Solar Storm is a cooperative survival game designed by Ayden Lowther for 1-4 players. You are the crew of a space vessel caught in the gravitational pull of a sun, taking damage from solar flares, with your energy core knocked out. Your ship is made up of eight rooms, each with a unique power, and the energy core. You win the game if you divert power from each of these eight rooms to the energy core, so your ship can escape. Your ship will take damage each round, and if one area of the ship takes too much damage, or you run out of resources to fix the ship, then your ship is doomed and you lose the game.
The game’s solo mode is designed by Jason Broad. In the solo mode, you are the ship communications officer, directing your crew of three workers and their communal supply of resources.
Pledge levels include the base game or a deluxe version. The deluxe version includes larger meeples and an eight room mini-expansion, which increases variability. The Kickstarter campaign runs through 7:00 am EST on October 3rd. You can test the game out by downloading a pnp version or heading to Tabletop Simulator.
In Game of Phones, a group of players draw Challenge Cards in one of 4 categories, puzzles to solve using their phones. “Like” cards have players find photos in their camera roll or take new ones that match a certain category. One judge decides the winning photo. Similarly, “Unfollow” cards have each player eliminate one of the contender photos until only a single entry is left. “Download” cards have each player race to complete a challenge on their phone, such as text a selfie to a relative and get the first reply, or find the oldest message thread on their phone. Lastly, the “Upgrade” cards have all players work together in a group activity, usually to a hilarious conclusion.
The Kickstarter project for Game of Thrones continues through September 24, and the game is expected to ship in November of 2019. The game comes with a starter pack of 100 cards, the original pack, which contains 50 reworked cards from the first edition, and the offline pack, 50 cards that work even without an internet connection.
Yedo (2012) by designers Thomas Vande Ginste and Wolf Plancke is a classic game of missions, politics and subterfuge. In Yedo, 1-5 players bid for useful advantages, place disciples on action spaces within the board while trying to avoid the watch, and fulfill missions by collecting sets of assets. Consistently ranked in the top 500 games on BGG, this long out-of print gem is one many consider a spiritual successor to the likes of Lords of Waterdeep.
NSKN (Board & Dice) has announced a Kickstarter campaign for a new Deluxe Master Edition of Yedo, with upgraded components, new art, and a bigger organized box. This new edition comes with game board, 5 new player boards, hundreds of gorgeous cards with new art, and over 80 custom wooden bits and bobs. The box also is filled with almost 200 cardboard tokens. The new Yedo includes options to lengthen or shorten the game, and the Missions, Actions and Events now come in themed set for more game variety. Finally, new Specialist and Teahouse Modules change some of the core rules.
“Originally published in 2012, Yedo has earned its rightful place in the hearts and on the tables of strategy and thematic gamers around the world. With already a great game on our hands, we decided to update the components to modern standards, add extra polish based on seven years of community feedback and complete the game with extra content straight from the original designers.”
The Kickstarter Campaign for Yedo Deluxe Master Set is scheduled to continue through September 20, and the game should arrive on doorsteps in August 2020. NSKN has stated there are no plans to bring this new edition to retail after the Kickstarter fulfills.
Philosophia: Dare to be Wise is a new self-published game on Kickstarter from designers Joseph N Adams and Madeleine Cole. In Philosophia, 1-6 players take on the roles of famous Greek philosophers, trying to achieve monumental landmarks in debate and rhetoric across the whole of Greece before time runs out. Victory is achieved by amassing 3 labyrinth tokens, which can be accumulated one at a time by completing tasks, or all 3 can be awarded by finishing a player’s secret goal card.
Players can move to any marked location on the map of
Greece, and take one of several actions. Players can tutor at a location to
collect money, or place a follower (wooden block) at their location. Sophists
can be hired for money, in order to convert other players’ followers to your
own color. Schools can be built by spending 2 money, or tokens on the locations
themselves can be gathered to place on a players board. At a Temple location, 4
money can purchase a study token, used to unlock one of your philosopher’s 3
locked Wisdom Cards. At Oracle locations, special ability cards can be
collected, which can grant boons or obstruct your opponents.
