APE Games has announced plans for wide distribution of Petrichor in January 2018 following a limited release that took place at Essen 2017. The game was designed by David Chircop (designer of The Pursuit of Happiness, … and then, we held hands) and David Turczi (designer of Anachrony, and [redacted]) with incredible artwork by Daniela Attard and Sami Laakso (artist for Dale of Merchants).
The game was originally published as kickstarter project with 2,294 backers pledging $125,449 to successfully back the campaign.
Petrichor – noun: a pleasant smell that frequently accompanies the first rain after a long period of warm, dry weather
In the lush world of Petrichor players will take on the role of a cloud, with the goal of expanding, sire other clouds, and water crops. Other players will compete with your plans however, so it will be up to each player to manipulate the weather and assimilate clouds to add to the growth of as many crops as possible. At the end of the game the winner will take home the prize of Most Valuable Cloud.
The base game of Petrichor has 1-4 players ages 14+ playing a game in 20-40 minutes. In Petrichor players will use cards symbolizing each of four types of weather in order to both manipulate clouds above fields and to influence upcoming weather. Each player is attempting to make sure the water they are creating is in the majority on growing plants during the harvest. Points are scored each harvest for having the most water on a field tile, and by having the most votes on the weather effects each round.
What’s in the Box:
The base game of Petrichor includes:
- 10 sets of Frost, Sun, Wind, and Rain cards
- 4 Player Aid cards
- 9 Southern Wind cards
- 1 normal 6 sided die
- 1 game board
- 80 translucent water drops – 20 in each of 4 colors
- 56 discs – 4 sets of 12 voting discs and 2 points discs
- 3 Harvest dice
- 12 3-d cards
- 16 crop tiles
- First Player marker
- 1 round marker
Petrichor: Flowers Expansion
Also scheduled for release in early 2018 is the Petrichor: Flowers expansion that includes three new field types, and enough extra components to play Petrichor with five players.
Stronghold Games have 3 new board games open for pre-order:
The Pursuit of Happiness, designed by David Chircop & Adrian Abela, is a worker-placement game for 1 to 4 players which plays in about 60 to 90 minutes. Have you ever wanted to start over in life? Well, here’s your chance to see what you can accomplish in one lifetime. What better way to spend your free time than in The Pursuit of Happiness? For more information, click <here>.
Kraftwagen: V6 Edition, designed by Matthias Cramer, is an economic game for 2 to 4 players set in the world of industrial Germany at the beginning of the automotive boom. Will you become the next Benz, Porsche, or Diesel? If you can meet production demands, keep prices reasonable, and prove your cars can out race the competition, you might just stand a chance! And with the addition of the powerful V6 engine, the rubber is really going to meet the road! For more information, click <here>.
City of Spies: Estoril 1942, designed by Gil d’Orey & Antonio Sousa Lara, is a deck-building, area control game for 2 to 4 players. Players spend their turns trying to expand their network of spies by controlling locations on the board while using their spy skills to influence the plans of others in order to recruit more spies to their network and ultimately win the game! For more information, click <here>.
In addition to their new pre-orders, Stronghold released the 2nd and 3rd installments in their Pocket Line of games:
Bear Valley, designed by Carl Chudyk, is a light card game of forest exploration playable by 2 to 6 players, ages 8 and up, in 15 to 30 minutes. Using a press-your-luck play style enhanced by variable player powers, Bear Valley challenges players to find their way through a create-it-as-you-go forest full of caves, rivers, mountains, and BEARS! The goal is to make it out of the forest alive, reaching base camp ahead of all others. For more information, click <here>.
Stellar Conflict, a fast, fun, real-time, space combat game in the Among the Stars Universe, comes to us through Stronghold’s partnership with European based Artipia Games. It supports 2 to 4 players ages 10 and up and plays in about 10 minutes. Deploy your fleet of ships as fast and accurately as you can, in real-time, to try to blast your opponent(s) out of the sky! For more information, click <here>.
And if that wasn’t enough to whet your appetite, they’ve also announced a new mini-expansion for their immensely popular family game Diamonds which is expected to debut at Gen Con:
Diamonds: The Thief, designed by Mike Fitzgerald, takes the familiar clubs suit action and ties it to a new wooden thief token that will stalk a single player until successfully pilfering some diamonds. Each time he grabs some loot, he sneaks off to his next mark and the haul that awaits! The Thief will become mandatory for all Diamonds tournaments. So, get ready to empty your showrooms and secure your vaults or risk losing your Diamonds to the nimble fingers of The Thief! For more information, click <here>.
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The game … and then we held hands, winner of the 2014 Golden Geek for the print & play category, is now available on Kickstarter from LudiCreations. The two-player cooperative design by David Chircop and Yannick Massa turned heads last year due to its attempt to simulate the complex emotional dynamics of a relationship and its prohibition on verbal communication.
…and then we held hands. is a co-operative game about finding balance. To win, the two players must complete objectives and reach the center of the board.
The players take turns trying to fulfill the current common emotional objective by discarding emotion cards to move from node to node. They must do this without verbal communication, empathizing and always considering each other’s situation when making a move.
The published edition currently on Kickstarter features new (and stunning) art from Marie Cardouat and a digital download for an original soundtrack. A limited number are available for shipping in November, with a second run slated for January; the publishers “absolutely, positively did not expect [the] tremendous response to the game,” and have had to order more printed in order to meet the demand.