NEW YORK, June 3, 2019 — Hex & Company is excited to announce the launch of a Kickstarter campaign, bringing a new location to the Upper East Side of Manhattan. A collaboration between the owners of New York City’s three existing board game cafes, it will retain the successful programming and features while elevating key aspects of the experience.
Hex & Company already operates Manhattan’s largest board game cafe, located on Broadway at 112th Street. Patrons gain access to a library of hundreds of board games to play during their visit, with even more available for purchase. The store also serves small plates, locally-roasted coffee, and a wide range of beer, wine, and cider options. Hex & Company has hosted hundreds of public and private events, from corporate outings to bachelorette and birthday parties.
The Upper East Side location, at 76th Street and First Avenue, will feature a menu developed in consultation with Ducks Eatery chef Will Horowitz. These comfort food favorites include house-smoked meat and fish, boozy milkshakes, and grilled pizzas. This location is also adding cocktails and mocktails to an already outstanding craft beer list.
“Our board game library will feature all of the classics and plenty of titles you haven’t played before,” says Greg May, one of the owners. “And we’re proud to offer a home to local and independent game designers In fact, one of our stretch goals for the Kickstarter campaign is to ‘pay it forward’- using some of the funds to back indie tabletop games.”
“We’re really proud of what we bring to our neighborhoods,” said Mark Miller, co-owner. “Our mission is to create safe spaces where all ages can come in and be engaged socially and intellectually.” This philosophy is reflected through the store’s family-friendly and community-building initiatives, including the after-school program that has delighted thousands of children over the last eight years.
About Hex & Company Hex & Company reflects the effort of three small business owners- Mark Miller, Greg May, and Jon Freeman- who are dedicated to strengthening local communities through great food, drinks, and games. Hex & Company currently operates at 2871 Broadway and is coming soon to 76th and First Avenue, with sister stores The Brooklyn Strategist at 333 Court Street in Carroll Gardens and The Uncommons at 230 Thompson in Greenwhich Village.
Erlangen, Germany. On May 28th, German publisher Weltflucht Verlag launched the Kickstarter campaign for his strategic, open world pirate game “Shiver Me Timbers.” The campaign with a funding goal of 38 thousand Euro will be running for 30 days.
Shiver Me Timbers is the first project by game designer and publisher Michal Vitkovsky. The game is
designed for 2 to 4 players ages 14+. Depending on player count and play variant, the game takes
between 90 and 180 minutes to play. During the campaign, two pledge levels will be available: the
standard pledge contains a copy of the game and any unlocked stretch goals. The deluxe pledge also
contains 75 metal coins and four large chests in which players can hide their treasures and their gold.
As a true sandbox game, Shiver Me Timbers offers an open world with multiple paths to victory:
players collect victory points by attacking ships at sea, raiding fortresses, trading goods, rescuing lost
relatives, raising treasures, fighting sea monsters, fulfilling missions for the governor and more.
The biggest eye catcher of the game are the large modular miniatures: Players start out with a small
model which they can upgrade with additional canons, sails or cargo units to increase its strength, its
speed or its hull. The game board is fully modular, too. It is set-up strategically by the players after
they have chosen their secret victory conditions. Combat against other players and Non Player
Characters is decided by fast, tactical card-based duels, granting lots of interaction and minimizing the
luck factor of the game.
The artwork and the graphic design of the game were provided by Indonesian artist Unique Litani
Soparie. The 3D models were designed by Australian 3D artist Andy Monks from Trick Monkey
Studios. Two times Ennie award nominee Tyler Omichinski from Canada completes the international
team as Editor-in-Chief for English in-game content.
In 2018, Shiver Me Timbers was successfully introduced on the Berlin Brettspiel Con and the SPIEL in Essen. Independent reviews in German and English are available via the BGG page and on the Facebook page . In addition, Jonathan Cox from JonGetsGames has provided a detailed three person play through which is available on Youtube.