The Acropolis is a special location on the board, offering a
further 4 actions. Players collect Sophistry and Syllogism cards by observing
debaters, and these cards can be used in the second Acropolis action, to fuel
public debate, an interesting card-on-card battle system. Players can progress
the timeline at the Acropolis, hastening the end of the game, and finally
players can initiate auctions for Athena Tokens, very powerful reward items.
Players earn Labyrinth Tokens by placing all of their
followers, founding all of their schools, getting the correct Oracle tokens,
unlocking all of their Wisdom Cards, traveling to and collecting each color of Location
token, or winning 3 public debates. Once a player has 3 Labyrinth Tokens, they
can participate in the final public debate card play to declare themselves
victor. Of course, each player has a secret Olympic Card, which grants all 3
Labyrinth Tokens in one fell swoop if completed.
The new Epic Card Game content is: (1) Duels – a two player starter set for Epic Card Game, designed for new players, (2) Jungle – a two player box set that can be played on its own or combined with any other Epic set, and (3) The Lost Tribe – a set of four fifteen card packs, combine any two to create a ready-to-play deck. All of the new content features the same design duo (Robert Dougherty, Darwin Kastle) and artist duo (Kaile Dutton, Vito Gesualdi) as the base game. The campaign also provides access to all previous Epic Card Game content: cards, playmats, sleeves, and promos.
For the other White Wizard games, this campaign has add-ons to acquire:
“Bossin‘ Space is a cooperative game of spaceship command,
unidentified terror and chaos in the comm room. 1-4 players will try to pilot
ONE SHIP together. You will travel across the universe as explorers into the
unknown and fight “unwelcoming” aliens along the way. How to survive in space
and finish the objective becomes a challenging puzzle.”
On a round, 4 alien cards are drawn out, and will execute in
order from left to right, placing new aliens on the grid, moving aliens, and
shooting the players. Each player has a special ability, a hand of 4 cards, and
must play a single one face down without communicating to the other players.
The current active player then looks at the 4 cards, and plays them in any
order, under the 4 alien cards. The cards then execute left to right, player
then alien then player, etc. Player cards move the ship, fire the lasers,
launch missiles and generally reign down terror on the extraterrestrials. Be
careful, more advanced weapons can build up heat, and too much heat can blow our
valiant heroes away. As aliens are destroyed, the players gain experience to
upgrade their ship capabilities. The goal of the game is to destroy the entire
pile of alien cards, leading to a final boss battle.
“A regal asymmetric party game for 3-6 players with bluffs
and betrayals… Reigns: The Council is […] about a monarch seeking harmony in
their realm, and their advisors vying to influence them for their own goals.”
Master board game designers Bruno Faidutti (Citadels) and Hervé Marly (Skull) have a new Kickstarter
project, the most regal social party game, Reigns: the
Council. Reigns is based on the popular same-named app from Studio Nerial. In Reigns, one player takes on the
role of the monarch, humbly trying to balance the kingdom on 4 pillars: Church,
People, Army and Wealth, all quantitated on the game board from 1-4. The
remaining players are the (mistakenly) trusted advisors, but each one has a
secret agenda with regards to these 4 pillars. Advisors each take a hand of
proposal cards, ideas which will change the pillars depending if the proposal
is accepted or rejected by the monarch. Players use the thematic icons on the
proposal to tell stories and pitch ideas. The back of the proposal card tells
the monarch which pillars will be affected by the proposal, and maybe if the
effect is great, but not really if the effect is good or bad. It is up to the
advisor to spin a yarn (ie. lie) so well that the King/Queen cannot help but
After the 4 proposals are described, the monarch will pick
one and the 4 pillars are shifted up and down according to both the rejected
cards and the accepted proposal. If a pillar bumps off of the end of a track,
the ruler is killed and a new monarch is established, with new advisors and new
secret goals. Monarchs gain points for number of accepted proposals, while
advisors gain points for having their story accepted and for meeting their
Council is a fun, story-telling social party game for 3-6 players. The Kickstarter
project continues through October 1, and the game is scheduled to release in
May 2020. For more information, check out Nerial’s
“Welcome to Merchants Cove—where you’re not the hero or the
villain—you’re just a simple merchant!”
