Kulkmann's G@mebox - boardgame.de

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Update: 24/10/06 01:00

The SPIEL '24 Games Convention
at Essen / Germany

[SPIEL]

3rd to 6th October 2024

[SPIEL 24]

Saturday, 05.10.: Third Convention Day


[SPIEL]

The third day of the SPIEL has started. I slept without pain for the first time again and also without having sweated through my pyjamas. Therefore, I wake up feeling more refreshed than I have in about a week.

After a hearty breakfast, I set off and once again made it to the fair without any traffic. I'm thrilled. I'd like it to be like this next year too.

There were no more waiting visitors who begged for entrance in front of the hall today either. Apparently, word had got around that there are actually no more day tickets and that it is therefore pointless to travel to the convention without a ticket. I am curious to see how this will influence the ticket selling next year. Probably the visitor days will be sold out much earlier, spontaneous visits, which have been a tradition for SPIEL for decades, will probably become a thing of the past. A little bit sad when I think of my childhood, when my parents sometimes spontaneously decided after breakfast to visit the SPIEL with us children.

But times change and we will probably have to adapt, whether we like it or not. The way we visit the fair will also change. The app makes it much easier to get information in advance, to orientate yourself and to prepare for the day at the fair. Even though I have not yet see many visitors navigating through the app, it will probably only be a matter of time before it becomes the norm. In any case, this year I have been wearing my noise-cancelling headphones all the time while walking around, which has allowed me an unprecedented sense of calm in the halls. How easy it would be to have navigation prompts to guide me to my next destination via my headphones...

What would unfortunately fall by the wayside are the chance finds, the unexpected games, because you can only find those when you are not rushing towards your next destination, but walking through the halls with your eyes open. In the end, it's probably a mixture of both: quickly reaching a previously selected destination and casually browsing around to find beautiful new games.

In any case, the halls were already ready for play again and well filled when I finally arrived around noon:

[Golem Run]

While Frank has started to have as few appointments as possible at the fair, I still find those meeting quite exciting. So I also like to write to publishers I don't know in advance to introduce myself and, if they are interested, to arrange an appointment for the fair. For this, I scan games in advance that might interest me.

This was also the case with the two-year old Swiss publisher SOUND OF DRUMS, which focuses on games with conflict situations. Normally, I have to go to great lengths to introduce myself, since newer publishers who are focused on Insta in particular usually don't know us yet. Not so here. The head of the publishing house, Uwe Walentin, wrote back to me: ‘I know Kulkmann's G@mebox, no problem, come by.’ It turned out that Uwe had previously owned another publishing company, with which Frank had been in regular contact since the 1990s.

Uwe is also the author of the game I was interested in, so one thing led to another. After a little small talk about the old days and how much has changed since then, Uwe gave me a brief introduction to his new game:

Introduction: Battles of Napoleon: Eylau 1807 – Sound of Drums (booth 5G100)

Eylau 1807 is a game in a genre that, to be honest, I haven't played in quite a while. It's a wargame with many, many units that operate, form up and receive orders on a large map divided into hexagonal fields. The game comes with 1120 units alone. Of course, not all of them are available in every scenario, but the sheer number makes it clear what kind of game this is.

The game is the prelude to a planned series that will allow you to re-enact the great battles of Napoleon. In Eylau 1807, two players are initially involved (you can also play solo, but without auto). One player takes on the role of Napoleon and the French Grande Armée, while the other takes on the Russian army under the command of Levin von Bennigsen.

I was particularly impressed by the presentation and concept of a series, and it sparked my interest in taking another closer look at this game genre, which I hadn't played in a long time.

[Eylau]

I then talked at length with Uwe about his approaches and what he designed differently in his game. From his point of view, there are three things:

  • Exceptions are avoided as far as possible. There should be no special rules in special game situations, something that is otherwise very common in the genre, e.g. when the weather changes. Uwe was once a big fan of La Bataille. But this game got so many expansions with exceptions from the rules, that it is now completely overdesigned. That’s something that shouldn’t happen in Eylau
  • The Chip Activation method: while many wargames in the genre randomly draw the formation to be activated from its bag, the commander in Eylau really is a commander. That means: he decides which formation will be activated. But: an activation fatigues a formation, making it weaker, and this is recorded on a special board. Three activations per formation are possible in one round, after which this formation cannot be activated again for the time being.
  • An order is an order: that is, a unit remains defensive and cannot suddenly attack if it has not previously received a different order.

[Eylau]

All in all, Uwe promised me that the game (for me especially important after a long time of absent from the genre) would give me relatively easy access to the genre. I'm excited and will now retreat to study the rules before I dare to fight my first battle. Incidentally, the rules have been revised several times and are currently available in version 1.4, in order to answer some of the rules questions that have arisen more clearly.

[Golem Run]

By now it was time for lunch. So I went to the outdoor area, which is even bigger this year than usual and makes walking through the gallery a lot easier. While in previous years you had to push your way through the crowds in many places, you can now actually get along quite well.

[queuing]

[queuing]

My second stop today was at the booth of Ren Multamäki from the Finnish publisher Dragon Dawn Productions. I have known Ren for quite a while now, but we really got to know each other when he asked me, as a resident of Essen, where he could park his caravan after the fair a few years ago. Since I hadn't found a suitable campsite either (most campsites are closed in autumn where I live), I invited him to stay with us. And so one thing led to another. Ren had several prototypes with him, one of which I had already received in advance and can therefore report on in a little more detail:

P(R)eview: Golem Run – Dragon Dawn Production (booth 2C340)

Anyone who knows Ren also knows that he is famous for his unusual approaches to games. Straight lines are never his thing. But that is precisely what makes his games so special, whether they are opulent dungeon crawlers a la Perdition's Mouth, or simple trick-taking card games like Justice. Admittedly, some of his games require you to think a little harder to find the right approach. But once you get the hang of it, the game is highly addictive, and you will remember one or two of the games you played for quite a long time.

Golem Run is on the easier side of his games. I would even go so far as to say that it is the easiest game he has made so far. The core of the game is that we place bets on a Golem race that takes place in the world of Factory 42.

First, the race track is assembled with four smaller, double-sided hexagonal tiles. This allows for a variety of track layouts, so the races will probably always be a little different, as rock formations, water fields and fences will block or obstruct our path. The three golems are then placed on their starting spaces and each player receives their hand cards for the round.

The hand cards can either be distributed in a drafting round or they can simply be assigned to the players. The latter method is especially suitable for beginners. After the first few games, however, I strongly recommend switching to the drafting method, as this gives you some insight into the cards of the other players. After all, you have already looked at all the cards before passing them on.

Knowing what cards the other players have is important because bets are now placed. For this, each player selects three cards from their hand, which they then place face down in front of them.

Each card has one of three colours, which correspond to the three colours of our Golem runners. There is also a black colour, which serves as a joker. And with these colours, we now place bets, on the one hand on the supposed winner of the race (this card is placed as the middle card), but on the other hand also on the bets presumably made by our two adjacent players (these cards are placed to the left and right of the first card). The value of the card (between 1 and 9) is irrelevant for the bet, but the cards also show speed points, which symbolise the distance between the winner and the second Golem, in the bet for the winner, and what we expect our neighbours to bet. If this distance is actually achieved at the end, there are extra victory points.

[Golem Run]

Now you may ask, how am I supposed to know at the beginning who might win the race or what my fellow players might bet. Well, to understand that, we now have to look at the actual gameplay.

Golem Run is a trick-taking game in which the winner of the trick influences the Golems' race with the card played. You just have to imagine it that way. Each player plays one card or two cards with identical numbers. The following players must follow suit, as far as they can, and can win the trick by playing a card (two cards) of at least the same value.

The winner of the trick then moves the golem corresponding to the colour of the trick (or two golems if two cards were played) the number of spaces indicated by the speed points on the winning card.

Over the course of the game, you get a sense of which golem could actually win the race (even if these are often deceptive) and what the other players have probably bet on. This does not always have to match our initial assumptions, so you can also decide not to play a card in a trick and instead exchange your bets.

The victorious player always decides which path the golems take on their journey. This can also block or complicate paths, since some obstacles require certain cards to be in the trick or not.

As I said, I had the opportunity to test the prototype version of Golem Run extensively in advance. I involved different numbers and types of players. Overall, the game makes a pretty good impression, but Ren is still working on some refinements that I think will round off the game.

[queuing]

Interestingly, I have found that the game, in its current state, is surprisingly well received by younger players. I would have assumed that for this type of player, the cards are too dark and the gameplay is too unusual. But maybe it is precisely this otherness that makes it so appealing. Mathematicians with whom I have played the game wanted more detailed information about the distribution of the cards, which is currently only available in the rulebook but not as an overview for players. I am sure that this will be included in the final version, and I have already passed on this information.

All in all, I think only a few finishing touches are needed to complete the game. And that's what Ren has set out to do. After all, the upcoming Kickstarter campaign starting in spring next year will also serve to finalise the game and then, if possible, bring it to the next SPIEL in its final stage. So: Golem Run!

A crowdfunding campaign in the game forge that is not only already completed, but is also currently being delivered is Dragon Dale.

Overview: Dragon Dale – Corax Games (booth 2E510)

Dragon Dale is the first really big game that the German publisher CORAX GAMES has produced itself. CORAX is known for some interesting smaller in-house developments such as King of 12 or the drinking game in the poker environment Half-Pint Heroes. Above all, the publisher is known for its German-language localisations such as Chronicles of Crime, Abomination or Champions of Midgard.

You can see from a distance that a lot of energy has gone into the production of this game. The box itself is something very special, both in terms of its look and feel, which is slightly rough. The interior, the actual game material, is also inspiring. When set up, the game looks really impressive, so that there were many players standing around the usually full tables here in Essen, just to get a closer look at the game.

The game principle is area-control combined with little hidden movement and a lot of asymmetry, because each player takes on a separate tribe with very different goals, abilities and ways of playing.

[Dragon Blade]

The story is about an evil fairy who was banished to a lonely island in the distant past. To guard her, a magical ghost dragon was created, which makes its way between the dragon trees in the interior of the island. Somehow, however, the fairy has now managed to cause ships to capsize, bringing Celts, Druids and Vikings to the island. By sowing further discord between the tribes, she has succeeded in getting each people to reach for the dragon trees, although their goals could not be more different. This ranges from cutting down and transporting the trees to build a new ship to blessing the trees.

Each player takes on one of the three tribes, with another player playing the Dark Fairy. If there are only two players, part of the board is covered with a cover to create larger areas. This works so well that the level of confrontation actually remains the same regardless of the number of players.

Each faction starts at a different starting position, but all have the goal of reaching the dragon trees, naturally with widely differing visions of what should happen to the trees. To this end, each player has three different unit types, which initially operate in secret. This means that units can be moved around the playing field in plain sight, but the exact type of unit can only be seen on the bottom side of the playing piece. Only when it comes to combat or through special abilities of opposing units, the playing pieces of the units are turned over and now operate in the open until they are hidden again by an effect or their destruction.

[Dragon Blade]

However, that is not the only thing we don't know about our opponents' forces. Each unit type is assigned a unique behaviour card by its owner each round, which makes a unit stronger or weaker for defence and attack, for example. This ability also remains hidden until combat or a special event.

So far so good, but before the units can meet on the board, they have to move. In the game, this is called exploring and, when doing so, we have to take into account an area effect when leaving and entering an area.

The round itself goes through six steps: first, the current player checks whether they have won. Four victory points are necessary and you get them, by conquering areas, winning battles against the dragon and completing personal goals related to the dragon trees. Four victory points may not sound like many, but the areas that give you victory points are rare, the dragon frees itself again after a round, so that this victory point is only safe for one round, and the trees, as already mentioned, are hard-fought. In addition, as you first check for victory at the beginning of each player's turn, so that all other players still have the chance to reconquer areas before that.

The main part of the game takes place in the second phase of the player's turn, in which the player has to perform 2 actions. For each action, a player can choose from 4 options, although some actions are only possible in the first phase, while others are only possible in the second. This makes it a little tricky if you want to get the most out of your turn. Movements and battles also take place in this phase. The battle system is simple, but in my opinion it is structured quite innovatively and effectively. The exciting thing is that only now are the units involved turned over and thus revealed, and their behaviour becomes apparent. Then it's about who has the initiative, which is shown on the behaviour cards (we'll leave out modifiers here). And the player who wins the initiative simply carries out what is planned for the unit on his behaviour card (e.g. expelling the opposing unit). A clever solution, which I also liked very much.

After this main action, individual tribal effects can be carried out, the dragon moves and can be fought, and the dragon reacts to the behaviour of the individual tribes, which is recorded on a special dragon board. Depending on where the tribe is located, the dragon fight is influenced.

Finally, each player chooses a new (hidden) behaviour for his three unit types and a new round begins.

[Dragon Dale]

I have to admit that I have not yet found the time to play a full game of Dragon Dale. So far, I have only had brief impressions through various trial games, which were accompanied from the outside by experienced players. However, I liked these impressions so much that I am already looking forward to my first full game.

When it comes to the rules, the publisher probably wanted to make it particularly easy for newcomers and therefore divided the rules into several sections and separate rulebooks for the individual races. From my point of view, the goal has only been partially achieved, because you quickly have to read the rest of the rules – namely at the first confrontation. There are also some rules questions and minor errors that are currently causing some displeasure in certain forums. However, the publisher is already working on an errata to fix the incomprehensibilities. Whether this must also lead to a revision of game materials, as currently demanded in some forums, I cannot judge, because a complete game process as described is still pending for me.

All in all, despite the current difficulties described above, I believe that the publisher has created a really special game here. In any case, I won't be giving it back anytime soon and I'm curious to see how the game is received by my playgroups.

Not only with Dragon Dale do you realise that the games industry has really stepped up its design game in recent years. Even old classics are now being presented in a new guise that is hard to say no to.

[Old Classic]

And that also applies to many booths at the SPIEL. Gone are the days of sober sales booths with a few tables where the games could be tried out (usually without an explainer) in self-study. No, pomp is in demand and is delivered:

[Shop]

Otherwise, there were some strange characters to discover at the SPIEL today, so I preferred to quickly gain distance:

[SPIEL]

[SPIEL]

I had to save myself by moving to a corner, but the fog from the other corner was already waiting for me there. So, I found myself engaged at XOLLOX Games and the game The Fog.

Playthrough: The Fog: Escape from Paradis – Xollox Games (booth 3J411)

The Fog is the debut work by the author Turbo, who crowdfounded the game on Kickstarter and then made up his own publishing company to produce and distribute the game. The idea, as Turbo told me, always comes to him first with the story. If the story is right, the game is created almost single-handedly.

Well, it won't be quite easy like that, but in this specific case it seems to have worked, after all, the booth was under siege the whole time, whenever I walked past it. But now to the game:

The Fog is a mystery on the island where we are located. Some call it paradise, I call it an island. Usually, the fog comes close to people and then quickly disappears again. Occasionally, it has happened that a person has entered the fog and then never emerged again. What happened to them, however, remains a mystery. But now something has happened and the fog is driving us forward. Our people have now reached the edge of the island and three ships are ready for further escape. But will we make it?

[The Fog]

That is the question in The Fog. Each player takes responsibility for a group of islanders and tries to save as many of them as possible. But time is short and so are our actions.

The game begins with us selecting islanders one after the other, whom we want or need to take under our care, because even the last people, who are already very close to the fog, must be distributed. Three different tribes, marked by colour, live on the island and each group would prefer to reach their own people's ship. So if we take charge of a person from a particular group, we get the most victory points if we also take that person to the corresponding ship. But rescue is the main priority, so other ships can also be selected (only that there are then fewer victory points).

But how are the islanders moved? Each player has seven action points available during their turn. Moving to the next space costs one point, but often the spaces are occupied, at least in the desired direction, that is, towards the boats and away from the fog. Therefore, there are also special actions that require more action points, e.g. squeezing between two other islanders or obstacles, leaping over another islander and overcoming obstacles (rocks, etc.). These special actions are actually quite expensive, but each islander also has a special ability that makes a special action much cheaper for him.

Tactics are therefore in demand when it is your turn. The turn order is determined by a special board and is relatively unusual. This means that a player may well have two turns in a row. Unusual, but very functional, as I learned in my playing through. From time to time, the fog also moves closer to the shore. If it reaches the first islanders who have not been able to flee, they are trapped in the fog, cannot move any further and ultimately lead to negative points in the final scoring.

[The Fog]

But bonus points can also be earned in the game for those islanders who are the first to arrive in the boats (they set sail, so to speak, pull the anchor and are rewarded for it).

