Although the Yellow Turban Rebellion was defeated eventually, many surviving followers went on to become bandits and continued to create problems for the government. The Han army was unable to control the bandits and Emperor Ling granted direct administrative power over provinces and command of regional military to local lords. Many feudal lords took the opportunity to sever ties with the Han government and ruled independently on their own. The more ambitious annexed neighboring territories to expand their power bases. This led eventually to the emergence of the three power blocs of Wei, Wu and Shu, which ushered in the Three Kingdoms period.
Three Kingdoms Redux is a board game that seeks to recreate the tripartite between the states of Wei, Wu and Shu. You assume the role of one of the three lords: Cao Cao leading Cao Wei, Sun Jian leading Eastern Wu and Liu Bei leading Shu Han. Players start the game from asymmetrical positions, reflecting the manpower advantages Wei enjoyed in the early part of the period. The weaker states of Wu and Shu protect themselves by forming an alliance.
As a feudal lord, you manage the different aspects of running a state whilst guarding your borders against both rebellious internal tribes and external enemies. Managing each aspect well earns victory points for your state — but beware as the balance of power shifts constantly during the game. Understand and take advantage of the power shifts, and you will fulfill your grand ambition of re-unifying China!
• Publisher Passport Game Studios has released two quick-playing card games in the U.S. that were previously available only in other countries. In Steffen Brückner's Nox, players try to fill their personal kitty to six cards — preferably of high value, while sometimes taking whatever you can get — while everyone else tries to shrink your kitty by combining card stacks and shrinking your point total.
In Voodoo Mania from designer Martin Nedergaard Andersen, players want to get rid of their cards as quickly as possible, but to lay down a card you need to find one in your hand that features a colored symbol not present on the current top card. I've played this game a few times and while the mania is certainly present, I'm not sure where the voodoo comes in. Maybe you're hypnotizing opponents through your dazzlingly quick card play — if you're me anyway...
• Steve Jackson Games has announced that the ever-present Munchkin will be just that much more ubiquitous as it's now available in the huge Toys"R"Us chain in the U.S. Another coup for SJG, and another sign of hobby games becoming more mainstream.
• Eric Hanuise from Flatlined Games has signed a deal for a dice game with the working title "Broadside Dice" from Rumble in the House designer Olivier Saffre.
• Designer Jay Little has posted an overview of Patient Zero, a co-operative survival board game set in a world ravaged by the man-made Z-B13 virus for which he wants to find a publisher or fund through a Kickstarter campaign. Here's a summary of the setting and gameplay:
The situation is bleak, but not hopeless. A small number of survivors have set their differences aside to work together toward a common goal — find out who is responsible for the Z-B13 virus and put a stop to them. Since its release, rumors have circulated about secret military bunkers and high-tech medical labs which had been commissioned to research and monitor Z-B13. Multiple sources corroborate the entire epidemic stemmed from the unauthorized exposure to a single person; the doctor responsible for originally engineering the plague infected himself first and has somehow kept himself alive to continue his work. Meanwhile, the survivors seek vital information on stopping the epidemic, as well as important resources and items that will prove invaluable in their search for Patient Zero.
Gameplay continues alternating between exploring cities and resolving events until one of the following occurs: the players have assembled enough information to confront Patient Zero in a final showdown or the players run out of critical supplies and die horrible deaths. However, even in failure, not all hope is lost. Every time the players lose a game, they pass along one item or piece of information to the next play group so each subsequent attempt is slightly easier.