, you score points. Goods that are in the caravan can score you points as well. The goods in the shops are cleared and the week begins anew. After three weeks, whoever has the most points at the end wins.

The game has a few unique aspects to it, the most unique being the rolling of a set of dice to determine what actions will be available for all players during a particular turn. The start player rolls all the dice and splits them up among six different actions - one for getting camels, one for getting gold (both camels and gold are the currency of the game), and the other four for placing goods in one of the four neighborhoods on the board. The start player chooses an action and, according to the number of dice on the action, may take camels, gold or place goods on the board. You can, if you want, forfeit the usual action to try to move goods to the caravan or to draw a special card. Every other player in turn selects an action with a group of dice and does the same type of thing until all the players have gone.

The use of dice in this game is fairly innovative and shouldn't turn off those who are adverse to dice. They do mix up the actions available on a turn and choosing which group of dice to take makes for some interesting strategy.

Players can use their camels and/or gold to build buildings as well, which are built on individual player mats. These buildings give you special powers and can give you more victory points.

There's a lot more to it than I'm giving you here, but that's the gist of it. It is fairly easily explained - about on par with Settlers. The turns move very fast as does the game itself - it's easily over in under an hour. Though it is shorter than most boardgames, it definitely does have strategy as well as well as a couple of different paths to victory.

My impression? I liked it very much, as did all the players I played it with. The combination of interesting mechanisms, fast pace, and interesting strategy made for a game that I greatly enjoyed. It was very much one of those games that, after playing it, I always felt like saying "Can we play it again?". A definite keeper.


Pictures: (Click on the picture to see a larger version)
The Box
The Boards

Links:
Yspahan - English Rules (in PDF format)
Yspahan - French Rules (in PDF format)
Yspahan - German Rules (in PDF format)
Les Princes de Florence

Ystari Games is publishing a French version of De Vorsten van Florence (QWG) to be titled Les Princes de Florence. The French version of the game will have different box art. This game will be probably be presented only as a prototype - at this point it's highly unlikely that this game will be available for sale at Essen - it's looking like a November 2006 release.
Taj Mahal

Ystari is publishing a French version of Taj Mahal (Rio Grande Games).
Z-Man Games
1861

Z-Man Games is distributing 1861 (JKLM Games) in North America. Z-Man will have a total of 300 copies for distribution in North America and they will be purchasable mainly through Z-Man (and perhaps some other sources). Note that at Essen this game will be available at the JKLM booth.


Gheos

Publisher: Z-Man Games
Designer: Rene Wiersma
Artists: Allen Bednar and Joshua Cappel
Players: 2-4
Ages: 10+
Playing Time: 45-60 Minutes
Rules Languages: English, German and Dutch
Price: 24.99 US$

The game was a finalist in the Hippodice game design competition in 2005.

Here's a description of the game from Z-Man Games:

The players are gods at the dawn of time, creating earth's landscape and inhabiting it with people. They can command the creation and destruction of continents and the rise and fall of civilizations. As gods, players seek to gain followers among the civilizations. They offer those followers luxuries, and oversee the building of pyramids and temples on their continents. In the end the god with the most loyal, wealthy, and powerful followers will become ruler of gods, and wins the game.

Players will place tiles or replace tiles to create different landmasses which may or may not be conducive to the creation of a civilization, which may create war among two or more civilizations, or force the migration of one civilization to another landmass.

Scoring takes place when players cash in one of their scoring tokens or by the drawing of Epoch tiles.

Contents: 60 triangular tiles, 12 scoring tokens, 6 wooden civilization markers, 30 wooden followers, 3 sets of rules (English, German, Dutch).

Here's a description of the game from Zev Shlasinger of Z-Man Games:

Basically there are triangular tiles that represent mostly land and some water. You place these tiles to form islands, coastlines and continents. You can also _replace_ tiles to reform the topography: in effect you are playing gods that can change the landscape of the planet.

Civilizations form and are sentenced to war or migration by the placement or replacement of tiles. Each civilization has a color and once a civilization is “born� you can gain worshippers in that civilization.

Tiles also have symbols: wheat, cups, shields, temples and pyramids, and each has a function. Pyramids, temples and cups are for scoring points in various ways. Wheat is used for migration and shields for war.

