A slow week at the beginning of December but some really interesting looking games. Have a look and let me know if you back any.

1889, an 18xx game in the series originated by Francis Tresham's 1829, is set in Shikoku Japan. The rules are similar to 1830: Railways & Robber Barons on a smaller and terrain-heavy map.
In 1889, 2-6 players will use money to purchase shares in railroad companies during Share Dealing Rounds. Between subsequent Share Dealing Rounds, railroad corporations then conduct operations on the game board, with the decisions being made by the player who is the major share holder. The game simulates the progression of railroad development during an historic period on Shikoku. Old trains become obsolete while the revenue earnings from cities grows over time. Players will try to purchase the most profitable shares at the right times of the game to maximize earnings in dividends and stock value gains. In the end, the player with the highest value of personal cash and held stocks is the winner.
The game was originally available in kit form from Wild Heaven, and is now also being published by Deep Thought Games, LLC.

Along the southern fringes of Kilforth, the Ancients finalise their insidious plans and send forth the unstoppable gloom. Heroes and villains take to their ships, boasting loyalties to the imperious Blue Drake Navy or the lawless Sea Dogs. And as ill winds blow through the idyllic tropical archipelago, beneath the cerulean waves, great beings stir...
Call of Kilforth is the third Fantasy Quest Game: sequel and stand-alone expansion to Gloom of Kilforth, and Shadows of Kilforth. It is a game of high fantasy with a gothic edge, where 1-4 players, working individually or together, assume the roles of heroes on a journey through a dark world of magic and peril. They will visit strange places, meet stranger people and defeat powerful enemies in their mission to discover mysterious artefacts and mystical spells. Each player follows their hero’s tale, an epic saga from modest beginnings through to a climactic battle that will decide the fate of the world...

In The Palaces of Carrara, players want to buy the marble from this famous region of Italy as cheaply as possible – but any reduction in price will benefit opponents as well. Maybe you'll find it profitable to instead invest in the buildings created from this marble? Maybe it'll be more worthwhile to grab the expensive raw material when bigger buildings in town turn out to be not so lucrative?
The game includes two levels of play: beginner and advanced. Co-designer Wolfgang Kramer says, "To understand the game, it's important that players play the beginner version to learn the game mechanisms and how they mesh together."

The Big Shuffle is a film noir card game where you are trying to make your way in an uncaring city. You play a classic noir character who is trying to set up the perfect scene for their agenda. You have to play smart though, as it is easy for someone else to change the scene for their benefit also. Full of role playing opportunities, The Big Shuffle pairs well with a cigar, whiskey, and smooth jazz.

In this card game, based on the beloved priest-detective character created by G. K. Chesterton, 2-6 players take the role of the Investigators and try to create a case against a suspect. The game will be issued in a base game, comprised of all the cards (nearly 200), as well as a deluxe edition with a board showing locations for investigation. The deluxe game can be played with the base rule set, or a separate rule set for a different mode of play.
In either version of the game, first a crime scene is established using the Crime, Suspect, and Evidence decks. Then, players will use the Investigation Resources deck to try to acquire their own Evidence cards in order to try to match them to the requisites of the Crime and Suspects' dossier. Evidence is acquired in rounds of a "bidding"-type action against the other players.
Apart from competing to acquire evidence, however, players can also interfere with one another's investigations by deploying Special cards, or by utilizing a special action allowed to their Investigator type. There may also be a traitor in the game, playing as Father Brown's nemesis Flambeau, whose goal is to masquerade as a detective and stop anyone from solving the crime.
There are also risks in some investigations: a player's Investigator might be killed in the line of duty, forcing that player to draw a new Investigator role and start out again back-footed in his or her investigation!
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