One game, titled Factory Fever, is pitched as a thematic sequel to van Moorsel's Factory Fun and the cleaned-up description is as follows: Factory Fever has similarities to Factory Funas it's a deep puzzle game with simultaneous play, individual player boards, tile placement, connection lines (via conveyor belts this time), different colors of items that must be handled separately, and an annoying pillar in the center of the work floor that makes it difficult to do what you want – but now you're managing the storage department in the company and "it's a totally different game! The core [mechanisms] I must hold secret here now."
The second game, KL-886, is a team-based deduction game for 5-8 players who make up an airplane crew that's run into trouble as their pilots have just died (in midair?). They suspect that someone (or multiple someones) have infiltrated the flight crew. Says van Moorsel, everyone knows a bit about a few other crew members and they learn more during the game. They want to talk amongst themselves about what they know as by combining information they can possibly learn who the infiltrators are; these people will lie about themselves, of course, so that they won't be caught, but others know true information about them and can catch the lies – except that they could be lying about what they know, and so on. In his summary: "Suspicion, [persuasion], communication, but deep logical thinking, too. Exciting! In contrast to, for example, Werewolf your deduction logic is based on real information (though lies screw that, which makes the logic deeeeeeeeeeeeeeeeeep)."
Van Moorsel, who is currently running a crowdfunding campaign for Leelawadee, mentions that both of these titled will be crowdfunded as well. Such is the trend in today's market...
• German publisher Spielworxx has two titles in the offing for late 2013 release, one being Agora from artist/designer Harald Lieske, which has only the following short description for now:
In Agora the players occupy themselves in this busy place by taking actions, trying to get resources to build monuments, and improving their rhetorical skills to gain the upper hand on opponents and receive court verdicts in their favor. The player with the highest total value of these achievements wins.
• The board game Dust Tactics and its related miniatures rule system Dust Warfare will have a new publishing partner come June 1, 2013, with New Zealand-based Battlefront Miniatures taking over for Fantasy Flight Games. In a press release on the FFG website announcing the change, FFG CEO Christian Petersen wrote, "We've been fortunate to distribute Dust Tactics since its debut at Gen Con 2010, and we're very proud of our development work on Dust Warfare. The last year, however, as FFG experienced phenomenal growth across many of our publishing categories, it became clear that [lead designer] Paolo [Parente] and the Dust games would be better served by a partner who specializes in the unique business of miniature games. We're confident that Paolo's partner choice in Battlefront Miniatures is a strong one, and we wish nothing but the best to them, to Paolo, and to the fantastic Dust fan community."
Update, May 5, 2013: I had overlooked this note previously, but German publisher/distributor Heidelberger Spieleverlag states that the change from FFG to Battlefront doesn't affect its release of Dust items in Germany. What's more, Heidelberger states that after the license transfer "the release of long-planned products for Dust Tactics and Dust Warfare will finally happen. These had been put on hold due to the ongoing negotiations, but they are already quite far advanced editorially."
• The Z-Man/Filosofia edition of Terra Mystica finally appeared in stores in early May 2013, but not nearly as many copies of the game were shipped as were ordered. As Sophie Gravel, who runs Filosofia (which owns Z-Man Games), noted on Facebook:
In this case, the preorders turned out to be way more than what Z-Man anticipated, which is why a second printing run has already been ordered. Z-Man Games has been through similar situations in the past, such as in 2008 when the second printing of Pandemic sold out before the game had even left the manufacturing plant, prompting an immediate third printing. Mage Knight, Eclipse – these games and others have gone through shortages in their early print runs because (1) publishers aren't willing or able to tie up umpteen thousand dollars on a "surefire best-seller-to-be" that can die on the market as quickly as any other game can and (2) shortages make more financial sense than overages. Yes, you can lose sales by not having the games on hand to sell to potential customers, but in most cases those sales are only temporarily lost, with customers often being willing to pick up the games later when they're available once again. Better to guess low and have eager buyers in the future than guess high and have money sitting in the warehouse that you'd prefer to use for other things.