New Game Round-up: Drawing with Sticks, Filling Pastries, and Traveling from Ankh-Morpork to Nanty Narking

New Game Round-up: Drawing with Sticks, Filling Pastries, and Traveling from Ankh-Morpork to Nanty Narking
Board Game: Discworld: Ankh-Morpork
Board Game: Nanty Narking
• In 2011, Martin Wallace released Discworld: Ankh-Morpork into the world through his Treefrog Games line, with the title then receiving wider exposure on the market through editions from Mayfair Games, KOSMOS, and others. This title was followed in 2013 by The Witches: A Discworld Game, then in 2015 by Terry Pratchett's death, which put a kibosh on a third Wallace title that had been in the works.

The Discworld licensing is no longer available, but rather than have the design disappear from the market forever, PHALANX has decided to take a step back in time from Pratchett to what had inspired him. Thus, in Q2 2018, PHALANX plans to Kickstart a revised edition of this design under the title Nanty Narking, which bears this relation to the original game:

Quote:
Nanty Narking is a Victorian board game of wit and podsnappery that reimplements the well-known Discworld: Anhk Morpork board game. Immersed deeply in the world of Dickens' and Doyle's literature (which inspired Sir Terry Pratchett in his Ankh-Morpork-themed novels), the card events in the game are now tied to real and fictional characters and places in London, and the more than ninety miniatures are based on true London characters.

More specifically, following a scrupulous analysis of Sir Terry Pratchett's inspirations that were found and identified in historical English literature, all game locations, events and characters have received new identities, corresponding to the ones found in the Ankh-Morpork game. This way the game retains its attractiveness to the already established audience, but expands its reach to a wide range of people generally interested in human history and literature of the Victorian period.

Nanty Narking also includes more player goals than in the original game, allowing for more variety during play.
And here's a short discussion about this new edition that we recorded with PHALANX at the Spielwarenmesse trade fair in February 2018:



Board Game: Filler
Green Couch Games has something to offer the next time you're looking for a filler game to play, that something being Jonathan Chaffer's Filler, a card game about filling pastries due out in Q3 2018. Here's an overview of the game, which hits Kickstarter in April 2018 and better have some tasty cream-filled stretch goals:

Quote:
In Filler, players employ multi-use cards and a blend of simultaneous action selection, time and resource management, set-collection, and hand-building to collect ingredients needed to fill tasty pastries on their way to becoming the Star Baker.

Starting with a hand of three cards with various start times and basic ingredients, players choose a card to reveal along with other players to determine the turn order. The earliest player to show up for work goes first and so on around the table. Using cards from their hands (i.e., their pantry), players may use ingredients they have acquired to fill recipes from a central row of available cards (the recipe book) or restock the pantry by picking up all of their previously played cards. Each recipe filled provides new start times and ingredients to use in future rounds and may earn points that are represented by money, customer reviews, or critical acclaim at the end of the game. The availability of bonus points and cards containing special actions help to direct players' choices in the kitchen, add depth of play, and provide variety and replayability.
Board Game: Claim
• Dutch publisher White Goblin Games says that it will debut Claim 2, a standalone sequel to Scott Almes' two-player-only trick-taking game Claim, at SPIEL '18 in October. Claim 2 will contain five new factions that can be played on their own or mixed with those of the base game.

• Other SPIEL '18 news: Inspired by the reaction of adults to Magic Maze Kids at FIJ 2018 in Cannes in late February, Belgian publisher Sit Down! says that it will debut a more difficult game board design for adult in the form of a huge playmat at the game fair in Essen in October 2018. I think we need to see a life-size version in which we yell at real people who are standing in for the pawns. Make it so!

Board Game: Pikto
• While the BGG crew, a.k.a. Lincoln and me, worked at the game fair in Cannes, France to interview designers and publishers about their games, helpful BGG adminion Chad Roberts was creating game entries in the database on the fly for titles that weren't already listed. One of those games was Pikto from Cocktail Games, a title from designer Chikasuzu that was turns out to have been self-published in Japan in 2011 under the name みんなでぽんこつペイント, or Our Ponkotsu Paint, with "ponkotsu" meaning something like "junky".

As with Imagine in 2016, Cocktail Games discovered this title in Japan, then further developed the design into a new form that it will undoubtedly license to publishers around the world. Each time I'm at Tokyo Game Market, I see Cocktail's Matthieu d'Epenoux scouting for hidden treasure, and since it's impossible to see everything at that show, I'm glad he's out there bringing us treats like this. I've now played Pikto four times on a review copy from Cocktail, mostly with kids at the board game club I host at my son's school, and the game has gone over fabulously. I've finally filled out the placeholder that Chad created weeks ago, so now you can learn about the game, too:

Quote:
In Pikto, you want to draw pictures so that whoever is guessing this round might be able to identify your drawing — but will you go for a simple image that the guesser might have first crack at (and miss), or a more detailed image that might have you waiting to see whether someone else's image is guessed first?

In more detail, each player receives a dry-erase board and a pen. One player is the guesser for the round, and they step away from the table or hide their eyes while everyone else draws a word or phrase. To choose what to draw, roll the twelve-sided die, then consult the appropriate number on the card that you drew. (The box has 46 double-sided cards, with twelve words/phrases on each side, or 1104 total answers.) Show everyone but the guesser the word to be drawn.

Everyone then draws their own image on their dry-erase board, but you can use only straight lines and circles in your drawing! Nothing else! No wiggly lines, half-circles, or anything else other than straight lines and circles. If you want to draw a triangle, you must draw three straight lines and connect them. After you complete your drawing, count how many objects you drew, write that number in the lower-right corner of your board, then set your board face down on the table.

Once everyone has finished, everyone announces their numbers, and whoever has the lowest number is the first player to reveal their board to the guesser. (In the event of a tie, whichever tied player finished their drawing first wins the tie.) If the guesser identifies the image, the guesser scores two points and the drawer one point; if the guesser is wrong, then the drawer with the next-lowest number reveals their image, now giving the guesser two images with which to identify the secret word. This process continues until the guesser has said the secret word or all drawers have revealed their images.

After everyone has been guesser one or two times, depending on the number of players, the game ends and whoever has the most points wins!

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