The Fog turned out to be an entertaining Run & Escape game. The rules seem a bit unusual at first, but they get clear after a complete round at the latest, and from then on it's just a fight for the best places to get into the boats. Interestingly, the playing time for this game does not actually depend on the number of players. After all, all the islanders are always distributed among the players and everyone tries to escape from there.

Turbo told me that he is planning further games that continue the story. For example, the next game will be about the crossing of the inhabitants who have saved themselves in the boats. I am excited and hope that the likeable author will soon find publishers for further marketing. The game definitely has the potential for it and deserves to be played and produced in larger numbers. A nice end to a successful day!

[SPIEL]

And now that the last few tables have been folded up, I'm going to bed too and saying goodbye and see you tomorrow for the last day of the game.

[SPIEL]

[SPIEL]

Hello everybody!

While Ralf was already at the SPIEL, my plans for the early morning were a bit different. I was a bit dizzy after yesterday’s night of writing, and outside the sun was shining quite spectacularly form a clear blue sky. For this reason I decided that I needed a bit of fresh air to start the day, and so I accompanied Nicole as she took her bike to do our weekend groceries shopping. On the way we actually passed the halls of Messe Essen, and since it was half an hour before opening, lots of people were streaming into the halls.

[SPIEL 24]

It’s actually quite nice that we can easily reach our favorite shopping promenade by bike, and indeed the cool air felt quite refreshing and invigorating. Furthermore, I rather liked helping Nicole, because she contributes so much during these SPIEL days, arranging everything at home so that I can keep this whole operation going. So, we spent a nice morning on Rüttenscheider Street, doing our shopping and enjoying a crispy bun with a cup of coffee.

[SPIEL 24]

But of course Nicole knew how eager I was to get back into the halls, and so we returned home and I was dismissed to get back to SPIEL “work”. I quickly went down our street and crossed over to the halls of Messe Essen, and when I approached the entrance, I couldn’t help but smile at the clear blue sky over the convention halls. Somehow it’s once again SPIEL weather, because in many years there had been bright sunshine while I had been in the halls all day.

[SPIEL 24]

Inside the halls were bustling with activity, and I entered through Hall 1, the hall for tabletop miniature games. GAMES WORKSHOP has a big booth there, and while they abstained from exhibiting at the SPIEL several years ago, they now seem to have discovered the high importance of the fair for the whole gaming sector. In fact, for the first time GAMES WORKSHOP has moved the prestigious Golden Demon contest for miniature painting and the awards ceremony from their seat at Nottingham to Essen, and this certainly shows that they know how important the SPIEL is to enlarge their fanbase, especially at a time when the market is overflowing with miniature games from other publishers.

[SPIEL 24]

I crossed the hall and went into Hall 2, making my way to the booth of Canadian publisher BRUEH GAMES. One of the best news which I discovered while preparing for this year’s SPIEL was the fact that a new expansion would be released for the incredibly cute dungeon defense game Keep the Heroes Out!. Some of you might remember that I presented the game to you on the final convention Sunday last year, and Nicole and I were so happy to hear that designer Luis Brueh would be returning to the SPIEL this year to present his newest expansion Keep the Heroes Out!: Boss Battles.

[SPIEL 24]

Introduction: Keep the Heroes out!: Boss Battles – BRUEH GAMES (booth 2 B 350)

Out of curiosity I took the opportunity to give the contents of the expansion a closer look (no spoilers!), and already the name says a lot about its meaning for the base game – we are talking BIG now! The new expansion indeed features Boss Monsters, bust instead of assisting our cute monster clans in defending the dungeon against the intruding heroes, the Boss Monsters are an additional nuisance for our monsters. Thematically the Boss Monsters have been corrupted by a precious jewel, driving them mad and making them attack turn against our minions (and sometimes also against the Heroes).

Six different Boss Monsters exist in the expansion, and so the dark corridors now will be roamed by the frightening Gorgon, the King of Slimes or a dire Werewolf. Each of the Boss Monsters has its own deck of Boss cards, giving it unique abilities and different fighting powers, and it will be the aim of the players to defeat the Boss Monster before the second run of the Hero deck is finished. Due to their unique abilities, the players will have to develop different approaches to combat each of the Bosses, but of course the monster clans would not have a chance to defeat the Bosses in the tough timeframe without some balancing elements favoring their efforts.

[SPIEL 24]

Here the expansion comes along with a choice of rather useful innovations, among which the new Rookies should be mentioned in first place. The Rookies are a new type of Heroes, and to balance the time necessary to fight against the Boss Monster a number of Rookie cards is shuffled into the Hero deck during setup, thus prolonging the total duration of the game for a few rounds. Furthermore, the Rookies are somewhat weaker than normal Heroes because they don’t have any special abilities, and in addition a defeated Rookie usually leaves a resource in the room where he is defeated.

However, the helpful things do not stop here, and so the expansion features one new double sided room tile which forms a new category of rooms all by itself. One side of the room, the Guardroom, gives the players access to a new deck of Action cards from which they can purchase Gadget cards by paying a Trap marker. The Gadget cards go into the players’ decks and feature combinations of action symbols, but the players also can use a Gadget to search their draw pile for another card of a specific type. This gives the players somewhat more control when they need a specific symbol, and so the powers of the Gadgets should not be underestimated.

Even more powerful is the other side of this dungeon chamber, the Vortex room. The players can order one or more of their minions in this room to enter the Vortex (thus moving them back to his personal stock), but for each monster removed this way the player is allowed to destroy (=permanently remove) one card from his hand of Action cards or his discard pile. This is a totally new option to Keep the Heroes Out!, because none of the other dungeon rooms featured a possibility to destroy cards in order to thin out the player’s decks. If used wisely, this room highly strengthens the deckbuilding options of the players, because the Vortex allows them to specialize and streamline their clan’s deck of action cards to a very high degree.

[SPIEL 24]

This are just a few of the new options and surprises which can be found in Keep the Heroes Out!: Boss Battles, but I will refrain from telling you more details, because it’s part of the fun to discover all the new things during a long campaign which reveals everything step by step. The expansion contains 15 packs of cards which can be unlocked during the different scenarios, and these cards are in addition to the scenario specific cards which are needed to play the scenarios. The unlockable packs probably contain many neat new things like new clans or more information on the Boss Monsters, but you will have to find out yourself what other kinds of treasures are hidden in this expansion.

[SPIEL 24]

Luis Brueh has released Keep the Heroes Out!: Boss Battles with the promise that the expansion offers lots of new elements to vary and enhance the base game, and it seems that the contents of the box live up to this promise. The campaign already promises long hours of gaming fun, and with a bit of creativity the new elements also can be used for a spiced up replay of the campaign from the base game. Especially deckbuilding fans will love the new options to tweak and finetune their favourite clan’s Action deck, and so Keep the Heroes Out!: Boss Battles is an absolute MUST HAVE for all fans of the base game!

After my stop at BRUEH GAMES I took a general stroll through the halls, looking for an opportunity to play the one or other game which I had spied upon during the previous games. However, I wasn’t lucky at first, since the tables at all the booths were taken. Indeed, there was a good crowd in the halls, although I must point out that there was enough freedom to move around without being pushed or swept away. The long queues from Thursday had totally vanished, although this went hand in hand with the fact that many popular titles now were sold out.

[SPIEL 24]

However, just walking through the halls is always a chance for nice discoveries, and this time I focused a bit on games which were presented as prototypes for upcoming crowdfunding projects. It has become a trend in recent years to show these prototype games to the public right here at the SPIEL in order to attract backers, and quite often the crowdfunding is started parallel to the convention or shortly after it.

[SPIEL 24]

My most impressive find actually was at the booth of MOOD PUBLISHING (3 R 112). They presented a boardgame adaption of the popular computer game Valheim, a big sandbox game which is oriented on survival in a Viking world. As presented here, Valheim: The Board Game looked like a pretty advanced pre-production copy, with cool artwork, detailed miniatures and very good overall components.

[SPIEL 24]

The deluxe version the game features not only miniatures of the heroes, but also for all monsters and bosses which can be encountered in the game. The bosses themselves offer quite a bit of variation, because each comes with its own rules and deck of cards.

[SPIEL 24]

The game actually is not a campaign game, but instead the players can play single missions which should last about 2 hours each. However, even though new random skills are drawn for the players’ characters every new game, there is an option to carry equipment forward from one mission to the next, thus giving the players at least a little bit of a campaign feeling.

[SPIEL 24]

As it seems, a feeling of immersion, of diving deep onto the world of a game, becomes a more and more important feature for players. On this point Valheim offers a cute eye candy, a small Viking hut serving as the characters’ home. During the game, the players must equip the hut with all kinds of furniture, and every add-on has function in the game. Of course the designers could have gone for simple cards here, but isn’t your own longhouse a much cooler solution?

[SPIEL 24]

I found another nice looking crowdfunding project at the booth of PLAID HAT GAMES (booth 3 E 411), publisher of storytelling adventure games where the players usually have lots of options and choices to influence how the story will unfold further.

[SPIEL 24]

I actually had missed the campaign for their new project Wandering Galaxy, but luckily PLAID HAT GAMES opened a possibility for late backers which I jumped at two weeks ago. Now I was delighted to have an opportunity to see the game here at the SPIEL, and seeing the components I was quite happy that I backed it.

[SPIEL 24]

[SPIEL 24]

As can be seen, Wandering Galaxy is a space themed game, where the players take the roles of different characters forming the crew of a tramp freighter which tries to make a life in a dangerous, sometimes hilarious universe. As usual for a game from PLAID HAT, the game comes with a spiral bound book of maps, offering galactic star maps and locations for the players to explore. The campaign contains lots of different assignments and side missions, and so I guess there will be playing fun for many hours.

[SPIEL 24]

One nice thing is that the player characters do not just have some special abilities, but instead each character is unique with special abilities and a position which he must operate at the ship. For that reason each player gets a department console for his character, and during the game each player is responsible for the operation and maintenance of that department.

[SPIEL 24]

An interesting choice has been made by PLAID HAT to create a companion app for the game, so that all in-game text actually will be read by a cast of actors. From what I heard today at the show they have done quite a good job here, but if you don’t like this kind of companion apps there is a possibility to order a paragraph booklet if you back the game as a late backler.

One of the problems which sometimes arise with crowdfunding projects is the fact that there may be small errors in the rules or on game components, and this may be due to an overambitious timeline, less experienced editorial staff or sometimes even insufficient playtesting. Today Ralf introduced to you Dragon Vale, a crowdfunded game from German publisher CORAX GAMES (booth 2 E 450) the game has received some very high praise in the SPIEL special issue of SPIELBOX magazine, being recommended for the design of the different factions and the way in which the players’ units sometimes act on their own.

[SPIEL 24]

[SPIEL 24]

[SPIEL 24]

The game and the components look quite marvelous, so I was looking forward to check the German edition here at the SPIEL. However, while researching a bit more, I discovered that the publisher already has released an errata sheet, clearing some rules but also straightening some wrong wordings both in the rules and on game components. While nothing of this is serious, it’s an example for me that sometimes crowdfunding projects shouldn’t be rushed out too quickly. A growing number of games is featuring “living rulebooks” these days, with the rules constantly updated in the internet to solve new questions and to react to found errors. While it’s certainly a good service for players to get their questions answered, I still think that such a development should be avoided on the long run. For me it leaves a slight taste of an unfinished job, and while a rulebook can at least be printed out if a lot of changes has been implemented, its even more difficult when it comes to printing errors on game components. As said, all the things found in the German edition of Dragon Vale can easily be straightened, but it’s still not fully satisfying to receive a game where you need to be on the fence for additional information.

[SPIEL 24]

After this excursion into the world of crowdfunding projects and some of their pitfalls, I returned into Hall 3 to check again at the booth of ARES GAMES for a free seat on one of their demo tables for Altay – Dawn of Civilization. This time I was lucky, and so I could join a round of gamers for a nice session of afternoon playtesting.

Playtesting session: Altay – Dawn of Civilization - ARES GAMES (booth 3 A 112)

During my preparation for SPIEL 24 I wasn’t too sure whether I really needed another area control game, but in the end the artwork of Altay – Dawn of Civilization tempted me enough to place a preorder. Now, after playtesting it here at the show, I am really relieved that I did so, because today Altay also has joined the long list of sold out games.

The game is set in a fictional region where up to four ancient tribes, the Elder People, come clash in expansion and military conflict. However, one look on the quite restricted gameboard reveals that we are not dealing with a grand conflict on a larger scale, but instead the map is rather crammed (and downsized even further with less than 4 players), forcing the tribes to go into conflict rather quickly. In this way, the game much has much more in common with Ryan Laukat’s 8 Minute Empire Legends or Smallworld, because there is no room for a long phase of development and expansion. Quite the opposite, conflicts may arise in very few turns – that is, UNLESS two players decide to play on the full map, in which case the game would get much more peaceful and focused on cultural development. But that’s not what the designers of Altay – Dawn of Civilization intended.

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One of the facts which I liked about Altay right away is the combination of deckbuilding and actions on a gameboard. I am great fan of the Clank! line of games from RENEGADE, but unfortunately there aren’t too many games which bring together these two mechanics, and to my delight the game even offers asymmetric starter decks for the four tribes of the Elder People, giving players a slightly different starting deck of 10 cards each.

[SPIEL 24]

However, the Elder People aren’t alone in the region. Human settlers have started to arrive, and with them they bring developments and improvements which the Elder People will have to embrace in order not to perish. In gaming terms, the Humans are represented by 11 decks of Action cards from which the players can purchase new cards for their own decks, and over the time the Elder People won’t be able to stand their ground without mingling with the newcomers.

So, to which purpose can the cards in the player decks be used? A major necessity certainly is the production of resources, because the resources are needed to purchase new cards to build new Settlements and to acquire Achievement cards. Quite interestingly, the game uses 5 different types of resources, and despite the fact that unused resources are lost at the end of a player’s turn, the level of resource management quite pronounced. On first sight this may not seem consistent, because a resource management mechanism usually requires players to stockpile their income for some time, but here Altay uses a neat little twist, allowing players to place certain Action cards temporarily on the table to collect resources on them to perform an action (especially building a settlement). Here player’s may collect resources over several turns, and when enough resources are collected, the action is performed, the card goes into discard, coming up again later in to be reused once again.

[SPIEL 24]

Similar is the function of the Achievement cards. These cards are not part of a player’s deck of Action cards, but instead they may be collected from a common display if a player has at least one resource to begin building this achievement. Level 1 and 2 Achievement cards offer in-game benefits, whereas Level 3 achievements (called Wonders) increase a player’s scoring options at game’s end. However, achievements may not be developed in any order, but instead there is a small element of civilization development, because the number of higher level achievements is always limited by the number of lower level achievements which have been completed by a player. So yes, the subheadline Dawn of Civilization is justified, because classic elements of a Civilization-type game can be found in Altay.

[SPIEL 24]

But what about expansion and military conflicts? Well, the players can use their cards and resources to expand their presence on the gameboard by adding new Settlements to neighboring regions, or they can fortify their regions by adding Settlements to a region where they are already present. Both of these strategies have benefits, because the presence of Settlements in new regions may give a player access to different types of landscapes, and this in turn may increase their resource income if a matching Action card for collecting resources is played. However, income always makes your neighbors envious, and so it may be useful to have more than one settlement in a borderlands region, because this makes it more difficult for other players to conquer that region.

For conquest, the military strength of an attack force is determined by the number of settlements in one of the active player’s regions which shares a border with the attacked region, PLUS the number of attack symbols which the active player can provide from his current hand of Action cards. However, the defender also has a possibility to react, being allowed to add cards from his hand with defense symbols to the number of his settlements in the attacked region. This allows a quite easy combat resolution, and the winner of the combat is allowed to take away one of the loser’s settlements, counting as a victory point at the game’s end.

Despite the high potential for conflict, there is no absolute need for player vs. player combat. Instead, a player also can try to get away with peaceful expansion, because it actually pays off to be the first player to expand into a yet unoccupied region. Apart from gaining access to landscapes which increase resource production, expansion into unoccupied regions allows the players to collect Conquest markers, and these also will count for victory points in the final tally.

[SPIEL 24]

Altay – Dawn of Civilization comes along with a charming, well-balanced and highly thematic combination of well known mechanics. Deckbuidling, area control and resource management do not only integrate well in the playing mechanism, but actually they supplement each other quite nicely by the small couplings which the game’s designers have found. So, your action cards may get stronger depending on the regions you control, and on the other hand your success in conquest depends both on your strategic deployment and your deck of Action cards. The resources on the other hand are useful for purchasing new cards, playing pieces (settlements) and gaining other benefits, and so the game presents itself as a rather harmonious composition. Coming together with the unusual, off-mainstream artwork, Altay is one of these small gems which shouldn’t be missed while strolling the halls of SPIEL. And even though you can’t purchase it right away, I am sure that the game is worth ordering after the SPIEL.

