New Game Round-up: Gears Turn in Munchkin Steampunk, Rondels Spin in Empire Engine & Dice Perambulate in Rolling Japan

New Game Round-up: Gears Turn in Munchkin Steampunk, Rondels Spin in Empire Engine & Dice Perambulate in Rolling Japan
From gallery of W Eric Martin
• With 50+ tabs open on my browser and me headed to Gen Con 2014 in a few hours, it's time to clear out some of the news tidbits that have been piling up while I do other things. Before that, though, let's drop this baby on you: Steve Jackson Games plans to release Munchkin Steampunk in mid-2015 with Phil Foglio providing all the gears, top hats and gadgetry that a person could want. No details about the gameplay other than that the game takes Munchkin and steampunks it all up.

• Rio Grande Games' Jay Tummelson notes that Doris Matthäus and Frank Nestel's funky climbing card game Frank's Zoo will return to print before the end of 2014.

• In July 2014, What's Your Game? released a small expansion for Vital Lacerda's Vinhos titled The Advertisers that adds four new wine expert tiles to the base game that work their marketing magic on managers to in turn help you.

Board Game: Cypher
Alderac Entertainment Group plans to release David Short's Cypher in September 2014, a microgame for 2-4 players with a 15-minute playing time:

Quote:
Faced with constant hacker attacks, the corporations created an artificial intelligence that could learn from the hackers themselves. The AI, codenamed Cypher, evolved faster than its creators could have imagined. It gained sentience, went rogue, and became the ultimate hacker. Now Cypher is fighting the corporations themselves for control of the nexus.

In Cypher, players take on the role of factions that are gathering characters from all spheres of influence — from corporate overseers to street level hackers — in order to dominate Cypher and seize control of the nexus. The player with the most influence at the end of the game wins!
Board Game: Empire Engine
• Another small release coming from AEG before the end of 2014 is a new edition of Matthew Dunstan and Chris Marling's Empire Engine, first released through Brett Gilbert's Good Little Games. An overview:

Quote:
Europe 1888: In a dystopian alternate reality, four great powers vie for control of the continent. Each Empire’s soldiers lay siege to opposing cities, while their war efforts are funded by exotic exports and ingenious inventions. Only one state will orchestrate their limited resources into an Empire Engine powerful enough to lead them to victory.

Empire Engine is a rondel microgame that plays in 20-30 minutes with important decisions in every round. Players simultaneously choose actions to attack and defend, salvage and export, or collect resources: goods for export, soldiers to attack your neighbors, and inventions for points. Bluff and double bluff as you try to outwit your opponents.
Board Game: Patronize
• And still another small AEG release for Q4 2014 is a new edition of Hisashi Hayashi's bizarre semi-trick-taking game Patronize. I've talked with a few people who couldn't stand this game, but I'm still not sure what to think after playing it three times. It's one of those designs in which the first play is merely to figure out exactly what's possible in the game and how all the rules work, and if you don't continue to play it with people who already know the game, the folks just learning the game bollix your attempts to do anything. Well, players who know the game will also bollix your efforts, so perhaps that's not anything you shouldn't expect.

A short description of Patronize for those not in the know: In each round players are competing to win the round by playing the highest card in the suit led, but players don't have to play a card. The person who wins the round gets a reward, while everyone who didn't play takes a card from someone who did. Players get colored cubes when they play cards, and those cubes — when combined with the special powers on cards in front of you at the end of the game — determine your score. It all sounds simple enough, but somehow you just freeze during the game as you're trying to puzzle out what other people might still hold in their hands or what they want in this particular round, especially since winning the round puts you at the front of the train next round and therefore more likely to take a beating. Something to explore further on yet another day...

• Hey, this announcement makes a nice segue for the news that as of July 31, 2014, designer Hisashi Hayashi has left his former job to work on game design on a full-time basis. He credits Trains winning the Origins Award for Best Board Game for a spur in this direction.

Board Game: Rolling Japan
• And with that announcement, we make our way to Rolling Japan, which comes from Hisashi Hayashi and his OKAZU Brand company, with Japon Brand carrying the title at Spiel 2014 in October. An overview:

Quote:
Rolling Japan is a light "multiplayer solitaire" dice game. Each player has a map of Japan that's divided into the 47 prefectures, which are then bunched together into six differently colored areas.

On a turn, a player draws two regular six-sided dice from a bag and rolls them; the bag starts with seven dice, six matching the colors of the areas on the map along with a wild purple die. All players now write down each number rolled on any prefecture of the matching color, i.e., if the blue die shows 4 and the yellow a 2, write a 4 in one blue prefecture and a 2 in one yellow prefecture. If the purple die is rolled, you can place this number in a prefecture of your choice; additionally, three times per game you can choose to use a non-purple die as any color. However, neighboring prefectures — including those in different areas connected by blue lines — can't have numbers with a difference larger than 1; if you can't place a number without breaking this rule, then you must place an X in a prefecture of the appropriate color. (If all the prefectures in an area are filled, you can ignore the die or use one of your three color changes to place the number elsewhere.)

After six dice have been rolled, mark one round as being complete, then return the dice to the bag and start the next round. After eight rounds the game ends, and whoever has the fewest Xs on her map wins.
Board Game: Rolling Japan

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