There are Epoch tiles that herald a scoring round, based on where pyramids have been built. Players can also invoke a scoring round themselves, but only three times per game. Deciding when to score is one of the toughest decisions in the game.

It’s relatively simple - I believe in a Carcassonne way - and that simplicity drew me in to the game.

Pictures: (Click on the picture to see a larger version)
The Box Front
A Tile
A Tile
A Tile

Links:
Gheos - English Rules (in PDF format)
Gheos - German Rules (in PDF format)
Gheos - Dutch Rules (in PDF format)
Gheos Prototype on the Hippodice website
Lifeboats

Z-Man Games is publishing an English version of Seenot im Rettungsboot (Argentum-Verlag) to be titled Lifeboats.
Mamma

Z-Man Games is distributing Mamma (Zugames) in North America.
Midgard

Publisher: Z-Man Games
Designer: Eric M. Lang
Developers: Eric M. Lang and Jonathan Moriarity
Artist: John Gravato
Graphic Designer: George Wu
Players: 3-5
Ages: 12+
Playing Time: 60 Minutes
Price: 39.99 US$

The game is set in the Norse era and is described as an area majority game with some twists (including a card drafting mechanism).

Here is a description of the game from Z-Man Games:

The world of men, called Midgard, is in its final days, and the battle at the end of the world, called Ragnarok, has begun. Those warriors brave enough to fight to the end will have a hallowed place in the halls of Valhalla when the battle is over, but only one clan will hold the seat of highest honor. Will it be yours?

Midgard is a strategic board game of kingdom control for 3 to 5 players ... with a twist. Over three escalating rounds, players semi-secretly draft from decks of action cards, taking cards they need for their strategy or denying their opponents the best cards in the rotation. Then, after the action cards are played out, comes Ragnarok, in which some kingdoms will become doomed. And all battling vikings therein are destroyed in glorious rapture, scoring many points for their owners.

Thousands of possible combinations and interactions make Midgard endlessly replayable, and always tense right up until the end of the world!

Contents: 100 cards, 55 wooden Viking pawns, 5 wooden Viking leader pawns, 5 wooden score markers, 10 doom tokens, 120 Kingdom tokens, 1 gameboard.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Board

Links:
Midgard - English Rules (in PDF format)
Silk Road

Publisher: Z-Man Games
Designers: Ted Cheatham and Bruno Faidutti
Artists: Jonny Scull, Patrick McEvoy and Mike Jackson
Graphic Designer: Benjamin Barnett
Players: 3-6
Ages: 12+
Playing Time: 90 Minutes
Rules Languages: English, German, French and Dutch
Price: 49.99 US$

Here's a description of the game from Z-Man Games:

Around the time of the Han Dynasty, from 200 B.C. to around 8 A.D., an overland trade route from the Mediterranean Sea to China developed called the Silk Road. This 4,000 mile (6,000 KM) route ran from the Mediterranean Sea to the early Chinese capital of Chang’an. Not only were goods traded from various European ports to China and the cities in between, but this route played a major role in the diffusion of Buddhism into China.

Silk Road is a strategy game for 3-6 daring adventurers who trade, buy, and sell along this historic trading route from Chang’an in the East to Antioch in the West. Players bid for control of the caravan leader to determine which cities to visit, where players will choose the actions they wish to perform: i.e. buy, sell and trade goods such as jewels, dried fruit, silk, etc.

Players will also be able to play in reverse, starting in the West and moving East.

Contents: 75 wooden goods cubes, 45 wooden coin disks, 5 wooden action disks, 2 wooden caravan pawns, 90 action tiles, 1 22" x 9" gameboard, 6 screens, cloth bag, 4 sets of rules (English, German, French, Dutch).

Pictures: (Click on the picture to see a larger version)
The Box Front
The Board
Some Action Tiles

Links:
Silk Road page at The Games of Bruno Faidutti
Silk Road - English Rules (in PDF format)
Silk Road - German Rules (in PDF format)
Silk Road - French Rules (in PDF format)
Silk Road - Dutch Rules (in PDF format)
SuDoku - The Cardgame

Publisher: Z-Man Games
Designer: Reiner Knizia
Graphic Designer: Joshua Cappel
Players: 2-5
Ages: 8+
Playing Time: 30 Minutes
Price: 15.00 US$

Note that this is the same game as SuDoKu - Das Kartenspiel from Kosmos but it was produced independently by Z-Man Games. We understand that both games have the same rules but the production of the games is different (the components, the art, etc).

