New Game Round-up: Lifting a Flagon with the Engelsteins, Fighting for Power in Tallinn, and Crossing Streets in Japan

New Game Round-up: Lifting a Flagon with the Engelsteins, Fighting for Power in Tallinn, and Crossing Streets in Japan
Board Game Publisher: Stronghold Games
Stronghold Games has a reputation for publishing serious games, at least in my mind, but the company has also released wackier stuff such as 2013's Going, Going, GONE! With that in mind, here's an overview of The Dragon & Flagon, due out in 2016, from Brian, Geoff, and Sydney Engelstein:

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The Dragon & Flagon: a tavern world-renowned for its most magical drink, the Dragon Ale. Legend has it that one sip of the Dragon Ale can give a hero wondrous abilities beyond their wildest dreams — but with a bar full of thirsty adventurers and only one mug left, things are bound to go wrong. Prepare your magic and grab your weapon because there's only one true objective in this brawl — and it's not just a drink. Only one can win and emerge with the reputation as the greatest fighter ever seen within the walls of The Dragon & Flagon!

The Dragon & Flagon is a game of chaos and mayhem for 2-8 players. Throw mugs, smash chairs, swing from the chandelier, sip from the legendary Dragon Flagon, and pull the rug out from under your fellow adventurers as you attempt to build up your reputation and win the day!

Play as one of nine unique characters in a 3D tavern environment that can be set up differently every time. Multiple play modes add even more variety.
Board Game Publisher: OSTIA Spiele
• Designer Stefan Risthaus has been self-publishing his designs the past few years through OSTIA Spiele, and he's posted info on his 2016 release Tallinn, a quick-playing card game for 2-4 players:

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Tallinn (Reval, Castrum Danorum) in late 14th century: You try to make the three most powerful forces in the city your allies, namely the Teutonic Knights, the church/monasteries, and the merchants.

Each player starts Tallinn with an identical set of ten cards. These cards have two halves, each with icons representing the influence in one or two of the groups. Every round each player selects one card secretly, touching the side of the card they want to be valid, then all players reveal/place their card simultaneously. The players add their played card to their display, overlapping the cards, so that only the half that they touched when revealing the card is seen. The other half is taken out of play for this game.

Some cards show icons that allow you to collect victory points immediately. When doing so, you compare your total of power of the specific group with each of the other players, scoring 2 points for each player you beat and 1 in case of a tie.

In game end scoring, you compare all symbols with all of your competitors and gain 4 points when having more symbols of a kind, and 2 in case of a tie. Finally, you score 6 points for each face-to-face victory when comparing the symbols on cards you have taken out during the game as part of the city wall.

Scoring during the game weakens your display because the scoring symbol is only on card halves with a single icon of influence, while other card halves show up to three icons.
Board Game: ButaBabel
Board Game: Ienomi
• How much do I love Japanese games? A lot, as I've mentioned many times already, and part of that love comes from the games seeming to feature a wider array of subject matter than is found in games released in the U.S. and Europe. That diversity might result from the designers usually being the publishers as well, not to mention that they're operating on a small scale, with productions in the dozens or possibly hundreds of copies, which makes it easier to take chances with less mainstream material (not that I know what's mainstream in Japane, mind you).

In any case, I've recently purchased and played Yuo's ButaBabel, which is about pigs building their own towers of Babel. The cards have rock-paper-scissor symbols, and you can play on anyone's discard pile, with everyone playing at the same time. At the end of the game, whoever has the tallest tower wins — except if the tower is three or more cards taller than the next highest tower because if so, God strikes down your tower because you were being too vainglorious. Then you look at the next tallest tower, and so on. Simple and fun, with a playing time of five minutes.

Another release at the Kobe Game Market in Feb. 2016 was Kazumasa Kyoyama's card game Ienomi, which bears this description:

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In Ienomi, you have a drinking session in someone's home. You fall asleep if you have drunk more than your limit, but you don't know how much it is. You have to estimate your limit by opponents' limits, and score points by pacing your drinking.

The session ends when all players have fallen asleep, and the highest scorer wins the game.
And here's a release that will debut at Tokyo Game Market in May 2016: Gaijin Dash!!, a self-published design from Antoine Bauza and Corentin Lebrat. No, they're not Japanese, but they seem to be operating with that same spirit of "just throw it out there and see what happens":

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外人 Dash!! (Gaijin Dash!!) is a party game in which players need to cross huge thoroughfares in Japan and avoid oncoming vehicles. Observation, risk-taking, and speed are the three skills you need in order to keep out of the hospital!
From gallery of W Eric Martin

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