PRESS RELEASE: Capital Gains Studio Announces New Cryptocurrency Board Game

PRESS RELEASE: Capital Gains Studio Announces New Cryptocurrency Board Game

Singapore, 7th June 2018 – Capital Gains Studio is proud to announce an exciting new table-top game titled Cryptocurrency. As the name implies, the game is built upon the emerging alternative digital currency that has skyrocketed in popularity over the recent years, sending investors on a frenzied ride with its erratic ups and downs, turning many early adopters into overnight millionaires.

“The game’s objective is to bring to light the thrills and also perils of cryptocurrency as an investment. While many people are enticed by the prospects of instantaneous wealth by cryptocurrency, many fail to see the potential pitfalls of this new investment vehicle as they lack the foundational education needed to thrive. As a result, many opportunists are also seizing this opportunity and creating scams to take advantage of unsuspecting victims. According to Bitcoin.com, there is an average of USD 9 million lost a day in cryptocurrency scams, highlighting the urgent need for more educational efforts on this rising digital currency.” said Xeo Lye, co-founder of CGS and producer for Cryptocurrency.

Cryptocurrency

Slated for launch on the popular crowdfunding platform Kickstarter on Quarter 3 of 2018, Cryptocurrency hopes to raise sufficient fund to cover their design and manufacturing expenses. CGS also plans to give away 300 copies of a basic version of the game during Kickstarter and is given out base on a first come first serve basis.

Cryptocurrency will be the studio’s fifth table-top game featuring a financial theme. “True to the heart of Capital Gains Studio, this game is a testament of our mission to empower the man on the street with the financial knowledge necessary to make informed investment decisions while learning how to preserve and grow their wealth in a fun and safe setting. Cryptocurrency is a reflection of the current times and our team has been meticulous in ensuring that the game is an accurate portrayal of the complex world of cryptocurrencies, made simple through our gameplay experience. The game will enable players to learn the mechanics behind cryptocurrency and avoid obvious pitfalls and rampant scams that are prevalent in current times,” Lye added.

Game Theme and Mechanism

Sharing the same fictional universe as Wongamania: Banana Economy and Debtzilla, Cryptocurrency will take place in the nation of Banana Republic, where the stories of overnight millionaires who have mastered the art of mining and trading in cryptocurrencies has spurred the fictional citizens into a mad rush to make quick money from this new frontier of digital currencies. The theme features a roster of futuristic cyborgs and experts wielding high tech gadgets inspired by the Cyberpunk theme.

Players will take on the role of a cryptocurrency prospector, leading a team of technological experts who will help you to evaluate, trade and mine various cryptocurrencies. However, some of the cryptocurrencies are scams, designed to rob the unwary investors of their money and it is up to the player to sift through many layers of information to avoid being tricked. Players must make strategic decisions in hiring technological experts through a drafting mechanism, solve cryptocurrency mining algorithms through a push your luck mini-game and manipulate the information network using hidden and revealed information, all while engaging in tactical coin trading and getting rid of the questionable coins before the game ends. The player who manages to accumulate the most wealth wins.

Cryptocurrency

Who Is This Game For

Cryptocurrency is made for 2 to 4 players, suitable for players age 14 years and above. It takes approximately 60 minutes to complete the game. Cryptocurrency is the 5th game published by Capital Gains Studio and will be launched and demonstrated at Spiel Essen 2018.

About Capital Gains Studio Pte. Limited

We are a Singapore-based game design and publisher on a mission to inspire financial and economic learning through high-quality table-top games. Driven by our principles of fun, social interaction and education, we crack our brains to blend psychology, educational principles and humor to create table-top games which are simple to learn, with a high level of re-playability. Our games are also regularly used by educators to facilitate learning in workshops and classrooms.

Our published games include Wongamania: Malaysia Edition, Wongamania: Classic, Wongamania: Banana Economy and Debtzilla. The games are distributed in major bookstores, toy shops and board game retailers in Asia. We design financial games that reflect the real financial world and our games are also regularly used by educators to facilitate learning in workshops and classrooms.

Contact us: name Xeo Lye –  Co-founder – contact number +65 9625 9869

Find out more here: www.capitalgainsgroup.com.

