There are 10 new projects hitting Kickstarter and Gamefound in the coming week. A couple of big expansions and re-prints are the headliners of this week's round-up, not to mention an expansion to the DC deck building game.
As always, remember, back with your head, not your heart and most importantly, love your games.
In Coloma: New Prospects, the game becomes deeper and wider, with heavier mechanisms, more sophisticated engine-building, and added paths to victory. It also flips the script on the Boom/Bust system—making it so players want different outcomes depending on what’s at stake.
Base-game Coloma is the snappy introduction; with the New Prospects expansion, it is the full experience—a true gamer’s game.
Player Board Extensions and Waterfall Tiles Each player board is now extended to include a network of wilderness trails to explore. Each time you Bust, you may advance one space. To trailblaze a safe path loaded with valuable bonuses, you can add Waterfall tiles (which replace the Rivers from the core game); otherwise, you may face a series of dangers along the way—and possibly lose some Dudes…
All-New Decks of Cards Each player gets a completely new deck of Town cards to replace the ones from the core game. These cards offer a variety of advanced engine-building mechanisms, such as effects that get better each time you Bust, and cards you may place Dudes on for powerful, one-per-round actions.
New Rotating Barker Tile The rotating magnetic Barker tile is replaced with a new one that offers more ways to gain Barrels from the Outlaws. It also brings Buster into the multiplayer game, where he moves from Site to Site, making it risky to go to the same place as him with your Pioneer—unless, of course, you want to Bust…
The expansion features all of these and more!
Tales of Evil is a game for 1 to 6 Braves (the name used for the players from now on) who become one of the members of a group of kids called Pizza & Investigation. During each adventure, the young Investigators venture into places inhabited by the forces of evil and need to get out alive—while trying to complete their missions! The Investigators will have to use all of their strength and ingenuity to stop the Demons they meet along the way, not to mention the Evil that resides in the places they explore. But that’s not all, and here is where the Braves come into play—you and your friends, that is—because Tales of Evil is an adventure that, based on your decisions, can end in many different ways. You will be the protagonists, and the sole responsibility for your fate and that of your friends is in your hands!
In On the Underground: Paris/New York, players build the Paris Métro lines or the New York City Subway lines. Each player controls 2-4 different lines, depending on the number of players.
On each turn, four destination cards are available, corresponding to stations on the map. You can take up to four actions; an action is either building track by placing one of your track tokens on the board or taking a branch token. A player may use two branch tokens to branch out of an existing line (whereas normally lines can be extended only at the endpoints). After each player's turn, a passenger token is moved along players' lines, avoiding walking as much as possible, to reach one or two destinations determined at the beginning of the turn. Destination cards corresponding to the visited stations are then replaced by new ones, then the next player takes their turn.
Players score points in two ways:
By building track and connecting their lines to various types of stations, by collecting landmark tiles (in Paris), by connecting stations across water (in New York) or at the end of the game if they have achieved their secret objectives (in Paris).
By having the passenger use their lines when moving.
After all destination cards have been drawn and all players have taken the same number of turns, the game ends.
Paris is a thoughtful map offering many options. To win, you need to strike the right balance between collecting sets of tokens, connecting secret destinations, blocking other players while not being blocked yourself, and of course carrying the passenger. Paris is the refined elder sister of the original On the Underground: London map and is recommended for experienced players.
New York is a fast-paced map reflecting the hectic pace of life in the Big Apple. It encourages players to mirror real life by creating lines through Manhattan, but you have to build quickly to keep up with the always-moving passenger.
Game description from the publisher:
Batman! Superman! Wonder Woman! Aquaman! The Flash! Green Lantern! Cyborg! The Justice League of America is ready for action – are you? Fight the never-ending battle for truth, justice, and peace in the DC Comics Deck-Building Game!
To start the game, each player chooses one of the seven over-sized hero cards, each of which has a special power, and starts with a deck of ten cards. Each turn, a player starts with a hand of five cards and can acquire or conquer the five types of cards in the game: heroes, villains and super-villains, equipment, super powers, and locations. To defeat villains, you'll need to have power – but when a super-villain is defeated, a new one comes into play, attacking all the heroes while doing so. Make sure you've acquired defences – like superspeed or bulletproof powers, or The Bat-suit equipment – to protect yourself from harm.
Craft your hero deck into a well-oiled machine to take on the most vile villains in the DC Universe in your quest for victory (points)!
You're in charge of a Vegas style casino. It's up to you to bring in as much money as you can. In order to do this you'll need to attract visitors to your casino. You'll be able to attract these visitors by building new and exciting amenities, but watch out, your rivals will be doing the same thing! As the casino boss, you'll be able to expand the four essential casino areas: Gambling, Drinking, Entertainment and Dining.
On your turn, you'll choose how to use your buying action. You can improve your casino, pave a parking lot, or select an available special. You'll only be able to select one per turn so you'll want to plan wisely. Then after all have gone, the visitor deck is dealt out and the casino with the most matching symbols brings in that visitor. Income and rewards are collected after the deck is dealt, and then you set up the marketplace for the next round. Sound simple right?
