At the top of the ticket was Power Grid: The Card Game, this being a standalone game that takes two-thirds of the essence of Power Grid — the auction for power plants and the competition for resources — and ditches the part about building a network of cities to which you need to supply power. Now the game is all about money being earned, so don't think of it as a tie-breaker any more!
• Fabled Fruit is a quick-playing, basic worker placement game (in that you have only one worker to place), but the hook of the game is that the actions available to you change over multiple playings. They don't have to change, of course, but that variety of gameplay is inherent to the design. More than 504 combinations of actions are possible, but I'll leave it to someone else to do the math.
• For a simple game with few rules, Fuji Flush has a fascinating history that Friese has detailed in this GeekList.
• Designer Tony Boydell of Surprised Stare Games gives a masterclass elevator pitch for Guilds of London, which perhaps shouldn't be surprising given the many years he's spent working on the design, but as I've learned from experience not every designer (or publisher) knows how to pitch their games.
• Here's one example of the hazards of early knowledge: At SPIEL 2015 I shot an overview video of Frosted Games' Undercover with co-designer Daniel Danzer. The game sounded right up my alley — straightforward gameplay with a deduction element — but come SPIEL 2016 I forgot about it completely, not looking for the actual produced game at the fair. Early looks are good, but publishers need to time their hype so that folks are looking for their game at just the right moment.