Follow Capital Gains Studio on Facebook and Instagram.

PREVIEW: Raccoon Tycoon from Forbidden Games launched on Kickstarter June 19

PREVIEW: Raccoon Tycoon from Forbidden Games launched on Kickstarter June 19

From the brilliant folks at Forbidden Games (Glenn Drover of Age of Empires III: The Board Game fame and Jason Kapalka, a co-founder and chief game designer at PopCap, makers of video games such as Bejeweled, Peggle and Plants vs Zombies, comes Raccoon Tycoon, launching on Kickstarter on June 19, 2018.

What’s Raccoon Tycoon All About?

In Raccoon Tycoon, Astoria is a land bustling with productivity and growth! New towns, factories, and railroads are springing up across the land. A few savvy business tycoons (you and your opponents) are determined to make their fortunes on the crest of this wave. These tycoons start out as the producers of the key commodities: wheat to feed the growing towns and factories, wood and iron to build them, coal to fuel the trains and factories, and manufactured goods and luxuries to fill the insatiable demand of the animals of Astoria. Cornering the market for the most valuable commodities can create small fortunes that can be invested in the new businesses, turning them into huge fortunes. The sky is the limit during this Gilded Age!

Gameplay

In Raccoon Tycoon, players try to produce the most valuable commodities in an ever changing marketplace. They then use those commodities to build towns, or sell them at the best price to secure great profits that can be used to win auctions for the all-important railroads. The profits may also be used to buy powerful buildings that give the players power-ups or bonuses in production. Owning the best towns and railroads determines victory. There can be only one ‘top dog’ in Astoria. Is it you?

Raccoon Tycoon

Highlights

  • A fun, fast, economic game, with many unique paths to victory
  • Great for Gateway as well as Hardcore Gamers
  • The best aspects of several classic economic games without the baggage
  • Integrated Supply-and-Demand mechanic regulates prices in the game marketplace
  • Animal Tycoons! (editor’s note: Italics are ours!)
  • Artwork by world renowned artist: Annie Stegg Gerard

Game Time: 90 minutes

Players: 2 – 5

Complexity: 2/5

The game will launch on Kickstarter on June 19th so watch for it later in the month!

PRESS RELEASE: NO LIMIT GAMES PRESENTS BATTLE OF SOULS

PRESS RELEASE: NO LIMIT GAMES PRESENTS BATTLE OF SOULS

NO LIMITS, INC PRESENTS BATTLE OF SOULS, AN EXTENSIBLE CARD GAME

May 29th, Los Angeles, CA – Battle of Souls is an action-packed card battle game that combines what is great about the deck-building genre without being locked into starter decks or randomized booster packs. Why should collectors that can afford better cards dominate games? Battle of Souls equalizes the playing field and injects the purity of deck building strategy back into the game. Choose from a multitude of legendary historical warriors and pit them against one another in a battle of souls!

No Limit Games came up with the vision for Battle of Souls card game in 2015. The premise was to create the same feeling you gained from a standard “trading card game” but without the “pay to win” mechanism. Much like the game Othello, we wanted a play style that was challenging, easy to learn, has great replayability, and was fun without having to hunt down rare cards.

While we understand and appreciate that aspect of the trading card game market, we also felt there was an alternative approach that was lacking. Battle of Souls’ major selling point is that there are no starter decks, pre-constructed decks, or randomized booster packs. In some games, players that cannot afford to buy the expensive rare cards have a hard time playing against players with decks worth several hundred dollars. Battle of Souls’ concept is to remove the need to purchase overpriced single cards and hundreds of randomized booster packs with
hopes of getting the rare items they need in order to compete. Instead, with Battle of Souls, each set box that a player gets will contain all of the cards for that specific warrior group. Our game will be focused on the players’ deck building skills instead of how much money they put into the deck.

Playing the game is simple. Build your 40-60 card deck using no more then 4 copies of any single card and no more then 3 legendary warriors. Shuffle and start playing. In the game you have 7 types of cards: “Fighters” – Warrior, Elite Warrior, Warlord, & Legendary Warrior. “Support” – Tactics, Equipment, Battlefield.