[SPIEL 24]

I couldn’t stay in the halls until closing today, because I had a date with my wife, but there was still a bit of time left for a truly heroic deed. I needed to go to Hall 6 for a special kind of adventure, but on the way there I was nearly sucked into a timewarp. In Hall 2 I passed the booth of SPIELBAR (2 C 100), a dealer for used and out of print games, and it felt like I was transferred back into the day of SPIEL 25 years ago.

If you read my older reports, you will discover that I spent a lot of time at the used games market. At that time a whole part of the halls was dedicated to dealers of used games, and for me these booths had been a treasure trove with lots of rare games which raised my curiosity. Remember, the internet was still at the beginning in these days, and so used games dealers where almost the only source where such games could be purchased. And today they were here, right on the top shelf: Talisman, Full Metal Planete, Shogun, Conquest of the Empire and many other games which I desired in those years, and some of them are still in my collection.

[SPIEL 24]

But now let me tell you about my heroic deed in Hall 6. For the first time ever I joined the waiting queue at the ASMODEE store, hoping to get the new Waldrand expansion for Mischwald. A special SPIEL promo card featuring Meeps, the SPIEL mascot, was promised as a giveaway if you purchase this expansion, and I decided to try my luck (and patience) to see whether I would make it into the store. I did it, and to my very surprise, it took me only about 15 minutes to fulfil my quest. Despite a long queue waiting in front of me, they are pretty well organized to get the people through the store quite efficiently, and so it didn’t take long to get both the expansion and the promo card. However, I didn’t know this in advance, and so I think my courage and bravery has deservedly earned me the titles of Queueslayer and Sir Meepssaver. I have gained my SPIEL knighthood!

[SPIEL 24]

But now Nicole was waiting, and on the way out I could take a picture of the reason why I was going home to meet her. Nicole and I had agreed for a bit of gaming in the late afternoon, and being as big a Lord of the Rings fan as I am, she was really curious about the new The Lord of the Rings – Duel for Middle-Earth game by REPOS PRODUCTION.

[SPIEL 24]

Playtesting session: The Lord of the Rings – Duel for Middle-Earth – REPOS PRODUCTION (booth 6 D 200)

While my friend Cedrick was still with REPOS PRODUCTION they used to release the one or other unusual game, but the new peak for now seems to be The Lord of the Rings – Duel for Middle-Earth which actually combines the thematic setting of the epic novel with the game mechanics of 7 Wonders – Duel. Time makes strange companions, and for me and Nicole the question came up whether this game really would be worthwhile to play, or whether it is some kind of marketing decision to create an additional sales boost for an already good game. Well, let’s quote Gandalf here: “All we have to decide is what to do with the time that is given us”, and today we had decided that the late afternoon was the perfect time for Nicole’s first SPIEL 24 playtesting session.

[SPIEL 24]

Players familiar with 7 Wonders – Duel will instantly discover the main similarities with the new game. The Lord of the Rings – Duel for Middle-Earth plays over three chapters in which the players take turns to collect cards from a layout which is prepared at the beginning of the chapter, and the layouts with their revealed and hidden cards are identical to the layouts in 7 Wonders – Duel. Some of the cards which can be collected provide Skill symbols to the players, and just like classic resources these Skill symbols will be needed to collect and play other cards – unless a card can be played for free because a player has a matching chaining symbol on a card which he has collected during the previous chapter.

[SPIEL 24]

Okay, this may sound all too familiar, but the differences between the two games become much more obvious when you consider the gameboard with the map of Middle-earth where players can place fortresses and move armies. This a a totally new feature, and indeed the red “military” cards now let the players place army units into different regions of Middle-earth. These armies are recruited mainly during the first two chapters of the game, triggering skirmishes in regions where armies of both players come together. Such skirmishes are resolved quite easily, because both players remove one army each until only one player has units left in a region.

[SPIEL 24]

In the third chapter, conflicts are encouraged even more through the introduction of purple cards, and these cards allow the players to move army pieces already on the board. Both placing and moving armies is closely connected with the game’s victory conditions, because one possibility to instantly win the game is by being present in all 7 regions of the gameboard. This may seem impossible due to the skirmish rules, but apart from armies players also may also establish a presence in a region by placing a Fortress pawn. These fortresses may be acquired by a player who choses to take a special Landmark tile instead of a regular card, provided the player possesses the right Skills and enough Gold to take the Landmark tile. Once placed, the fortresses stay on the gameboard regardless of armies and skirmishes in the same region, and so it is a possible strategy to go for military victory through a good combination of armies and fortresses.

[SPIEL 24]

However, the thematic implementation wouldn’t be complete without Frodo and Sam and their quest to destroy the One Ring, and for this the game features a clever double layered Quest for the Ring track. When a player collects blue cards with Ring symbols. the track is adjusted either to move Frodo and Same closer to Mount Doom, or to allow a pursuing Nazgul to slowly catch up with the Ringbearers. Small benefits may be collected of the Ringbearers or the Nazgul cross certain spaces on the track, and the game is instantly won by the Fellowship player if the Ringbearers reach Mount Doom, whereas the Sauron player wins if the Nazgul ever catches up with the Ringbearers.

The third and final possibility for instant victory is closer to classic 7 Wonders – Duel than the other two options. Similar to the traditional green invention cards, the green cards in The Lord of the Rings – Duel for Middle-Earth show symbols of the six races of Middle-earth. These symbols can be collected, and a player who succeeds in securing the support of all six races scores an instant diplomatic victory. Indeed this is close to the scientific victory in 7 Wonders – Duel, and in addition the green cards can also be collected in sets, allowing the players to gain Alliance tokens which give small in-game benefits.

For Nicole and me, The Lord of the Rings – Duel for Middle-Earth is an impressive reimplementation of an all-time classic. Due to the introduction of the gameboard and the Quest of the Ring track the game feels very different from 7 Wonders Duel, and many smaller elements in the game contribute even more to this perception. A good example here are the Special Ability tokens which can be earned by gaining combinations of green Race cards. Even though these tokens are similar to the Science tokens in 7 Wonders Duel, they are rooted much deeper to gameplay in this game, often creating nice windfall effects for a player’s further actions.

The Lord of the Rings – Duel for Middle-Earth definitely stands on its own merits, and we really like the new mechanics because they add new gameplay options and increase the thematic setting. On a much smaller scale than War of the Ring, the game offers the players a possibility to re-write the story of the Lord of the Rings, creating interesting new thematic highlights like the placement of a fortress by the Fellowship player in Mordor, of the Sauron player winning by influencing all races of Middle-earth in his favor.

[SPIEL 24]

While it is true that the rather colorful, almost dazzling comic art of the Chapter cards might not be to everyone’s liking, the artistic design of The Lord of the Rings – Duel for Middle-Earth certainly is a refreshing alternative to the almost omnipresent artwork created by John Howe which may be found in many other games. However, and this is most important for our positive verdict, The Lord of the Rings – Duel for Middle-Earth is one of the few nutshell games which succeeds in creating a good Lord of the Rings playing experience despite its restricted dimensions, and this is certainly a benchmark for it’s high quality.

[SPIEL 24]

But I still owe you the story of the outcome of today’s epic battle. Feeling invincible with my new titles as Queueslayer and Sir Meepssaver, I dared to lead of the Free Peoples into battle, while Nicole fell for the false promises and power of the dark side and took the role of Sauron. Until the beginning of the third chapter I valiantly rallied the support of five races, and I was close to winning the game when Nicole actually forced me into a dilemma. On the one hand she was close to a military victory, but I thwarted this since I could take Military cards from the layout. This however gave Nicole the possibility to take blue cards which allowed her to advance her Nazgul on the Quest for the Ring track, and in the end my poor Ringbearers were caught and the One Ring was lost. I am still thinking about filing an official complaint at the Mordor Henchmen Regulation Office, but Sauron’s flaming eye was shining into our flat when the game came to it’s climax, and this had been a bad omen indeed.

[SPIEL 24]

With this wonderful gaming experience Nicole and I would like to say goodbye for today. Tomorrow we will meet back here for our grand final, and as it is tradition for many a SPIEL it will be Ladies’ Day. So, I can only guess which games Nicole will chose for us to play tomorrow, but I am sure it will be a real treat!

[SPIEL 24]

See you tomorrow!

Friday, 04.10: Second Convention Day


[SPIEL]

It has been a night with no so much sleep for me. It always takes a bit of time to get the pulse down after hours of tempo writing and formatting, and it differs from day to day how long it takes to fall asleep. However, Ralf and I are getting lots of kind words and praise from many of you, and this is all the fuel we need to keep this operation going. So, after reading your feedback on our Thursday report, felt freshly invigorated to go right back into the halls.

Once again there was a big crowd of people waiting inside Hall 7 when I entered the halls at 9.30 AM, but what really astonished me was the fact that there were already queues of people waiting at some booths at that time. An example for this was the booth of BLACKROCK GAMES in Hall 6, and the reason must have been the hype which had developed around their game Castle Combo. The word is spreading, and so quite a few people working for other publishers want to get this game, thus explaining this pre-opening queue. However, it was also the same at the ASMODEE store. Here another 30 people were waiting for the opening, and I am quite certain that I won’t be able to enter this store booth during the whole fair. There is just too much waiting time, and I can order the expansions for Mischwald comfortably after the fair.

[SPIEL 24]

[SPIEL 24]

[SPIEL 24]

[SPIEL 24]

I decided to use my press pass headstart to make my way through the uncrowded halls to the booth of PORTAL GAMES to talk with my friend Ignacy Trzewiczek. We are long-time friends ever since his first appearance here at the SPIEL, and we fixed a date for going for a cup of coffee later today. At the booth I found Ignacy and my friend Dale as well, and of course we quickly shared a few of the experiences which we had yesterday, pointing each other to games which might be worthwhile to check out and playtest.

[SPIEL 24]

However, I also wanted to take a closer look at the newest PORTAL game Thorgal: The Board Game, and so I quickly occupied one of the four seats around its only demonstration table at Ignacy’s booth. I hadn’t to wait long, because two minutes after opening all four seats were taken, and so I could embark this morning on a thrilling Viking adventure.

[SPIEL 24]

Playtesting session: Thorgal: The Board Game – PORTAL GAMES (booth 3 K 113)

For those who don’t know, Thorgal is an adaptation of the popular Thorgal comic book series, bringing its rich, Norse-mythology-inspired world to life. The game captures the spirit of epic adventure and quests that fans of the comics have come to love, while integrating clever mechanics that keep the gameplay engaging for both fans and newcomers.

The Belgian comic series was created by writer Jean Van Hamme and artist Grzegorz Rosiński. Set in a world of Norse mythology, the story follows Thorgal Aegirsson, a man raised by Vikings but with mysterious origins linked to the stars. Thorgal’s adventures blend Viking legend with a bit of science fiction, magic, and myth, as he embarks on quests for survival, protecting his family, and uncovering the secrets of his heritage. The game is fully cooperative, and the players take on the roles of Thorgal and his companions, including his wife Aaricia and son Jolan, journeying through dangerous lands, encountering mythical beings, and solving challenges to complete their missions.

[SPIEL 24]

Ignacy’s team at PORTAL GAMES has done an excellent job of transferring Thorgal universe into a board game format. Not only the graphics and characters of the comics can be found all over the game and the components, but the thematic essence of exploration, heroic deeds, and unfolding stories are all present. Due to a high time pressure players feel the weight of their decisions as they navigate through scenarios that are not only about combat, but much more about experiencing a whole interactive story, with twists and turns and a complete paragraph booklet which needs to be consulted after almost every player action. These paragraphs are well written, and very often they are accompanied by an image or two in order to enhance the overall experience.

Indeed, the game’s artwork is directly inspired by the comic, but it feels like the artwork was directly designed for the game. The world map, character cards, and various story elements pull players into Thorgal’s Nordic-fantasy realm, and the narrative-driven gameplay enhances the immersion and makes you feel like you’re participating in a Thorgal adventure.

The game neatly combines adventure, storytelling, and puzzle-solving mechanics, providing a multi-layered playing experience. While it’s generally structured around scenario-based adventures (which can be played separately or as a campaign), there are several interesting mechanics coming together, giving the game a quite special feeling.

The core gameplay revolves around action selection and resource management. Each turn, players can choose from various actions like travelling on the map, engaging in combat, collecting resources or interacting with locations in regions where their characters are located. However, the actions can’t be chosen freely by the players, but instead they have to move a token on a display of action cards which is used by all players. For each player there is a token on the display, and depending on the positions of the other tokens a player’s chosen action may be enhanced to be more efficient, but it may also be the case that a player may not chose a specific action this turn, because the tokens have to be moved to another card. Already this simple but elegant mechanism underlines the fact that a high degree of player cooperation is necessary in this game, because the players have to discuss the strategy for their actions in advance.

[SPIEL 24]

The player actions very often are entwined with the large gameboard, a map where the miniatures of the players’ characters can travel from region to region and perform deeds at various locations. Very often these deeps are connected by placing a certain number and type of resources, but of course these first must be earned, either by collection, by scouting, by combat or even by dealing with texts from the paragraph booklet.

However, the element which makes Thorgal truly unique is the use of Polyomino tiles, small Tetris-shaped blocks which the players have to use to solve different types of tile placement puzzles. Puzzles in a boardgame may sound a bit bewildering, expecially if you consider that they are used for scouting, and for dealing and receiving wounds in combat. But don’t be hasty – to my mind the use of these tiles doesn’t feel like a tacked-on extra to create an odd feeling of uniqueness, but instead the whole mechanism finely interacts with the other elements of the game.

For example, the players place these tiles on shared Scouting cards which feature a grid for their placement, and depending on the covered spaces the players may gain resources, complete event requirements of trigger hazards. The range of available tiles for this action depends on the active player’s character, because the character’s skill in scouting defines the choice of tiles from which the player can chose. And the choice can be tricky indeed, because the path created by the players on the scouting cards always must advance toward the right, and so the players sometimes are forced to make difficult choices which tiles and which placement is best.

[SPIEL 24]

It’s similar in combat, because combat means that an Enemy card must be revealed, and these cards look like the Scouting cards with a grid for tile placement. However, here the player aims to cover all life symbols of the enemy while at the same time avoiding spaces which result in damage to the players character, and this task is by no means easy because the playing involved in combat has to roll special dice which tell him which tiles he may use. Once again, the dice and types of tiles which may be used depend on his chosen character, but this time on the character’s combat attribute. The better it gets, the better the dice (and tiles) which become available for the player during combat.

[SPIEL 24]

Overall, you can really think of this mechanics as solving Tetris-style puzzles, but there is no time limit for thinking. It’s somewhat like a mini-game where each tile must be placed within a grid to complete a task, to defeat an enemy or to record wounds on the players’ character sheets, and in all these instances the use of the Polyomino tiles fits nicely despite the initial feeling of abstractness. Completing these Polyomino challenges rewards players with progression through the story, while failure can hinder their journey or even create new problems.

One thing is certain: The players have to cooperate to a very high degree in order to be victorious and win the chosen scenario. Every step and choice counts, beginning with the actions, the movements on the gameboard and the use of the character’s individual skills and items. The scenarios are quite tough, imposing a strict round limit and other obstacles which require the players to use their actions to a high degree of efficiency. This need to cooperate is stronger pronounced here than in other cooperative games, but actually it’s an interesting twist which requires a high degree of focus and mutual understanding from all players.

Thorgal: The Board Game truly is a faithful and thematic adaptation of the beloved comic series, offering players a deep, narrative-driven experience. Its combination of storytelling, resource management, and puzzle mechanics makes it much more than just a typical adventure game, and the use of the Polyomino tiles is a clever design choice that adds a strategic layer to the gameplay, putting much more emphasis and a need for making tough choices on various situations.

However, you don’t need to by a fan of the Thorgal comics to appreciate the immersive thematic elements and attention to detail. If you are a fan of deeply thematic games like me and my wife, you will certainly enjoy the mix of cooperative problem-solving and engaging story arcs. It’s a game that encourages thoughtful planning and teamwork, and on these elements it truly shines!

[SPIEL 24]

It took me all the morning to finish this grand adventure in the far north, and acting as Thorgal’s wife Aaricia I contributed especially to the scouting and questing side of the adventure. However, a good two hours of gaming has left me hungry, and while I am off for my lunchbreak at home let’s see what Ralf was up to today.

[SPIEL]

Friday, the second day at the SPIEL.

