• German publisher Lookout Games has revealed the cover of Náufragos: Das Schiffbrüchigen, a semi-cooperative game from Alberto Corral that for most of 2012 bore the title Crusoe. With the release of Portal Publishing's Robinson Crusoe: Adventure on the Cursed Island at Spiel 2012, however, the game has returned to its original name – Náufragos, which means "castaways" in Spanish – while picking up a German subtitle meaning "the shipwrecked" for the Lookout edition. Lookout notes that the cover is not final, and that Náufragos: Das Schiffbrüchigen will be the first title it releases in 2013. The game will also be released by HomoLudicus and IELLO.
• In an article about pitching games to Filosofia Édition, complete with a peek at the publisher's wall of prototype-filled filing boxes, designer Jay Cormier writes, "While we haven't made it 100% official, Filosofia will be publishing our game, Akrotiri for a release in the third quarter next year" – next year meaning "2013" and we meaning "him and frequent co-designer Sen-Foong Lim". It might not be official, Jay, but you've posted it publicly, so I'm shining the spotlight on you. Better follow through!
What's Akrotiri? The game doesn't have a BGG listing yet, but here's a short description from an April 2011 interview conducted by Tom Gurganus of Go Forth and Game. From Sen: "Akrotiri [is] a pickup-and-deliver game in which players are searching for the gateways to Atlantis", and from Jay: "My favorite game of ours is a game called Akrotiri that is currently under consideration with Z-Man Games. I am a sucker for tile-placement games and we came up with something really new and special. Without giving too much away, we found a way to have players search for hidden temples based on map cards that they have – but in each game, the temples are located in different places. It's really my kind of game!" And a picture of the prototype from another article about pitching Filosofia:
• Fantasy Flight Games has posted an interview with artist/designer Michael Menzel about Legends of Andor. An excerpt:
As an illustrator I had suggested this way of learning rules a few times for other games, but no one was interested or believed that this approach could work. My experiences with computer games made me think it would be possible. When the publisher and I decided that there would be multiple legends (in the prototype there was only one adventure) I thought to make the first legend very easy, like a tutorial in computer games, and increase the level of complexity with each new legend.
Of course, this required a lot of extra effort, because the editor Wolfgang Lüdtke and I did quite a lot of tests on just the rules, rather than the game itself. We watched people play the game, and then wrote down when there was a gap in the rules or something they didn't understand.
I'm very thankful that the publisher agreed to this unusual method. In the end I'm very satisfied with it. The heroes in Legends of Andor begin their adventure immediately after the two pages of Quick-Start rules have been read, and then have to fulfill their first (and of course easy) tasks. When playing a computer game, you wouldn't say the game is too easy after playing the tutorial. Similarly, in Legends of Andor the challenges increase alongside your number of options. This concept really pulls you into the land of Andor.