Convention Report: Essen 2007: October 19, 2007, Part 1 (Day 2)
By W. Eric Martin
October 20, 2007
Another day of Spiel, another four hours of sleep to keep you going through it…
One correction to start with: In Part 2 of the Thursday Day 1 report, I listed Rio Grande’s new titles and forgot to mention the long-awaited arrival of Race for the Galaxy, despite me actually buying a copy at the show! I was practically sleeping while I wrote that report and thought that I was writing Wednesday’s report for some reason, so I didn’t mention RftG as the game didn’t arrive until late that evening. The days are a blur.
The first stop of the day was with John Yianni, who was showing off his new title, Army of Frogs. This game matches the look and feel of Hive to some degree, as the players build an island of pieces turn-by-turn while trying to connect all of their frogs. The frogs are bakelite and add a lot to the visual appeal of the game.
More details on the game play: Players take one of the four colors and ten pieces of that color are mixed in a bag. You draw two pieces randomly to start. On a turn, you must move a piece of yours already on the board by jumping it over other pieces to move from one end of the line to the other; multiple jumps are possible as long as you follow two construction rules for the frog army. You then add one piece from your supply, which may or may not be your color, to the board and draw another frog from the bag. The first player to connect seven frogs of his color in one group wins; if more than seven of your frogs are on the board, you must connect them all.
Simple rules, pieces that are fun to touch, and a good storyline—those are the elements Yianni says he wants to bring together to make abstract games more appealing to a wider audience. You don’t want just black and white pieces, he says; you want to use something familiar to people like bees, frogs or rabbits. Rabbits, your raised eyebrow might ask? Yianni mentioned that he has other games in the works, so perhaps we’ll see some stylin’ bakelite bunnies down the road.
One item Yianni didn’t have on hand was the Mosquito expansion for Hive. The pieces were stuck in customs with no hope of them appearing in time for Spiel. After encountering one disappointed Hive fan after another, Yianni said that the Mosquitoes would likely be available for purchase in some manner, in addition to being available at future conventions, as their absence from Spiel ‘07 meant that lots of people wouldn’t have a chance to get them until next year—and 12 months is a long time to wait. Once more details are available, I’ll cover them on BGN.
While Spiel is hopping with casual gamers and families who have come to find holiday presents and something to play on the next vacation, dedicated gamers are also out in force—and with 150,000 visitors over the course of Spiel, you’ll often encounter items that you never would have seen otherwise. Take, for example, this custom-designed playing board for alea’s Louis XIV:

Steve Hughes loves Rüdiger Dorn’s game design, but the graphic design of the game—which requires you to pick up and flip game tiles multiple times—left him eager to find some way to facilitate the process. Since he couldn’t find something, he created the solution himself: a multi-layer acrylic gameboard that has thumbholes around the tiles and decks of cards so that you can push your finger in the hole to pop up the item for easier movement. Space for all of the pieces and tokens has been incorporated into the design, and a separate gameboard holds the three mission decks.
Hughes has created multiple gameboards, some with a matte finish, some with glossy (which reflects this author’s image in the photo above), and some in wood, which he says is a lot more work. He’s also created a board for Blue Moon City, which uses the same type of tile-constructed gameboard as Louis XIV. The boards take a ton of work, and friends traveling with him who had received copies as gifts marvelled at their beauty and functionality.
Alan Paull, from Surprised Stare Games, was showing off the company’s latest release, Tony Boydell’s Scandaroon, as well as arranging playtest games for his 2008 release Confucius. Here’s a description of the game from Paull:
| In the Celestial Empire of the Ming Dynasty the leading families vie with one another for political power and influence over the Imperial government. They do not compete by brazen force of arms, but within the confines of Confucian philosophy. Subtle influence is wielded, gifts are given and received, setting up a network of relationships that will lead one family to dominate the government under a benign Emperor. Players of Confucius participate in this discreet and delicate struggle for power. As well as influencing the three principal ministries of government, leadership of the great exploration and trading fleets will bring renown to the one who heads them, and glory attends the general leading invasions of foreign lands. |
The gameboard was huge, and Paull’s explanation of the game added layer on top of layer, making it sound like an intriguing, somewhat complex design. His intended release date is the UK Games Expo in June 2008.
