Sit Down to Throw Fingers, Collect Bulbs, and Divine Where Crops Go

Sit Down to Throw Fingers, Collect Bulbs, and Divine Where Crops Go
Board Game: Dexterity Jane
Belgian publisher Sit Down! has a diverse range of games on its release calendar for 2022, starting with Olivier Mahy's Dexterity Jane, which had 250 copies available at SPIEL '21 and will be on the market at large by the end of January 2022.

In each of the ten rounds of Dexterity Jane, you simultaneously flip as many cards as the number of the round, then everyone races to arrange their hands the right way. Cards show either a left or right hand, and if a finger is bent on the depicted hand, then you want to bend that finger on your own hand...except if that hand is also shown on another card open with no fingers bent as that card cancels all of the bent finger cards, so you should also keep your hand open...except that two identical cards cancel one another, whether the cards show bent fingers or open hands.

Once you've shaped your hands on what you think is the proper way, place them palm down on the table to lock in your guess, then call out "First!", "Second!", or whatever place is appropriate.

The final player in the round doesn't get to place their hands down, but instead serves as judge, first sorting cards by left and right, then removing identical cards, then removing all cards for a hand if one of them is open. The quickest player to guess correctly gains the round marker, which is worth as many points as the number of the round. Other correct answers typically score 1 point, which is better than nothing, but not by much. Whoever scores the most points after ten rounds wins.

Board Game: Dexterity Jane

In the image above, you'll see three different guesses during round 7, so at least two people are incorrect. Who scores the round's points, if anyone?

Board Game: Tiwanaku
• In October 2021, Sit Down! ran an unsuccessful crowdfunding campaign on Gamefound for Pachamama from Olivier Grégoire.

For legal reasons, the company had to change the name of the game — and if you search for "Pachamama", you will find many other entities with that name — and the renamed Tiwanaku will be launched on Kickstarter in 2022.

As for the game, it's a deduction game of sorts, with you attempting to figure out which terrain goes where and which crops go on which terrain tiles. In more detail:
Quote:
It is said that Wiraqocha created the sun and the pre-Columbian tribes of the Andes. Under his leadership, those who will train the mighty Inca people came out of their caves to discover new horizons in order to subsist and grow in harmony with nature. They venerated Pachamama, Mother Earth, the basis of all living things, plants and minerals, on earth and under the earth.

In Tiwanaku, you lead your tribe into unknown territory in search of new lands to cultivate. Your goal: To explore regions and draw outlines to develop cultures according to the customs and legacies of Pachamama. If you honor Her by respecting the great principles of diversity and complementarity, Nature will reward you; otherwise, you will suffer his wrath. In this race, risk-taking, deduction, intuition, and a good sense of timing should allow you to get through.

To set up, first choose a scenario disc based only on your desired length of a game, with a 5x5 grid being the smallest option and a 5x9 grid the largest. Place the terrain tiles (which come in four types) shown on the back of this disc on the indicated spaces of the game board, then cover them with the indicated crop tokens (which come in five types). Place the scenario disc into the Pachamama wheel — after ensuring that the windows on the wheel are closed — then turn the wheel face up. Each player takes 3-5 pawns depending on player count, and places a diversity stone of their color at the bottom of each terrain chart.

Each scenario disc indicates a unique arrangement of terrain tiles and crop tiles. Terrain tiles are in regions of 1-5 spaces, and a region of one color does not touch a region of the same color, even diagonally. Crop tokens have a value of 1-5, and each value has a different size/color (level 1 is brown, level 2 is green, etc.). A size 1 region will contain a value 1 crop token, a size 2 region will contain crop tokens of value 1 and 2, and only a size 5 region will contain crop tokens of each value. Two identical crop values can never be adjacent, even diagonally.

