Loony Quest is a drawing on transparency type game similar to Doodle Quest where you have an objective you have to complete on the board, but you have to draw your path on a clear sheet of plastic first before you can place it on the board. Then, by tracing your line you will see what you hit and if you complete your objective or not. It’s fun and silly and according to the announcement on ICv2, will be out in the US in August of 2016 courtesy of Asmodee North America.
In conjunction with the related movie news that a sequel is in the works for the classic 1980’s Jim Henson movie Labyrinth comes the announcement of a new game using this intellectual property, entitled Jim Henson’s Labyrinth: The Board Game. Created in partnership with The Jim Henson Company, the game will feature the likenesses of the main characters from the movie in the form of five beautifully-crafted miniatures. The game will be a “fast-playing family game with an emphasis on simple game play and evocative art” (icv2.com).
The game will include:
- 2′ x 2′ game board
- 32 Labyrinth cards
- More than 30 game tokens
- 6 polyhedral dice
- 6 reference cards
- 4 character sheets
- 4 Ability cards
- 4 Weakness cards
- 4 card stand-ups
- Goblin Clock and Clock hand
- Rules booklet
Jim Henson’s Labyrinth: The Board Game is for up to 4 players ages 6 and up and is scheduled for a summer release. More information is available on the company’s Facebook page here.
Golem Arcana is a fantasy tabletop miniatures game that uses an app to do most of the book-keeping and battle calculations as well as assist in generating scenarios. So inevitably, from day one, people were wondering what would happen if support for the app stopped. Would the game still be playable? Would all that money spent on figures be a waste? Well now we get to find out.
Harebrained Schemes has announced that Durani: Champions of the Western Wind expansion will be the last expansion produced for Golem Arcana. This also means that, as the expansion runs it’s course, they will cease support for the app and, thus, if it becomes incompatible with later devices, there will be no updates to fix that. They tried to help keep that from happening by having the last version of the app cover the broadest possible spectrum of devices it can, but obsolescence is inevitable. The reasoning behind this move has mainly been financial, they did something completely new and ground breaking, and they invested heavily in it, but the game just did not bear the fruit they needed to be able to continue production. You can read the full article on ICv2 here and hopefully some intrepid owners of the game will make a conversion kit to remove the dependence of the game on digital devices.
Kickstarter is the crowd funding site that people either love or hate (personally I am a lover). One of the reasons for the distaste is that your pledge of hard earned money could just be taken from you with no reward sent which has caused some to stay away. The vast majority of people have accepted the risk and pledge anyway, so Kickstarter decided to check to see what kind of failure rate they actually had. They polled over 500,000 backers and received a response rate of over 10% (not uncommon) regarding whether the project delivered on time and if they considered it a success or failure. Some bullet points they bring up:
- 9% of Kickstarter projects failed to deliver rewards
- 8% of dollars pledged went to failed projects
- 7% of backers failed to receive their chosen reward
- 65% of backers agreed or strongly agreed with the statement that “the reward was delivered on time”
- 17% of backers disagreed or strongly disagreed with the statement that “the reward was delivered on time”
- Failure rates are relatively consistent, within a range, across categories
- Projects that raise less than $1,000 fail the most often
One thing of note is that the Comics and Games categories had the lowest failure rate of only 3% of people all agreeing a project failed.
So overall you have only a 9% chance of losing your money that you pledge, although you can expect delays since 35% of projects fail to deliver on time. You can read the full article here on ICv2 and see all the graphs.
Nicole Bunge over at ICV2, posted an article regarding the expansion of U.S. company Thames & Kosmos expanding into the board game market.
Thames & Kosmos was founded in 2001 as an alliance between the Thames Science Center, a science museum and learning store, and Kosmos, the nearly 200-year old German-based publishing house Franckh-Kosmos Verlags-GmbH.
The first game she mentions is Lost Cities the Board Game. This game is based on the 2008 Spiel Des Jahres winner Keltis, and it is due out in April. She also goes on to mention the Lost Cities The Card Game for 2 players, which is also being released in April.
She then goes on to mention some more games soon to be released like: Kahuna, Dimension, Dohdles!, and Ubongo. These are games that have been out of print and many gamers can now look forward to a wide release in the coming months.
To learn more, and to read the whole article, please click here.
The third annual International Tabletop Day event is fast approaching, and chances are strong that a tabletop event has been planned near you in honor of the day. One exciting feature of many official events celebrating the day will include the availability of promo kits, provided by many sponsors within the retail gaming world. Geek & Sundry, founder of International Tabletop Day, has now revealed the official solicitations with the content for the kits.
The Regular Promotional Kit, bearing a $250 value, will include items such as Dead of Winter, Castle Panic, and Munchkin promos.
The Premium Kit, wielding a hefty $600 value, will include the Regular Promotional Kit items and much more.
For more information about this announcement, and to see an exhaustive list of promotional items, visit the ICv2.com article here.
To find out more about International Tabletop Day, how to get a promotional kit, and how to find an event near you, visit the FAQ for the event here.
In a recent report from ICv2, the hobby games retail market has hit $700 million in 2013. The U.S. and Canada were the markets used in this study and they “compiled estimates on five individual categories: collectible games, miniatures, board games, card and dice games, and roleplaying games.”
The quick, reported breakdown of $700 million is as follows:
1. Collectible Card Games (of course) $450 million
2. Miniatures $125 million
3. Board Games $75 million
4. Dice Games $35 million
5. Role-playing Games $15 million