In Domus Domini, each player is an abbot of a monastery. The players work out in each year (each round) a benefit which they will deliver to Cluny, where it is used to build the new church. Whoever delivers the highest yield in a round is rewarded with the most victory points (VPs). However, he gets the least support (coins) for further investments. Whoever in a round delivers the lowest yield gets the least fame (VPs) but he gets the most coins for further investments. So the players have to decide in each round whether they want to get more coins to invest in the development of their monastery, or want to get more fame points to end up as the winner.
But every player has his own plans and so in each round there is a scramble at Cluny that brings some surprises to the players. There is a lot of interaction when players try to find their right order.
• Promised Land: 1250-587 BC, a new design from Gary Dicken, Steve Kendall and Phil Kendall – a.k.a., Ragnar Brothers – is now looking for backing on Kickstarter in anticipation of a November 2013 release. (KS link) Dicken wrote a designer diary for BGGN explaining the long design process of this game, and here's the executive summary of gameplay:
Each player has two Farmers, two Merchants and two Priests. A number of these can be placed after conquest into lands occupied by the kingdom just played. Farmers collect two bronze coins for plains and one for hills. Merchants collect two silver coins for ports and one for roads. Priests collect two gold coins for temples and one for cities. Players may have only one of their Patriarchs in any one land. Players may share occupation of a land, but only one type of Patriarch may be in each land.
Players use the coins generated by their Patriarchs to buy artefacts that influence game play but can instead choose to secure objectives on the Kingdom track to highlight the development of the nation and score victory points of course! A variety of strategies are available, and players must make choices throughout the game in order to emerge victorious.
At the start of a game, players secure an economic foothold using carefully placed Harvesters to earn money. During the second round, players begin building an army to defend their Motherships and capture flags. During a player's turn, all of his or her ships can move and attack.
The six ships used in the game are: (1) The Mothership, the slow but hardy flagship of every fleet. (2) Harvesters, which harvest materials in space and earn money. (3) Salvagers, which collect the wreckage of destroyed ships for a money reward and pick up and carry flags. (4) F13s, cheap, fast, and weak fighters meant for quick skirmishes and surprise attacks. (5) F35s, expensive, slow, and strong fighters used for heavy assaults. (6) Bandits, used to steal enemy ships.
Mastering Hexica requires an understanding of the strengths and weaknesses of the ships used in the game, a familiarity with the Advanced Systems cards, creative thinking, and skill in successfully distracting and misleading the enemy.
In Snowdonia players represent work gangs providing labour for the construction of the Snowdon Mountain Railway. Unlike other train games you will have to excavate your way up a mountain side, as well as make and lay the track, construct viaducts and stations. All this in competition with the weather of the Welsh mountains (and the game itself)!
You may be assisted by a train (though that's not always best) and you'll be able to collect essential materials from the Stock Yard. You will obtain special work contracts that give you bonuses.
Can you contribute more than the other players to the magnificence of the Snowdon Mountain Railway?
The list of game-related crowdfunding projects goes on and on, but since both my time and yours is limited, I'll summarize the other projects that have seeped into my awareness.
• Alban Viard's third edition of Town Center now has rules posted for the second new expansion available for the game as well as the solitaire game board for "Manhattan" that's printed on a T-shirt. Yes, that's a game board that might shrink in the wash, which is a first as far as I can tell. (Indiegogo link)
• In partnership with Clever Mojo Games, Game Salute is running a campaign not for the fourth edition of Alien Frontiers – which the project notes is "already at the printers" – but for an AF promo pack of an ever-changing number of cards, and additional AF faction packs, and possibly rocket dice, and Alien Frontiers itself if you don't already have it, not to mention the AF: Factions expansion and, and... How is Kickstarter not like a store again? (KS link)
• As best as I can figure, Sum Wars = Bananagrams with numbers and mathematical symbols and a pledge level in which the designers/publishers promise to do your math homework. Only one problem, mind you, and not for anything tricky like real analysis, so don't get your hopes up. (KS link)
• Yet another game about food fights? Yes, that's what we have in What the Food?!, the title of which is meant to be said (I would guess) in an exasperated, near-vulgar way despite the game being a clean-cut game of gross airborne vittles. (KS link)
• ZynVaded!, from John Vogel, is a tabletop miniatures game in which the figures are at a 1:1 scale as the figures represent an inch-high group of aliens. One player controls the invaders, the other the peacekeeping forces, and the game can take place on flat surfaces of any type, incorporating everyday items like coffee mugs and forks into the conflict. (KS link)
• Mike Wallace's FlashNics has illustrated cards with four sets of numbers on them. The gameplay elements escape me, but perhaps I'm not grasping the description of the game well. (KS link)
• To bleed into RPG territory for a minute, Epic Level Entertainment wants to fund the World's Worst Dungeon Crawl. (KS link) Why? Um, to see if it can be done? To set a bar below which someone else will have to try real hard to sink lower? Whatever the reason, they're doing it and you can bear some of the responsibility for it.
• Da Clash! is a miniatures board game from Ammon Miniatures "inspired by the Mexican Lucha Libre, Z movies, and weird comics". (Indiegogo link) Okay, not much more to go on in terms of the game than that ounce of description and lots of resin miniatures, but perhaps this video will clear things up:
No? Well, it was worth a shot.