As it turns out, though, most of the games depicted are new editions of older titles, so updating the BGG database was easy. As for the games themselves, let's shine a spotlight on a half-dozen designs that are (mostly) hitting the market once again, starting with Wolfgang Kramer's Vampire Queen co-produced by Popcorn Games, this being a climbing card game for 3-12 players, which is a player count you don't often see. Here's how the game works:
If the round's start player leads a vampire hunter, it counts as value 0 and each other player must play exactly one (non-vampire hunter) card of whatever value they want. Whoever plays the highest card takes all played cards into their hand, then leads off the next round, but they cannot lead with the same vampire hunter they just won.
When one or more players have emptied their hand at the end of a round, the round ends. Players then score points for all cards still in hand, with number cards being worth their face value, queens being 14, and vampire hunter cards being 15 or 20, as indicated. Players with vampire hunters in hand keep them, then shuffle all cards and deal new hands to all players, with the player who holds the 20 starting. After five rounds, whoever has scored the fewest points wins.
• Co-produced by BoardM Factory, Plotters, Inc. is a new version of Klaus Palesch's Mit List und Tücke, a trick-taking game for 4-6 players that already bears an updated description thanks to a Japanese release of the game in 2018 that I covered here. When it's possible to go into detail about the nuances of tiny card games, I jump into action!
Anyway, here's how the game plays in case you're unfamiliar with it:
Once a player has cards of all four colors in front of them, they must choose two colors and leave cards of this color face up, placing all other cards face down. As they collect more cards, they place them face up or face down based on their colors. The round ends after 14 tricks or when a player would be forced to play a card of the fourth color to a trick; in this latter case, the round ends immediately. Each player then scores the cards they've collected. For their two face-up colors, they multiply these numbers together; they then divide this product by the number of cards that they placed face down, rounding this number down. For example, if you have 6 yellow cards, 4 red cards, and 2 blue cards, then you have (6 • 4)/2 = 12 points. If you collect cards of only one color, then you score 0 points!
Play as many rounds as the number of players. Whoever has the highest total score wins!
Now the potion makers have arrived in Korea. Here's what they're doing:
To score points, you need to collect sets of four matching ingredients; if you have only one of a particular ingredient, you'll score penalty points instead. The scoring rules can be made more complicated if the players desire, but for most the basic rules are satisfying. A touch of memory is involved since you can see only the most recently chosen ingredient on your stack of cards.
Here's the updated description for this 2-6 player card game:
On a turn, you either play a card to the left or right of the base of the pyramid, which can be at most eight cards wide, or play a card on a higher level of the pyramid so long as it's supported by two penguins, at least one of which is the same color as the card being played. If you cannot play a card, discard your hand face down and take as many penalty markers as the number of cards you didn't play. If you empty your hand, you can return two penalty markers previously collected to the supply.
Play as many rounds as the number of players, with each player starting one of the rounds. Whoever has the fewest penalty markers at the end of the game wins. (With two players, deal each player 14 cards, remove the other cards from play without looking at them, and build a pyramid with a base only seven cards wide.)
Here's a much shorter overview of the gameplay:
If during the course of the game, one player notices that the canal is now impossible to complete, they say "impossible" to the challenged player (who placed on the previous turn), who now must try to finish the canal alone. If the canal can be completed, the challenged player has won; if not, the challenger has won!
• As far as I know, the only new design in this batch is Parrotdigm, a trick-taking game by Michel Matschoss that's co-produced by Popcorn Games in which a new scoring condition is revealed each round, with the points being either positive or negative as determined by the lead player of the round.
The cards have a fair amount of Korean on them, and I'm not sure of the details of the rules beyond the deck being traditional (four suits numbered 1-10) and the trick-taking part of the game also being traditional (must follow the lead suit, highest card of this suit wins the trick).
• Aside from these titles, Playte has another four older, refreshed games hitting the market in the near future, but I'll save those for another post as this one is already quite long enough...