Friedemann Friese has two new creations at Spiel ‘07: a new deck of power plant cards for Power Grid, and a small standalone game called Filou: Die Katze im Sack. The subtitle is something similar to the English expression “pig in a poke,” which refers to someone buying something without really knowing what they’re getting. Filou recreates this situation simply and ingeniously.
Each player starts with the same deck of ten cards: five friendly cats worth positive points, two mangy street cats worth negative points, two dogs, and one fuzzy bunny. Each round, you add one of your cards to a central lot. The first card in the lot is revealed, then players hold an auction to see who will buy the lot. When you pass, you take 2-6 coins off the table and add them to your holdings; at the same time, you reveal the next card in the lot, giving players more information about what’s in the bag.
Once all but one person has passed, the auction winner pays his loot, reveals all the cards, and sees what he gets. Dogs come in two sizes: If a small dog is in the lot, it chases away the cat with the lowest number, which could be a good thing if a feral cat is strutting around; if a large dog is present, it chases away the cat with the highest number; if two or more dogs are present, they go play with each other and leave the cats alone. Bunnies are just fuzzy.
The auction winner starts the next round, and your starting position affects which card you’ll play since it will be revealed before bidding starts. If your card won’t be revealed until later, perhaps even last, you can hide something juicy and use that information to give you an edge in the auction. One card from each player is removed at random at the start of the game, so you can’t know exactly what’s left in opponent’s hands.
The game is clever and fun, Maura’s artwork is appealingly goofy, and I romped to victory, so I can safely say that Filou is a masterwork.
While the multiple Messe halls hold hundreds of publisher booths, even more publishers can be found roaming around without a booth, looking at prototypes, finding publishing partners, and otherwise preparing for the future. Canadian publisher Filosofia was present, for example, and Sophie Gravel and Martin Bouchard were nice enough to spend a few minutes talking about the company’s publishing plans.
Over the past 18 months, Filosofia has released that same number of games, primarily French versions of the Kosmos Catan games, although Lost Cities, The Pillars of the Earth, Kahuna, and other titles have also appeared. With that body of work completed, the company is moving forward with its own publications, starting with a new version of Karsten Hartwig’s Chinatown, which now has a release date of Spring 2008 due to illustration delays. Filosofia is publishing a French version of the game, and English and German editions will appear through publishing partners.
Chinatown’s game design remains essentially the same, although it will be tweaked (with Hartwig’s involvement) in response to player comments in the eight years since the game’s initial appearance. The lottery-type aspect of the bonus cards, in which players can randomly score a bunch of points in the final rounds, are one of the affected elements.
The artwork and graphic design of the game is being handled by Mathieu Leyssenne, who did such fantastic work on Animalia and Jamaica. His cover design for Chinatown, which I saw in an in-progress version, is as lush and richly colored as everything else he’s done. The artwork on the shop tiles is similarly striking.
In addition to Chinatown, Filosofia is releasing new versions of Reiner Knizia’s Exxtra and Hart an der Grenze (retitled as No Problemo and appearing without the costly tin suitcases), both in a box size similar to that of Hans im Glück’s Ruse and Bruise. What’s more, Filosofia will also publish new versions of Dorn’s Traders of Genoa and Kramer and Ulrich’s Die Händler, both of which will receive designer-involved tweaking to incorporate years of player comments. These titles will also appear in separate French, English and German editions some time after Chinatown.
