• Upper Deck has also announced an August 2014 release date for Legendary Encounters: An Alien Deck Building Game, so expect to see this at Gen Con 2014. Details are similarly light for this item right now, with the gist being that gameplay is similar to the Marvel version of Legendary, but is fully co-operative with players taking on the role of protagonists such as Ripley, Dallas, Bishop and
• Lorenzo Silva, co-designer of Dungeon Fighter, Steam Park and other titles, has separated from Italian publisher Cranio Creations and is now running the new board game publisher Horrible Games, with Dungeon Fighter and Steam Park also making the move. (Cranio will continue to distribute the Dungeon Fighter line in Italy.)
Dungeon Fighter: The Big Wave, the second large expansion for that game, will include:
As for other Horrible releases, Silva says that an expansion for Steam Park is in development, with it containing "a new beautiful yellow ride", material to add a fifth player to the game, and ways to increase player interaction.
Also in the works from Horrible is a storytelling game titled Co-Mix that Silva says will "test the players' imagination and creativity, putting them in the shoes of comic writers with a strict schedule". You'll have a hand of panel cards, with hundreds of cards being included in the game, and you'll compose a story by placing panels on the empty "comic page" game board. Says Silva, "We are planning to work on some small expansions focused on different genres (horror, sci-fi, adventure) to go with the basic game that will feature themes like super heroes, detectives and robots". Here's a sketch of cards that you might see months down the line:
• U.S. publisher Bézier Games has announced two new releases for 2014, the first being Subdivision from first-time designer (and BGG admin) Lucas Hedgren. As you might be able to guess from the graphic design of this game, not to mention the archetypal guy-leaning-over-a-model-of-a-city, Subdivision bears some similarities to Bézier's Suburbia, both of them being city-building games. Suburbia designer and Bézier owner Ted Alspach says this is intentional as the two games "share the same fundamental city-building feel", albeit with gameplay that has nothing in common. Here's a summary of how to play:
In the game, each player starts with a subdivision player board and a hand of hex-shaped zone tiles. A parcel die is rolled to indicate the type of parcel where a zone tile may be placed, and all players simultaneously place one of their tiles. If a zone tile is placed next to existing zone tiles, those existing tiles have the ability to create new improvements, which may also be placed at this time. Those improvements provide money and points, while slowly covering up as many parcels as possible. Players pass the remaining zone tiles in hand to their left, then someone rolls the parcel die once again. This continues until only one zone tile remains in hand, which is discarded.
Players then play another round, but at the start of the second, third, and fourth rounds, players first check to see whether they've achieved bonuses, which give them extra cash or allow for extra activations of certain zone tiles.
After four rounds, the game ends, and scores are tallied, with players gaining points for parks being adjacent to other tiles, sidewalks passing through as many different zones and improvements as possible, schools ranking the best in the city, and zones connecting to the highway that runs around (or through) your subdivision.
• The second title coming from Bézier Games, due out in October for Spiel 2014 with separate English and German editions is Castles of Mad King Ludwig from Bézier's Ted Alspach. If you know anything about the history of the Neuschwanstein Castle in the Bavarian region of Germany, then you'll already have some idea of what's going on in the game. In more detail:
In the game, each player starts with a simple foyer. One player takes on the role of the Master Builder, and that player sets prices for a set of rooms that can be purchased by the other players, with him getting to pick from the leftovers after the other players have paid him for their rooms. When a room is added to a castle, the player who built it gains castle points based on the size and type of room constructed, as well as bonus points based on the location of the room. When a room is completed, with all entranceways leading to other rooms in the castle, the player receives one of seven special rewards.
After each purchasing round, a new player becomes the Master Builder who sets prices for a new set of rooms. After several rounds, the game ends, then additional points are awarded for achieving bonus goals, having the most popular rooms, and being the most responsive to the King's demands, which change each game. Whoever ends up with the most castle points wins.