Prior to the launch of the campaign, Weltflucht Verlag is raffling away a free deluxe pledge once per month. To join the raffle, gamers have simply to enter their name on the notification list available at www.weltflucht-verlag.de/shivermetimbers.
On May 28th, the German publisher Weltflucht Verlag will be launching the Kickstarter campaign for the strategic, open world pirate game “Shiver Me Timbers“. The artwork and the graphic design of the game was provided by Indonesian artist Unique Litani Soparie.
The modular game board is is set-up by the
players after they have chosen their secret victory
conditions. This allows for interactive and
strategic decisions right from the start.
The major eye catcher of the game are the large
modular miniatures: Players start out with a
small model which they can upgrade with
additional canons, sails or cargo units to increase
its strength, its speed or its hull.
The deluxe pledge will also contain 75 large metal coins, designed as a homage to the “Pieces of Eight” popular among pirates.
Hillside, NJ – May 29, 2019 – WizKids is pleased to announce that its new game of kaiju chaos and destruction, Smash City, is now available in North American Game Stores!
Inspired by the Japan’s ubiquitous kaiju monsters, Smash City takes players on a rampage through an unsuspecting city as they battle for dominance. The game includes three-dimensional buildings that can be knocked over with giant dice as players attack one another in an epic fight to the death. Players will collect Power Up tokens with successful attacks as well as by knocking over certain buildings. However, the city will also put up a fight, with armies attacking monsters who have landed in their vicinity, damaging them.
When a player reaches their last life point, the game ends, and the player who has the most Power Up tokens is the winner. Smash City features 4 unique monsters, including the terrifying Toxiguana and the monstrous Magmalodon. The game is now available, so be sure to pick it up it at your Friendly Local Game Store or onlinetoday!
For more information, visit:https://wizkids.com/smash-city
Call to Adventure is kind of a revelation. I have been increasingly interested in games that effectively tell a story while also having a tight set of mechanisms that make for a clean game. Brotherwise Games, previously best-known for the video game nostalgia-fest Boss Monster, have delivered on this combo in spades. While their Kickstarter was a hit, the game is now widely available. I believe it deserves your attention.
Let’s be clear: I love eurogames. I’m a proud eurosnoot—that term is hilarious and I embrace it (mostly because I think our hobby sometimes takes itself too seriously). But I admit that the appeal of story-driven games is compelling, especially as a storyteller myself. I have also been intrigued by games that encourage low-effort creativity and we’re seeing more of them these days. That’s not necessarily a bad term—we are in an era when people enjoy building on existing stories. Call to Adventure (CTA) engages this notion well, giving players a chance to add a bit of themselves into the game. While you the game plays effectively with smart mechanisms, (and it just sails), you also build a story that you can tell at the end of the game.
Answering the Call
CTA starts with some cards dealt and selections made to seed the basics of your character. That’s an Origin, Motivation and a Destiny. You get two of each and get to pick one for each stage of your character’s life. Right from the beginning, this gives you a strong sense of how your character will develop over time. This can help drive the choices you make about increasing your experience and skills. Each turn, you select one of four or five face up cards for the stage you are on, with an option to discard one by spending Experience tokens.
Some cards just add characteristics and you can just claim them. Others represent challenges you need to achieve and give you two options, a top or bottom choice. Usually, the bottom one represents something harder, but the reward will be greater, too. Depending on which path you take, you’ll place an acquired card showing the top or bottom of the card to show off your reward, usually the ability to do more or a story element that can rack up points when you gain multiples of them. How do you take on those challenges and add to your skills? Well, you ‘throw the bones.’ Well, runes – that is.
The game comes with runes that are kind of like a coin toss but they are so much nicer than that. First of all, there’s a standard set you always roll, which might also give you a Hero or Antihero card (more on that later). Then, there are different runes to line up with six attributes: Strength, Intelligence, Wisdom, Dexterity…you know the rest. You earn the right to throw more as you gain experience, using the appropriate ones depending on whether its a challenge for your military prowess, knowledge, or perhaps your guile. This simple system has just the right amount of sophistication to make it not merely a coin-toss-fest, but still quick enough to keep the game moving and under an hour from beginning to finish.