The Messe Essen has apparently agreed a new parking concept with the city, so that visitors are directed to the large car parks outside the centre much earlier and the immediate area around the fair remains free. This was completely different in the past, where all visitors initially drove as close as possible to the fair, only to find that the parking spaces there were already completely full. Even if there are still some traffic jams, I think the new concept is working out, because the traffic was still moving relatively quickly. In particular, however, this ensures that the buses that transport visitors from those car parks to the exhibition centre avoid traffic jams and reach the halls very fast.

Admission to the halls is also much smoother than in the past. When I arrived 10 minutes after the official opening, there were already no more queues and everyone who arrived at this time was able to enter directly.

[queuing]

The halls themselves, however, were already quite full again.

[queuing]

Nevertheless, I managed to find a very interesting novelty quite quickly and got a short introduction

Introduction: Paella Park – Zombie Paella (booth 5D321)

In Paella Park from the Spanish publisher ZOMBIE PAELLA, we are visitors to a theme park. We can visit attractions such as a roller coaster, go to great shows and restaurants, buy souvenirs in shops and take pictures with the park's mascot. All of this will contribute to our victory points, but it also costs time, and eventually a visitor's day comes to an end. Therefore, it is important to decide wisely which action is best for you.

The theme park is divided into four quarters and each round a card is drawn at random, which determines how long the waiting lines are in front of the attractions in each quarter. It may also happen that a quarter is completely closed for this round because maintenance work is being carried out. After 120 minutes the round is over. Now a new card is drawn for the next round, which specifies the new waiting times.

[Paella Park]

So we start our visit at the entrance of the park and begin walking along the paths from one attraction to the next. The movement itself also takes time, which is recorded on a time track in 10-minute increments in the upper part of the board. It is therefore not the sitting order that determines who is next, but the player who has spent the least time so far is always the next player to act. A short walk of 4 spaces through the park, for example, takes 10 minutes, so the player advances his pawn 10 minutes on the time track. If he is still the slowest player after that, he can perform the next action, for example, ride the roller coaster at his current position. If the current waiting time for this is 30 minutes, the player’s pawn is advanced accordingly.

Paella Park takes on many of the special features of a theme park that many of us have already experienced, whether in good or bad. In addition to the annoying waiting times, you can gradually feel sick, which can end in a wild puk from the highest point of the roller coaster (all players in the vicinity then mark the ‘result’ on the T-shirt symbol in their player sheets). Or you can spin a wheel of luck in the shows and be called forward to receive a prize.

[Paella Park]

You can feel how much love went into this game. Innovative, coherent, fun and entertaining. What more do you need for a successful start in the convention day?

And so I was directly heading towards the next highlight, which I found at the LUDONAUTE booth shortly after.

Last year I had already briefly reported that the French publisher was planning something special for the 10th anniversary of Colt Express. The result is a great expansion, as can be seen here:

[Colt Express]

Even after 10 years, Colt Express is still selling well. I am pretty sure that this new expansion will help that this tradition will not be broken soon.

But LUDONAUTE also brought something else to the game: a new card game called Arctic.

Overview: Arctic – Ludonaute (booth 2E120)

The aim of the game is to collect animal cards in a certain order and place them on top of each other in a stack as a collection. This represents observations of the animals, so to speak. To do this, the 6 landscape cards are first laid out next to each other in the middle of the table. Animal token are placed on top of the first card, this is later important for an additional scoring Then 6 animal cards are randomly revealed below the landscape row; this row is called the ‘river’, and the remaining cards are placed ready as a draw pile. 3 cards are given to each player as a starting hand, along with an Animal Totem tile, showing exactly one animal of the animal markers that have been put on the landscape row.

On your turn, you always take three steps: first, you have to play new cards from your hand onto the collection stack. The number of cards you have to play is determined by the card on top of the collection stack. If you don't have enough cards in your hand for this, you lose victory points. Second, you move the playing pieces of the two animals that can be seen on the top card of your own collection stack again. This movement influences the additional victory points that are awarded at the end of the game for the respective animal that we drew as an Animal Totem tile. The further to the right your own animal is in the end, the more extra points you can win.

[Arctic]

Finally, you draw as many new cards from the river as the card from your collection pile shows. At the end of the game, you should have created as long a series of the same animal species as possible in your collection pile, the longer the series, the more victory points you get. Each animal species is scored individually, but only once for the longest series.

I was told that Arctic is easy to learn and can be played well with smaller children. But if you play harder and are fighting for victory points (and that's what we all are playing for, right?), then it gets a little tricky. Due to the great importance of the card on top of the collection stack, you must think carefully about what you play. And sometimes it might be better to break off a series to avoid too many penalty points in the next round.

Ok, this was a light year for LUDONAUTE, but look what is expecting us next year. That will be really something totally else:

[Ludonaute]

Meanwhile, the weather had now turned quite sunny outside the halls. From one of the halls, you even have the possibility to look into the neighbouring Gruga Park for some breathtaking views:

[queuing]

I took advantage of this sunny moment to quickly bring all the new games to my car and enjoyed a brief moment of fresh air.

After the short break, however, I quickly went back to the gaming halls, where two tired graces were waiting for me at BOARD&DICE:

[Board & Dice]

News from Board & Dice (booth 3G210)

After the picture, we preferred to go to the press room, where we discussed things in detail. One of the first things was a confession. The two ladies actually confessed that ‘only’ two new BOARD & DICE games are to be expected next year. What? Incredible! The publisher is known for its three new releases each year.

But, before everything falls apart, they apologized and told me that instead we will see the release of a really elaborate expert game. So, I calmed down again. While in recent years the focus has been more on games with a moderate level of difficulty, the complexity seems to rise again in the next years. Additionally, I was also promised a long-awaited expansion for Tiletum in the future.

But what will definitely come next spring, in addition to the two new releases, is a crowdfunding campaign for a new version of Trismegistus. The game is now five years old and received quite mixed reviews at that time. While the game mechanics were praised to the skies (some even talk about the best game of BOARD & DICE), it received significant negative points due to the design. Too dark, too much space wasted on the board and overall not appealing enough.

Therefore, a completely new design concept has been started to make the game more appealing. Of course, not only the design will be overworked, but the flow of the game is to be improved and minor weaknesses are to be eliminated. Here you see the current concept design:

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To my taste, it looks quite promising as it is at the moment, doesn't it?

Ok, that’s for me for today. It was a long day at SPIEL and I saw some other interesting games today. But I’ll tell you more about them tomorrow as I am still feeling weak after this infection thing. So, stay tuned and see you tomorrow.

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While I was back at home, Nicole asked me whether we could check out expansions of some of her favorite games which I bought home yesterday. As I had I already read the rules while doing my preorders, I was able to share some deeper insights with her, and so let me show you what we have been looking at.

Introduction: War of the Ring: The Card Game – Fire and Swords – ARES GAMES (booth 3 A 112)

After Tuesday’s victory over Brian and Dale posing as Sauron and Saruman, our first box to open was the new expansion for War of the Ring: The Card Game, and to say it right from the beginning: I have never before seen an expansion which gives such a considerable boost to variation in gameplay as the new Fire and Swords expansion does. It’s quite incredible, because the expansion just adds Faction and Location and Path cards, but these cards do not just offer more variety, but in fact they increase gameplay and player options on an exponential level.

In story terms, the expansion adds the whole northern part of Middle Earth to the cardgame, thus allowing two more players to participate. The completely new factions are the Northmen, Easterlings and Ruffians, and in addition the expansion also adds cards to the existing factions, increasing especially the size and versatility of the white Wizard faction and the Dwarves. The Faction cards from the base game and the expansion must be combined and split into their respective factions, so that now 3 players will be able to participate on each side, with each of them having a deck of 30 cards at their service.

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However, having six players is not mandatory to play the expansion, because there are multiple ways to play with less players: one player taking more than one deck, an enhanced Duel-scenario and even Bot-cards for a full solo or cooperative variant are included, thus giving different sized groups a perfect possibility to play right to their liking. The only caveat is the fact that the Bot cards supplement the cards from the Against the Shadow expansion, and so that expansion is needed as well if you want to play solo or cooperatively.

Seasoned veterans of War of the Ring – The Card Game will instantly understand the increase of possibilities which is triggered by adding more factions to the game. War of the Ring – The Card Game is based on good cooperation and interaction of the allied players, and the key to winning the game is to use a player’s cards not just beneficial for his own factions, but to assist the allied player in his actions by making good combos at the right moment. Holding back and making decisions which may not be beneficial for a player’s own factions is a constant dilemma, but the more familiar the players get with the game, the better they will be able to handle the various options and possibilities.

It is exactly this point where the new Fire and Swords expansion rushes onto the stage, because the addition of new factions and a third player to each team means that the options available to the players increase exponentially. It’s astonishing to see how well the new cards blend with the existing components of the base game, offering a plethora of new combos and ways how the players may assist each other. This is really intriguing and challenging at the same time, because the addition of the northern campaign now means that the players have to focus on a much wider conflict, thus facing the necessity to ponder even more different uses for each of their cards.

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A perfect example here is the Dwarven faction, a faction which was only represented by Gimli and his axe in the base game. It may not sound impressing that the size of this faction now has increased to six cards, but the new Dwarven armies and northern battlegrounds add many new possibilities to use these cards. The Dwarves now can march at Moria if they desire to do so, but this might leave the Lonely Mountain undefended, a decision which may prove disastrous later in the game. Lots of interesting What if situations now may arise, an element which I already loved in the War of the Ring boardgame.

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However, all the new cards don’t mean that the battlegrounds get overcrowded. Quite the opposite, the game designers have found a very clever way to keep the players stretching their resources to their limits. Their answer to the increase in resources is the addition of skirmishes to the deck of battlegrounds. These skirmishes depict minor conflicts all over Middle Earth, and when a skirmish comes up at the beginning of a round it will also trigger the appearance of a related battleground. The players now must decide whether they want to deploy units at a skirmish or a battleground, and this decision is tricky because the skirmishes tend to bring nice benefits, whereas the battlegrounds count for victory points. Sometimes the winner of a skirmish even gets an advantage on the associated battleground, and so the players really have to ponder how to split their characters and troops between the different available skirmishes and battlegrounds.

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Fire and Swords is a truly remarkable expansion. In the past ARES GAMES has proven their dedication and patience when they slowly, very carefully, expanded their successful War of the Ring boardgame, and as a result the expansions blended very smoothly with the base game. In comparison Fire and Swords is almost rushed since it is released mere two years after the base game, but this definitely has no impact whatsoever on the quality of the expansion. Once again the ARES team has thrown all their skill and experience into the design process, and as a result the expansion matches not only the spirit of the base game, but it opens up a much wider choice of actions and strategies which the players will love to explore. This box is absolutely recommended!

The other expansion which we opened this afternoon is for a relatively new game in our collection. We only acquired Pirates of Maracaibo short before our summer holidays in September, but we found the game to be quite addictive both for its variable scoring possibilities and the quite direct way in which the opposing player’s movements can force a player to streamline his own strategy and focus on some essential moves.

Introduction: Pirates of Maracaibo – Commanders – DLP GAMES (booth 3 H 613)

Pirates of Maracaibo is an independent spinoff of by Alexander Pfister’s successful Eurogame Maracaibo which already stood out as a rich and strategic game, blending elements of piracy, treasure hunting and adventure in the Caribbean. But allthough the game shares some mechanics with Maracaibo, Pirates of Maracaibo offers a much more streamlined gameplay, and the setup is more variable since the gameboard has been replaced by cards and island markers which offer a fresh tactical approach with every new game. In fact, the shorter duration and the lower learning threshold make Pirates of Maracaibo attractive for occasional and seasoned gamers alike, and being fan of Pirate-themed games it was no question for me to get the new expansion here at the show.

During my SPIEL preparations I discovered the expansion, and Pirates of Maracaibo – Commanders will add a fresh layer of complexity and variety to the game, making it a must-have for fans of the base game who are craving even more tactical options and variation in gameplay. Among the innovations the titular Commanders are the most significant addition. They bring in a new layer of tactical depth as each player can now recruit and upgrade a Commander. Every Commander possesses a unique special ability, which can be from combat bonuses to increased income generation, and six additional abilities can be unlocked during the game, tailoring strategies more closely to your playstyle. This introduces more asymmetry to the game, with each player able to harness different advantages as they progress, ensuring that each game feels more varied.

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The abilities of a Commander can be unlocked by placing Rum barrels or Fort tiles at the corresponding spaces of the Commander board. Rum barrels can be acquired through the new Rum markets, special tiles which have been mixed with the Treasure value tiles at the beginning of the game so that each of the 8 islands now has received either a Treasure tile or a Rum market. When a player stops at an Island with a Rum market, he can activate the market to take a Rum barrel, or he is allowed to move an already acquired Rum barrel from his stockpile to a matching space on his Commander board, thus activating the associated ability of the Commander. Although the Commanders have certain preferences (e.g. Iron Ingrid loves to bury treasure, whereas Flintlock Frank is obsessed with cannons), the unlockable abilities are quite diversified, and so almost every tactical approach which can be chosen in the game can be enhanced further by unlocking the appropriate abilities. In this way, the Commanders bring a versatility which otherwise can be reached only be collecting several Improvement cards, but of course the abilities must be unlocked, and so the Commanders are not overpowered in comparison to benefits gained by collecting cards.

As mentioned, the abilities of a Commander can also be unlocked by defeating Forts and placing their tiles on the required spaces on the Commander board. At the beginning of the game each island in the Caribbean has received a random Fort tile, and a player visiting the island can opt to attack the fort instead of performing the island’s main action. Fort combat is quite similar to a Raid in the base game because the player still rolls the three Raiding dice, but instead of his Raiding power he now adds his Firepower, the total of his cannons, to the dice results. Cannons can be gained in various way like Improvement cards or Exploration actions on the new Exploration board, and the player aims to beat the defense value of the Fort with one of his dice plus his Firepower. However, this may sound a bit easier than it is, because some abilities of a Commander can only be unlocked if the Fort token was claimed by using a specific dice color, and so it’s not simply a question of choosing the highest dice. However, to prevent a player from losing his action altogether due to bad luck, he is allowed to add value to a dice of his choice by bribing the Fort’s garrison, but this is indeed a costly business, since every step of dice value costs the player 5 doubloons or 3 victory points. Aaargh me hearties!

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Commanders, Cannons, Castles, Cruises and Cachaca – all the innovations brought by the new expansion make Pirates of Maracaibo a true 5-C-game. But kidding aside, one of the biggest strengths of this expansion is how seamlessly it integrates with the core game. None of the new elements feel tacked on; instead, they enhance existing mechanics in ways that enrich the tactical depth without overcomplicating things. However, be aware that I chose the word “tactical” here instead of “strategical”. For me, already the base game is mostly focused on short term gains, despite the fact that players make some path-setting decisions already during their first turns. This tactical approach gets even more pronounced by the new expansion, because the players now have even more options to chose from, and the game always will be too short to take all options which come up during the three rounds of play.

It might be criticized here that the expansion will make it even more difficult for the players to predict the outcome of the game, because the scoring options have been considerably enlarged by the new elements. However, I personally like the fact that Pirates of Maracaibo never was one of these games where nitpickers prevail, because the final scoring always is a bit of a surprise moment. Instead, the game is played best with an adventurous mood and a keen eye for opportunities, and here Pirates of Maracaibo – Commanders is a great add-on, both in terms of mechanics and thematic enrichment. The surprise element remains when it comes to the final scoring, and it actually feels much cooler to have a Captain now, attack Forts and celebrate with Rum. No Pirate movie can do without it, and for me Pirates of Maracaibo - Commanders makes the game feel much more complete! It’s a great expansion that adds choices and variety without sacrificing the game's flow or balance.

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But now it was time to dive right back into the halls of SPIEL, and once again I was on my way into Hall 3 where I had a meeting this afternoon. With the weather being nice, I chose the “express routes” through the courtyards, and indeed these parking lots for the publishers’ trucks allow for nice shortcuts when you are navigating from one hall to another. However, this year there is also a bit of innovation regarding the use of the courtyards, because MERZ VERLAG actually has decided to allow more food trucks to service the SPIEL visitors. Quite a nice choice of fastfood, pasta and other fingerfood now is available both in the Galeria and in the courtyards, and in addition there are even tables and benches now. I always missed this kind of equipment for taking a break, and I am sure that this innovation will enrich the convention days of many a visitor.

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On entering Hall 3 I still had a bit of time left before my meeting, and I remembered that I spied on a game yesterday, actually while waiting at the booth of DLP GAMES to pick up the expansion for Pirates of Maracaibo. So, I returned to the booth of BOARDGAME RACOON for to take a closer look at yesterday’s find.