Final Frontier Games and designer Carl Van Ostrand have a Kickstarter project ongoing for the new asymmetric board game Merchants Cove, lovingly illustrated by master artist Mihajlo Dimitrievski. In Merchant’s Cove, 1-4 players manipulate boats of incoming customers, guiding the right type of customer to the island to hopefully purchase their goods for gold. After 3 days/rounds of play, the player with the most gold claims victory. Merchants has two extraordinary mechanisms making it stand out – First, player turns and actions are defined by a time-tracker rondel, with the player in last always taking the next turn. Second, the way each player creates new goods is completely unique.
The main flow of Merchant’s Cove is driven by a central rondel, the time tracker. Players have tokens on the rondel, marking hours in the day. Whichever player is currently in last on the rondel will take the next turn, selecting a location in town to take actions. Actions include collecting townsfolk and rogue cards, and building new items for sale. Each location not only grants actions, but also will advance the player a certain number of hours on the rondel. If the tracker passes certain customer points, that player gets to add a customer from the bag to a boat in the harbor. Customer meeples come in 5 colors representing 5 fantasy tropes – warriors, nobles, wizards, bards, and rogues. When a boat is full, the active player can dock that boat at an available pier, and when all the piers are taken, players sell their constructed goods to the docked customers.
Each of the 4 player characters uses a totally different mechanism to create their goods. The Alchemist uses a marble driven, Potion Explosion reminiscent decanter to fulfill formulae to make items. The Blacksmith uses dice manipulation to represent smelting and management of the heat of the forge. The Sea Captain uses a spinner to sail his fleet around the bay collecting fish close to shore, and searching for treasure far from the beach. Finally the Chronomancer and his assistant manipulate the very time itself, placing fragments to create portals.
Each day, the newly arrived customers determine the price of selling goods. As certain customer types accumulate, the corresponding color good is more valuable to sell (supply and demand, baby). The pier at which the customers land determines what can be sold – Large goods are sold at the bazaar pier, small goods at the grand bazaar, then any leftover goods can be sold at the black market, for a cost in corruption. After 3 days of attracting customers then selling to them, players earn bonus points from layabout customers at the various faction halls around the island… All but those pesky rogues, who take advantage of players’ accumulated corruption to steal gold. The most gold then takes the day!
Campaign for Merchant’s
Cove continues until September 11, and the final game is expected to
deliver in June 2020. The game not only includes gorgeous components, but also
has options to buy the two mini expansions, the Innkeeper and the Oracle.
“Mutants is an innovative deck-builder where players lead a
team of genetically modified gladiators. Starting with a fully symmetric hand
of cards, players have 5 rounds to breed the best possible gladiators from
their assymetric, uniquely crafted, gene pool and impose their strategy on the
– the Card Game is a successful
November 2018 Kickstarter Project from producer Lucky Duck Games and designers Sen-Foong Lim (Belfort) and Jessey Wright (Kingdom
Rush: Rift in Time). In this 2-4 player deck builder, players mix and match
genetics starting with the same cards, but shopping within an asymmetric “gene
pool” market. Each player’s gene pool can be pre-constructed or drafted, and the
4 included pre-constructed sets allow easy start to play. Players each get a
hand of 6 cards, and the round ends when players run out of cards. Cards can have
deploy effects which activate when the card is played, and leave effects for
when a card is pushed out of the player board. On a turn players get one of 3
actions: Breed allows players to gain a new card for battle this round. Incubate
saves a card for battle next round. Deploy plays a card from a player’s hand to
their active mutant slot. Games last 5 rounds, after which players score points
for mutants “frozen” into their archives.