The newest contender for the stage is Clank! In! Space!, a standalone game that uses the same game system as in Paul Dennen's Clank! A Deck-Building Adventure, one of the hits of Gen Con 2016, but with player now trying to escape an alien spaceship instead of an underground dungeon. Makes sense to me — space is a vacuum, so noise wouldn't travel there and you could clankity-clank-clank all you want, but put yourself on a spaceship with, say, a xenomorph-type of thing, and you now have a gaming recipe. Here's the setting of this new title from publisher Renegade Game Studios:
Along the way, you'll recruit allies and snatch up extra loot. But one false step and — Clank! Careless noise draws the attention of Lord Eradikus. Hacking into his command module and stealing his artifacts increases his rage. You'd better hope your friends are louder than you are if you want to make it to an escape pod and get out alive...
• A competitor for the spotlight is Stuffed Fables, a new design from Mice and Mystics' Jerry Hawthorne and publisher Plaid Hat Games. This title will be available for demo games at Gen Con 50, with a release due to happen before the end of 2017. Here's an overview of the game from the publisher:
Stuffed Fables is the first "StoryBoard Game", a new product line from Plaid Hat Games in which all of the action takes place in the unique storybook — a book that acts as your rules reference, story guide, and game board, all in one! Each adventure in the game takes place over several pages of the immersive StoryBook. The book opens flat onto the table to reveal a colorful map or other illustration central to playing the game, with choices, story, and special rules on the opposite page.
On their turn, a player draws five dice from the bag. The colors of the dice drawn determine the types of actions and options available to the player. White dice can re-stuff stuffies injured in battle. Red dice perform melee attacks while green dice perform ranged attacks. Yellow dice search while blue dice are used for special actions and purple dice can be used as any color. Most dice can always find a strategic use, including moving, using items, or contributing to group tasks. Players can store dice for later, combine dice for stronger actions, or use them one-at-a-time for multiple activations. As turns go by, black dice are also drawn, and after enough appear, minions emerge or attack, and the dice bag is reset!
Players can encourage each other by sharing dice or their precious stuffing. In addition to fighting minions, each page of the storybook offers numerous points of interest, charming characters to interact or trade with, as well as many unusual challenges. And each page is but one chapter that folds into a branching, overarching story with a multitude of items and a special discovery deck full of surprises.
• The day before that was announced, Fantasy Flight Games unveiled Sid Meier's Civilization: A New Dawn, a design by James Kniffen for 2-4 players that bears a 60-120 minute playing time — which is half the length of FFG's 2010 title Sid Meier's Civilization: The Board Game, which was from designer Kevin Wilson. Here's a summary of this Q4 2017 release, with far more details in the FFG announcement of the game:
This new game presents players with an undiscovered country to conquer, built from beautifully illustrated map tiles. These would-be conquerors construct and populate the map with barbarians, natural resources, and city-states, then formulate their plans for how they will shape this world to their vision. Their exact goals, however, change with each game. Agendas are detailed on victory cards, three of which are drawn during set up. Players race to become the first to accomplish one agenda on each of these victory cards, spreading throughout the world and ensuring their civilization’s place as the greatest world power.
• The weekend prior to that saw the announcement of Christian T. Petersen and Fantasy Flight Games' Twilight Imperium (Fourth Edition), which is scheduled for a Q4 2017 release, but which (as it turns out) will be for sale at Gen Con 50. Surprise!
The game remains much the same as TI3, which was released in 2005, but with various changes that are summarized halfway down the FFG product page. Here's an overview of the game:
No two games of Twilight Imperium are ever identical. At the start of each galactic age, the game a board is uniquely and strategically constructed using 51 galaxy tiles that feature everything from lush new planets and supernovas to asteroid fields and gravity rifts. Players are dealt a hand of these tiles and take turns creating the galaxy around Mecatol Rex, the capital planet seated in the center of the board. An ion storm may block your race from progressing through the galaxy while a fortuitously placed gravity rift may protect you from your closest foes. The galaxy is yours to both craft and dominate.
A round of Twilight Imperium begins with players selecting one of eight strategy cards that both determine player order and give their owner a unique strategic action for that round. These may do anything from providing additional command tokens to allowing a player to control trade throughout the galaxy. After these roles are selected, players take turns moving their fleets from system to system, claiming new planets for their empire, and engaging in warfare and trade with other factions. At the end of a turn, players gather in a grand council to pass new laws and agendas, shaking up the game in unpredictable ways.
After every player has passed their turn, players move up the victory track by checking to see whether they have completed any objectives throughout the turn and scoring them. Objectives are determined by setting up ten public objective cards at the start of each game, then gradually revealing them with every round. Every player also chooses between two random secret objectives at the start of the game, providing victory points achievable only by the holder of that objective. These objectives can be anything from researching new technologies to taking your neighbor's home system. At the end of every turn, a player can claim one public objective and one secret objective. As play continues, more of these objectives are revealed and more secret objectives are dealt out, giving players dynamically changing goals throughout the game. Play continues until a player reaches ten victory points.