A Report on the Games Scheduled to be Sold at Osaka Game Market 2020

A Report on the Games Scheduled to be Sold at Osaka Game Market 2020
From gallery of W Eric Martin
[Editor's note: Game Market was scheduled to take place in Osaka on March 8, 2020, but wasn't held. Even so, Saigo — who translates game rules between Japanese and English and who tweets about new JP games — has translated a report about this non-event written by Takuya Ono, who runs the Table Games in the World blog. Mr. Ono has given permission to reprint the photos from his post. Many thanks to Saigo! —WEM]

Game Market 2020 Osaka, which was due to take place on March 8, was cancelled to prevent coronavirus infection. Thus, the board games that were supposed to be released there lost that occasion, but fortunately, the Game Market Management Office and several other organizations offered to sell those games online. Here is my report on playing some of those games:

たぬきのきんたま / Tanuki no Kintama (Tanuki's Balls) (from Narumi Factory)

Named after a famous phrase in the popular folk song "Tan Tan Tanuki", this is a go-out game to play cards and change the size of a Tanuki raccoon dog's left and right balls (called "Kintama" in Japanese).

The players take turns to play 1 ball card from their hand and place it on either left or right pile of ball cards in the ball area. You can play a card numbered within the range of ±2 from the topmost card on either pile. Otherwise, take the topmost card of a pile. If you manage to have the ball cards "1" and "8" in the ball area, it triggers the "1-8" (hit-or-miss) attack whereby you can make any one player (possibly the top player) draw a card from the deck.

The cards numbered "1" to "8" are used, and "1" and "8" are linked. The conditions to play the cards are not very strict, so you can play this game quite loosely like the loosely swinging balls of the Tanuki in the folk song.

DATA
Game Design & Illustration: Narumi
2-4 players / Age: 7+ / 10-20 min

From gallery of W Eric Martin

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The Field of the Sun (from Little Future)

This is a card game in which the players take turns to flip cards from a communal deck of cards and compete for the majority of crops.

On your turn, flip cards from the deck one by one and add them to the single row. Stop at any point and take any one card from the row. If you flip a card of the same suit as one already present, your turn ends immediately and you must take the last flipped card. The game ends when the deck is exhausted, and the player with the most cards of each suit scores positive points for that suit while all other players score negative points. Even with three special event cards, the game system is very minimal.

There are five cards of each suit, so you can win the majority if you take three cards of a suit. However, you cannot collect them so easily. If another player has a card of the same suit, should you go for the same suit to compete with them, or avoid such competition and take a card of another suit? All the cards are eventually revealed, so the dynamic competition continues until the very end.

DATA
Game Design: Yusuke Emi / Illustration: Memento Mori & Suhama Yamazaki
2-5 players / Age: 10+ / 10-30 min

From gallery of W Eric Martin

•••


おばけはおまえだ! (You Are The Ghost! from GIFT10INDUSTRY)

This is a communication game using hearing. The players take turns to choose a picture card according to the sound they hear from the earphone. One player, however, is randomly assigned to play the role of the ghost, and that player must pretend that they also heard the same sound to avoid being found out.

An eerie sound is heard from the earphone. The players take turns to receive the smartphone and earphone, press the button on the smartphone to play the sound, and take the picture that they think matches the sound. They each explain briefly why they chose that picture, then simultaneously point at a player who they suspect to be the ghost from the explanation. The ghost player gains points if they manage to trick others from finding them out, and other players each gain points if they find out who the ghost is.

Giving specific explanations helps the ghost player pretend that they also heard that sound, so the players explain the sound with some vagueness, but being too vague will make one look suspicious. It was fun playing the game, with occasions, such as the ghost player providing plausible explanations from a wild guess and a non-ghost player managing to communicate that they are not the ghost without almost any clear explanation.

DATA
Game Design: Takashi Hamada / Illustration: Toshi Murase
3-6 players / Age: 10+ / 15-30 min
English rules

From gallery of W Eric Martin

•••


ツリーラインアベニュー (The Tree-Lined Avenue from TACTICAL GAMES)

The players compete to score by planting five types of trees in rows and columns. It is like, what would happen if a communal board is used for Kingdomino?

Tree cards are arranged in order according to the number of players. The players then take turns to choose one card and place it to eventually form a 6×6 grid park. The Kingdomino system whereby taking a higher-numbered card forces one to pick later in the next round is applied. However, on the communal park board, the players each score from the trees in the same rows and columns as their gardener pawns. The players play both cooperatively and competitively by arranging trees to score and at the same time planting obstructive trees on the rows and columns where their gardener pawns are not present.

The park also has animals and facilities that are linked to end-of-game bonuses, and some high-number cards are equipped with advantageous actions. The players each have two gardener pawns to score from four lines in total, so most trees can be of some use. Because of this, there is little variation in the turn order, and it is difficult to move up in the turn order once you fall behind. The sheer number of choices requires a tactical handling.

