Instead these new titles, along with titles from 2018 and 2019 such as Across the United States and Goat 'n' Goat, will be available from the Arclight online shop, which is allowing JP designers and publishers to sell new TGM titles with (as I understand it) no commission being charged to those parties. (Arclight ships packages only within Japan, but you could use a forwarding service such as Tenso to receive packages from Arclight, then have them sent to you.)
One of the new OKAZU Brand titles is Suzie-Q (スージィ・Q), with this being a double-blind, bluffing/guessing game of sorts for 2-5 players. Here's an overview of how it works:
At the start of each round, you write a three-digit number using the digits 0-9, repeating numbers as you wish, but not using any number that you've Xed in a previous round. Everyone reveals their number at the same time, then you arrange them in order from high to low.
Starting with the highest number, you check to see whether any of the digits in that three-digit number appear in any three-digit number of lower value. If they do, then that player takes back their board and scores nothing; if not, then the player scores points equal to the first digit in that number and places an X through each digit used in their three-digit number. For example, if the highest number were 882, and no one else had included an 8 or a 2 in their number, then the player would score 8 points and X out the 2 and 8 on their board. This player also circles the bonus number for that round, a bonus given only to the player with the highest number who successfully scored points.
You then look at the next highest number, and so on, with the lowest number automatically scoring points equal to its first digit and Xing all of its digits. In the fifth round, players double their score.
After five rounds, players sum the points they earned over the five rounds. To this sum, they add the quantity of digits that they Xed out. Whoever has the highest score wins!
Suzie-Q includes a variant in which numbers are evaluated starting with the smallest number. Whoever has the smallest number automatically scores, then for the player with the next lowest number, they score only if one or more of the digits in their number is used by the player with the smallest number, etc.
In each of the three rounds, you're going to use a worker-placement style system to acquire animals tiles, guest cubes, special action cards, door tokens, and more. Guests come in six colors: five of which match five of the animal colors (and these guests only want to see those types of animals), and a sixth color (white) that doesn't care what type of animal they see. Those are the guests you want most, but of course to acquire them, you must give up other things.
Many of the animal tiles have walls along one or more edge, and these tiles should be placed against other tiles with walls. During the round, you'll place the animal tiles that you've acquired on the board, with these tiles touching one of the four entrances around the perimeter of your zoo, and before the round ends, you'll "lead" the guests through your zoo, with the red cube stopping at the red (carnivorous) animal, the blue cube stopping at the blue animal, and so on.
You might need to snake your way around doors that block direct access to an animal, or you might have a door token that lets you cut through. When you don't have a matching guest for the next animal (or vice versa), the tour that day is done.
After three rounds, the game ends, with players possibly scoring extra points based on their final bonus card, such as the number of rows and columns in your zoo that are filled or the number of rows that have four or five different types of animals.