—Claim to Fame, a party game that's been promised for a couple of years from Playroom, with players competing in teams and using charades, drawings and verbal hints to get their teammates to guess secret celebrities.
—Fusion, a quick-playing card game from Reinhard Staupe that plays like his classic Blink, but with additional rules for how you play cards into the multiple discard piles.
—Geek Out! Pop Culture Party, a sequel to the 2013 release Geek Out!, with players trying to outbid one another as to how many things they can name in certain categories, e.g., six characters from The Simpsons or two songs by Beyoncé.
—Pass the Pandas, a dice game in which you try to rid yourself of dice by evaporating water, giving bamboo to those who can't feed their critters, and (yes) passing the pandas.
—Penalty Pong, which has players bouncing balls into the other team's cup to make them (no, not drink) perform embarrassing activities.
—Psychic Penguins and the Voyage Home, which is on the Playroom "forthcoming this year" list for at least the third time.
—Qwitch, a new version of the Maureen Hiron card game in which you quickly play cards to a central stack, but only if you can play in sequence based on the current rule card.
—Shuffle Dice, which seems like a less expensive, non-tumblin' Tumblin-Dice with d20s replacing the d6s on a flat playing area.
—Unspeakable Words, a word game from 2007 that appeared in a new edition at the end of 2013 in time for a sales bump from its appearance on Wil Wheaton's TableTop; in the game, players use letter cards to score words, but they must roll higher than their word score on a d20 to retain their sanity.
Just to let those interested parties know, I asked about the fate of Scary Tales: Big Bad Wolf vs. Cinderella as I've done each year since 2011, I think, and at this point Playroom has no scheduled release date, with the game not even being on display with the other three Scary Tales titles.
• Okay, time for a bit more detail about the Q4 2014 Z-Man Games release Chimera, courtesy of designer Ralph H. Anderson:
Each hand, one player is designated Chimera and the other two players team up as Chimera Hunters to defeat the Chimera. Players compete for points in several hands of play by playing sequential pairs, trips, straights and other card combinations, and whoever has scored the most points once the designated point score has been reached wins. Chimera is normally played to 400 points, although longer or shorter games can be played.
The deck consists of sixty cards, numbered 1-15 in the standard suits. In each round, each player starts with a hand of ten cards. One player plays a card to lead to the first trick, and everyone else must play one card, following suit if possible. Once everyone has played to the trick:
• Whoever played the highest card in the suit led wins the trick (as there is no trump). Each suit has a different "Special Action for winning the trick", and this player collects the cards played, then performs this special action.
• Everyone who did NOT play on suit takes the "Special Action for not playing in suit" specific to the suit they played. Again, each suit has a different such special action.
The player who won the trick leads a card to start the next trick. After ten tricks, whoever has taken the most tricks in each suit once again takes the special (winning) action for this suit; if players tie for the most tricks in a suit, no one takes this action. If a player has taken no tricks, he performs a different special action. Players then start a new round, if needed.