Stopover: Zwischen Licht & Schatten –BOARDGAME RACOON (booth 3 J 611)

In recent years the genre of roll & write games has geared up quite impressively, with some well-known boardgames receiving a roll & write spinoff. The game Zwischen Licht & Schatten also calls itself a roll & write, although it is actually a bit too big to really fit the genre. Instead, it’s a solo-player fantasy adventure game which uses dice, washable record boards and flowcharts to implement of kinds of player actions, ranging from travelling to combat and other options.

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To my mind the game offers a considerable playing depth, and this impression is strengthened by the fact that it comes with a mission and campaign booklet which does not only introduce the rules on a nice step-by-step basis, but which also supplements many story elements and events for the player’s adventures. All this certainly positions Zwischen Licht & Schatten well offside mainstream, but as a niche game from a micro publisher it certainly has a quite special appeal. Especially the combat system is multi-layered with a quite unique approach by moving dice through flowcharts, and I guess it had taken a lot of finetuning to get this to work properly.

A similar game which I received from SPIEL 23 had been Find the Source, but Zwischen Licht & Schatten takes the matter even further due to it’s much deeper story elements and an even broader range of actions. There even exists an English edition, and if you are an occasional solo player with a taste for fantasy and something unusual, you might like to try this out.

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However, it was now time for my meeting with Pavlina, the press representative of CZECH GAMES EDITION, and so I just went up the aisle to the end of the hall to get to the CGE booth.

Stopover: SETI – CZECH GAMES EDITION (booth 3 Z 411)

The game SETI from hobby astronomer and game designer Tomas Holek certainly is one of the strongest Eurogames here at the SPIEL 24. Already the first look at the gameboard suggests that we are not dealing with a light family game, but it’s actually a quite deep and rich space exploration game about the (S)earch for (E)xtra(t)errestrial (I)ntelligence.

The players take the roles of directors of a space agency which is launching probes and using telescopes and other technology both for exploring planets and moons in our solar system and for finding traces of alien life. So, the gameboard depicts our solar system, and one of the core pieces here is a stack of rotating simulating depicting the inner planets on their way around the sun. During the course of the game these discs will rotate at different speeds, and since the Earth is among these planets, the players will have to take the planetary movements in consideration when they schedule their probe launches and adjust their research equipment.

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But talking about equipment, many things can be purchased and developed by the players to enhance their range of actions and their efficiency. For this reason each player has his own agency board where expansion modules can be placed, and so a good combination of stellar research and technical advancement is the key to doing well in SETI.

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Quite important are also the cards which can be used by the players in numerous ways. For one, these cards can be purchased to be used for actions or as permanent equipment, but the cards also can be discarded for money or resources, or they can also be used to further research. However, the game becomes truly interesting when the players have done enough research to grant the discovery of alien life. At the beginning two out of five alien life forms had been randomly drawn and placed face-down next to the gameboard, and when the players have contributed enough research results such a lifeform will be revealed. Each of these aliens life forms plays distinctively different and brings its own additional deck of cards, and so the discovery of aliens actually indicates the beginning of a new game phase where the players have new tactical options to improve their endgame scoring.

SETI is a truly impressive addition to CGE’s portfolio of deep strategy games, and it’s one of these games which can only be sampled at SPIEL but never be mastered. Not only the theme is unusual, but the whole mechanism shines with a high degree of originality!

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It’s 0:27 AM as I am typing these lines, and I am slowly starting to get sleepy. However, the convention day wouldn’t be complete without the final game which I played late this afternoon, and indeed it was quite a nice experience so that I better carry on and tell you about it.

Stopover: Fliptown – STROHMANN GAMES (booth 3 V 611)

My visit to STROHMANN GAMES was pure coincidence because they are located quite close to the CGE booth, and even more incidental was my discovery of another roll & write game this afternoon. Perhaps my view for this kind of games has been sharpened by Zwischen Licht & Schatten earlier on, and indeed the impressive looking washable player boards used in Fliptown looked like the game offers a playing depth comparable to my earlier find.

The first difference is that Fliptown is a multi-player game, so the players actually compete for getting the highest score by living as an outlaw at the western frontier. However, the competition for the highest score actually is the only from of player “interaction”, and in this aspect Fliptown follows the same line as many other roll & write type games because the players simply focus on their own player boards and the things happening there.

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What makes Fliptown so special is that there is really a lot of meaningful options which the players can chose from, ranging from mining for gold, raiding cattle or trains and exploring the wilderness to performing actions in different buildings of a typical frontier town. However, and that’s the real twist, the players are not really free to chose their actions, but instead a hand of three random cards from a poker deck is revealed to all players at the beginning of each round. Each player can write down one of these cards for his own hand of poker (hoping to get a good combo to score additional points), but the other two cards actually determine to the color and the value of the actions which are available to the players. So, the players may freely combine the color of one of the remaining cards with the value of the other card, and with this combination action is determined which they trigger on their gameboard.

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The special use of the poker deck as a randomizer actually is a cool alternative to the use of dice because the players actually have a more meaningful choice of actions by the necessity to combine card colors and values, and the cards also make Fliptown a roll & write type game which does not use any dice. Nonetheless, on first sight there is a high degree of similarity to the genre, because the players mark possessions and achievements on their individual player boards, thus recording the progress they make during the game.

A factor which really impressed me was the range of actions available to the players. Especially the town buildings offer a lot of variation, giving the players the option to buy weapons and equipment, to claim land with a registrar, to gamble at the saloon, to work for the undertaker (thus improving the usefulness of less useful card combinations) etc..

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An important element in the game also is the players’ notoriety as an outlaw, because quite a few actions may result in the player receiving “Wanted” posters. After each 5 round the Sheriff will try to hunt those players down (resulting in a Victory point penalty), and the more “Wanted”s a player has received, the higher the probability of being sent to jail. However, the players have quite a good choice of possibilities to tackle this event, ranging from spying at the Sheriff’s Office to donating money in the church, and so the game really shines with it’s diversified choice of player actions.

Finally, one more thing which needs to be mentioned are the bonus actions which players may receive quite regularly in the game. These bonus actions can be used to trigger an action of a specific color with its number being freely chosen by the player. This mitigates nicely the luck factor which is usually connected when using randomizers like dice or cards, and in effect clever gameplay can result in cool combos and chains of multiple bonus actions which can be triggered through just one action.

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Fliptown was an impressive discovery for my last playing session today, and it went straight into my bag to be carried home. But it was not yet time to go home. After all, SPIEL is not just about playing games and roaming the halls, it’s even more about meeting friends! So, I went over to the PORTAL GAMES booth where I had fixed a meeting with my friend Ignacy this morning, and together with him I went for a nice cup of coffee. At the coffee shop in the western foyer we actually joined Ignacy’s wife Merry and her friend Lieve, and sitting together we shared some SPIEL stories.

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See you tomorrow!

Thursday, 03.10.: First Convention Day


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So here we go, the first public day of SPIEL 24, and actually the first day ever that had been sold out with no more tickets available. In fact, the trend has continued in the last 24 hours, and now Friday and Saturday are sold out as well!. In the meanwhile MERZ VERLAG has reacted and the SPIEL app now tells people in a pop-up notice that no more tickets are available for these days, and during the morning the local radio also broadcasted the news that a trip to the convention without tickets would be futile.

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I have addressed this topic already during yesterday’s report, but this morning I was thinking back to the old SPIEL slogan which was abolished by the new owners of MERZ VERLAG last year: The slogan “Komm, spiel mit!” (come and play!) had been chosen by Friedhelm Merz himself, and it has been an open invitation for everyone to come to the SPIEL and play some games. In a way, this summarizes pretty well the way in which I perceived SPIEL all the time since my youth, because you could simply go there and have fun. But now, with the box offices not opening on sold out days, it’s somewhat fitting that this slogan isn’t advertised all over the city anymore…

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But let’s now enter the halls together! At 9:30 AM I used the exhibitors and press lane to get into the hals half an hour before general opening, and using the “express lane” to go through Halls 8 and 7 I was truly impressed how many people where already waiting in there. In Hall 8 the entrance tickets were scanned, and then people could wait in Hall 7 until opening at 10:00 AM. There were thousands of people waiting in there, and for me that was a possible explanation why MERZ VERLAG and Messe Essen are reluctant to use these halls as additional exhibition space for SPIEL. If this space would be used, the people all would have to wait outside, and what is more, there tickets could not be pre-scanned. This would result in truly big crowds in front of the entrances, and the security personnel would have a hard time to scan the tickets and get the people into the halls quickly. Thios problem is avoided by the current solution of using Hall 7 as a waiting area, but I think that MERZ VERLAG will have to find a different solution if following years due to the growing space requirements of the convention.

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Inside the halls it was tranquil and peaceful, but it was definitely the calm before the storm. Last setup works were done, and actually many people were buzzing around to make some quick first minute purchases.

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This privilege to enter the show early gave me a distinct starting advantage to begin collecting my preordered games, but before picking up even the first preorder I made my way into Hall 3 to the booth of LEDER GAMES. The game Arcs had received so much positive buzz before the SPIEL that I wanted to purchase a copy, and indeed I was lucky because I could get one right away.

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However, the whole situation changed rapidly once the gates were open and people could enter. Within minutes there were long queues at the booths of many publishers, sometimes over a hundred meters long! One of the longest queues was at the booth of DEVIR where I went to pick up a copy of Rock Hard 1977. DEVIR is located almost at the entry to Hall 3, and the queue ended all the way up at the other end of the Hall, at the exit to Galeria. I was lucky because they had set up a special desk for preorder setup, but people standing in the queue must have waited for much more than an hour, judging by the slow speed they made through the hall.

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Talking about preorders, I already mentioned yesterday that I had preordered most of the games which I really wanted during my pre-SPIEL research and preparation phase. Today I was truly happy that I did this, because “Sold Out” or “Preorders only!” signs were popping up at different booths all over the day. The purchasable stocks of small cardgames like Harmony from DMZ or bigger games like Tea Garden from ALBI all vanished within a matter of a few hours, and I overheard quite a few people complaining at the booths that they didn’t even have a chance to get the games they desired. I guess that this – among the ticket sellouts – is one of the new developments which makes SPIEL 24 a special milestone in all the years of its existence, because people surely will have to plan their future visits in a different way.

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But not all new developments are a bad thing. The trend of people running and queuing to get their games actually opened up the possibility to sit down and try a game after I finished my collection tour, and I was even more happy because I could start my first gaming session at the booth of a small German publisher whom I had discovered just a few weeks ahead of the show.

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Playtesting session: A.I.Pokalypse – OWLY MOLY GAMES (booth 3 A 111)

A game which really piqued during my SPIEL preparation was A.I.Pokalypse, a crowdfunded cardgame created by two German game geeks operating as OWLY MOLY GAMES. My curiosity was raised because A.I.Pokalypse takes the relatively new genre of auto-battlers and spins it into a thrilling card game experience, combining tactical depth with chaotic, automated combat. As the so-called digital eruption triggered apocalyptic events all over the globe, A.I.Pokalypse throws players into a dystopian landscape where they must assemble teams of mercenaries, each with unique abilities, to battle for survival and dominance.

The auto battler genre first rose to prominence in computer games like Auto Chess and Teamfight Tactics, but it was very successfully adapted to the world of boardgames by Challengers! by 1 MORE TIME GAMES. It is defined by a unique new approach on strategy games, because players focus on drafting and positioning their units, but once the battle starts, the units fight automatically. This creates a hybrid of strategic planning and automated action, as success depends not just on the composition of your faction’s team, but on predicting how their abilities will play out when the fight starts.

The genre has gained popularity because it challenges players to think several steps ahead and adapt to ever-changing scenarios, blending tactical preparation with the randomness of combat. So, unlike traditional turn-based card games where you control every move, auto battlers add an exciting element of unpredictability - once the pieces are in place, all you can do is watch and hope your strategy works out. But in A.I.Pokalypse - and this is one of the features which makes the game quite special - you still have some possibilities of tweaking the final results even if battle is raging…

A.I.Pokalypse capitalizes on the core appeal of auto battlers but adds its own flair with a card-based system that enhances especially the strategic aspects of the genre. Players are tasked to fill up to six slots in their play area with units coming from on cards from their hand, with a hand of 6 new cards being drawn on a round-by-round base. Each unit has a basic Power (=strength in combat) of 1, but this can be enhanced by cardplay and card effects, because each Unit card in the game has its own abilities and synergies which may trigger when the card is placed, during battle or when it is discarded.

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Here the strategic challenge for the players begins, because they have to decide whether really to use a unit, positioning it in a battle slot where it will automatically execute its attack during the Battle phase, or to use its discard powers to trigger some neat effects. Other cards have nice effects when placed into a slot, and here the game shines with lots of interesting combos which can be made. As all Unit cards belong to 5 different categories (Humans, Mechs, Mutants, Rogues, A.I.Lien), nice combos can be made with units of the same faction, but on the other hand there are also possibilities to go for a mixed force, especially since there are synergy effects which can be used on different unit categories.

One of the things that sets A.I.Pokalypse apart from other auto battlers is the sheer creativity and versatility of the Unit card design. As said, the units represent different factions of humans or rogue machines, each with its own playstyle - ranging from frontline combat units to supporters with lots of interesting effects. As players draft and position their units, they must constantly balance short-term survival with long-term planning, adapting their strategies on the fly as the game proceeds.

Indeed, a player’s career as a Wasteland Scavenger may be over quickly if he is not able to adapt to his opponent’s strategy, because all long-term planning will be to no avail if the player doesn’t score enough points during the first Battle phases. As said, the player’s draw and play a hand of six cards during each round, but at the end on each round the cardplay is followed by a Battle phase. During the Battle phase, the player’s units are activated on a random basis, and the player winning a comparison of the activated units’ Power values will score a point. The player who has scored most points wins the Battle phase, forcing all his opponents to lose as many Health points as their scores differs from the score of the winner. And since each player only possesses 6 Health points, the end may come quite fast!

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But no end without a glorious battle, and so the game is not quite over when a player loses his last Health point. Instead, the Sudden Death phase is triggered now, and only from that point on players who would lose a Health point (but don’t have one) are eliminated. But even though this battle resolution may sound quite streamlined, there are lots of interesting twists which make A.I.Pokalypse quite special. For one, the players can use remaining hand cards during the Battle phase to influence which of their units is activated, thus having some degree of control over their possibilities to score points against opposing units. However, the possibilities to manipulate battle results don’t stop here, since some units offer special effects which can be triggered during battle, and ammunition may also be used to give a unit’s Power a temporary boost. So, A.I.Pokalypse actually is a semi-automatic battler, because the players have much more control over a Battle phase outcome than in games like Challengers!.

There are lots of other niceties and features which add to the game’s thrill and attraction. If played at the right moment, A.I.Lien cards can end all fighting within a timeframe of just two rounds, ending the game not by a player running out of Health points but on a comparison of all unit Power values. Furthermore, the loss of a Health point is not simply bad for a player, because the cards used as Health points show special units on their backsides. These cards go into the player’s pool, giving him a chance to recruit them in later round and possibly turn the game in his favor. Even better still, A.I.Pokalypse offers cooperative play and solo play, and if used together with the expansion there is a whole campaign waiting for the players!

What makes auto battlers, and by extension A.I.Pokalypse, so interesting is the blend of strategy and automation. The unpredictable nature of battles keeps things fresh, forcing players to adapt constantly. It’s a genre that rewards both long-term planning and quick thinking, and A.I.Pokalypse delivers this almost in perfection. The card-based unit system adds deep layers of strategic choices, making the game feel different on every round, depending on the cards you draw and the opponents you face.

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OWLY MOLY GAMES has crafted a game that is easy to pick up, but endlessly challenging to master, and with its well-chosen post-apocalyptic theme, it offers a fresh take on the genre. Indeed, the game’s lore is another standout feature, because the world of A.I.Pokalypse is dark and dangerous, with each card dripping with personality. I played my game her at the show against another visitor under the helpful guidance of game designer and artist Marian Hilgers, and he told me that he invested lots of time to build a fitting world for the game. While the graphics of each card where initially created by using artificial intelligence, Marian professionally works as a concept artist and so he reworked and edited each and every card until everything got a unique but uniform look, giving the game a very distinctive appeal. Hiring an artist for doing the art completely would not have been affordable, but the combination used here was really quite nice. So, whether you’re a fan of deeply themed card games or looking for something new in the world of auto battlers, A.I.Pokalypse is a must-try.