DATA
Game Design: Yota Suzuki & Hayato Oshikiri / Visual Design: Yota Suzuki
2-4 players / Age: 14+ / 20-30 min (released at TGM 2019 Autumn)

From gallery of W Eric Martin

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タイムトラップTime Trap from TACTICAL GAMES)

In this card game, the players race to get rid of their hand of cards in the seventh round. If you run out of cards by the sixth round, you will be eliminated.

There are different conditions for each round, such as "Play only odd numbers" and "Play any card, but if you play '5' or '7', your card will be snatched". The players play their cards in ascending or descending order in accordance with these conditions. At the start, the players each receive a "time trap" card that allows them to reverse the ascending/descending order. Pass if you do not have a card to play anymore. After everyone has passed, move to the next round.

While it is desirable to keep your hand of cards to avoid being eliminated by the sixth round, you must play and reduce them to some extent or else you will not be able to win in the seventh round. It is also important to assess how many cards you should make others play. Before you know it, you might lose at once.

DATA
Game Design: Hayato Oshikiri & Yota Suzuki / Visual Design: Yota Suzuki
2-4 players / Age: 14+ / 10-15 min (released at TGM 2019 Autumn)

From gallery of W Eric Martin

•••


インザルーイン (In the Ruin from Fudacoma Games)

This is a flip-and-write game to use the patterns indicated on revealed cards to write routes and walls in order to bring back treasures from ancient ruins.

After the players have each written the route or wall on their sheet in the pattern indicated on the card, they move their pawn the number of steps indicated on the card. The treasure locations are indicated on the cards, and they can be acquired on a first-come-first-served basis. If you fail to connect your route to the treasure, the treasure location will turn into a wall on your sheet. Each time a treasure is taken, another treasure will appear in another location. The first half of the game ends when the deck of cards runs out. In the second half, the players must return to the starting point to escape from the ruins while collecting the remaining treasures. In addition to the treasure, you can score by forming the largest rectangular area made of roads and walls, earn bonus points for connecting specified routes, and receive a penalty for failing to draw specified patterns.

As is frequently the case in a flip-and-write game, the interaction is relatively low, but the system allows the players to be informed of other players' actions each time a treasure is found, like "I've taken Treasure B!", "Oh, no! I was almost there!" The gameplay provides a feeling of exploring in the dark.

DATA
Game Design: Yusuke Sawaguchi / Artwork: Makoto Takami
1-4 players / Age: 8+ / 30-45 min (released at TGM 2019 Autumn)

From gallery of W Eric Martin

•••

[Editor's note: This Osaka 2020 title was covered separately on TGIW by Mr. Ono. —WEM]

海拓者 / Kaitakusha (See Settlers)

Choosing Which Islands to Visit Despite Going Out of Course

From gallery of W Eric Martin


This is a board game to travel to your destination at the other side by a ship that cannot move forward, while visiting islands and constructing buildings along the way. This game, formerly due to be released at Osaka Game Market 2020, was selected as the grand prize winner of Board Game Selection 2020, a competition hosted by nine board game cafés and shops, where you could play the submitted games, in the Kansai region.

The players each start their ship from one of the four sides of the game board. On your turn, play a card from your hand of three cards for actions such as moving your ship; getting foods, cards and other items on the island you visit; and placing your crew member pawn on the island. Once you place your crew member pawn, you can get resources, such as bricks, iron, and stones, which can be collected over several turns and used for constructing buildings.

The hand of three cards lacks forward movement. Furthermore, when ending up with the same type of card, your ship can go off course tremendously. There are scoring chips in the center, but not only is it difficult to reach there, but even if you do, you are quickly surrounded by other players' ships, making it difficult to move away from there. In addition, the players must race to get the resources indicated on the displayed construction cards. You also need to take care to procure food or else your crew members will die from a food shortage.

The game ends when one of the players reaches the opposite side of their starting point or reaches the specified score. The players compete to score by adding up the points from construction cards, bonus points by type, gold and tiles in the center, and the points for reaching the goal. With so many elements, you need to examine your priorities according to your hand of cards. If your priorities coincide with another player, it will hamper your score, but such choice is made light due to the difficulty of handling your hand of cards.

Our game play with four players took approximately 45 minutes. A traffic jam occurred near the center, and while we waited for vacancies, Bashi-san reached their goal by making a detour. They also made good use of the resources they had gathered during the detour and managed to increase their points for construction. Despite the large element of luck in one's hand of cards, this game with diversified ways to score, instead of gradual engine-building, allows close competition by a narrow margin until the very end.

DATA
Kaitakusha (See Settlers)
Game Design & Artwork: Tadashi Koyama
2-4 players / Age: 10+ / 30-45 min

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