Here's a description of the game from Z-Man Games:

A fun way for families and friends to share in playing the cult hit puzzle called, Sudoku. The object of Sudoku is to have each column, row, and box grid contain different numbers.

But there's a twist in SuDoku: The Card Game. The object here is to have the least amount of points in your penalty stack while forming a Sudoku puzzle. Your penalty stack comes from not being able to (or be unwilling to) play cards correctly.

Yellow cards form the boxes (and are worth 2 points in your penalty stack) and blue cards surround the yellow cards (and are worth 1 point in your penalty stack).

Games are short and you'll be able to play many games during the evening - and each game is different!

Contents: 54 cards, rules

Pictures: (Click on the picture to see a larger version)
The Box Front
Some Cards

Links:
SuDoku - The Cardgame Rules (in PDF format)
Take Stock

Publisher: Z-Man Games
Designer: Simon Hunt
Artist: Oliver Castañeda
Graphic Designers: Simon Hunt and Adam Jury
Players: 2-6
Ages: 10+
Playing Time: 60 Minutes
Price: 15.00 US$

Here's a description of the game from Z-Man Games:

You are the power players. You can choose to make the prices rise as you purchase stocks in strong companies, or you can choose to crush the dreams of your opponents by freezing their accounts or crashing the market. Remember, the one with the most at the end wins!

Players use their hand of cards to increase stock prices in the various stocks or discard cards to play the market to affect the value of one or more companies either positively or negatively. You also save certificates of shares in a particular stock in order to score points. Players can also exercise stock options to increase their shares at the end of a round. After 4 rounds of play, the player with the most points wins the game.

Contents: 100 cards, 30 tokens

Pictures: (Click on the picture to see a larger version)
The Box Front
The Box Back
Some Sample Cards (Front)
Some Sample Cards (Back)

Links:
Take Stock - English Rules (in PDF format)
The End of the Triumvirate

Publisher: Z-Man Games
Designers: Max Gabrian and Johannes Ackva
Artist: Andrea Boekhoff / Redline Design
Players: 2-3
Ages: 10+
Playing Time: 60 Minutes
Price: 49.99 US$

This is an English version of Das Ende des Triumvirats, originally published in German by Lookout Games in 2005.

Here's a description of the game from Z-Man Games:

It is the year 56 B.C. The Roman Republic is torn by civil war. The historical three-man council (the first Triumvirate between Caesar, Pompeius, and Crassus) could not be renewed at the conference at Luca, and a bitter struggle broke out between the three rivals. Now they seek to eliminate one another, vying to gain supremacy over the empire. But in order to gain power, they must exhibit skill in both politics and military strategy in their quest to the ultimate goal -- individual ascendancy! May Jupiter smile on you.

Contents: 1 Game board, 150+ wooden pieces, cloth bag, 8 tiles.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Box Back
The Board
The Game

Links:
The End of the Triumvirate - English Rules (in PDF format)
The End of the Triumvirate (in English and German)
Zoch
Haste Bock?

Publisher: Zoch
Designers: The Lamont Brothers
Artist: Gabriela Silveira
Players: 2-4
Ages: 10 +
Playing Time: 30-45 Minutes
Price: 29.95 €

This is a new version of Shear Panic, originally published by Fragor Games in 2005. This version will have a board and the rules will be simplified from the original version. The sheep figures in this version are the same as the original.

Note that this version of the game is different than the one being published by 999 Games and Mayfair Games.

Here's a description of the game from Zoch:

Panic in the meadow! The sheep herd is in an uproar.

Thea, the black sheep, has just returned from vacation all nice and sunburnt and wants to show off her vacation photos. If only that new guy wasn't in the meadow - Roger, a strapping ram just like in picture books, who causes the hearts of all the ewes to flutter mightily. And to top it off, the evil shearer is lurking about to try and grab some nice snow-white wool. How's a sheep to know which direction to run in? Luckily, the shepherds are still on the job, trying to bring order to the flock. Who will manage to keep all of their sheep safe and warm at the end?