Board Game: Tiwanaku
Work-in-progress Pachamama wheel

On a turn, take either an explore action or a divine action:

• To explore, move a pawn already on the game board or add a pawn to the game board. When you add a pawn, place it on a perimeter space. You can move this pawn or a pawn already on the board in an orthogonal direction. If you hit a space that contains an offering token, you may continue moving either straight or at a 90º angle; if you hit a pawn of the same color, you must continue moving either straight or at a 90º angle; if you hit a space that's empty or contains a terrain tile, you must stop. You cannot pass through a space that contains an opponent's pawn. (Instead of moving, you can remove one of your pawns from the game board, which ends your turn.)

If you stop on an empty space, you discover the terrain there. On the Pachamama wheel, align the coordinates of the space on the game board with the dials, then open the discovery window to see which color of terrain to add to this space. Then advance your diversity stone for this terrain type one space and score 1 point for each of your diversity stones at this same level.

• To divine, choose a pawn of yours on the game board on a terrain tile without a crop token, then name what value of crop you think belongs in that space based on the territory and crops already present nearby. Open the divine window for this space on the Pachamama wheel. If you're wrong, place the correct crop tile on this space, then lose points equal to the value of this crop. If you're correct, place the correct crop tile on this space, gain points equal to the value of this crop, gain an offering cube of this crop color (if you don't already have one), then if you wish, you can divine with another pawn of yours on a terrain tile.

Board Game: Tiwanaku
SPIEL '21 demo (image: Gabor Egyed)

At the end of an explore or divine action, you can hand in 1-5 offering cubes for 0-10 points. You can hold at most one offering of each color.

When the final terrain tile is placed on the game board, the end of the game is triggered. Starting with this player, each player in turn can take a single divine action or pass. If you pass, you take no further actions. If you divine, you gain points and an offering cube like normal, or you lose points and must pass. Keep taking turns around the table until everyone has passed, then make a final offering, then see who has the most points.
Tiwanaku also contains solo rules should you wish to place crops on your own.

Board Game: 워드캡처 (Word Capture)
Topic_ is a party game for 2-6 players from Korean designer Luffy that first appeared in 2021 from Gemblo and Korea Boardgames as Word Capture.

Here's how to play this Q2 2022 release:
Quote:
In the real-time party game Topic_, whoever ends up with the fewest cards in front of them at the end of the game wins.

Board Game: Topic_

To set up, shuffle the proper number of cards based on the player count, then place the deck face down in the middle of the table. Reveal one card so that everyone can see the themes depicted on this card, as well as the category and the number on the card on the top of the deck. The category indicates which theme to use this round. All players now compete to call out a word that fits the chosen theme that has as many syllables as the number showing on the deck. When all but one player has called out an appropriate word, the remaining player takes the card lying on the table, then a new round begins.
• Finally, we come to Fairy Lights, a press-your-luck game for 2-5 players from Joan Dufour:
Quote:
To play, shuffle the deck and place it face down. Cards in the deck show 1 or 2 bulbs in one of five colors, and each card is worth 0-2 points. At the start of your turn, see how many cards are in the "shop", the central area of play:

—If the shop has 5 cards, you can only take cards on your turn.
—If the shop has 1-4 cards, you may draw from the deck.
—If the shop has 0 cards, you must draw.

Board Game: Fairy Lights

When you draw, place the revealed card at the end of the shop line. If it's the same color as the last card in the shop, your turn ends immediately. Otherwise, if the shop doesn't contain five cards, you can choose to draw again, or you can end your turn and take cards. If five cards are now in the shop, you must take cards.

When you take cards, if 1-4 cards are in the shop, take all cards of a single color from the shop and add them to your collection; if five cards are in the shop, take all cards of two colors from the shop instead. If the number of bulbs in a color in your collection is now a multiple of three (3, 6, 9, 12), score those cards, placing them face down in a corner of your playing area. If you have 1-2 bulbs of a color, leave those cards where they are. If you have four or more bulbs of a color and didn't score them, discard all bulbs of that color. The next player then takes their turn.

From gallery of W Eric Martin
Work-in-progress cards

When the final card is revealed from the deck, the active player finishes their turn, then the game ends. Add the points on your scored cards, then subtract the points showing on all cards that remain in your playing area. Whoever ends up with the most points wins!

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