The Warrior class cards don’t require anything special to play them. You can deploy one fighter per turn. When your warrior gets 3 kills then you can sacrifice it for an Elite Warrior. After 5 kills on your Elite Warrior you can sacrifice it for a Warlord. After 7 kills on your Warlord, you can sacrifice it, plus an Elite Warrior and a Warrior for a Legendary Warrior. Equipment and tactic cards can be played as many as you desire per turn, (up to 6 can be active at the same time). Lastly only one battlefield can be active on the entire field.

From our initial idea to the game we have today has been a process of refining through playtesting and feedback at numerous in-stores and conventions. Our goal was to have the game be focused on the player’s deckbuilding skills as opposed to how much money they have to build the perfect deck. We think we have met that goal.

This game was also shown on the Boardgame Babylon YouTube Channel:

The Kickstarter launched on May 29th, 2018. It will run for 40 days, ending on Sunday July 8th, 2018 with a goal of $11,000. The rewards each include our deluxe box that contains both Samurai and Viking sets in one box.

BGB Video: Ice Cream Empire is live on Kickstarter

Ice Cream Empire from Empire Games is live on Kickstarter. I had a chance to chat with Lars Thorn while at Gamex 2018, the designer and maker of booze-based party games. Lars has an electric personality and gives me an overview of his other titles, including Read Between The Wines, Brew-Ha-Ha and the upcoming Whisky Business.

Strategicon hosted many plays of both ICE and Whisky Business, with many happy players enjoying themselves.

For more information on Ice Cream Empire, Lars’ partnership with Sweet Rose Creamery, check out his Kickstarter page. The game will be available via Amazon this fall.

Boardgame Babylon likes to highlight games from local designers and publishers. If you are based in California and would like us to help promote your game, just write to us ahead of your release and give us plenty of lead time.

PRESS RELEASE – UNICARDS: A Unicorn Card Game Hits Kickstarter

PRESS RELEASE – UNICARDS: A Unicorn Card Game Hits Kickstarter

Unicards is a Card Game for Unicorn Lovers.

Long Island, NY, May 29 – Amanda Cappa of Unicards, LCC launches Unicards – A Unicorn Card Game on Kickstarter.

Designer Amanda Cappa is excited to announce her first ever game, which puts Unicorns in a Card Game, aka Unicards!Unicards

Unicards is a simple and fun card game for ages 6 and up. The game can be played with two to four players, and it takes about ten minutes to play. Be the first player to collect four Unicards and you win!

There are seven Unicards in the deck. Set these at the center of the table and shuffle the remaining cards. There are 42 Unicorn Playing Cards, 2 Wild Rainbow Unicorn Cards, and 1 Dark Horse Card.

The dealer is the player who loves Unicorns the most. Each player is dealt five cards. The remaining cards get set facedown on the table, with the top card flipped over.

Players take turns drawing card and trying to create a Unicard. How does one do this? Simply collect color matching horns, manes, and hooves to create a Unicard. If you can create one, shout “Unicard” on your turn and collect it.

There are two of these in the deck! If you pick one up, you are magical! Use your Wild Rainbow Unicorn Card to replace any color or part of a unicorn that you need.

Uh-Oh! You drew or were dealt the Dark Horse Card. Put all of your cards in the discard pile, including the Dark Horse Card. Draw five new cards from the deck, and your turn is over. If you collected any Unicards before drawing the Dark Horse Card, those go back to the center of the table.

What are people saying about Unicards?

“A fun, easy to learn card game for all ages. I love playing this game with my 6 year old granddaughter and her parents. The colors of the cards are so vibrant and inviting. Even my husband enjoys this game, and he’s not much of a game player” ~ Karen (Retired Conductor, LI)

“I’m so glad I’ve found this game! It’s great to play with my kids (ages 4 and 7)! We take it out when adults are over for game night too. It’s fast paced, easy to learn, and the right amount of luck vs. strategy!” ~ Amanda (Middle School Orchestra Teacher, NY)

“It’s truly the perfect game for unicorn lovers. I was so excited to get my very own copy that I wanted to play it all the time. My husband and I brought it to a bar and played it with random strangers. We made new friends, had lots of laughs, and were able to continue conversation while playing!” ~ Kaitlyn (Hotel Manager, VA)