When you fail at a Challenge, it is discarded but you get an Experience token to help you in the future. So, you did learn a little something.
Hero and Antihero cards can be acquired and played during the game, from both runes and cards you collect. However, your tendency to goodness and not-so-goodness are tracked with a sun/moon token (shown above left). When you’re in the middle, you can play both. However, when you go to the extremes, it can help you gain points (or lose some heroic points). This adds pleasant nuance to your character story. This is a smart design.
Each of the Attribute and Challenge cards (that you achieve) are added to your character board in one of the three slots. The next section opens when you have three from the current level. They each give you some advantage or special ability, helping you along your journey. You can double-back for a lower-level cards if you want, but this could keep you from staying on pace with your competitors, as the game will end when one player gets three Level 3 cards on their board. After a final turn, players count up their points to see who won, with totals including cards you won, played Hero/Antihero cards, Experience tokens (that are often used in the game), and any bonuses from your Destiny card.
An Individual Call to Adventure
Enjoyably, the designers built a good solo mode right into the game’s basic mechanisms. Adversaries are special challenges that lack two options but can become an integral part of your character’s story. In solo mode, one of these is pulled out and setup as a final battle for the character – giving you something to built toward for that ultimate showdown. This feature works with the cooperative variant as well.
There’s more to it, including some Ally cards that add interest to the game. But mostly, the rules take a backseat to the clever story-construction the game engenders. While you don’t have to do it, at the end of the game, you are encouraged to tell the story of your character to the table. This inspired idea helps elevate the game a bit more. Engaging the creativity of players is one of the most appealing new features of modern games that I’ve started to notice in recent days.
I’ve sung the praises of Four Against Darkness for similar reasons. While that game is fun for its mechanisms, the true joy is in writing out your dungeon with your own decorations and artwork. The upcoming Cartographers from Thunderworks Games also inspires players to not just roll and write, but roll and create their maps. More designers are coming up with intriguing ways to include some creative energy into the genre and I love it.
Recommended: Call to Adventure
Call to Adventure is utterly gorgeous, too. If the appropriately 8-bitty artwork from Boss Monster made you think they were going to go on the cheap for this one, put it out of your mind. Quite the reverse, the artwork in CTA is fantastic and evocative. I expect to play a lot more Call to Adventure and look forward to their future expansions, which include one based on Patrick Rothfuss’ Kingkiller series (although maybe they should hold it hostage until he finishes the third book…).
Call to Adventure is a unique gaming experience that I really enjoyed and I think you will, too. It’s family-friendly and absolutely worth your gaming dollars. Get it on Amazon or at your FLGS, and answer the call!
ASMODEE DIGITAL LAUNCHESINVADERS FROM AFARDLC, THE FIRST EXPANSION FOR ITS HIGHLY-PRAISED STRATEGY GAMESCYTHE: DIGITAL EDITIONON PC
New Challenges, Factions and More Added to the Digital Edition of the Popular Board Game
PARIS – May 29, 2019 – Asmodee Digital, a leader in digital board game entertainment, today launched Invaders From Afar, the first expansion for its popular strategy game, Scythe: Digital Edition. Featuring a treasure trove of new content, Invaders From Afar includes challenges, factions and player mats, adding a whole new layer of strategy to the PC title based on the hugely popular 2016 board game.
Along the rise and fall of empires in Eastern Europa, Invaders From Afar introduces players to two distinct new factions, Clan Albion and Togawa Shogunate, who have deployed their emissaries to scout the land and plan their best strategy for conquest. Both formidable factions possess unique mechs and abilities, bringing fresh challenges, and an entirely updated way for new and seasoned players to experience Scythe: Digital Edition. While Clan Albion craves control of new territories, the Togawa Shogunate are determined to slow their enemy’s progress by placing traps behind them.