[SPIEL 24]

Noon was approaching quickly after this delightful gaming session, and since I collected four (!!!) big bags full of games, I now made my way home where Nicole was preparing lunch. But of course, my wife was really curious what kinds of games I would be bringing home, and so we spent some time over noon to look at a few of the boxes and their contents. So, while me and Nicole browse through our catch, let’s have a look what Ralf was doing today! It’s his birthday, and what could be a better gift than spending some time at the SPIEL?

Happy birthday, Ralf!

[SPIEL]

Well, well! The SPIEL opens its doors and I'm still sitting relaxed at home having breakfast. Am I sick? Well, yes, I am still a bit sick, as I reported yesterday. But the real reason is that I decided to take it easier this year, you know, I’m getting older after all. I decided to leave out the long queues that already start on the motorway, the queues at the frontdoors and the running around for the best places in the queues in front of the sales stands.

That’s, why I set off relaxed shortly before eleven, about an hour after the official opening, and made it to my parking space in about 20 minutes without any problems. From there it was only a short walk to the halls, where I was then able to continue admiring the queues in front of the sales stands.

[queuing]

I don't really understand this running from one booth to the other, after all, most of the games will be available later without queuing. Of course, there are a few exceptions, but mostly it is just a matter of getting a head start by buying the latest games here at the fair. But queuing for hours for that? I was told that the queues stretched through the whole of Hall 3 in the morning, and it should be noted that Hall 3 is the largest hall at the fair. And at FROSTED GAMES, the queue was still over an hour long at around one o'clock. Well, if you like it...

Anyway, I preferred to go to the booths to have games explained to me and to try them out. So let's get started:

My starting point today should be sporty, so I decided. That’s why the Latvian publisher WOLFF DESIGNA caught my eye as it was presenting the new, second version of the ice hockey game Trick Shot at SPIEL.

First Impression: Trick Shot – Wolff Designa (booth 1F130)

In this two-player game, each player takes on role of the captain of a hockey team of six players (goalie, 2 defender, centre and 2 winger). All player types have their own characteristics that make them faster or slower, more accurate in shooting or stronger in tackling their opponents.

Trick Shot is basically a fast-paced game of tactics and luck, which certainly suits the genre very well. The rules were explained to me in about 5 minutes. After taking the starting positions, a player is randomly chosen to start and receive the puk. This player must then first activate the playing piece that has the puk (i.e. the central player standing in the centre circle). Of course, this playing piece starts with a pass that must be orthogonal or diagonal. So you choose another playing piece in line of sight and pass the puk to it.

[Trick Shot]

This pass will definitely arrive, but whether the player can continue playing after that is decided by a dice roll. For this, special six-sided dice is thrown that has an X on one side for an abort. In this case, it would be the opponent's turn. There is also a side of the dice with an arrow symbol, which allows the opponent to move one of his playing pieces one step.

If no X has been thrown, it is the current player's turn again, but they may not immediately activate the same playing piece. In addition to passing, it is now also possible to move (with or without a puck) up to the maximum of the respective movement range, as well as to steal the puck or to intervene more forcefully (in the case of defence). However, two dice must be rolled for the second activated game piece, so that the probability of throwing an X increases. For the third activation, three dice would have to be rolled, and so on. Fortunately, there are also opportunities to repeat a dice roll, but this is limited, so you should decide wisely when to take advantage of this possibility.

You see, you can build up a nice chain of combinations, at least if you have a clear path and your own players are well positioned (so that you can pass). However, playing pieces are influenced by opposing playing pieces, making it impossible to move with a puk.

As soon as a player change occurs, the time is set a step further, the end of the match comes nearer. And that happens faster than you think, so a game doesn't take that long time.

[Trick Shot]

Trick Shot comes in two versions, the one with painted miniatures and the other unpainted. Both look great and the game is really a lot of fun. I played for about ten minutes and was hooked immediately. The quick dice rolls, the clear, simple rules, and the great game material make for a thrilling ice hockey match, at least that was my first impression after the short introduction. In any case, a game to keep an eye on if you like fast-paced sports games!

After this rather turbulent start to this year's SPIEL, I felt like something more peaceful and slower. And after a little wandering around the halls, I found just the thing for this moment at PEGASUS: a way to create my own dungeon:

Overview: Dungeon Designer (aka Stonspine Architects)
Pegasus (booth 3K112)

Hurray! A new game in the Roll-Player universe. I still haven't played the original Roll Player, but I had a lot of fun with Cartographers. And now Dungeon Designer. What is the game about? Designing the best, most creative dungeon, of course! You must know that this task has been given to the Minotaurs in the Roll-Player universe for generations. After a few years of learning, it is now our turn to prove ourselves to desig the best dungeon at the end of the fourth year. For this, we build rooms in our dungeon, ideally taking into account a building plan that each of us receives at the beginning of the game.

[Dungeon Designer]

These rooms show paths that should be connected if possible, each room belongs to one of two different room types, and there are elements on the cards that are important for fulfilling the building plans and tasks that we will receive each round in the game. In addition, each room has a certain gold value, which can be collected after all cards for the round have been played.

The construction phase is carried out in a drafting phase at the beginning of each round. For this, each player receives five cards, plays one of them into the row of the current round in his dungeon and passes the remaining cards on to the next player. This continues until each of us has played four new cards into his own dungeon.

After that, we collect the gold from all the newly played cards plus 1 gold per treasure chest (one of the elements on the cards) in the entire dungeon. With this money, we can then visit a market and buy market tiles. These are, in particular, further elements (in addition to treasure chests, there are monsters, traps and stars, the latter also contribute to victory points at the end), which we use to improve our rooms (and thus perhaps fulfilling some of the conditions on the building plans and orders). There are also secret passages that create connections between two rooms where there were none before, which is also quite important for fulfilling victory point conditions.

[Dungeon Designer]

As you can see, the game is easy to explain and can also be played quite quickly. Nevertheless, it is labelled as a connoisseur game, because meeting the various conditions is a bit tricky. Finally, in addition to the victory point options already described, there is also an overarching goal for our master, which is drawn at random at the beginning of the game.

I think Dungeon Designer will inspire, as the other games from the role-playing universe have already done. The game looks great, has high-quality game materials, the rules are excellently explained and a certain amount of interaction with the other players is also required due to the drafting mode and the selection phase at the market. Finally, a great solo mode should be mentioned, which rounds off the game. Let's hope it continues like this!

And so it went on immediately. Because, as we all know, too much slowness has never helped anyone, at least not if you want to see something at the SPIEL. So, into the crowd and to the next booth that interests you and has free tables. Although, the latter actually didn't seem as difficult to me today as it has been in many years past. Ok, it was full.

Probably in will also be full for the next few days. Because every day except Sunday is now sold out. But, because the fair has once again expanded the stand and especially the play areas this year, there is plenty to choose from. Today, of course, many players didn't want to play at all, but rather queued up to buy games. Well, I already told you about that.

[essen24]

My next stop was at HORRIBLE GUILD, where I first met Alessandro, an old acquaintance who showed me all the wonderful new games from the Italian publisher for years. Alessandro then told me about their horror journey to Essen, which took almost half a day longer than planned. Davide, who has been introducing me to the new products since last year, was also involved in that horror trip but he kept a stiff upper lip and patiently showed me their new games:

First Impression: Spotlight – Horrible Guild (booth 5D221)

The first game I was presented with was Spotlight, which is a simple family game in the hidden object universe. Each player receives a transparent hidden object picture, which is, however, barely recognisable through a black underlay. Only when a ‘flashlight’, basically a long black stick with a white round end, is held between the transparent and the background, the individual figures and objects on the hidden object picture can be seen.

This should still be somewhat familiar to most parents with smaller children, as this mechanism is often used in children's books. However, now it's time to get down to business. A card is revealed that shows an element from the hidden object. On command, an hourglass is then turned over. Now it is up to each player to quickly shine their ‘flashlight’ on the hidden object and count how many times that element is present in the picture.

[Flashlight]

Each player then enters the result on a small roundel. Then, by turning over the card, it is revealed how often the element is in the picture. Players who have overestimated the number remain on a central running track with their playing piece, all others run on, the higher the estimated number, the more steps you take.

However, it is not about winning over your fellow players, you play against the game, because the game has its own playing piece that advances. And as soon as it reaches the last player, it gets tight.

As you can see, it's a real family game. I found it particularly refreshing that the two successful authors Hjalmar Hach and Lorenzo Silva have actually combined very calm elements, such as the flashlight in the hidden object, with stress factors such as the hourglass. I was immediately reminded of my two sons, when they were younger, how enthusiastically they used to search in the hidden object pictures. So of course, I had to take the game with me and play it immediately again at home with my wife, my mother and my two sons, who are now quite older. But still: everybody enjoyed it.

[Flashlight]

The other new game that Davide presented to me today was a little more challenging, although it could also be considered a family game:

Overview: Flower Fields – Horrible Guild (booth 5D221)

In this game, it is our aim to build a magnificent garden by placing the largest possible flower field of the same colour next to each other on our personal player boards. To do this, you acquire flower tiles of different sizes, which are taken from a circle around a ‘field board’ with smaller flower tiles and bees. A sun stone marks on this circle which flower tile must be taken next. If you don't want to do that, you have to pay for it with bees, which are then placed on the skipped flower tile.

If you take one of the small flower parts from the field board, you also have to pay two bees for it. Of course, you can also take these bees back in your hand if you don't undermine anything else in the round. However, you get more points if you place the bees on the designated spaces on the flower tiles in your own garden.

[Flower Fields]

Flower Fields will be the game that I’ll take with me on my next holiday, which we will spend with friends in Austria. I think that this game has just the right degree of complexity to convince those friends that you can also play ‘normal’ games with me. Anyway, it looks great to grow your garden und to see the bees flying around, isn’t it?

Incidentally, I was also informed that a Kickstarter campaign is currently running for a board game version of the well-known roll & write game Railroad Ink. There are still 10 days left to get involved in the Railroad Tiles campaign, so maybe you should be quick:

[Railroad]

Last but not least: HORRIBLE GUILD is celebrating its 10th anniversary this year! Congratulations from me and up to the next 10 years!

I still remember when, in the first year of the publisher, I met Lorenzo Silva received me on a small sofa at his booth and presented me his Co-Mix. He also proudly handed me a green T-shirt, which I still often wear at home today. How times goes by…

HORRIBLE GUILD celebrates in style and created a limited special edition of Similo, which contains only figures from their own games. What a great idea! And those of you who are now interested: be quick as there was already a run for this version today...

[Horrible]

That's all from me for today. After all, it's also my birthday today and I need to celebrate a little. So, sleep well and see you tomorrow!

[SPIEL]

After my lunchbreak Ralf and me had a very special meeting on our schedules. A few weeks ago I had been contacted by Uwe Rosenberg, designer of Agricola, Bohnanza and many other famous games. Uwe and I never had met in person, and as it turns out, Uwe is writing a series of books about the history of the SPIEL convention. During his research he very often used our reports as a reference for some information of previous years, and now he wanted to meet us personally to talk a bit more about our SPIEL experiences.

We met Uwe at the booth of the Society of friends of Memory – The Game (Gesellschaft der Freunde des memory-Spiels, Galeria GA31), and as Uwe explained to us, he has suggested this meeting point for very specific reasons.

[SPIEL 24]

Here at the SPIEL Erik Ecker and his team are hosting the 35th German Memory Championships, and indeed he has been doing this here at the SPIEL ever since 1990. Erik has a truly impressive track record, organizing memory events on an honorary basis for all these years. In fact, he has been doing this 7 years longer than we are doing our SPIEL reports, and I can tell you that it takes true dedication and enthusiasm to carry on for such a long time! Kudos for such a stamina, especially since the SPIEL always is gaining lots of character and uniqueness from people like Erik who promote games and specialties which are off mainstream gaming.

[SPIEL 24]

However, Uwe also has guided us here because he has some history with the memory game and the championships. He was in the middle of his studies of statistics at university when the exams for his intermediate diploma were approaching. A lot of formulas and other things needed to be remembered, and a friend of Uwe’s came up with the suggestion to play memory to train their brains to remember things better. They started doing this quite intensively, and while the start was bumpy, Uwe was able to play his first faultless game after three days. As he told us, memory really helped him to discover new ways to memorize things, and he enjoyed playing it so much that he even participated in the championships in these years.

[SPIEL 24]

Later on, Uwe even addressed the topic of memory on a scientific basis, presenting a thesis on the game and the last unknown factor, thus proving that the last few tiles should remain covered. This ends the game possibly in a draw, but the potential for losing the game is higher because the opposing player can usually finish a game if the most of the last tiles had been revealed. In the end, this story certainly contributed to Uwe’s fascination with gaming, and ultimately it has led him to create some of the favorite games of many gamers all around the globe.

For our talk we had been back at my home for a more quiet atmosphere and a cup of coffee, and we could also provide Uwe with the one or other story from our long SPIEL experience. This certainly has been a very special meeting for all of us, and afterwards we reentered the halls together for some more boardgaming in the afternoon.

[SPIEL 24]

To be honest, my thirst for something unusual wasn’t quite quenched for today, and I remembered that I had discovered an interesting looking game from another small German publisher yesterday at the New Games Show. So, I decided to try my luck and made my way back into Hall 3, and lucky I was indeed because there was a free seat available at the only table of TABLETOPPER GAMES.

Playtesting session: Under our Sun – TABLETOPPER GAMES (booth 3 T 113)

The adventure game Under our Sun was realized through a successful Gamefound-campaign, and the backers of the project have the first chance to take a glimpse at the finished game here at the SPIEL 24. The game is an ambitious, post-apocalyptic strategy game set in a future where Earth is ravaged by climate change, environmental collapse, and resource scarcity. On first sight, it seems to be in line with many end-of-civilization themed games on the market, apart from the fact that the source of mankind’s almost extinction is not a virus, aliens or a global war, but in Under our Sun an asteroid has hit the sun, and the aftershocks of this collision create flares and sunstorms which have made Earth almost inhabitable. Well, almost, and so the players assume the roles of different members of a small community of humans, struggling to survive in the hostile environment.

[SPIEL 24]

So, the setting is well known indeed. The players send out their characters to explore the world, and step by step they move from their sheltered community to explore new landscape tiles, collect resources and fight enemies. The precise aims and goals of the players are defined by their chosen mission, and here Under our Sun differs notably from many new campaign-based adventure games. The designers have chosen to create Under our Sun as a standalone adventure game in which the players can chose to play (and replay) several different missions, but there are no campaign or legacy elements which are taken onwards from game to game. In this aspect the game is in line with other one-shot adventure games like (classic) Zombicide, but gameplay and resource management is much more sophisticated in comparison to classic move-and-fight games, and despite the cooperative approach there is also the possibility that a traitor hides among the ranks of the players.

[SPIEL 24]

One of the outstanding features of the game is the resource management mechanism. The players can collect and trade 8 different types of resources, with Water and Food being most important for the survival of the characters in the hostile environment. However, all other resources are important as well, because the players can use them to build (craft) lots of useful items like weapons, a tent or cooking gear, and these items usually will enhance and enlarge their range of possible actions. Here the game actually shines by taking the players into some kind of Robinsonade, because they start with almost no equipment and have to find their ways to improve their meagre chances of survival and to – finally – reach the goals of their current mission.

The resource management is finely woven into the daily action phases, the backbone of the game’s playing mechanism. During the course of each round (day), the players play trough the morning, afternoon and nighttime phases, and for each phase they get an allowance of action points which they can use to explore and interact with their environment in many possible ways. Quite a few different effects and restraints must be observed during the course of each day, thus mounting a considerable daily routine which keeps the players from dashing forward on reaching their mission goal: The characters must have food and water to consume, otherwise they can’t recover from wounds and will lose action points. In addition, it’s important to sleep at least once each round, because a tired character also will not be able to perform at top levels.

[SPIEL 24]

Unforeseen problems are added by thematic events like dust storms or heatwaves that affect the characters. These events force players to make difficult choices, often weighing personal welfare against the mission goal, which further immerses them in the story of a world which has crumbled to pieces. The hostile environment throws a lot of challenges at the player characters, ranging from weather conditions over enemies to various nighttime events, and here the players must strive to build and trade for good equipment, because otherwise the hostility of the barren world will bring their mission to a premature end.

Quite charming in about Under our Sun is the fact that the options and possibilities available to the players often come quite intuitively, and the rules offer a considerable range to actions and effects which strengthen the survivalist aspect of the game: players can boldly press forward or try to stay in stealth mode to spy on enemies and surprise them, they can trade with outposts or try to take items through force or thievery, they can try to collect rain if a rare thunderstorm comes etc., and taken together all these options nicely underline the immersion and atmosphere which can be found in Under our Sun.