“As a teacher, I think Unicards is a great game for both kids and families. It is a simple game for young children to understand, but also engaging enough for the whole family! You’re guaranteed to have a great time playing Unicards! I cannot wait to get a copy of my own so I can bring it into my classroom for my students to enjoy” ~ Dana (Elementary Teacher, NYC)

About Amanda Cappa

Amanda was born and raised on Long Island. She went to Northwestern University to receive her Bachelor of Music in Music Education and Saxophone Performance. Amanda earned her masters degree from Teachers College, Columbia University in Music Education. Amanda is a music teacher, unicorn lover, and new business owner. She is in her fourth year of her career, and is about to release her very first card game, which is Unicorn-related, of course!  

I am overjoyed by the support of my family, friends, and Unicorn lovers. I love everything about this game. My heart and soul have gone into it, and I can only hope that you will love it too. This Kickstarter campaign will allow me to produce Unicards on a larger scale. This press release will help spread the word about Unicards so everyone can get their own game soon!”

This project is LIVE on Kickstarter: http://kck.st/2xwmuD1                                                        

Unicards On Twitter: @unicardsgame

PRESS RELEASE: Wizkids Release Fungeon Party

PRESS RELEASE: Wizkids Release Fungeon Party

Hillside, NJ – May 14, 2018 – WizKids is excited to announce a new game that puts the Fun in dungeon, Fungeon Party! Designed by Brian Lewis, David McGregor, Marissa Misura, and Tom Jones, this is a fast-paced, quest completion game which takes a traditional dungeon party and puts them in a truly untraditional dungeon crawler.

2 to 5 players pick a class from a list of classic adventure choices; such as Barbarian, Cleric, Ranger, and Wizard, just to name a few. Each class has their own stats, which can be upgraded as experience points are earned, as well as a special ability that will help the party complete a pile of at least 6 quests.

Quest cards are drawn from a stack and placed in the middle of all players. Using a cell phone or stopwatch, a timer is set for 30 seconds per quest, so 6 quests would be a 3-minute timer. Someone yells “GO”, the top quest card is flipped over, and the goal is to complete all quests before the timer runs out! Sounds simple, but is it?

What types of quests would you expect in a Fungeon? Stack dice on your forehead, bounce dice into the box, knock down a meeple surrounded by dice, balance a meeple on a stick. These and many more wacky quests await the brave adventures that travel through the corridors of a Fungeon!

Gather your party and check out this quick, easy, and FUN game to learn and play! Fungeon Party will be available at your Friendly Local Game Store June 2018 for $29.99. Pre-order today!

For more information, visit: https://wizkids.com/fungeon-party/

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For Media Inquiries: Press@WizKids.com

For Distribution Inquires: Orders@WizKids.com

For Review Requests: https://wizkids.com/review-submission-form/

PREVIEW: Sparkle*Kitty Nights from Breaking Games is now live on Kickstarter

PREVIEW: Sparkle*Kitty Nights from Breaking Games is now live on Kickstarter

Sparkle*Kitty Nights is a funny party-style game that plays in 25-30 minutes and contains NSFW content.

A few months back, I played Sparkle*Kitty with my family for the first time and we had some great laughs from the simple fact that the game makes you say silly things. I recall thinking at the time that the main mechanism of the game being the recitation of words meant an ‘adult’ version with naughty stuff was going to come out.

Well, it’s here. Sparkle*Kitty Nights has pretty much the same game play that you see in the original, kid-friendly version of the game. Players need to clear their hand of cards to win by saying funny things. The cool princesses have been replaced by knights, but they are still female and now have suggestive names to amp up the amusement. To play cards from your hand, you cast spells (that’s when you say the words) by dropping a card on one that matches the color or icon of the cards on the central tableau. once you get through your hand, you’re able to draw from the tower from which you are escaping and then refilling to five cards. Some cards let you skip the hand-emptying and directly replenish your hand from the tower in your race to get out. SKN adds a cooperative element for more players and a few new concepts, but the rules are pretty much the same as the original game.

