Wok Star is a deliciously different cooperative game that serves 2-4 players. Racing against the timer, you'll have to deal with demanding customers who each what something different! Each customer gives you only 20 seconds to fulfill his order – and if you serve too slowly, the customer eats free. Everyone has a different role to play, whether you're the busboy who collects more tips or the chef who's good at stretching the ingredients just a little farther, and everyone will be working on the meals at the same time from different angles. With just four days to impress your investor, you'll need quick thinking, clever investment, and brilliant cooperation.
In each hand there is usually one perfect word that will use all your letters – you just need to find it! Flexibility comes from two elements: a "common" vowel and wild letter cards. The "common" vowel can be used by all players and changes throughout the game. You will have several wild cards in your deck; wilds also double as victory points, which determine the winner.
Each crewmember either belongs to the honest crew or is among the few infiltrators on board, all of whom know one another. You receive your secret identity card at the start of the game, and over the course of play, your fellow crewmembers will learn something about your identity – but only in part, which might lead to mistaken impressions about you. How this happens is that in addition to your secret identity card, you receive two other identity cards: one honest and one infiltrator. You mix these three cards and place them face down in front of you. Each player knows something about his neighbors by looking at one card per neighbor – and by placing a knowledge tile on this card, you show (or perhaps lie about) what you saw so that no one has to remember. Seeing a card gives you an impression of another player, but you'll never see more than one of that player's three cards, so you can't be certain of what you think. You must combine your knowledge with the knowledge of others, but who can you trust? In order to keep from being unmasked, the infiltrators will naturally act as if they're trying to deduce who might betray the crew.
During skirmishes, some crewmembers will receive first the "Benefit of the Doubt", then they can graduate to a status of "Reliable", and then one of these two reliable crewmembers will become the new Captain. This Captain must form a final crew that excludes the infiltrators from access to the cockpit. Only then will the flight be safe.
With each skirmish, a player sees one identity card held by another player. With this extra knowledge, the deductive logic gets deeper and deeper as you theorize about who is who, while also holding all the possible lies in mind! Lying is risky as it makes you look suspicious, and if your lie conflicts with the knowledge of other players, your identity as an infiltrator might be revealed. For example, once two players say opposite things about the same card, then everyone else knows that one of them must be an infiltrator – and possibly both of them! The honest players will tell their theories, and the infiltrators will make up theories that sound valuable, too. Will you make it back to the ground safely?
• In March 2013, U.S. publisher Tasty Minstrel Games added Michael R. Keller's City Hall to his roster of future releases, and now TMG has launched a ten-day crowdfunding campaign – the second go-round for this design – to try to get it into stores by February 2014. (KS link) I recorded an overview of the game with Keller at BGG.CON 2012, but you can alternatively read this summary to find out more:
There are seven offices within City Hall. These offices deal with a different aspect of building the city or campaigning, such as the Tax Assessor, Surveyor, or Zoning Board. In a round, each player will get to activate one of these offices. However, just because you activate an office doesn't mean you will get to use it. The other players will have an opportunity to use their influence to steal control of the office away from you. Keeping it will require countering with your own influence. However, you can instead let another player control that office this round and add their influence to your own, giving you a leg up on controlling things later on.
In using these offices, players will buy land and build properties to create attractive neighborhoods which will bring the most people into the city – or they might place a factory next to an opponent's housing complex to drive people out. They will also tax their constituents to raise funds (with the option of sacrificing popularity to tax at higher rates), buy and sell influence to the Lobbyist, and campaign to increase their approval level.
At the end of the game, the citizens of the city will vote based on which player brought them in and that player's approval level. Special interest groups will also collect votes for players based on certain goals, such as Wall Street backing the player with the most money. Whichever player has the most votes on election day will become Mayor of New York and appoint his or her opponents to the Sanitation Department.
Alliances includes three different games in one box:
-----• For two players, a confrontational trick-taking game.
-----• For three players, a game in which each player in turn plays a superpower empire while the other two players fight him off as rebels.
-----• For four players, a game in which you and your ally will team up to fight your rival alliance to control the world!
So that's the elevator pitch about elevator pitches – what's the game? Monsters and Maidens (JSC link), which is described on the BGG game page as follows:
Monsters and Maidens is a fun, easy-to-learn dice game with nine fully customized six-sided dice. Players play the role of the Hero trying to rescue the Maidens from the Monsters.
By rolling the dice and comparing the results, players determine the success or failure of their mission. Players may have some rescued Maidens but decide to push their luck and roll the dice again in an attempt to rescue even more. If they aren't careful, though, they will be overtaken by the Monsters and lose some or even all of their rescued Maidens.
• Ancient Terrible Things from newcomer designer Simon McGregor and newcomer South African publisher Pleasant Company Studios is "a pulp horror press-your-luck and risk-management dice and board game for 2-4 players... The object of the game is to be the player with the most Ancient Secrets when the game ends at the Unspeakable Event." (KS link)
• Does zombies + miniatures always equal success on Kickstarter? As a BGG user pointed out to me, Undead Apocalypse: War of the Damned from designer Benjamin Radford and his publishing house BOE is testing that theory as the project is only one-quarter of the way towards its goal after three weeks. (KS link)
• In update #17 for the Moongha Invaders KS project, designer/publisher Martin Wallace notes that the game is "very unlikely" to be ready in time for Spiel 2013 in October.
• New designer Benji Michalek has launched a KS project for NanoBot Battle Arena through his own Derpy Games, LLC, with the action in this tabletop strategy game taking place in a petri dish with minuscule armies battling for dominance. (KS link) Michalek plans to have two versions of the game, with each version being playable on its own with up to four players in addition to being compatible with one another for games with up to eight.
• Guile is "a twenty-minute, medieval memory card game of deception and intrigue for two players" from first-time designer Justin Schaffer and his own Terra Nova Games. (KS link)
• Evertide Games's Goblins: Alternate Realities from designers Richard James and Brad Phillips has blown past its $30k funding goal and is currently standing at $130k in support. (KS link) The one line description of the game: "You direct a party of characters from the world of Goblins through a series of encounters and challenges to fulfill the individual quests of each of your characters."