Here's what we know about the game so far:
The Siege of Runedar is a co-operative game for 1-4 players who take on the role of dwarves charged with defending the walls of Runedar and the treasure they keep within. They will have to face orcs, goblins, and trolls, fighting in hand-to-hand combat against those who manage to get past the walls and shooting from a distance at those who try to enter. A deck-building system allows players to upgrade their weapons and tools as they must hold off the raiders long enough to build a tunnel to escape the terrible siege they have been subjected to and get the treasure to safety.
At the start of each round in Family Inc., if you have face-up chips in front of you, you score them, advancing your counter on the score board, then removing those chips from the game. Next, you reveal one new chip after another from the middle of the table, placing them face up in front of you.
After each new chip, you decide whether to reveal more chips or whether to end your turn. If you reveal a new chip during your turn that matches one of your face-up chips, your turn ends, collecting only a diamond in compensation if your turn ended after your second or third chip reveal. (If you collect a third diamond, return all your diamonds and score 50 points.) When you end your turn voluntarily, collect all face-up chips from in front of other players that match the values of your chips.
When a player reaches the 100 space on the score track, the game ends and this player wins.
This design is not new, but I love seeing the different looks that publishers give the game, so here it is:
• Witchstone is a 2-4 game co-designed by Knizia and Martino Chiacchiera, with the latter designer noting that he approached Knizia about working together on a prototype that had "something in common with one of his many games I've always appreciated the most". (The game in question would be Ingenious, which should be evident from the description below, assuming you're familiar with it.)
German publisher HUCH! plans to release Witchstone in April 2021, with U.S. partner R&R Games likely to have the game available in late May or early June, according to representative Matt Mariani. Here's an overview of the setting and how to play:
Not all options are always available to you. Only if you cleverly make the most of your opportunities will you have the chance of accumulating the most victory points over the eleven rounds and thereby win Witchstone.
Each player in the game has a personal cauldron that bears seven crystals and six pre-printed magic icons, and they share a larger game board that features a crystal ball that shows the entire landscape. Each player has a set of fifteen domino tiles, with each half of the domino being a hexagon; each domino depicts two different magic icons from the six used in the game.
On a turn, you place one of the five face-up dominos in your reserve onto your cauldron, then you take the action associated with each icon depicted on that domino; if the icon is adjacent to other dominos showing the same icon (or the matching pre-printed icon), then you can take that action as many times as the number of icons in that cluster. You must complete the first action completely before taking the second action. With these actions, you can:
—Use energy to connect your starting tower to other locations on the game board, scoring 1, 3 or 6 points depending on the length of the connection.
—Place witches next to your starting tower on the game board or moving them across your energy network to other locations. As you do this, you gain points and possibly additional actions to use the same turn.
—Move your token around a pentagram to collect points and to acquire bonus hex tiles; you can use these tiles immediately for actions or place them in your cauldron to make future tile placement more valuable.
—Move the crystals in your cauldron, whether to make room for future tile placement or to gain bonus actions by ejecting the crystal completely.
—Advance on a magic wand to gain points and take additional actions, with the actions being doubled should you are currently the most advanced player on the wand.
—Claim scroll cards that boost future actions or earn you bonus points at game's end depending on how well you've completed the prophecy depicted.
After eleven rounds, the game ends and players tally their points from prophecies and other collected scoring markers to see who has the highest score.