Sparkle*Kitty Nights

And, yes, here the words in the deck just beg to come together in ways that suggest all kinds of innuendo. We played the game at the Gathering of Friends earlier this month and had people coming up to see what we were doing because we kept ‘casting spells’ that made people wonder and want to know what was going on because we were laughing so heartily.

Sparkle*Kitty was lauded by many for the girl power of self-rescuing princesses. Sparkle*Kitty Nights doesn’t have that kind of agenda – it’s just pure fun times saying silly stuff with your friends. If you hear the basic rules and think, “there isn’t much here,” you’re missing the point. SKN is one of those games where it isn’t about the mechanisms (although the hand management is handled intelligently). It’s about the reaction you get from the people in the game. This was designed to an experience: The fun of laughing with friends as you say funky-weird stuff in an order dictated by the game. What could be better for a night in with friends who like a little suggestive humor?

As a word nerd, Sparkle*Kitty immediately appealed to me and the Nights version will probably get a little more play as an end of the night bit of amusement that doesn’t get as outlandish as Cards Against Humanity, but is more consistently amusing than Codenames: Deep Undercover.

Want to hear more about Sparkle*Kitty Nights? This video review online will give you the deets in motion:

Sparkle*Kitty Nights is live on Kickstarter and is suggestive enough to be for ages 18 and up. But adults with a sense of humor that doesn’t mind the naughty should get a kick out of it.

PRESS RELEASE: Gorilla Games launches Kickstarter of “Love and Hate” metagame

4/26/18, Los Angeles: Jeff Siadek of Gorilla Games launches kickstarter of “Love and Hate” metagame

“Love and Hate” is a new kind of game that you play on top of another game.

It is only 18 cards and a single page of rules and takes almost no time to play but it adds a social depth to any game you play along with it.

In “Love and Hate”, you get a secret love and a secret hate card. At the end of the other game you are playing, you count up the points and declare a winner. The winner of “Love and Hate” is determined by adding your secret love’s score to your own and subtracting the score of your secret hate. The rulesheet has rules for loving or hating the same person or yourself to cover any contingency the randomness of the cards brings.

Here are a few examples of how “Love and Hate” can add a new social dimension to other games. I chose the top 10 games on Boardgamegeek.com to see how they would work with “Love and Hate”. Please note that my use of these games is not intended to imply an actual connection with or endorsement by the publishers or designers of those games.

Gloomhaven and Pandemic are cooperative so they shouldn’t work directly with Love and Hate. However, you could count up Earned XP and Gold as a sort of “score” for Gloomhaven and see how the inter-party struggles heated up during your session.

Twilight Struggle, 7 Wonders Duel and Star Wars: Rebellion are all essentially 2 player games so there isn’t room for the nuanced infighting that “Love and Hate” brings to the table.

Through the Ages, Terraforming Mars, Scythe, Terra Mystica, and Great Western Trail all count victory points so they should play well with Love and Hate.  That is about half the games currently on the top 10 of boardgamegeek.  I am not as familiar with Great Western Trail or Through the Ages so I’ll focus on the other three but remember that anywhere there are VPs you can count them!

Terraforming Mars has a limited range of direct attack cards but “Love and Hate” could really shine in the building of greenery. You can build your cities near those of your secret love and the greenery tiles between them count for both of you. You can also make choices about bonuses to pursue based on your secret cards.

Terra Mystica is a classic area control game. Being able to trust your neighbor means you can spend more effort on building and less on defense. Of course, that neighbor might actually hate you and be lulling you into a sense of complacency.

Scythe lets you score for combat so why not choose to beat on your secret hate? There is no shortage of opportunity to score while you drive down your opponent. You can still score for battling those you don’t officially hate or even your secret love if a tactical opportunity arises.

The point of all this is that games are about more than just points. They are about the stories that we create as we bring these games to life. As the gods of these simple worlds, we animate them and breathe life into them. “Love and Hate” gives us another set of tools to express ourselves. It creates a web of relationships that adds another social dimension to the games we are already loving.

I happened to have a few card slots left on a print run of another game so I implemented this little gem. It is strangely apropos that “Love and Hate” was an add-on to another print run. Let’s hope you can love and hate it along with your favorite games.

The one week Kickstarter for Love and Hate will end on Thursday May 3rd. This is a unique game and it isn’t packaged to sell through distribution so please pick up your copy from the limited print run while you can.