Finally, an important feature which also must be mentioned are the combat rules. Combat is possible against enemies or (optional) against a player who plays a SoL, a Son of Liberty hidden traitor character. Like skill checks, combat is decided by rolling a set of dice, but different types of dice are available which offer different success rates, and the specific types of dice which a character will use depend on his general skills and the equipment he uses. But once again, Under our Sun does not come with a simple roll-most-successes-and-win mechanism, but instead the game features a slim set of different combat actions which actually give players an opportunity to make decisions during a combat. So, the general question is whether attacking, defending or fleeing is the best option, but there are also possibilities to get other player characters join the combat. Indeed Under our Sun is a game which requires good cooperation between all players, and this is very nicely reflected in the rules for cooperative combat, which once again work smoothly and quite intuitively with players being able to act on other players turns by simple interruption rules. This may culminate in a quite thrilling combat between multiple characters and enemies, giving the players a true feeling of standing and fighting back to back.

[SPIEL 24]

Under our Sun does not really fit a classic gaming genre. There are elements of tabletop wargames, resource management games and adventure games, but in all these categories the designers have taking some refreshing new approaches. The whole playing experience comes as a quite entertaining mixture of these elements, with most emphasis on the survival aspect and the cooperative approach. In this context Under Our Sun doesn’t just have a setting - it lives and breathes its theme. Every turn feels like a fight for survival in a harsh, sun-scorched future, and the game’s mechanics support this atmosphere without feeling forced. From the scarcity of resources to the looming threat of hostile humans and creatures, every element of the game reinforces its narrative. Graphic design and the structuring of the rules are top-notch for a crowdfunding project, and to my mind Under our Sun will be one of the most unusual finds here at the SPIEL 24. Due to my love for adventure games, this game was a must have for me!

[SPIEL 24]

As can be seen with Maximilian and David from Tabletopper games, new and aspiring publishers can be found at the SPIEL virtually behind every corner. Crowdfunding boosts the realization of many interesting projects, and it has become an integral part of the gaming scene as we know it today. However, there are also publishers who can’t stay in the race for numerous reasons, and sadly Belgian game publisher GAME BREWER is among the companies who is going to shut down. However, they don’t want to simply disappear, and so the whole team of GAME BREWER says “Goodbye!” in a stylish manner here at the show. Once again they have the only booth with its own bar counter and beer tap, and they are selling their remaining stocks at excellent prices. That’s what I call a farewell party!

[SPIEL 24]

I was starting to get exhausted after the long day, but what could be better at such a moment than a round of true mayhem? Well, that’s at least what I though when I met my friend Cedrick Caumont yesterday at the new games show when he presented the new game Duck & Cover. I made my way over to the booth of CAPTAIN GAMES and quickly found a free seat at a table, but I also had to find out that Duck & Cover is no silly hunt for rubberducks, but actually a cute family game with simple but highly catching mechanics.

[SPIEL 24]

Stopover: Duck & Cover – CAPTAIN GAMES (booth 3 R 611)

In Duck & Cover each player has his own display (or flock) of 12 cute rubberducks, with each duck having a number from 1 to 12 and a card value from 0 to 5. During the game the players will move their ducks, trying to use the lower value ducks to cover the ducks with the higher value, because at the end of each round the players will count the points on their remaining ducks and it’s the goal to score the fewest point after a total of three rounds.

During a round, each duck may be triggered up to a total of 3 times, and for activating the ducks one of the players reveals cards from a random Activation deck. So, for example, if the player reveals the card with value 2, all players now get an action for their value 2 duck, being allowed to move it to cover an adjacent duck, or to move it to a free space within their own flock display.

[SPIEL 24]

In this fashion more and more ducks will be covered and vanish, and there comes a point where no player can activate a duck when a new number is revealed. In this case all players have to shout “QUACK!”, and the number card is discarded into the middle of the table. When 7 cards have been discarded in this fashion, the current round is over, the players calculate their points and set up their display of 12 ducks once again.

[SPIEL 24]

This sounds incredibly simple, doesn’t it? But I remember that Cedrick told me yesterday that there is more to Duck & Cover than meets the eye. Indeed I played quite carefree during the first round, resulting a shameful high score. However, I started to plan more carefully in the second round, trying to keep track of the activation cards and guessing which ducks might still receive an activation before the round would be over again.

Even more important is the detail that you can also use a duck’s action to move it to a free space in your duck display. On first sight it might seem strange not to use an action to cover another of your ducks, but if you remember that a duck can only be covered by an adjacent duck you will discover that bigger gaps in the display aren’t really useful. So, you start to move your ducks into gaps, trying to create “bridges” which allow good moves of other ducks in your display.

[SPIEL 24]

Once again Cedrick and the team from CAPTAIN GAMES succeeded in serving me quite a surprise game which turned out to be highly entertaining. Duck & Cover features a rather delightful twist which makes you shout for instant replay – event though no one will understand your quacking. The game strengthens CAPTAIN GAMES reputation as a new but serious player on the games market, and as could be seen on the booth all day, this perception is shared by quite a few of the SPIEL visitors!

[SPIEL 24]

Well, after this delightful ending, I guess it’s time for me to duck and cover! Good night everybody!!!

[SPIEL]

Wednesday, 02.10.: Press Day

Welcome to Press day!

Despite the fact that I don’t get to play any games on Press day, for me this is always the most interesting day of the SPIEL. On the one hand it’s an opportunity to meet quite a few people from the boardgames sector in a setting which is slightly less crowded (and loud) than SPIEL on a public day, and furthermore quite a high number of publishers are actually exhibiting their new games in the New Games Show. This is always helps me to refine and finetune my roadmap for the days to come, because it allows me to look for interesting games and add them to my list.

Press Conference

[SPIEL 24]

[SPIEL 24]

[SPIEL 24]

Exactly at 10 AM Carol Rapp and Robin DeCleur from MERZ VERLAG entered the stage and opened the press conference, and as usual we first received a bit statistical background about this year’s SPIEL. Once again the exhibition space has grown by 9,5%, now covering 68,500 square meters. With this space used, halls 1 to 6 were totally sold out, and MERZ VERLAG had to stop bookings for publishers a few weeks ago. For next year they are contemplating whether the SPIEL should be extended to cover halls 7 and 8, the last remaining halls of MESSE ESSEN, but it’s not sure whether they will do it. For one, new agreements must be made with MESSE ESSEN, and furthermore these halls were used to speed up admittance of people in the mornings before opening on public days. Tickets were checked and people could wait in these halls, and this opportunity for speedy admittance will fall away if the halls are used. Nonetheless, a solution needs to be found, and if there still is demand for new space there seems to be no way around using these halls.

[SPIEL 24]

Quite impressive is the fact that 923 exhibitors from 52 countries on 5 continents will be present at the show, and they bring an overwhelming 1,562 new games with them. These numbers always give a first impression on the size of the event, but even more surprising is the fact that the SPIEL – for the first time ever – will be sold out for visitors. Today at the press conference it was announced that tickets for Thursday are sold out, and Friday will follow soon. I asked whether this means that there will be no more tickets available at the ticket offices at the entrances, and indeed it was confirmed that all tickets come from the same contingent. So, if a day is sold out online, you won’t be able to buy a ticket at a fair entrance.

I talked with Ralf about this, and he mentioned that many fairs and events now operate almost purely on presales, but nonetheless this development is still quite new for me. For example, Nicole usually decided on short notice on which day she will enter the show with me, and especially families living in or around Essen used to just come and visit the show without major preparations. The SPIEL was created and has grown as a family event, and this new development of whole days selling out will require people to change their thinking and planning.

I guess there will be quite a bit of disappointment at the entrances since spontaneous visitors can’t get in, but in the following years people will have adjusted to the new conditions. Overall, MERZ VERLAG is expecting 200,000 people at all four public days, and introducing a daily cap of 50,000 visitors is probably done due to security reasons. Six halls is not much for people to spread out, and the layout of this year’s SPIEL probably will add to this situation and create some very tight spots.

[SPIEL 24]

If you look at the floorplan, there have only been minor changes in comparison to last year. The area for tabletop miniature games and RPGs now covers Hall 1 and a part of Hall 2, but all publishers of “expert games” – that is many of the small and medium publishers from all around the world – are squeezed mainly into Hall 3. It’s a big hall, but nonetheless it’s the hall where most hobbyists will go, either for picking up preorders or for checking out some of the highly wanted novelties.

[SPIEL 24]

If you look at this screenshot from the SPIEL app, the stars mark the most important booths which I would like to visit, and it’s absolutely sure that the plans of many gamers from all around the globe look quite similar. From what I could gather, Hall 3 already was quite crowded last year, but if MERZ VERLAG really suspects that all four days might sell out, it’s my guess that we will also see Hall 3 packed even more than in previous years. Halls 4 to 6 with the “family games” will be better, apart from the usual crowds at the ASMODEE sales booths. However, if all these predictions should really come true, it might be an idea to re-think the floorplans for next year.

By the way, my friend Dale Yu also has written some information on the innovations implemented by MERZ VERLAG, and if you should be interested in more information on the topic, I recommend reading his post on Opinionated Gamers.

[SPIEL 24]

Talking about the SPIEL app, I have mentioned this already in last year’s report. It’s a quite useful helper, especially if you don’t quite know where to find all the different booths which you want to visit. As Mrs. Rapp told, they still haven’t found a good routine for planning your perfect route through all halls, but nonetheless the app now also features a simple route planner to get from one game to the next.

[SPIEL 24]

This year’s SPIEL also displays a new face on the convention banners, and the martial guy in a medieval fantasy outfit is Alea, the front man of the German medieval rock band Saltatio Mortis. He was up on the stage for an interview, and as it turns out Alea and his fellow band members seem to be gamers right to their core. Alea confessed that he loves dungeon crawlers, and that his most favourite game still is Labyrinth by Max J. Kobbert. The band is here at the SPIEL to present a new game, and it seems that MERZ VERLAG has seized the opportunity to update their own SPIEL campaign through a cooperation.

Deutscher Spiele Preis

[SPIEL 24]

Indeed, the organizers from MERZ VERLAG are constantly introducing new reforms since ownership of the SPIEL changed at the beginning of 2023, and so the Deutscher Spiele Preis was once again awarded right here in the press conference. Last year the awards ceremony was hosted in the new games show, but it was generally agreed that the ceremony lost its festive setting due to the hustle and bustle at the new games show. So, today it was moved back to happen in the press conference, and even though it’s still not the same as in former times where there used to be a big festive dinner on Wednesday night, the ceremony now once again happens in a fitting circumstances.

[SPIEL 24]

I was delighted to see that the prestigious award in the main category was given to Mischwald, a comparatively small cardgame about creating your own forest by setting trees and aligning animal and plant cards around them to create good scores. The game has and astonishing playing depth and lots to meaningful choices can be made, and it seems that publisher LOOKOUT GAMES really has met the taste of the gaming scene.

[SPIEL 24]

The global sales numbers for Mischwald have topped a quarter of a million copies, an really impressive amount regarding a usual print run of about 30,000 copies for a “normal” game. And of course, as can be suspected when a game wins one of the big awards, two new expansions for Mischwald will be released right here at the SPIEL.

[SPIEL 24]

However, not only Mischwald was a worthy winner for this year’s awards, but also the runner-up games on second and third place were really strong contestants

    1. Mischwald by Kosch (LOOKOUT GAMES)
    2. Sky Team by Luc Remond (SCORPION MASQUE)
    3. White Castle by Sheila Santos and Israel Cendrero (DEVIR)

[SPIEL 24]

And, of course, let’s not forget the winner of the awards for the best children’s game. It’s Die Magischen Schlüssel by Arno Steinwender and Markus Slawitscheck, published by GAME FACTORY & HAPPY BAOBAB.

Congratulations to all the winners!

After all this information you will probably be curious to get a first glimpse on some of the new games, but you will have to restrain your curiosity just a little bit longer. Yesterday Ralf couldn’t join us for the start, but today he is back to our SPIEL reporting, and so let’s check what he is up to!

[SPIEL]

Dear SPIEL enthusiasts!

A warm welcome from me too. And my sincere apologies that I'm only starting my report today. I had imagined a very different start to the week. The plan was to publish my first report as an appetiser on Monday or Tuesday at the latest and, of course, to go full throttle today.

[studying]

But then this happened: on Saturday, I was invited to a Zombicide boardgame evening at Frank's house. There I started to feel more and more pressure in my stomach, the night was a bit painful and on Sunday I got a fever. On Monday, I briefly thought that it would have overcome the disease, but Tuesday almost completely knocked me out. So I rushed to the doctor and returned home with a suspected urinary tract infection and a box of antibiotics. Fortunately, these little tablets show their effect quickly (even if I don't really like swallowing them), at least I was able to sleep properly for the first night since Saturday without a heavy stomach and actually turned up in time for the press conference today, which Frank has already told you all about.

So, enough moaning, now it's time to catch up. What was planned for yesterday is now coming today,

Special: 40 Years of Das Schwarze Auge

What a time it has been: We spent weeks preparing for the next adventure, most of all, of course, the master, who had either purchased one of the ready-made adventure volumes or - far more frequently in our case - lovingly designed the adventure himself. In our case, the master changed for almost every adventure, and so all the heroes, be they fighters, magicians, tricksters or other heroic characters had a chance to level up.

A short time earlier, in 1994, the first really serious German role-playing game Das Schwarze Auge was published. It quickly became the first serious competitor to well-known Dungeons & Dragons. I think, we really got into the game in 1986 or 1987, at least with the first version, in which a hero sheet still consisted of a single sheet. There were only a few traits and talents, but the fun was immense for us back then.

All of a sudden you could run around freely in a game, explore dungeons and fight orcs and ogres, goblins and giants and many other creatures. Our Saturdays were always legendary, when we sat together at one of our parents' family table, being cooked for in between by the host's parents, and by the afternoon at the latest, the first tears flow because on of the favourite heroes had once again rushed forward too brashly and couldn't parry the opponent's attack as well as his owner had thought. The master's skill was then required to ensure that the day ended well for everyone.

The second edition of the game, which was published in 1988, was much more complex and I even started planning houses for my heroes at that time. The holidays were perfect for this, of course, but I must also have spent the one or other afternoon after school doing this.

An entire continent called Aventuria was created for the game and to this day there are books and films set in this distant and yet so close land. Unfortunately, I gave up Das Schwarze Auge a short time later to devote myself to other role-playing games until I finished school. This RPG period also ended with the begin of my studies, but I always had my old boxes, heroes and notes to hand and they moved with me from one flat to the next. It was only recently that I had to part with them, thanks to a mould attack in my cellar.

And now I realise that the game of my youth is 40 years old this year and that it is still alive and enjoying further editions. The last version from 2015 was the first also released in English (aka Dark Eye), who could have guessed that back in 1984? This version is now published by ULISSES VERLAG, the publisher will still be important in this report.

Well, these 40 years have to be celebrated. Let's start with the most remarkable appearance that is called Finsterwacht.

[Finsterwacht]

Finsterwacht is a project that came about rather by chance, but more on that in a moment. Let’s first focus on what it is: Finsterwacht is a cross-media concept in which the German band Saltatio Mortis, Das Schwarze Auge and two authors have worked together. The result is an album by the band, a new novel in the land of Aventuria and two new role-playing game volumes and background music for Das Schwarze Auge. In the meantime, this project has actually reached number one on the German hit list, despite the rather niche genre.

Alea, singer of the band Saltatio Mortis, explained at today's press conference how this project was born: well, two of the band members had designed several adventure volumes for Das Schwarze Auge in the early years. And after a brief appearance by the band at a Comic-Con, ULISSES editor-in-chief Niko came to the band's table and told them that he was a huge fan of their work, but not of their music. He was, of course, referring to their work as story writers for Das Schwarze Auge. It turned out that Gunter, one of the band members, had written Niko's favourite adventure and so one thing led to another.

[Finsterwacht]

But what is Finsterwacht? It is a mountain region in Aventuria, a stronghold between the orcs and the kingdom of Waiden. And the idea of having the project take place at this exact location was born because the band was planning to organise a castle tour across Germany anyway, which fitted to the stronghold idea.

By the way, the people behind Finsterwacht, i.e. the band and the authors, are organising smaller or larger events at various locations at SPIEL tomorrow, so it's best to check the SPIEL Essen homepage if you're interested.

[Finsterwacht]

If only there had been something so cool like this earlier...my Das Schwarze Auge boxes would hardly have gone into the cellar and I'd be starting all over again now. Although, I can still do that....

But that's not the only highlight of the anniversary year of the German RPG, AMIGO has also come up with something very special:

Highlight: Wizard – special edition Das Schwarze Auge
Amigo (booth 6E102)

40 Years of Das Schwarze Auge, a game that still manages to inspire even after all these years. Not every game manages this feat. Although you certainly still know one or two games from this year, would you still enjoy playing them today? The answer is probably no for most games.

