The Spiel 2014 Preview has 163 items on it without me really trying, and I expect it will top six hundred listings before the Messe opens on October 16. Time will tell, and Korea Boardgames has now done its share by adding a half-dozen games to the list, starting with Gary Kim's Abraca... what?, a spellcasting game with artwork by Marie Cardouat. Here's the summary:
The promotional image below gives you some sense of what the final components will look like, with a central game board helping you keep track of how many spells of which types still haven't been seen.
• I included Walter Schneider's Coconuts Duo in a BGGN post in mid-August 2014, but now we have a cover image and confirmation that this set includes two plastic monkey launchers, two player boards, nine plastic cups, ten magic cards with four new types of actions, and 24 rubber coconuts equally split between brown and green. To which I say: "COCONUTS!!!!!!"
• As with Hyperborea, which debuted at Gen Con 2014, K.W. Kim's King's Pouch is a "bag-building" game in which players try to adjust the contents of their bag of cubes in order to take good actions during that game. A summary of the setting and gameplay:
But the path you take to get there is yours to decide: Will you be a peaceful protector of the royal family? Or maybe a warlord, taking what you want by force? Or will you fail to fulfill your ambitions and be lost among the anonymous masses? Take up the king's pouch and find out!
King's Pouch is a "pouch-building" strategy game set in a medieval kingdom. Each round offers tough choices on how to expand your pool of citizens and buildings. Using the resources you acquire, you may raise powerful armies or secure the support of powerful characters. In the game, you will use several kinds of citizens (cubes and prisms) in different ways, with the ultimate goal of earning prestige points. Your pool of citizens is represented by your pouch: You draw available citizens from there and return used citizens to the pouch only when you cannot draw any more because it is empty.
The game takes place over nine rounds. At the end of rounds 3, 6 and 9, a great council allows for the scoring of additional prestige points from influential characters and conquered territories. After the ninth round, the game ends with the third great council and a final scoring in which you can gain or lose points depending on your corrupt officials and buildings, then the player with the most prestige points wins.
• Ariel Seoane won KBG's 2012 design competition with a tennis-themed card game titled "Love Means Nothing", and the published game — Grand Slam — debuts in time for Spiel 2014:
A turn consists of first playing a card to cover the shot your opponent played, then playing another card to dictate which of the six zones you'll hit the ball to. Finally, you play a preparation card, indicating which zones you're prepared to cover. The preparation card can be used to cover a shot if the appropriate zone is highlighted; otherwise you must cover the shot with a card from your hand, in which case the preparation card becomes the attack. Thus, by playing cards that your opponent cannot cover with her preparation card, you maintain control of the match because you'll see from where the next attack will come and will be able to prepare for that. Of course if a player cannot cover a shot at all, then the point is lost.
Combinations of cards can create special shots, which if not covered by the corresponding combination of cards, leave a player off balance, with her drawing only one card at the end of the turn instead of the usual two. This will leave her with fewer options and make it less likely that she'll cover your shots.
On a turn, a player lays down 1-5 hero cards or 1-5 contract cards; played hero cards must share either a color or an icon. If she lays down hero cards, she can steal one card of the same color or with the same icon from each of her neighbors. (If her cards share both color and icon, then she must steal cards of the same color or icon.) She then adds these cards to her holdings, sorted by color.
With each contract card, a player can either scout — meaning she steals the topmost card from any opponent's hero stack and adds it to her holdings — or secure a color by placing the contract card on one color of hero stack in front of her. When she does this, the player with the most cards of this color removes one card of this color and places it under her castle card as a point; in case of ties, all players score. The hero cards under a contract card cannot be stolen by a scout, but they can be covered by additional hero cards. After either move, a player then refills her hand to five cards.
When the deck runs out, keep playing until each player has had the same number of turns, then score each color of hero cards, with the player who has the most of a color scoring three points and the secondmost player one point. Record the points, then shuffle the cards. The game lasts as many rounds as the number of players, and whoever has the high score wins.
• Finally, another winner of the 2012 KBG design contest: Christwart Conrad's Boom: Runaway Bombs, which features pacifist bombs that need your assistance. An overview:
In game terms, each round you reveal a guard card that shows a number for each of the five colors of bombs in the game. Players have a hand of bomb cards, and they first simultaneously reveal one card, then they simultaneously reveal two cards. After this, players now compare the sum for each color of bombs played. If the sum is equal to or lower than the guard's value, then whoever played the highest block of this color earns points equal to the value of the cards played and everyone else scores one point per card of this color; if the sum surpasses the guard's total, then the player with the highest sum throws away his cards of this color, then you recheck the sum. After checking each color, you reveal a new guard, then continue play.
The game ends when at least one player has played a certain number of cards from his hand, at which point the player with the most points wins.