In addition to the two new factions, Invaders From Afar deepens the competition by allowing 2 additional players to join the Scythe: Digital Edition universe, for a total of up to 7 players. The expansion also adds two new player mats – Militant and Innovative – offering players new strategies to master, further determining what they can bolster, upgrade, produce, deploy, move, build, trade and enlist.
Scythe: Digital Edition transports players to an alternate reality set in Eastern Europa in the 1920s, following the first World War. During this time of unrest, the capitalistic city-state known as “The Factory,” which fueled the war with heavy armory, has closed its doors, drawing attention from nearby countries. Representing falling leaders, players are tasked with restoring honor and leading their faction to power in Europa. A fan-favorite, Scythe: Digital Edition was nominated as a runner-up by Golden Geek Awards in the “2018 Best Board Game App” category.
The Invaders From Afar DLC is available for purchase on Steam for PC for $9.99. To download Scythe: Digital Edition and the DLC, visit:
Asmodee Digital, a fully owned subsidiary of the Asmodee Group, is an international publisher and distributor of digital board games with operations located in Europe, North America, and China. Asmodee Digital manages the creation, design, development, publishing, and marketing of board and card games on leading digital platforms – spanning mobile, PC, Mac, virtuality reality and consoles – for Asmodee studios as well as for third-party publishers. The current Asmodee Digital catalog includes best-selling digital games such as Catan VR, Carcassonne, Ticket to Ride, Splendor, Agricola, Mille Bornes, Pandemic, Small World 2, Mr. Jack London, Colt Express, Mysterium, Potion Explosion, Onirim, Jaipur, Spot It! Duel, Abalone, Ticket to Ride First Journey, Catan Stories, Talisman, Fighting Fantasy Legends, Smash Up and digital versions of many other well-known board games. http://www.asmodee-digital.com/en/
About Knights of Unity
Reliable, high quality Unity development. Knights of Unity was founded in 2015 by three senior Unity developers in Wrocław, Poland. Since the very beginning, our mission has been to bring a reliable Unity development service to companies around the whole globe.
Time Breaker is another wacky game from the mind of the great Andy Looney. In the game, which is perhaps a spiritual sequel to Andy’s earlier Chrononauts, players are part of the Time Repair Agency chasing a Time Breaker through time to bring him to justice. But this is not a cooperative game; players want to be the officer to bring the Breaker in, meaning that you may actually try to stop some of the other players in their pursuit.
What’s a Time Breaker, you may ask (especially with the way Avengers: Endgame recently threw out much of what sci-fi geeks ‘know’ about time travel)? The game defines it as a criminal that is attempting to cause issues in a timeline rift. Thus, the players need to chase this temporal hooligan through a game board made up of a 25-tile grid, each representing a specific spot in history. The tiles each show a previous place in history from which you can come into the space and a secondary time you can jump to from there (denoted by red and green arrows, respectively).
Players start at the center of the grid, in the Time Repair Agency spot and they are each dealt a hand of three cards. Each turn, the active player draws a card and then does one of three things: Plays a card to move their agent or the Time Breaker, uses the green arrow to jump to the next time spot, or they do a Hail Mary option of drawing the top card and doing whatever it suggests. That last option is called a Wormhole and you get what you get.
Most of the cards that allow movement do one of two things: Either let your agent move one space vertically or horizontally, or jump to a specific time tile. The Wormhole is really only for those moments when you have no other useful option.
Time Breaker Cards
Some cards allow players to move the Time Breaker himself. This is helpful if one of your opponents moves onto the space with the Time Breaker to arrest him. They simply need to verbalize that they are arresting him (creativity welcome) and then the Breaker will go with them when next they move. Now, if you get to the space where your opponent has actually apprehended the Breaker, you have the option of also placing them under arrest and the first player to move away from that space will take the Breaker with them. But it’s much easier to simply move the Breaker with a card.