Players use the different options available to them via action cards in order to move the nine sheep on the board (each player has two sheep, additionally there is a single neutral black sheep). Over four game phases, each of which are made up of multiple rounds, players try to maneuver the sheep into the most point-rich orientations on the board. Not an easy undertaking since the other plays can quickly ruin a planned clever tactic. At the end of the game the winner is the player who gained the most points over the four phases.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Game
Salamanca

Publisher: Zoch
Designer: Stefan Dorra
Artist: Andreas Mack
Players: 2-5
Ages: 10 +
Playing Time: 45-60 Minutes
Price: 24.95 €

Here's a description of the game from Zoch:

In the province of Salamanca, in the heart of Spain, there is plenty of activity. It is the middle of the 16th Century and young, ambitious noble families are reclaiming the dry hinterlands, building fields, forests and lakes around their castles. Piece by piece - parcel by parcel - their holdings increase. Farmers work the fields, and in especially successful areas monks found their influential cloisters. But everything happens under the watchful eyes of the nobility. Intrigues are hatched, tax collectors fleece the landowners and far too often entire tracts of land are lost to locust plagues. Only he who keeps a cool head will become the Duke of Salamanca.

Through clever use of cards in hand, players obtain tiles for placement (buildings, landscapes, priviledges) as well as the ability to carry out certain actions. The tiles obtained are placed on tactically important spaces on the game board. Players can also place ownership markers onto buildings. By cleverly placing landscape tiles adjacent to the proper buildings, valuable regions can be formed which will bring in doubloons. Through the actions which can be gained by playing cards, players can bring plague stones (among other things) onto the board and thereby block their opponents' tiles. The winner is the player with the most doubloons at the end of the game.

Pictures: (Click on the picture to see a larger version)
The Box Front
The Game
Zugames
Mamma

Publisher: Zugames
Designer: Mario Papini
Artist: Andrea Niccolai
Players: 2-4
Ages: 10+
Playing Time: 90 Minutes (This may be 75-90 Minutes)
Rules Languages: English, Italian and German
North American Distributor: Mamma (Z-Man Games)
Price: 10.00 €

Here's a description of the game from Spielpizza:

The box contains two completely different card games: With one, it's a simple majority game, the other is more like checkers. One game requires only half the cards, the other uses all 110 cards.

The game features characters in a family: Grandfather, Grandmother, Mamma, Wife, Husband and Child. Each player is secretly assigned a character, who he then uses to try and get the best ingredients for supper with. But on the way there are countless obstacles to overcome: Schoolbus, Toilet, Hospital, Park Bench, Church...

Here's a description of the game from designer Mario Papini:

Mamma is a card game for 2-4 players. More precisely there are 2 different card games in one box. In the box there are 110 cards. In the first game (Mamma 1) we use only 55 cards. This game has a majority mechanic. In the other game (Mamma 2) we use all the 110 cards in the box. This game is in some way close to Dama.

The setting is modern. There are 6 characters in the same family: Grandfather, Grandmother, Mother, Wife, Husband and Son. Every player has a secret character and must get as many victory points he/she can. Only at the end of the game the secret characters will be revealed.

The aim is to buy as many ingredients as you can for dinner, while getting over some obstacles. The first obstacle is, obviously, the other players.

Everyone can play cards on every character (Mamma 1) or move any one character (Mamma 2), trying to buy or steal the ingredients from other players, avoiding to make clear which character they are using. There is also the school bus, the toilet, the church, the bus and taxi stop, the bank, the bench, the hospital, the mother-in-law and other guests (unwanted). Mamma 2 is a bit more articulated than Mamma 1, but both are funny. The character design is also really nice.

Here is a description of the game from Z-Man Games:

You are invited to a family dinner and as one of the characters in the family, you are trying to buy ingredients and ultimately try to be the first (or certainly not the last) to arrive. There are 2 versions of the game inside the box - a different and simple version and a gamer's version. The first version uses 55 of the cards and the gamer version uses all 110 cards.

Contents: 110 cards, illustration map

Pictures: (Click on the picture to see a larger version)
The Box Front
The Box Back
The Grandfather Card
The Grandmother Card
The School Bus Card

Links:
Mamma 1 - English Rules (in PDF format)
Mamma 2 - English Rules (in PDF format)

Sources:

Primary Sources
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Good Game Guide
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Spielpizza
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© 2006 Rick Thornquist


Posted by Rick Thornquist on Jun 19, 2006 at 01:42 AM in Special FeaturesConvention Previews / 28065

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