New Game Round-up: Kevin Wilson Heads to Mistborn & Ragnar Brothers Sail to North America

New Game Round-up: Kevin Wilson Heads to Mistborn & Ragnar Brothers Sail to North America
RPG Item: Mistborn Adventure Game
Crafty Games has been publishing the Mistborn Adventure Game RPG, based on the novels of Brandon Sanderson, since 2011, and in 2016 it plans to release a giant Kevin Wilson design titled Mistborn: Final Empire — which was available for demo games at Gen Con 2015 and which I unfortunately knew nothing about at the time. Ah well, you do what you can.

Sanderson fan site 17th Shard has posted an overview of Mistborn: Final Empire, and here's a description that summarizes gameplay:

Quote:
Become the head of a Great House of Luthadel in this game of negotiation and betrayal set in the world of Brandon Sanderson's Mistborn novels. Contend with myriad problems plaguing the Final Empire — rampaging koloss, disease, social unrest, even the heroes of the novels — and with every step jockey for the Lord Ruler's favor. At the end of the story, will you rise to power and prestige — or fall in ruin and disgrace?

Mistborn: Final Empire is a semi-cooperative, resource-management game set during the events of the first Mistborn novel. Three to five players assume the roles of various factions and must work together to solve the "Problems" facing the Final Empire. In order to solve these problems players must expend a certain combination of resources, but in return they receive Favor from the Lord Ruler.

Each round, players produce resources (food, money, prestige, skaa, warriors, and atium) in different proportions and combinations based on their faction. You can convert between different resources to get something that is missing, but in the long run the players must work together, pooling their resources, to succeed.

There are four tiers of "Problems"; at the start of each turn a problem is added to the board in the corresponding column and each pre-existing problem moves up one tier. If a problem passes tier 4, than it is said to "Erupt" (a reference to the novel) and it causes various problems for the players, such as increasing the level of "Unrest" or giving players "Disfavor". The main part of gameplay is the negotiation between players to solve these problems. Anything except Favor gained in previous turns can be negotiated: resources, Personality cards (which can have a variety of effects), out-of-game favors, etc.

The game can end in two ways, either the Unrest reaches 8 or a special problem card (Vin) is resolved. If she is not defeated and is allowed to erupt she increases the Unrest by 4. If the players are able to defeat Vin, then the player who has the highest amount of Favor wins. If the Unrest reaches 8, then the rebellion occurs and the player with the least Favor (the faction furthest from the Lord Ruler) wins.
In a tweet about the game, Wilson writes, "The design owes Sid Sackson's I'm the Boss! a thanks."

Board Game: Niña & Pinta
Stephen Kendall of Ragnar Brothers has posted an interesting overview on the development of Nina & Pinta, which Ragnar plans to preview at Spiel 2015 ahead of its release in 2016. Here's an excerpt about this design, which originated with the merging of quantum physics and Columbus' voyage across the Atlantic:

Quote:
...once I'd stumbled on the theme of discovery in the New World there was a rush of momentum, and not least because I really liked the title Nina & Pinta and the idea of three ships (no need to mention the more famous absentee) setting off and each discovering a different world. Somewhat ironically my recollection of the history was that only the Santa Maria (and now I have mentioned it) survived the treacherous voyage and the idea of what the other two ships might have discovered had me swooning with delight as this married up with a favourite play, Rosencrantz and Guildenstern. Gary [Dicken] soon put me right on this one and reading a potted history made Columbus' voyage seem more like a pleasant cruise around the Caribbean.

But let's not take anything away from the daring of Columbus and his men — surely one of the most momentous acts of heroism in any quantum! And his exploits fit beautifully with the quantum theme; setting off into the unknown and coming back from who knows where.
Board Game: Okiya
• This isn't a new game, but a new edition of an existing game, with Bruno Cathala's two-player Niya (a.k.a. Okiya) becoming La Bataille des Sorciers as part of "Chrono", a new line of games that play in fifteen minutes for French retailer Oxybul. Cathala writes, "The game has been completely revamped by the graphic artists at Oxybul in a style that they deem appropriate for their target audience. Each player now uses their team of sorcerers to try to master the elements (fire, water, earth, air) and animals typical of witchcraft (bat, dragon, snake, spider) to win."

Okay, this is an obscure announcement, but I'm tickled by the odd look of the game and the notion of a retailer creating or repackaging its own line of games this way. Perhaps a retailer in the U.S. could follow suit along these lines...

Board Game: Okiya

Board Game Publisher: Oxybul

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