• In Q2 2019, Tasty Minstrel Games plans to release Dawn of Mankind from Italian designer Marco Pranzo, and the short take on this 2-5 player game is "worker moving and aging" with a medium take being this:
You earn points for a variety of things, and whoever has the most points in the end wins.
In Walls of York, players must use the plastic wall pieces to construct a defensive barrier around the buildings on their city map. Each turn, a player rolls the building die, which dictates which types of walls are to be used. Players must enclose their city, containing the required buildings from the King's decree — but players must beware for the Vikings will come and lay waste at the end of the first age, forcing players to build anew in the second age. The player with the most coins at the end of the second age wins.
Cargo Express is mechanically simple, but planning the best moves is complex. Moreover, each player has to cope with always changing conditions. Each game turn consists of a planning phase and three player turns in which one of three cards is played.
Let your fellow players watch sparks fly from under the wheels of your dashing train!
Weimar: The Fight for Democracy is a game about the major actors in the spectrum of the new Republic. The Social Democrats and the Conservatives are trying to defend the democracy. Communists and Nationalists are looking to overthrow the government and install their own regime. Will this infant Republic survive? Or will Germany — as in history — fall to the Nazis and become a lawless state? Or will there be a Union of Socialist German Republics?
Weimar includes two major "battlefields": In public opinion, the parties struggle to influence the important political issues like the economy, the media, or foreign affairs. Winning these issues scores points and allows them to take significant decisions. At the same time, the parties try to control the streets and position their followers in the major cities of Germany for demonstrations, street fights, and actions taken by the paramilitary organizations.
Weimar is a tense and exciting card-driven game (CDG) on a most interesting topic. Cards may be played for the event, for public opinion, or for actions in the street.
In each of the six game turns, the parties play one agenda that defines their strategy for the turn (e.g., modifying their twelve-card play deck, defining issues, getting advantages in the streets). The goals of the parties are asymmetrical and contradictory. While the democratic parties score for stabilizing the state and removing poverty, the non-democratic parties score for coups and unrest.
Well, that's one promise kept as Glen More II: Chronicles won't appear until the second half of 2019, with the game coming from new German publisher Funtails, which plans to hold a Kickstarter campaign for the game in early 2019.
The "Chronicles" in the title — a set of eight expansions included in the box — are a major part of what's new, and each Chronicle adds a new gameplay element to the base game. The "Highland Boat Race" Chronicle, for example, tells the story of a boat race in which the winner needs to be the first to reach their home castle after navigating their boat along the river through all the other players' territories. The "Hammer of the Scots" Chronicle adds a neutral "Englishman" playing piece to the time track that players struggle to control to get an additional turn — if they can afford him, that is, as he is paid using the market mechanism. All Chronicles can be freely combined, but says Cramer, "you would have a monster game. We recommend using one Chronicle for a 75-90 minute game or two Chronicles for experienced players."
Here's a summary of the gameplay, along with a comparison of what differs from the original game:
The game lasts four rounds, represented by four stacks of tiles. After each round, a scoring phase takes place in which players compare their number of whisky casks, scotsmen in the home castle, landmark cards, and persons against the player with the fewest items in each category and receives victory points (VPs) based on the relative difference. After four rounds, additional VPs are awarded for gold coins and some landmarks while VP penalties are assessed based on territory size, comparing each player's territory to the smallest one in play.
The core mechanism of Glen More II: Chronicles and Glen More functions the same way: The last player in line takes a tile from a time track, advancing as far as they wish on this track. After paying the cost, they place this tile in their territory, with this tile activating itself and all neighboring tiles, triggering the production of resources, movement points, VPs, etc. Then the player who is last in line takes their turn.
Improvements over the original Glen More include bigger tiles, better materials, new artwork, the ability for each player to control the end of the game, and balancing adjustments to the tiles for a better suspense curve. The game is designed to consist of one-third known systems, one-third new mechanisms, and one-third improvements to Glen More.
Aside from the Chronicles, another major change to the game is the ability to invest in famous Scottish people of the time, who are represented through a new "person" tile type. Persons not only have their own scoring, they also trigger one-time or ongoing effects on the tactical clan board. This adds a new layer of decision making, especially since the ongoing effects allow players to focus on a personal strategy of winning through the use of the clan board.