To set up, the game board is seeded with five base rune cards, six rune cards at random, and one randomly-drawn fate card. One player starts with the Primus Token (and randomly determines the starting "Round 1" card), while all other players receive one skill card or one gem.
Players then take turns placing or socketing one die at a time onto a rune card of their choice, gaining skill and power cards, gems or victory points by doing so; they can even attack other players. After all dice have been placed, the cards on the board are resolved in sequential order. As each die is removed, the effect of that placement is resolved. This sequence makes for exciting combinations and rewards strategic play.
All resources of the game are finite, so players need to play carefully in order to avoid wasting placements. The game ends after five rounds or immediately if any player reaches the victory point mark on the score track.
In Fallen City of Karez, each player will take the role of a lord of one of the guilds who seek to tighten their grasp on the rising city. The players will strive to maintain a balance between keeping the city safe for its citizens by sending exploration parties to defeat any threats, and at the same time attracting to the emerging city new adventurers wishing to fill their pockets with fortunes and their names with glory.
In the action phase at the start of each of the eight turns, players can assign two citizens or one adventurer to act on their behalf in the various buildings of Karez, send an exploration party to remove any threats that lurk near Karez, or buy new equipment to reinforce their parties of heroes. Some guild houses may choose to erect their own private Dungeons (!) in an attempt to inflict havoc and dismay on the other houses. After everyone performs their actions, the players must check how these actions affected migration to Karez; the results of this phase will reflect on the growth of Karez towards a city state, which is the common aspiration of all players.
Players start with different initial possessions and owned buildings. In addition to the common goal of raising the city, each house also has some unique goals (ambitions), which will eventually determine the sole winner. That said, the game is semi-cooperative in that while each guild has its own ambitions, all players must succeed in raising the city by the end of the game or else everyone loses.
Race to Adventure: The Spirit of the Century Exploration Game is easy to learn and can be played in 20-30 minutes. In each round, players take turns selecting one of six different items, then all players perform their action at the same time. Snatch a golden eagle egg from a Himalayan mountain peak, escape the Mummy King, rescue a prisoner from Atlantis, and much more in this family adventure game!
• Mayday Games has turned to Kickstarter for its new edition of Bootleggers from designers Don Beyer, Ray Eifler and Steve Gross. (KS link) Here's a game description along with possible changes for this new edition:
In Bootleggers, players take on the role of enterprising bosses seeking to make a name for themselves in the illegal alcohol trade at the height of the 1920's prohibition era. Deceit, lies, and alliances of convenience are the norm as players attempt to control distribution through money and corruption by muscling in on the competition, paying off the local law authorities, building underground speakeasies, and shipping trucks of "hooch"!
Tentative plans for the 2012 edition of Bootleggers include two double-influence cards, four blank cards, more cash, a revised rulebook, colored dice for each player, additional variants (including a two-player scenario), and improved trucks with easier-to-read numbering.
Using this definition, the program will create more recognition for casual games and tools to promote them directly to the intended audience. The first phase is an industry magazine with tools like posters, shelf labels, demo guides, case studies, and recommendations to help retailers highlight casual games in their stores and promote them more effectively to casual walk-ins. Project backers can receive some great casual games like Zombie Dice, Incan Gold, For Sale, Castle Panic, Survive, and Eruption, while also supporting a worthwhile cause. There are also sponsorship and marketing opportunities available for publishers and others to make use of the platform to get their message directly in front of casual gamers and the stores they walk into.
I'm all for the promotion of modern games to those outside the know. For years I pitched magazines and newspapers on particular games that I thought would be of interest to their readers, and while I received far more rejections than acceptances – which should be expected when pitching queries to media outlets – I did write about titles like Primordial Soup, The Great Chili Cookoff, Reef Encounter, and Bohnanza. Are those all "casual" games? Of course not. Anyone who did peek at Reef Encounter after seeing it in Tropical Fish Monthly would probably have been flabbergasted at the game they discovered, but my goal was to let casual gamers know that more game choices exist than they'll find on your mainstream toy store shelves. I figure you have to reach out and place the games in front of people and some percentage of them will be interested enough to investigate.
But why would retailers need this particular brand, unless they're incompetent and don't know anything about the items already available in their stores – and if they are, why would they go out of their way to get involved in this campaign?
And why adopt a graphic look that reminds me of Ron Paul?! That's pretty far from casual, guys!