The game starts with the first era in Old Vegas when times were simple and casinos can get by with basic slots and a simple bar. You'll play each era 3 times before moving on to the next one. As the new era is revealed, new options will open for you and your rivals to build. New visitors are also added to the game as it continues. They'll be looking for more sophisticated casinos. You'll need to make sure to build the newest options available to continue to keep your doors open. The game also adds in specials to keep you on your toes and each game different than the last.
After the last turn is played on the final era all the money is counted up and the casino who raked in the most is proclaimed the winner!
Do you have what it takes to be King of the Casinos?
Mystery of the Abbey is a whodunit deduction game in the spirit of Clue. A monk has been murdered in a medieval French Abbey. Players manoeuvre their way through the Abbey examining clues and questioning each other to find out who is the culprit.
Monks are of three orders, fat-thin, bald-hatted, bearded-clean shaven. One monk card is hidden, and the rest of the cards are distributed. Turns consist of moving up to two spaces, and then asking a question of any other monks who are present there. (For instance, "how many fat monks do you have?".) Players may either take a "vow of silence" or answer truthfully; they then in turn get to ask the accuser a question. "Mass" occurs every four turns: all players go back to the Sanctuary, an event card is read, and they then pass an ever growing number of cards to their left neighbour. Various rooms have special events or cards associated with them, e.g. in a Cell you get to pick a card from a neighbour, in the Cryptorum you get to pick up a card to take an extra turn later. Unlike Clue you don't automatically win by making a correct Accusation: you get 4 points for getting it right, but you also get 2 points for each correct Declaration of a single trait, and lose points for incorrect declarations and accusations. So, e.g. a person could correctly Declare the culprit but lose the game. Unique Events cards add randomness to each play, and the game begs for House rules to limit the questions.
In the wake of a great storm, in May 1798, Bonaparte leaves France, heading for Egypt. By August 1801, the remnants of his exhausted army surrender to the British. Face his challenge and re-write history.
Luck, luck, luck! Bonaparte was lucky to reach Egypt without being intercepted by Nelson, lucky to not catch the plague when visiting the French hospital in Jaffa, lucky to get back to France without being caught by the British: or was it all skill? This game examines the influence of luck and skill on the timing of events during Bonaparte’s adventures in the East.
Bonaparte started off lucky; a storm blew strong Mistral winds from the 12th May to 19th May 1798, delaying his departure. However, luckily, the very same winds drove Nelson and the British blockading squadrons from their stations, allowing him to slip away unnoticed.
In Bonaparte's Eastern Empire you take the role of either the French, who must sail their fleets to Egypt and fight to conquer the Egyptian lands, or the Allies, who must prevent the French incursion by expelling or destroying them.
The Limits of Glory series examines the affect of 'skill and luck' on the commanders present in a campaign. A Glory rating is attributed to all the significant participants in the campaign, made up from the skill they exhibited and the luck from which they benefited. Players must make difficult decisions as to when to use their commanders Glory to mitigate the situation on the board to their advantage by attempting to change unfavourable events as the campaign unfolds.
Exit Vector is an aerial combat board game set in a dystopian near future where nations, criminal syndicates, and powerful corporations compete for power in a high-tech world. Players assume the role of an expert pilot for hire, flying their high-performance aircraft on jobs ranging from search and destroy to troop transport.
Exit Vector is built from the ground up to be a flexible tool for any gaming group, whether it’s as a stand-alone table-top game or integrated into a role-playing game as a vehicle combat simulation. The mechanics are rules agnostic and compatible with multiple different systems (Shadowrun, Cyberpunk, Star-finder, etc.) Quick to set up, easy to play, and scalable to the level of complexity preferred by your group, it’s the aerial combat simulation you’ve been waiting for!
Object of game: Play beast and phenomena cards in turn to win gems. Win gems by playing high-ranking beasts that cannot be defeated by another player or by playing the same value beast to trigger a war. Be the first player to earn enough gems to win the game.
Cards: There are 72 unique beasts with 6 unique beasts of the same value with varying single or double elements and 48 phenomena cards that are either +1 or -1 modifiers for two, three or four elements.
Gameplay: The first beast card played can be any value and is called the current beast. Play moves clockwise to the next player attempting to beat the current beast card. The current player must play only one beast card that is of equal or higher value than the current beast. Phenomena can only be played on your turn and can act on any individual beast; you can play as many phenomena as you wish. There is only one active beast at a time, once a beast is beaten it can be discarded with all the phenomena attached to that beast. The round will continue until all players cannot beat the current beast. Ties will result in a war occurs. End of Game - If at any time during the game the draw pile has been exhausted just re-shuffle the discard pile. Game ends once one player reaches 10 or greater gems for 2 players. 3 players – 9 gems 4 players – 8 gems 5 players – 7 gems 6 players – 6 gems
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