Breaker cards are easy to spot since they are black, and most let you move the Breaker token. Some Breaker cards actually close a time gate instead. This removes the tile from the 5 x 5 grid and flips it over. Now, if you jump to that space either from a card or tile path, you are sent to the center of the board instead. This is a welcome mechanism as it pleasantly speeds up the game as you go since getting the Breaker back to the center space is the winning condition.
These closures create gaps in the board which are traversed as if they were just not there, allowing you to move directly to the adjacent space and with the added fact that the game allows for wraparound movement from one side to the other. This movement flexibility is welcome and it grows as the game board gets smaller. Players are able to immediately walk between spaces based on using the green arrow cards and move cards. This eases up one of the game’s challenges: Movement cards directly to you want to go to scarce and the real challenge of the game is figuring out clever ways to navigate to the Breaker and bring them to justice.
Forward to the Past
Time Breaker was popular with the players at our game table. They enjoyed the fast play and movement around the board and the opportunity to foil each other’s plans just as they were about to make their way back to the Time Repair Agency with the nasty Breaker in, presumably, temporal cuffs. The efficiency of play is a factor, with serious gamers perhaps ending the game much quicker. As a result, Time Breaker has a wide timeline for play, noted on the box as 10 to 40 minutes. This is a similar time commitment to the other Looney Labs games which have can wild swings of luck on the basis of card play and options that you don’t have a great deal of control over. That isn’t a slight on the game, in my opinion, because that speed works well for casual players looking for a Fluxxy experience..
If we had any concern with the game, it’s the graphic design, which crams a great deal of information onto every single one of the game tiles. In an effort to allow people to use either visual or numeric cues, the individual tiles, which aren’t so large, feature both the image associated with a certain time tile and the actual date. This makes for a kind of messy tile that can be difficult for people discern. I would hope that if Looney Labs does a second edition of the game, they might simplify the tiles. Rather than helping, the visual searches slow the game a bit.
Time Breaker is for 2 to 4 players, ages 8 and up. For its portability and ease of play, I do recommend the game, especially for Looney Labs fans. More serious gamers may find Time Breaker enjoyable as a quick filler and to enjoy the artwork, which is charming.
In my view, Time Breaker is an excellent encapsulation of the Looney Labs brand, and fits well into their ludography. I enjoyed the game and expect to play it again as it becomes available in the Strategicon Library at Gamex 2019. The game is available now at your Friendly Local or Online Game Store and on Amazon.com.
Disclosure: The publisher provided a copy of this game for independent review, which is now being donated to the Strategicon Game Library.
Asmodee is a leading global games publisher and distributor. Among its most famous and imaginative game brands are Catan, Ticket to Ride, Pandemic, Arkham Horror, and Legend of the Five Rings. More recent hits have included the innovative fantasy card game KeyForgeand the co-operative zombie survival missions of Dead of Winter.
Asmodee’s Entertainment platform was formed in 2018 to focus on taking Asmodee’s wealth of intellectual properties into formats as varied as films and TV, comic books, location-based entertainment, merchandise, and novels.
Asmodee Entertainment are delighted to announce the creation of their own fiction imprint. Called Aconyte, it will be publishing novels based on many of Asmodee’s best game properties. Aconyte are also actively pursuing licenses for third-party tie-in fiction, with the first of these at the contract stage. Aconyte will start a monthly publication schedule from early summer 2020, producing paperbacks and ebooks for the US, UK and export trade.
To helm the imprint, Asmodee has appointed Marc Gascoigne, lately publisher & MD of award-winning global scifi imprint Angry Robot. He’s hired assistant editor, Lottie Llewelyn-Wells, and publishing coordinator, Nick Tyler, to join him in new offices in Nottingham.
Andy Jones, head of Asmodee Entertainment said: “Asmodee’s stated mission is to bring the world ‘Great Games, Amazing Stories’. Aconyte is another key milestone along that path, literally creating those amazing stories and bringing further depth, intrigue, characters, and narrative to some of the best game worlds ever created.”
