It's difficult to build a castle exactly as desired, though, as you have to read the psychology of your opponent to get the castle tiles that you want and design your territory in the best way.
(As an aside, I'll note that the Hiroshima Manufacturing Gym sounds like an interesting organization as it website explains that it's "a manufacturing specialist that supports creators who work in Hiroshima and nearby". If you're a writer, illustrator, game author, or other creative individual, you can apply for assistance with being your project to release.)
• Kitsune Switch from designer Yuo (Birdie Fight!) and publisher Kocchiya marries two familiar game concepts — hidden roles and UNO-style gameplay — to create something new. An overview:
The game ends when a player gets rid of all cards in their hand, in which case that player wins the game. All of that player's allies win together, but only if there is an opposing side of the winner. The game also ends when the deck runs out, in which case the side with the lower total value in their hands wins the game if there are two sides. Otherwise the player with the lowest total value in their hand wins the game.
Sometimes you are required to co-operate to win as a team, but you win anyway if you go out. It is an effective strategy to focus on winning alone.
Each turn in Piggyback × Factory, players can either add a free specialist to one of their three production lines or take a gamble that their factory can complete an order. If an order does get completed, that production line is reset to zero and all specialists are returned, while the player gets the value of the goods. At that moment, any other player can also piggyback on that order, although earning one fewer good. Players can then spend their money to either get victory points or buy more machines for their factory. At the end of a turn, each player advances all their production lines by one step, preparing more parts to run next turn.
• Noboribetsu (のぼりべつ) comes from Junjiro Kodama and the Noboribetsu Young Entrepreneurs Group, which appears to be a local branch of the Japan Young Entrepreneurs Group, which is itself part of the Japan Chamber of Commerce and Industry, which appears to focus on the education and support of (you guessed it) young entrepreneurs. I'm learning lots of interesting connections behind the scenes about the production of some of these games, but I'm not sure what good that info does beyond filling space in this location. As for the game, I offer this attempt at an explanation:
Each player starts with an onsen (hot springs) card, and a deck of twelve locations, twelve characters, and four Hell cards is shuffled. On a turn, the active player rolls the die. On a roll of 2-5, they take the top card of the deck and add it to their city. If it's a location, they place it on the road from their hot springs; if it's a character they place it in a location or hot springs; if it's Hell, hey, it's also a location, so it gets connected to the road.
On a roll of 1 or 6, the first player to call "Noboribetsu!" gets to take the taxi (which allows them to draw two cards on a roll of 2-5) and move one top card in a city. They can steal an opponent's location or character; they can move a character to a matching location; or they can place a lone Hell card on an opponent's location.
When the deck runs out, players score nothing for Hell-inflicted locations, 2 points for each location and matching character card on it, and 1 point for all other cards. Whoever scores the most points earns 1 victory point, and after multiple games whoever earns 3 victory points first wins.