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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
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