Why would you travel to a demonic location when bad things would happen to you? Moving to that space doesn't cost a card, so you might just be being cheap, but additionally some demon spaces have tunnels that allow you to move directly from one hex on a tile to another on that same tile. Is that free movement worth the punishment you might suffer? The expansion includes two blockades that bear a demon symbol, and if you're the first to break such a blockade on your quest across the map, you must suffer the curse that follows.
To play with this expansion, you must use the "Caves" variant of The Quest for El Dorado base game in which mountains are loaded with cave tokens. This expansion includes new cave tokens to be mixed with those of the base game, as well as four new types of expedition cards (with three copies of each) that can be pulled into the market once a stall opens.
Each player starts the game with one of four familiars (dealt out at random) in their deck, with each familiar having a repeating power and a one-shot bonus power. For a further way to juice up your deck, you can visit one of the three tavern spaces in the game. When you do this, you draw the top three hero cards of the ten-card deck, place one of those heroes in your hand (after which it becomes a regular part of your deck), then shuffle the other two heroes into the deck. Only one hero per adventuring party, please!
The Quest for El Dorado: Heroes & Hexes is due out in September 2018 in Europe in a dual English/German edition, with the expansion debuting in the U.S. at BGG.CON in mid-November 2018.
• Another Ravensburger release emerging in September is Trans Europa & Trans Amerika, which as the name suggests is a combo box that contains both Franz-Benno Delonge's TransAmerica and TransEuropa.
Aside from nice cover art courtesy of Franz Vohwinkel and a double-sided game board, this version of the game features two changes from earlier releases. First, at the end of a round players now score positive points based on how many more rails they needed to cover to connect all five of their cities. The player who ended the round scores 4 points, for example, while someone who needed to place two more rails scores 2 points and another player who needed three or four rails scores only 1 point. Players still play multiple rounds, with the game ending when one player has a total of 13 or more points.
Second, the game includes 19 special cards that can be used to provide more variety in gameplay. At the start of a round, reveal one of the cards; the effect of this card applies to all players during this round, perhaps with everyone discarding their rose card and needing to connect only four cities, or having a mountain pass count as only one rail played, or placing three rails each turn instead of two, or revealing two of their cards so that everyone can see where others are going in particular parts of the map.
• At Gen Con 2018, Didier Delhez from Sit Down! talked about three new items coming in Kasper Lapp's Magic Maze family. First is a giant playmat for Magic Maze Kids that bears the completely sensible name Magic Maze Kids: XXL Playmat. Delhez said that people had enjoyed the giant playmat that the company used to demo the game at conventions and asked for something that they could use at home, so here it is.
For the original game, Magic Maze: Hidden Roles introduces, yes, hidden roles, with a traitor or two possibly lurking amongst the adventurers and being daft only in a pretend way when someone slams that red pawn in front of them on the table instead of actually daft. The traitor needs to be not called out, or else someone else gets to claim their action for the remainder of play. Aside from that, Hidden Roles introduces challenge cards that players might acquire before or during play: visit this location, claim that object, and so on. If you don't complete your challenge, then you can't win!
Finally, Delhez demonstrated a rough version of what's currently called Magic Maze: Factory, a game with a similar set-up and functioning as the original game, but with players now controlling colors of paths, the production of one or more materials, and (as before) the revelation and placement of tiles. In the sample game that we ran through on camera, Magic Maze: Factory came across as more of a stereotypical Eurogame in that we needed to generate resources and move them to the proper locations. Beyond that, well, we'll have to watch for more in early 2019.