• IDW Games and Pandasaurus Games have announced that the first expansion for Masao Suganuma's Machi Koro — Machi Koro: Harbor Expansion, a.k.a. Machi Koro Plus — will be available before the end of 2014. This expansion includes extra cards allowing for up to five players, two new landmarks (so that players must complete six instead of four), and ten new establishments. What's more, with the expansion players set up the game differently each time a la Dominion with only ten establishments in play each game.
• And speaking of the first expansion, Japanese publisher Grounding plans to debut the second Machi Koro expansion at Tokyo Game Market, which takes place June 1, 2014. Tomorrow! (If you're reading this not too long after this post goes live.) I'll get to Game Market someday, but not this time. As with the first expansion, 街コロシャープ (a.k.a. "Machi Koro Sharp") includes thirteen new establishments that can used with the base game and first expansion, with the new buildings including a winery, a moving company, a general store, and a corn field.
• Ah, the international game market — I love thinking about how connected everything is, even though I'm not connected with Tokyo, of course, and that's a huge inconvenience, but anyway...Nippon, a game set in Japan, is from two Portuguese designers — Nuno Bizarro Sentieiro and Paulo Soledade — and the Italian publisher What's Your Game?, with the first edition of the game including rules in English and German. Phew!
Okay, this game does not have a release date, and as previously noted on BGGN, WYG's current contender for its big Spiel 2014 release is ZhanGuo (China!), so I have no idea when Nippon might be available for your table, but the game has a page on BGG and a blog that you can follow for updates, so let's drop this on your radar for now:
In Nippon, players control Zaibatsu and try to develop their web of power by investing in new industries, fighting for monopolies, taking part of government investments, and building up their influence and power as they oversee the era of rapid industrialization in Japan. Japan's unique social and geographic characteristics make this process a challenging endeavor. Natural resources are scarce, differences between the islands dramatic, political changes hard to accomplish, and social stratifications deep-rooted on the country.
The foundations of the big Zaibatsu were the traditional silk workshops, but soon the conglomerates diversified their influence and power building a complex structure of interconnected companies that made them giant players in the world's new industrial era. Players take the reigns of these big corporations and try to develop them in order to grow and achieve power, keeping in close mind the general interest of the Empire of the rising sun.
On each turn players execute one of the five available actions that allow them to build new industries, ship goods to foreign countries, or develop the transportation system of the country, whether building ships or investing on the railroads. Money is short during gameplay as it's always used to perform actions. To win the game, players are challenged to do the best investment for their Zaibatsu and get the most influence over each of the major four Japanese islands. Each player has a personal tableau that represents his personal investments (Zaibatsu) and every time a player builds something of his own or of a promoted new industry by the Emperor, he's developing his own abilities and paths leading to new opportunities.
Nippon is a fast-paced economic game with challenging decisions in which players oversee the birth of a "new" nation, "a giant fresh from sleep"...
• In a May 21, 2014 post on Herner Spielewahnsinn, I mentioned Uwe Rosenberg's 2-5 player game Nusfjord, which German blogger Tim Koch described as a "light" Rosenberg as it has only three commodities in the game: gold, wood and fish. Here's a shot of the Nusfjord prototype from the Facebook page of German game club Spieletreff-Duelken. It's a reverse-engineering challenge!