That’s a fabulous line-up of titles, and Bouchard and Gravel are understandably pleased and excited to show off their hard work. For those who have longed for a wider release of Chinatown, you won’t have to wait much longer…
Comments:
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I have to say that I found that new version of TaYu rather harsh on the eyes albeit probably inexpensive...Thank goodness I have the old version Posted by Lorna Wong on Oct 20, 2007 at 11:23 AM | #
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New Ta Yu is not as good on the eyes as the old Ta Yu. Really, really not as good… not just from a pretty sense, but from a not-making-your-eyes-cross sense. Filou, on the other hand, looks marvelously funny. I can’t wait to get it. Posted by Ava Jarvis on Oct 20, 2007 at 01:58 PM | #
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What I’d like to know is: what is that package Greg Schloesser is holding under his left arm? :) Posted by James Fehr on Oct 21, 2007 at 12:06 AM | #
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My guess is it’s one of the IGA awards he was about to hand out, James. Posted by Larry Levy on Oct 21, 2007 at 01:22 AM | #
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Bully for you in getting an explanation of ‘Confucius’ from Alan Paulli on Surprised Stare stand. I - plus all of our group - are great fans of ‘Tara, Seat of Kings’ so I was very interested to learn more of the new game. But although I stood there for something like 10 minutes Alan Paulli was so occupied playing the game (or teaching the game) with four other players that I and others around were completely ignored and went away none the wiser, the group being well into the game by then. This to me is one of the great ‘mistakes’ of Essen. All too often the sole member on a small stand teaches a small goup how to play the game - often joining in. This means that there is nobody else to talk to interested visitors. So unless you are present when the game starts and therefore hear the rule explanation or unless the stand has a printed overview of the game available (so that you can get some idea as to what is happening) you go on your way none the wiser. And what happens after this hour of game playing? Maybe nobody will buy the game or, possibly, just one person will buy it. Hardly a way to justify the cost of exhibiting I would have thought. Posted by Derek Carver on Oct 21, 2007 at 08:39 AM | #
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Derek, Greg and I had the advantage of press power, in that we were speaking with Alan before the opening of Spiel for the day. I plan to write a column in the next couple of months with advice for publishers at conventions, and this is definitely one topic they need to address. Posted by W. Eric Martin on Oct 21, 2007 at 10:49 AM | #
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"What I’d like to know is: what is that package Greg Schloesser is holding under his left arm?” That is a custom board that Steve Hughes (pictured above) gave to Greg. Posted by Eric Knauer on Oct 22, 2007 at 04:59 PM | #
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Re: Waiting for Confucius (or was it Godot?) Derek, apologies that you couldn’t get the info you wanted/needed, we’re always short-staffed for the show and couldn’t get round to everyone. If you’d like more info, please feel free to contact us via our website - I’m sure Alan would be happy to personally bring you up to speed. Please be patient with us “small fry”, we don’t necessarily have the resources to provide a perfect service - and, being selfish here, we were ‘previewing’ Confucius to pre-booked players but our main focus was _MY_ game SCANDAROON (it’s always me, me, me with games designers, isn’t it)! Hope we haven’t put you off - it certainly was never our intention! Best regards,
Tony Boydell
Posted by Tony Boydell on Oct 24, 2007 at 10:03 AM | #
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Derek and friends Could I add my apologies for not briefing you on the game too? Our objective at this show was to concentrate on Scandaroon, our released game, while playing a complete Confucius game each day with a pre-booked group. I was teaching the game, rather than playing, but was necessarily concentrating on the experience for the players, rather than talking to a wider audience during play. Our objective is to release Confucius next year. We won’t be adopting the above strategy when releasing the game. I’m happy to take this to email if you would like a follow-up. Alan Paull Posted by Alan Paull on Oct 24, 2007 at 01:05 PM | #
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Thanks for the reply Alan. I suppose I was airing a grouch that I have had about Essen over the years. When a friend decided to take a small stand there I advised him to let anybody interested in playing his game have the rules and then get on with it - with himself interjecting from a standing position now and again if he thought it helpful. There were several games at Essen I was interested in learning more about but the only person available to help was either sitting at the table with the gamers or in some cases actually playing himself! In fact, I purposely returned to certain stands and each time found the sole demonstrator taking part in a game. So whilst the small group round the table presumably ended up with a thorough idea of what it was all about the hoards that passed by hadn’t a clue. Posted by Derek Carver on Oct 24, 2007 at 01:59 PM | #
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