The humans can still win if they identify the werewolf following failure, but the Vizzinian twist is that (as in One Night Ultimate Werewolf) one of the humans is a Seer, and this Seer also knows the hidden word; if the werewolf can identify the Seer, then the beast still wins in the end. Adds Alspach:
• The Creativity Hub, publishers of Rory's Story Cubes, has announced that Patrick Nickell, formerly of Crash Games, and Michael Fox of the Little Metal Dog Show podcast have joined the company to oversee game development, with two releases scheduled to debut at SPIEL 2017. These titles will be available for previewing at NY Toy Fair 2017, so I'll be able to write something about them after that show. As for what they might be, I'll quote from the press release: "[W]e have set ourselves a design challenge for 2017, to build upon what we've done in the past and push our mission further. We plan to develop game titles that bring people together, challenge assumptions and encourage players to view themselves and the world around them in new ways."
• In a comment on his designer diary about Flamme Rouge, designer Asger Granerud notes that publisher Lautapelit.fi has agreed to release an expansion for the game at SPIEL 2017.
• Just as Agricola and Le Havre have yielded smaller two-player versions, now Uwe Rosenberg's Caverna is being similarly downsized in Caverna: Höhle gegen Höhle — Caverna: Cave Against Cave — which German publisher Lookout Games plans to release in Q2 2017, with an English version to follow from Mayfair Games.
Note that the title is still a work-in-progress and no art exists for the game yet, but the gameplay is finished aside from tweaks to small details. Here's a written overview of the game, followed by a video overview that BGG recorded at Spielwarenmesse 2017:
In more detail, each player starts the game with an individual player board that's covered with a random assortment of face-down building/room tiles and only one space. Some tiles are face up and available for purchase at the start of play. Four action tiles lie face up as well. At the start of each of the eight rounds, one new action tile is revealed, then players alternate taking actions, with the number of actions increasing from two up to four over the course of the game. As players excavate their mountainous player board, new building and room tiles are added to the pool; some rooms can be used immediately when acquired, whereas others require the use of an action tile.
After eight rounds, players tally their points for buildings constructed and gold collected to see who wins.