BGB at Gathering of Friends 2018

BGB at Gathering of Friends 2018

The Gathering of Friends remains a highlight of my gaming year. The trip to Niagara Falls (the US side) is worth it in order to get an early look at many games that the world will see later in the year at Spiel. As it happens, many games I really wanted to see last year were off the radar due to my intense last six months of life and work getting in the way of games. What can you do?

GOF for me this year was affected by a commitment to playtest a Legacy game that meant I would be playing a long series of the same game. I cannot comment on the game but I will say that it was certainly excellent and one people will be thrilled to see when it finally sees the light of day. I also happily had a chance to playtest both of my front-burner games: Theme Park and Cosplay Showdown (recently renamed).

What follows is a brief list of played games that I had a chance to try out (part 1):

Keyflow

Richard Breese’s excellent card game version of his hit game, Keyflower, is a prototype I sought out after recommendations from many other people at the Gathering. The various mechanisms that made Keyflower so popular are there, including the ability to use a building built by others, different worker types, and the farmland expansion theme. Many elements of the original are simply boiled down into cards instead of a map, Breese has made a lighter take on the game’s place-and-upgrade concept. While the theme doesn’t engage me particularly, I like the mechanisms and look forward to playing it more when it arrives later in the year. Richard said it is scheduled for a Spiel 2018 release. As you can see below, I was not alone in my appreciate for his latest game.

The Mind

If there was a game of the convention, it was The Mind. This ridiculously simple concept takes The Game and amps up the experience by providing players with a more open play style. You need to ‘read the mind’ of the other players to play your cards that go from 1-100 in ascending order during the game. Beginning with one card and scaling up from there depending on the number of players, you need to simply drop the cards in the right order into the pile in the middle of the table. There are no turns; you just decide if you’re the one with the next highest card to play.

The only thing is: Your only clues to determine whether you should play are the non-verbal cues of your fellow players. No words or real signs are to be passed, but you find ways. While I played the game with many people, I seemed to do best with Richard Breese and Rik Van Horn, although we lost on Level 6. Playing with my buddy Jeff was pretty solid as well, but you never know whose brainwaves might work best.

If you get into a bind, there are shuriken stars that can be used to force everyone to discard their lowest card. To ‘throw one,’ all players must raise their hands in unison, agreeing that they do not have confidence in their next play. This both gets you out of the bind and gives you a sense of the lay of the land with the remaining player hands.

If you fail to collectively play the cards in consecutive order, you lose a glowing ghost bunny card – which is somehow ‘a life.’ Yes, some of those sentences had odd moments, didn’t they? The theme of The Mind appears to involve incorporeal rabbit ninjas. I don’t understand it either but the game is a winner and it was in constant play at the Gathering. It’s due out from Pandasaurus Games soon and it will be a hot item. Pre-order now!

Transatlantic

A new-to-me game that I wanted to play since this came out at Spiel in 2017, I Gathering of Friends 2018expected to like it because Concordia from designer Mac Gerdts is one of my favorite recent games. This one takes much of the feel of his previous game and changes the theme to be ships in the transition from the age of sail to the age of steam. There’s still this vaguely deck-building thing going on, but it’s suppressed even further by less frequent opportunities to add to your options. Instead, you buy ships based on their age, speed, cargo capacity, and tonnage.

These elements help you place the ships into service on certain ocean boards, which can only contain three ships at a time. When ships sail (some of the deck cards lets you do this), you get cash. When they are inevitably pushed out of the sea by newer, better ships, you score the ships based on your investment in that type of ship, with bonuses based on previously retired ships in that category. The various cards give you powers to optimize, break and manipulate rules as you acquire ships, sometimes providing a little money to opponents when you call for all ships in an ocean to sale, and plan for their eventual trip to the scrap heap after a few coal-driven voyages.

This may seem like a lot but it is maybe even lighter than Concordia in some ways. The concepts of the Prefect, Diplomat and the like are present in this buy, ship and invest game but I enjoyed how Gerdts reimplemented many of them into similar ideas to keep the feel of Concordia without just duplicating it. I liked Transatlantic quite a bit and expect to acquire it in the days ahead.