About Asmodee Entertainment
Asmodee Entertainment is a newly formed platform of games publisher and distributor Asmodee. Its mission is to extend Asmodee’s leading intellectual properties into TV/film, book and comics publishing, location based-entertainment, and consumer products, working in parallel with sister platforms Asmodee Boardgames and Asmodee Digital. Asmodee Entertainment will reach many new audiences and further delight existing fans through the creation of compelling story and character content set in Asmodee’s vibrant game universes. By establishing best-in-class partnerships across the full spectrum of opportunities, Asmodee Entertainment aims to create truly global intellectual properties and brands.
Asmodee Group is a leading international games publisher and distributor committed to telling amazing stories through great games with over 34 million games sold in more than 50 countries. Through our portfolio of iconic game titles, including Catan, Ticket to Ride, Pandemic, Dead of Winter, Splendor, KeyForge, Dobble/Spot it! and Star Wars: X-Wing, we create a dynamic transmedia experience for players across a variety of digital and physical platforms. Asmodee also creates inspiring and innovative products in partnership with leading entertainment and technology companies. Asmodee operates in Europe, North America, South America and Asia and is headquartered in Guyancourt, France. Learn more at corporate.asmodee.com.
With a name like This Game Goes to Eleven, this title from Gamewright is trading on the association with the classic cult film This Is Spinal Tap. For the uninitiated, the reference is to an immortal scene in the film where fictional metalhead rocker Nigel Tufnel explains how his amps are just better because of their dials tracking to 11 instead of just 10. Trust me, it hilarious and this game’s title will inspire a smile for anyone who has seen the film.
This casual-weight game comes with 72 amp-backed cards and a guitar pick (or “plectrum,” as the delightfully erudite Mr. Mike Siggins noted on my Instagram recently) does evokes this wacky scene with some artwork as well. Playing with 2-6 players of ages 8 and up, it’s quick one, running just about 15-20 minutes. As a filler to begin or end a game night, Eleven, can succeed in filling in the game between longer games, or to appeal the very casual player.
This is a straightforward game of playing cards to get to a certain point in value in the discard pile. Players are dealt three cards of varying values from zero to 11 (no 10 because how sad would that be?). The zero and 11 cards are something special, but most of the cards simply have a number and a hue that corresponds across the same rank. On your turn, you play one from your hard to the discard pile and draw back up three afterward.
The Power of Eleven
When the values of the cards in the discard pile hit 11 or more, the entire stack is given to a player to add to their points pile in front of them. In this way, the game plays like a variety of other cards card games including Reiner Knizia’s Escalation and Poison (now ‘Friday the 13th‘ from iELLO).
Who takes the cards? That’s determined by whether the active player hit the number 11 exactly or if they exceeded it. Hitting 11 exactly is the goal; if so, the active player gets to choose who takes the stack of cards that added up to the total.
If the active player exceeds 11 in the discard stack by their play, they are forced to take those cards. That’s the basic game. Once the cards have been passed to the appropriate player, play continues with the next player. However, there are a few additional rules that had some interest to the game.
Librarian Versus Rocker
First off, there are those zero and 11 cards. The 11 card, which features artwork of what looks like a Motley Crue reject, directly sets the current stack at 11, giving the active player the opportunity to be able to handover the cards to whomever it is they want. Rock on, indeed.
The zero card has a picture of a Librarian and she will shush the value of the current stack down to a zero. She also has the power of being able to be played out of turn to cancel an 11 rocker card. What the designers were thinking when they figured that a librarian can shush a loud hair metal rocker, I don’t know. But that doesn’t give the Librarian a great deal of power in the game. The Librarian can also make for prodigiously large stacks of cards which ended up getting handed over to a player in a single go.
