• One interesting thing about a game release is how much the physical presentation of a game affects your interest in playing that game — or what's more, affects how you play that game. Designer Bruno Faidutti wrote about this topic in July 2014 using a forthcoming game based on the prisoner's dilemma from him and Eric M. Lang as an example:
Dials are expensive to produce, so we first tried to replace them with cards. Players have three cards with the symbols for Peace, 1 and Greed. Each player plays a card face down, then the cards are simultaneously revealed. It works, the results are more or less the same, but most players prefer dials.
Now comes the real experience. Get rid of cards and dial, and play this à la Rock/Paper/Scissors. A closed fist means War/Greed, an open hand means Peace, a thumb up means 1. Theoretically, this system is equivalent to the two former ones. When playing, however, the feeling is very different, and it seems that the results are slightly more aggressive, with more wars and less peace. Maybe holding one's arm makes one aggressive? Maybe the requirement to play fast, without hesitation, makes us less careful? Anyway, it's the same game, but it plays a bit differently.
The original Japanese version of the game included only two cards for each player — sleep and trap — and each round a player would choose one of these cards to indicate his choice.
In the new IELLO/PBC version, players have standup houses with dials on the back (dials again!) that players turn to sleep or trap before the wolf player choose a victim. What's new is that with the standup houses and wolf figure, the players tend to roleplay what they're doing, acting out attacks, dancing from house to house sniffing the air for fresh piggies to eat — everything about the game is more playful while the rules remain exactly the same as in the original release. Very curious to see those differences play out on the table...
• The new edition of Jun Sasaki's Kobayakawa from IELLO and Superlude Éditions shows the flipside of the component question, with IELLO not opting to include metal coins in the game — as original publisher Oink Games did — as it didn't want to release a $30-40 light bluffing game that plays in 10-15 minutes. Maybe they'll appear as a convention bonus item in the future...
• Italian publisher dV Giochi debuted both Pierluca Zizzi's Dark Tales and the game's Dark Tales: Snow White expansion at Spiel 2014, with the games due out in the U.S. in early 2015. The publisher seems to have big plans for the series, and given its basis in fairy tales, lots of source material awaits incorporation in new dark tales.