Merlin

This collaboration from the reliable Stefan Feld and the similarly so
Michael Rieneck is a solid middleweight euro with an enjoyably integrated theme Gathering of Friends 2018that shines in the components and some mechanisms. Players use a kind of rondel to acquire items and enact actions, using dice that command how far you can move. In addition to your ‘knight’ dice that only let your pawn move clockwise around the Round Table Rondel (which kind of reminds me of Burgen Land), you also get a Merlin die each turn that lets you move clockwise or counter so. But he’s a neutral pawn so timing your move is an issue if others are out to take their turn first. This works well and you play it over the course of six rounds, with attacks from brigands and such happening every other turn (like so many Feld ‘punishment’ mechanisms). Publisher Queen’s production quality helps, too, with flag, staff and shield tokens looking good. While there are many things going, this is Feld in approachable mode like Notre Dame. While not everyone likes Stefan Feld’s ‘point salads’ (as we call now derisively reference what we used to lovingly call ‘multiple paths to victory’), the ones that successfully blend the flavors win me over big time (Castles of Burgundy does, Luna does not). I’d called Merlin a solid entry into his ludography. I don’t need to buy it right away but I’d probably trade to get it and explore the system more.

Gathering of Friends 2018

 

Karuba: The Card Game

The SDJ nominee has staying power for our group and Gathering of Friends 2018the clever, quick card game version may join it on my shelves if I can find it for a decent price. While Karuba plays in 30 minutes and feels like a real game, the card game can be knocked out in 15 minutes and it STILL feels pretty solid. You’re still trying to get your adventurers to their color-coded treasures with tiles that include paths through the jungle. Players ‘bid’ two tiles a turn, with the lowest total losing a tile each round. Then, you play the tiles to connect the explorers with their color-coded temple without running over each other but hopefully both using good paths that will help you pass gold and crystals along the way. It’s fast and will appeal to casual gamers just as the original did.

More to come later in the week…

PRESS RELEASE: Mobster Metropolis

PRESS RELEASE: Mobster Metropolis

Mobster Metropolis is a 2-4 player strategy board game, where players invest in turfs and recruits or conduct drive-by attacks in order to expand their syndicates and compete to become the most powerful gangster boss.

27 March 2018, Stockholm, Sweden. After four years of development and playtesting, Mobster Metropolis is live on Kickstarter. It is an intense game where elements of strategy and scheming are combined with both action-filled combat and resource management.

‘Carello, the godfather of the Metropolis has just died. Now gangsters gather and scheme to create their own legacies. Who will be intelligent and ruthless enough to become the leader of the most powerful gangster syndicate in Mobster Metropolis?’

During the game, players will expand their syndicates by investing in illegal businesses, recruit thugs and underlings, or send out drive-bys to attack other players and try to take their income. Short events will also let players draft cards, bid for resources and face the tenacious police.

The game presents a completely new combination of elements and mechanics. For example, the unique drive-by selectors let all players simultaneously decide where to target their drive-bys, before everyone reveals their decisions simultaneously. To add to the excitement, most defense is placed face-down on the board and not revealed until later that round, resulting in great mind games involving all players, regardless of playstyle and strategy.

The Youtube profiles at Tantrum House have made a video with a quick summary of the game and its rules.Mobster MetropolisDraft cunningly and visit the black market to arm your mobsters. Drive-by combats are decided by comparing the total attack or defense power players have on the board, combined with the bonus on the one card each player is allowed to play.

Mobster Metropolis

Mobster Metropolis features more than 700 components. It is a punchboard heavy game (without dice), including a huge number of tiles, tokens and cards for a total weight of over 7 pounds (3.5 kilos). Every component comes with graphics by artist Karl Nord. Although this is his first board game project, his creative work has won several international awards.

For more information on Mobster Metropolis:

STORMAKTEN Production is based in Stockholm, Sweden. The company was founded by four friends with a love for board games, who decided to take their friendship to a new dimension. After years of playing games together, they decided it was time contribute to the scene and create a game of their own. Read about STORMAKTEN Production at www.stormakten.se or follow the development of Mobster Metropolis at Instagram orFacebook or Twitter.