One more interesting rule is that players may not play a card of the same rank directly on top of a card of the same rank. If you do opt to play a card of the same rank on top of one that matches it, you will split the stacks. For example if the stack currently has a five on top of it and you opt to play five card, rather than adding the five to the total that is currently in the discredit pile you will make a new discard pile.
This option is probably the most interesting part of the game since you can use it to avoid exceeding 11 on your turn. Instead, you start a new second discard pile that is also being played to 11 or more. I am fond of this rule since it reminds me of the under-appreciated Adlungspiele game Lowendynastie, which allows you to create a secondary trick with a split matched ‘marriage’ card. Eleven isn’t as intriguing as that game, but this little flash of an intriguing rule is welcome.
As you may have surmised at this point the game is going to end when you get through the stack of cards and the player with the fewest cards is going to win. Thus, it helps to simply avoid cards there’s no real difference there and it makes for a simple goal that all players can understand. The value of the cards themselves or any of the special cards like a librarian and the guitarist don’t have any special significance, at the end again it’s just about how many cards you have. While it lacks the ladder-climbing feel of Escalation, the intrigue of the three stacks and shoot-the-moon scoring options of Poison, This Game Games to Eleven fits the bill nicely of a six player game you can play with just about anyone.
Plectrum Variant: A must for us
One more note: the plectrum included with the game isn’t just for amusement, it provides a variant that I like. The plectrum is giving to the starting player and, when someone hits exactly eleven on the discard stack, the one with the plectrum gets the pile of cards. Some will say this make for less strategic options, it does dial down (pun intended) the ‘take-that’ feel of the game. This variant doesn’t change anything about the active player getting the cards if they exceed that number and I think it makes for some interesting choices when you need to minimize card intake while possessing the plectrum. For our group, this option is a lot more appealing as we are not terribly aggressive players and liked the idea that the game was instead more evenly distributing the cards and allowing us to make the difference in the skill of play.
If you are a local, this copy of the game will be showing up in the Strategicon Game Library in time for the Gamex 2019 convention in May. Play it there to get your rock and roll on.
This Game Goes to Eleven was liked by our casual gamers and if that’s your audience, this is a winner. Serious games can enjoy it as a lighter version of fare they normally play and it’s a charming filler that can round out theme nights, too.
Based on the Popular Adventure Board Game Franchise, the Solo Tactical Squad-Based Mobile RPG Showcases an Untold Story Based on the Post-Apocalyptic Universe
PARIS – April 23, 2019 – Today, Asmodee Digital, a leader in digital board game entertainment, has launched Zombicide, a solo tactical squad-based mobile role-playing game (RPG) based on the incredibly popular board game franchise that has raised more than $18 million since 2012. Featuring an untold story set in the familiar over-the-top post-apocalyptic zombie universe, Zombicide delivers thrills and chills on iOS and Android devices, starting today.
“Creating tactical games is a huge part of Asmodee Digital’s DNA, and the introduction of Zombicide on mobile platforms is a testament to our commitment to bringing engaging universes and experiences to players worldwide,” said Pierre Ortolan, CEO of Asmodee Digital. “Zombicide is a beloved board game franchise, so bringing this title to mobile with a brand new storyline, as well as an immense level of care, quality and polish, is a great next step for the IP.”
With its intuitive but deep combat system, 40 campaign missions, ambient soundtrack, dazzling special effects and cadre of rich characters with unique abilities, Zombicide’s zombie-infested universe presents a colorful gameplay experience. The game features brisk 20 to 30 minute turn-based gameplay sessions, challenging players to eliminate zombies and survive as long as possible. The higher the danger level rises, the more zombies emerge in search of human flesh.
Zombicide follows a group of survivors who are forced to work together in the aftermath of a zombie apocalypse. Faced with danger, bonds eventually become stronger as the team works together to unearth the deadly secret behind the undead horrors in their hometown.
Zombicide will be available on iOS and Android devices starting today. For more information on the game, feel free to visit: https://www.asmodee-digital.com/en/zombicide/
More information about Asmodee Digital on: Web, Twitch, YouTube, Twitter, Instagram and Facebook.
