Next Move's next release will be Tuki by designer Grzegorz Rejchtman, best known for the Ubongo game series. Here's an overview of this 2-4 player game that will debut at the 2019 Origins Game Fair in June:
During each turn in Tuki, you attempt to construct an inukshuk based on the die face rolled using your stones and blocks of snow. Players have only a limited number of pieces with which to construct the inukshuk, so you'll need to be creative and use the three-dimensional pieces in multiple ways, such as to counterbalance other pieces or even build on top of existing pieces. A solution always exists — you just need to discover it!
You can choose from two levels of difficulty when playing Tuki to level the playing ground between newcomers and experts. Be swift, yet precise, and transform your stones into messengers of the north...
• Red Peak is a Carlo A. Rossi design due out from Ravensburger in the first half of 2019, and while I have only a brief overview of the game for now, it's enough to get you grounded on this 2-6 player that features a Vincent Dutrait cover of all things. Strange seeing his work on a non-French, non-Korean box! Here's that summary:
The game consists of 98 cards, with 1-7 each appearing twice in seven colors. Each player starts with a random card face up in front of them as a personal discard pile as well as a hand of four cards. On a turn, you must play one card from your hand following the familiar game play rules of matching the color or number. Ideally you want to play on your own pile, but if the card you would play matches the top card of your left- or right-hand neighbor's discard pile, then you must play it there instead!
Maybe you can choose a card in hand that matches only your top card? If you have no valid play or don't want to give points away to someone else, you can play the card face down on your stack, showing the weepy onion on the card back. On your next turn, you can play any card you like on your pile — except if it matches a neighbor's top card, of course, in which case you must give it away. (You can't play on a neighbor's onion card.)
Once all the cards have been played, everyone scores for the cards in their pile — but first they must count the number of onion cards in their pile. However many onions they have, they must remove all matching number cards prior to scoring. If you have four onions, for example, you must discard all 4s — and this is bad since all cards score points equal to their value. If you have ten onions, then you first discard all 7s, then all 3s. Whoever has the most points wins!
• ThunderGryph Games puts a lush look on most of its game releases, and the just-announced Iwari from Michael Schacht continues this pattern.
Iwari is a revised version of Schacht's classic game Web of Power, which was previously remade as China, then briefly appeared as Han. All the games feature the same basic gameplay: A landscape is divided into regions; these regions have lines throughout them with various building points, as well as more than a dozen connection points between regions. On a turn, you can play cards to place up to two pieces in one region. The color of the cards must match the region in which you're playing, although you can use a pair of cards as a joker.
You're trying to achieve majorities in a region and in the connection points, but the trick is that you want to expend as few of your own resources to win as possible. (I imagine this is also true of Iwari, but I haven't seen the rules of that game yet.) When you have majority in a region, then you score based on the number of units that all players have in that region; when you place second in a region, then you score based on the number of units that the winner has in that region.
Thus, if a region has five spaces and you control four of them, then you score 5 points and the second-place person scores 4. Hmm, you did more work and used more resources, but you barely scored more than they did! Better to win that region with only three pieces while still scoring 5 points, yet if you wait too long to dominate a region someone else might carry it instead. Scoring for the connection points between regions works similarly.
For Iwari, Schacht and ThunderGryph have moved to a new setting and added twists to the gameplay:
Iwari is an abstract-like Eurogame in which players represent different tribes looking for their identity by traveling around far lands and expanding their settlements into five different regions on the board.
During the game, players can complete missions that grant small perks and score points by having the majority of tents in each territory after the end of the first card cycle. At game end, the majority of tents will be scored again, along with the majorities of nature totems in two adjacent regions and settlements that players have created (i.e., four or more tents in an uninterrupted sequence along one of the roads on the board).
Iwari reimagines the earlier games in this series by adding new layers of strategy, tribe player boards, different maps with their own set of rules, modules that can be added to the game, and unique co-operative and solo modes.