Links: Awards for Lancaster and Schnappt Hubi! & Michael Schacht and Kevin Brusky Talk Games

Links: Awards for Lancaster and Schnappt Hubi! & Michael Schacht and Kevin Brusky Talk Games
Board Game: duck! duck! Go!
• Matt Faul at Diehard Game Fan interviews APE Games' Kevin Brusky about the origins of duck! duck! Go!, the unbelievably large Order of the Stick Kickstarter campaign, and more. A (lightly edited) excerpt:

Quote:
We started the [Rolling Freight] Kickstarter in January of 2011, so it's been a long time coming. I've been working with the printer diligently since last July to get the game into print and here now it finally is. It comes with custom color dice; we had to make sure we got those just right. And they are inked dice, so we went through several revisions of that to get it right...

I would really like to stick to printing domestically whenever possible, but with the Rolling Freight game that was simply impossible. I bid out to almost twenty different printers, domestically and internationally, and it just didn't make sense for Rolling Freight. It couldn't happen. It wouldn't have been printed at all. A lot of domestic companies are learning how to print card games, punch board and things like that, and learning how to do it inexpensively...
Board Game: Lancaster
• Matthias Cramer's Lancaster from Queen Games has won the 2012 Nederlandse Spellenprijs; the other nominees for the award were Mondo, Ninjato, Power Grid: The First Sparks, and Takenoko. Writing about this year's winner and the reboot of the Nederlandse Spellenprijs under a new jury, Bordspel's Erwin Broens finds the choice bizarre: "Lancaster is a relatively complex title, which will keep it from getting a larger audience. In addition, this game is hardly available in the Netherlands." And as for the jury's reasons for choosing Lancaster – e.g., a challenging board game with great depth that's beautiful designed with particularly good materials – Broens writes, "I would expect from a real jury award a little more justification than an uninspired story full of generalities." (My translation)

• On its news page, Z-Man Games has published a short interview with designer Michael Schacht about his Africana, which is due out in English in June 2012. The Z-Man news page is one huge data dump with no links to particular posts, so you'll need to look for the June 6, 2012 post.

Board Game: Schnappt Hubi!
• How quickly we forget. The nominees for the 2012 Spiel des Jahres and Kinderspiel des Jahres awards were announced just a few weeks ago – May 21, to be precise – and apparently I put them out of mind so quickly that I overlooked the announcement that Steffen Bogen's Schnappt Hubi!, published by Ravensburger, was named the 2012 Kinderspiel des Jahres winner on Monday, June 11. Here's a description of the game, which features a German-only electronic device akin to that in Wer war's?, Reiner Knizia's 2008 KdJ-winner, also from Ravensburger:

Quote:
In the cooperative deduction game Schnappt Hubi!, the players explore an old house by building a 3D-labyrinth of "broken" walls in the first phase and chasing a ghost in the second.

Each player starts with his figure – a red or yellow mouse or blue or green hare – in one predetermined corner of the square house, which features a 4x4 grid of rooms that lacks any walls at the start of the game. The players find out which kind of walls are in certain directions by pressing one of four "arrow buttons" of a "compass" device with a built-in AI (to ensure that each game will have a different house). Walls come in four types: One that allows all animals to pass through, one with a mousehole that allows only mice through, one with a hole in the top that only hares can jump through, and one that's solid and impassable. The players build those walls, creating step-by-step a 3D-labyrinth. The goal of this first phase is to find the "magic doors", which can be opened only if there is an animal on each side.

Once the players find the magic doors, the ghost "Hubi" appears. The device gives hints to the players, allowing them to deduce where Hubi is so that ideally they can eventually chase it out of the house.

Schnappt Hubi! includes three difficulty levels, with a "timer" running in the hardest level that ends the game after a certain number of moves.

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