About Asmodee Digital Asmodee Digital, a fully owned subsidiary of the Asmodee Group, is an international publisher and distributor of digital board games with operations located in Europe, North America, and China. Asmodee Digital manages the creation, design, development, publishing, and marketing of board and card games on leading digital platforms – spanning mobile, PC, Mac, virtual reality and consoles – for Asmodee studios as well as for third-party publishers. The current Asmodee Digital catalog includes best-selling digital games such as Catan VR, Carcassonne, Ticket to Ride, Splendor, Agricola, Mille Bornes, Pandemic, Small World 2, Mr. Jack London, Colt Express, Mysterium, Potion Explosion, Onirim, Jaipur, Spot It! Duel, Abalone, Ticket to Ride First Journey, Catan Stories, Talisman, Fighting Fantasy Legends, Smash Up and digital versions of many other well-known board games. http://www.asmodee-digital.com/en/
About CMON CMON Limited is a fast growing hobby games publisher. Originated in 2001 as www.coolminiornot.com, an online community website, CMON now publishes several hit tabletop games, such as the Zombicide series, as well as Blood Rage, Arcadia Quest and more! We actively leverage crowdfunding to bring new and innovative titles to the tabletop games market, and have proven asset-light business model.
About Playsoft We’re Playsoft, a mobile game development company of 50 passionate games professionals. We create top-grossing mobile games with selected market-leading publishers. We create outstanding products fast in a data-driven, player-centric way.
Become the most prestigious collector of paintings in a 2 to 4 player economic deck-building game filled with impressionist art.
Los Angeles, CA – April 9, 2019 – Sunrise Tornado Game Studio, publisher of the hit game Cat Rescue, has just launched a new strategy game called Promenade that combines gorgeous artwork and a unique take on the deck-building genre.
Promenade brings players into the art world, where they can purchase paintings for their collection to score points. Artwork gains in value based on a simple but intriguing market system, and by placing art in the right museums. The winner will be the one with the most valuable art and prestigious exhibitions in the finest galleries.
“As a painter and great lover of Impressionist works in particular, I wanted to design a game celebrating this style and offering players the chance to collect and speculate in the art world,” says designer Ta-Te Wu.
Featuring over 15 gorgeous pieces of original artwork, mostly painted by the designer himself, Promenade is an excellent and approachable game for 2-4 players that plays in under an hour. Early reviewers are already championing Promenade for its innovative and quick play:
“I enjoyed Promenade greatly. The design is clever and engaging. Your turn never comes round quickly enough and there is wonderful suspense as we calculate the game end holdings…Highly recommended.”
Mike Siggins of Ludememike (also know as Sumo)
“If you’re a fan of economic games and deck builders or just love games about paintings, check out Promenade.”
“It must be asked. Another deck builder? Does Promenade offer anything new or exciting? Is it worth playing? Yes. Yes and HELL YES!”
Jay Bernardo of Cardboard East
The Kickstarter for Promenade offers a unique $1 pledge level where players get something for their buck. To show appreciation for the support, Sunrise Tornado is including print and play games to all people who agreed to spread the word about Promenade. Cat Sudoku and Kiti-o-Tiki are both fun, quick games that will be made available to all supports at the $1 level.
The game is now live on Kickstarter: bit.ly/2Ut8bKrand runs until May 12th.
About Sunrise Tornado Game Studio
Sunrise Tornado Game Studio is designer Ta-Te Wu and his collaborators. STGS is responsible for over a dozen board and card games. Working with publishers like Z-Man Games and Cross Circle Games in the early days, Sunrise Tornado Game Studio now primarily publishes games through crowdfunding, having launched several successful titles on Kickstarter like Cat Rescue, Kung Pao Chicken, Di Renjie, The Battle of Red Cliffs, and Glory of the Three Kingdoms. Learn more at: sunrisetornado.com/