Here's an overview of the game, which is due out in April 2022:
Doctor Who: Don't Blink is a challenging tactical board game in which up to four players control the Doctor and his companions Amy, Rory and Clara, with them attempting to collect four parts to repair the TARDIS and escape. One player takes on the role of the terrifying Weeping Angels and attempts to outmaneuver and capture them!
Pathfinder: Level 20 is for 2-6 players who hope not to find themselves on the wrong end of a sword:
In Pathfinder: Level 20, players take on the role of kobolds in their den, scampering away from a 19th level fighter who needs only five XP to hit level 20. They will stop at nothing until they kill a few kobolds and hit that magical gateway that leads them to near divine levels of power.
On your turn, you play cards to help avoid the fighters, run away, and do everything you can to put obstacles (or other players!) between yourself and the humans. Your goal is to not be the kobold at the end of the fighter’s sword, with the game ending either with one surviving player or else with the fighters being forced to flee in shame!
• A quest for survival is also at the heart of Tusk!, a 2-4 player game from Sean Goodison and Mike Haught, although this time you're the ones doing the hunting:
In Tusk!, you and your fellow players will need to team up to hunt successfully — but there can be only one master of the hunt, and to ensure that's you and your tribe, you need to manipulate alliances, horde supplies, and make use of the land's many resources to become the most powerful tribe. The game ends when snow covers the entire playing area, and the tribe with the most food wins!
• And this brings us to Wise Guys, a Phil Yates design for 3-4 players due out in
Here's an overview of the setting and gameplay in this 90-minute game:
Each turn, players wheel, deal, talk, and fight to control locations where they buy and sell alcohol, help politicians get elected, and get help in return or double-cross rival gangs. Negotiate, threaten, and ally with rival gangs when it serves your needs, but be wary of the inevitable knife in the back...
Over six rounds, players take turns driving to locations in the city represented by the grid of cards at the center of the board. Different locations provide access to materials, cash, or clout that the player's gang members can "acquire" through trade, earning profit from property within their territory or by exploiting parts of the city under the control of a rival gang. All players must maintain a certain discretion as selling too much in one round will draw unwanted attention or else saturate the city in liquor — and your fellow mafioso won't be too happy about lost profits.
The gang with the most cash at the end of the game wins.