However, the answer will be often yes for one game: the card game Wizard by author Ken Fisher, which revolutionised the trick-taking card game in 1984, initially only in English. The German version from AMIGO came onto the market in 1996, which is quite a long time considering the short-lived games market too.

[Wizard]

And AMIGO had this brilliant idea of combining the two long-running game favourites and is presenting us an amazing special version of Wizard at this year's SPIEL.

The Das Schwarze Auge special edition of Wizard comes in an extremely classy, book-like box, with high-quality metal coins and beautiful cards showing all the characters and figures from Aventuria. The whole thing is rounded off with a short letter from Werner Fuchs, one of the initiators of Das Schwarze Auge, a pen and a scoring pad.

I don't think I need to say much about the Wizard game itself, but here is a short summary: Wizard is basically a simple trick-taking card game with 4 colours and Wizard cards that trump every trick. The revolutionary thing was and is that at the beginning of the round, after the cards have been dealt and looked at, each player has to make a prediction as to how many tricks they will win with their hand in the round.

[studying]

Only if this prediction is kept the respective player can receive victory points. This mechanism has been copied many times since then, most recently in last year's Cat in the Box, for example. Another special feature of Wizard is that the number of cards in hand is increased by one each round. So, in the first round there is only one card in each player's hand, in the second two and so on. I still remember my first game very well that immediately impressed me. And even today I often see players sitting together over a game of Wizard.

But now I have also a reason to play Wizard again - of course in the Das Schwarze Auge edition.

Thank you, AMIGO, for this fantastic special edition!

So, I don't have enough energy for much more today. I hope I can sleep as well as I did last night so that I'll be back stronger tomorrow. But I don't want to leave completely without giving you a few more impressions of the novelty show, of what I experienced there and what I might want to take a closer look at, so here are a few pictures:

[news show]

[news show]

Yes, I would have liked to sit in the bathtub too, but the game wasn't that bad either, maybe I'll buy it. Monopoly remains a permanent trend, of course, and there were two new editions of this game too:

[news show]

And finally, a few games that I would like to take a closer look at:

[news show]

[news show]

[news show]

[news show] [news show]

I could go on like this, but I need some rest now. Goodbye for today, sleep well and see you all tomorrow!

Forever yours

Ralf

[SPIEL]

New Games Show

It’s great that Ralf is back on board as well, because this will double our report’s volume in the days to come. However, I don’t want to keep you waiting any longer about my own expedition into the New Games Show. So come along, let’s visit it together!

[SPIEL 24]

This year the New Games Show was situated quite conveniently in Hall 8, one of the still unused convention halls which is directly next to the eastern foyer where the press conference was hosted. Using a complete hall for this one-day event certainly has the benefit of lots of available space, but still the New Games Show was quite crowded in the first hours, looking almost like a convention hall during public opening times.

[SPIEL 24]

In total, approximately 750 new games where displayed here by the publishers, which is about half of the total number of new games released at the SPIEL 24. I have been in this hall for three hours, and to be honest it was both a thrilling and exhausting at the same time. On the one hand I always feel a bit like a child on Christmas when I get to see the new games for the first time, being able to check out the components and getting a much better impression than by simple images. However, with so many new games released, it’s quite easy to get a feeling of being overwhelmed by the sheer number, because it takes quite a bit of time to walk through every aisle since there is so much to discover. But still, apart from the Essen Preview at BGG, the New Games Show sets a major part of my roadmap for the whole show, and after my forced break last year it’s just great to be back in the halls.

[SPIEL 24]

And what could be a nicer start than meeting an old friend right away? Directly at the entrance I run into my old friend Cedrick Caumont, dressed in a quacky duck costume. During my preparations I had seen that Cedrick and his team from CAPTAIN GAMES will be presenting Duck & Cover here at the SPIEL, and I had wondered what kind of silliness Cedrick would come up with to generate some buzz for the game…

[SPIEL 24]

[SPIEL 24]

One of the first things which I discovered was that Meeps, the cute SPIEL mascot which was introduced last year, will be getting his very own game. And of course, it’s a SPIEL-themed game, because the game Loot by SKELLIG GAMES (3 C 311) takes the players right into the halls, hunting down their most wanted games. But you have to be quick if you want to claim Loot as your loot (I couldn’t resist this one), because preorders were high and only a few copies will be left for purchase at the booth.

[SPIEL 24]

[SPIEL 24]

Very nice illustrations and thematic components can be found in Rock Hard 1977 by DEVIR (3 D 611), a game where the players take the roles of up-and-coming rockstars hoping to make it big. It’s mainly based on a worker placement mechanism which takes the players through the daily (or better nightly) life of an upcoming rockster, and it seems to be very thematic with lots of events and options all supporting the theme.

[SPIEL 24]

[SPIEL 24]

A rather unexpected find was Gloomhaven: Buttons & Bugs which is distributed by CEPHALOFAIR GAMES (3 T 211). It’s a tiny solo-player spinoff of popular Gloomhaven, and it was astonishing to see have much playing material the designers have been able to squeeze into this tiny box. It features a 20-mission-campaign based on Gloomhaven’s mercenaries, and it comes with lots of cards, floorplans and even some tiny miniatures.

[SPIEL 24]

A rather awesome looking game is Forests of Pangaea by German publisher TREECERATOPS (3 N 310). Funded through a successful crowdfunding campaign, the game is a perfect example that even a small publisher is able to realize an ambitious project if a good idea is brought together with the needed funding. In this beautiful looking game the players take the roles of wood spirits involved in the circle of growth and decay, and they need to plant trees and let them wither in order to score by fulfilling aims set out on scoring cards. So, the forest keeps changing all over the game, making the players think and rethink their strategies all over the game.

[SPIEL 24]

The contrast to my last stop couldn’t be bigger, because my next find was with a global player. About two years ago HASBRO (5 F 411) has re-released their classic dungeon crawler HeroQuest, updating many components and especially the miniatures (because the old cooperation with GAMES WORKSHOP wasn’t continued), and to the delight of many fans they also re-released and updated all the classic expansions. Especially the old Elf & Barbarian Quest Packs were fetching incredible prices at the used games market (500 US$ and more), and now these pack are back in stores for decent prices. However, here at the SPIEL HASBRO presents The Jungle of Delthrak, the first new expansion released for HeroQuest after more than 30 years. In contrast to the older expansions, this new expansion now features a choose-your-own-adventure storyline, giving the players a choice in which way they want to continue during the campaign.

[SPIEL 24]

And on a sidenote, Nicole and I have been playing the new edition of HeroQuest quite a bit, because a new companion app is available which eliminates the need for a Game Master and allows for a full cooperative experience. It’s an official app from HASBRO, and even though it’s a bit simple and some things aren’t implemented perfectly, it’s free and allows you and your friends to take the roles of the heroes if no one wants to play evil Zargon. And what’s more, all expansions are included in the app!

[SPIEL 24]

[SPIEL 24]

Oh my god! My next find was looking cute indeed, and there is no way that I can skip the game Kyoto no Neko by MATAGOT (3 F 111). It’s a light family game about kittens growing up in the city of Kyoto, making their first life experiences by finding friends, climbing trees, fighting stray cats and avoiding the dangers of the city. As usual with MATAGOT, all components look fantastic, and this is certainly a game which Nicole will be delighted to have. So here it goes – added to my growing list.

[SPIEL 24]

[SPIEL 24]

CZECH GAMES EDITION (3 Z 411) also has a nice presentation of their new games today, and I will get together with their press representative Pavlina on Friday. Today I got a first impression of their new big game SETI – Search for Extraterrestrial Intelligence, a game in which the players become managers of space agencies launching galactical probes in search of traces of aliens. Indeed, aliens can be found in the game, but it’s a quite long process in which the players have to develop their technologies and patiently wait for signals from their probes. There are many levers and screws which the players can adjust in this game, and it’s certainly and unusual but interesting theme.

[SPIEL 24]

Not available here at the SPIEL, but soon to be released is a big box for The lost Ruins of Arnak which will fit the base game and all the expansions. However, Petr Murmak and his team from CGE wouldn’t just want to ship empty boxes, and so the big box actually will contain some extras like a new, double-sided gameboard and coursed ancient tablets. All this will add additional variation to the game, and it’s nice to see that the line of Arnak is still supported and continued by CGE.

[SPIEL 24]

[SPIEL 24]

Talking about a nice presentation, quite a few publishers actually had set up nice displays just for today, sometimes even with dressed-up presenters to provide an atmospheric presentation for their games. Among these stalls was REPOS PRODUCTION (6 D 200), presenting their new game The Lord of the Rings – Duel for Middle-earth.

[SPIEL 24]

[SPIEL 24]

Do you recognize the card layout? The game is actually a spin-off of REPOS’ acclaimed two-player game 7 Wonders Duel, but after reading the rules in advance of the SPIEL, I can assure you that the game offers some unique new features which justify it’s release. It’s not just a re-theming, but an interesting variation of the classic game.

[SPIEL 24]

After yesterday’s victory over the Yu brothers in our game of War of the Rings – The Card Game, Nicole and I are looking forwards even more to trying out the new Fire and Swords expansion for the game. Indeed, ARES GAMES (3 A 112) seems to have done a great job in designing this new expansion, because it now allows the players to include the whole North of Middle-earth in their games. The Lonely Mountain, the Old Forest and many important characters not get to play their part in the game, and I can’t wait to get this on the table!

[SPIEL 24]

[SPIEL 24]

Yesterday I also received a box from Poland, containing the game Thorgal which my friend Ignacy from PORTAL GAMES (3 K 113) has sent me. The parcel had been delayed, but now I got it just in time for the show, and today I had a first chance to look at the finished game. It looks gorgeous how the artwork from the comic books has been transferred to the different components, and it’s certainly another game which I will try out quite soon, because it’s an adventure game with an unusual twist of solving puzzles.

[SPIEL 24]

[SPIEL 24]

I think I could go on for hours to tell you about all the things which I have found discovered today, but it’s getting late over here, and so I would like to show you just one more unusal game which I found quite attractive. TABLETOPPER GAMES (3 T 113), a you publisher form Munich, is at the SPIEL to present their first game Under our Sun. It’s a tough adventure and survival game which challenges the players to solve missions on an Earth which is scorched by sun flares resulting in desertification and storms. Humanity is fighting for survival, and the players become scouts of a small community which is on the edge of extinction. Apart from a mixture of apocalyptic challenges, the game features a very distinct survival aspect, reminding me of the old computer game Robinson’s Requiem where the player had to survive after a spaceship crash. Resources must be gathered to build new equipment, food and water must be found and enemies must be defeated, and taken together it’s a quite thrilling, new approach for an adventure game.

[SPIEL 24]

Well, just one more game. Remember that I met my friend Cedrick from CAPTAIN GAMES (3 R 611) when entering the new games show? Well, here it is, their new game Duck & Cover (bathtub NOT included). I think we are in for a bit of silliness here, but Cedrick assured me that there is more to the game than just rubber ducks! We will see about that!

Have you noticed that nearly all of the publishers which I mentioned here are located in Hall 3? This seems to strengthen my assumption that we will see quite a bit of traffic in this hall tomorrow. We will see about that in just a few hours when the SPIEL 24 opens it’s gates for the first public day!

[SPIEL 24]
Ralf and I can’t wait to meet you in the halls tomorrow!

[SPIEL]

Tuesday, 01.10., SPIEL-week is here!

3...

2...

1...

Lights on, Camera ready, Micro open...

"Full SPIEL ahead!"

Folks, here is Essen, the boardgaming capital of Germany !

Another year has passed, and you can’t imagine how glad I am too meet you all back here for another week of SPIEL convention reports. After missing last year’s SPIEL due to a silly infection, I couldn’t wait to be back in the halls of SPIEL, and even though things on the health side were a bit shaky in the last months, things look bright for this SPIEL week!

Ralf is also gearing up and getting ready, and I can promise you that we have some quite interesting things to tell and show you in the days to come. Over 1,200 new games will be released this year (!!!), and like every year I invested much time to single out some new games which I would like to present to you. But of course, that doesn’t mean that there wouldn’t be the one or other hidden treasure to be found along the way through the halls, after all it’s one of the wonderful features of the show that you will find something new waiting for you around each corner.

However, one nice development for me is the fact that more and more publishers are offering pre-orders, allowing a comfortable pickup of the games right at the show. While this takes out a bit of the surprise element, the nice side is that you can ensure that a game won’t be sold out when you want to get it really badly. Due to increased shipping costs and more uncertain delivery times, most publishers seem to have a few games less for purchase at the SPIEL, and this stands a bit in contrast to former times where you were able to get almost any game right until the last convention day. I guess it’s a question of economics, because it doesn’t pay off for the publishers to transport remaining games back home, and so the new combination of less available copies but more preorder pickup options seems somewhat logical.

I have a moderate sized preorder list containing a mixture of some expansions like War of the Ring – The Cardgame – Fire and Swords from ARES, but there are also some new, unusual looking games from small publishers like Rock Hard 1977 from DEVIR on my list. I will introduce some of these games to you when I get them into my hands, and of course I will try to join the one or other playtesting session at the show.

And sometimes I don’t even have to carry something home! It’s the wonderful time of the year when boxes start to arrive from different parts of the world, and just today I received my first SPIEL 24 game in a box from Poland. My longtime friend Ignacy Trzewiczek from PORTAL GAMES has supplied me with a full GAMEFOUND edition of Thorgal, a game based on the famous comic book series and bound to release right here at the SPIEL. It’s a cooperative game with a mixture of adventuring and puzzle solving, and you can be sure that we will examine the game more closely in the next few days!

[AI Dungeon]

However, we will have lots of time to talk about boardgames in the days to come, and for today I would like to tell you a bit about a kind of computer game which I have tested over the previous months. Being somewhat attached to role-play games (RPGs) since the days of my youth, I was quite curious about the impact of artificial intelligence on online adventure games, because I suspected that recent AI developments might open up possibilities of storytelling and online adventuring quite considerably. After a bit of research, I found out that the game AI Dungeon might be quite the thing I am looking for, and so I registered and begun to explore the world of AI augmented role-playing and storytelling.

[AI Dungeon]

AI Dungeon is a fascinating experiment in the world of gaming, blending artificial intelligence with traditional RPGs to create a unique, highly personalized adventure. Developed by LATITUDE, the game uses state-of-the-art AI to generate interactive, narrative-driven experiences. Its standout feature is the removal of the traditional Dungeon Master (DM) or Game Master (GM), making AI Dungeon a game that can unfold without the need for a human storyteller. This opens up new possibilities for RPG enthusiasts, offering an unprecedented level of freedom and immersion.

At its core, AI Dungeon harnesses artificial intelligence to build dynamic and evolving narratives. Players can embark on adventures set in a freely chosen setting, such as medieval fantasy, sci-fi, or modern worlds, with the AI crafting the story in real-time based on player input. This is where AI Dungeon shines with incredible freedom, because neither the setting nor the player’s actions are not limited by predefined scripts or story arcs. The game’s AI responds creatively to almost any command or action, allowing for a level of freedom that traditional RPGs cannot match.

[AI Dungeon]

This freedom is especially potent because players are no longer confined to the choices laid out by a human Dungeon Master. In conventional RPGs, the DM often guides the story, but their decisions are filtered through the chosen adventure book or the story invented by the DM. While players can act with relative freedom, the DM normally tries to guide them in certain ways, because it’s his intention to keep them on the general path of the adventure which he has designed to entertain them. In AI Dungeon, players can attempt ANYTHING, no matter how far-fetched, and the AI will craft a response. This lack of fixed outcomes and infinite possibility makes each session with AI Dungeon a truly unique and personal experience.

Moreover, AI Dungeon allows players to explore scenarios that may not fit into a typical RPG framework, since the AI doesn’t need to balance fairness or maintain a coherent narrative the way a human GM would. Want to suddenly become a god or derail the plot with outlandish actions? The AI will adapt, improvising solutions, challenges, or consequences to keep the story going. However, all this doesn’t mean that the player just keeps writing prompts and getting responses. While this is certainly possible, a more creative player even can begin to craft whole worlds by creating story cards and other elements which will influence the responses which will be generated by the AI. The more cards the player writes, the more details the AI will have about the world in which the player would like to experience during gameplay, and in the end this means that the whole adventure will be tailor-cut to the likes of the player. In effect, this creates a sandbox of unprecedented scale, where imagination is the only true limit.

[AI Dungeon]

During my own sessions, I have created a somewhat unique setting by creating a world which blends elements from the Lord of the Rings with sci-fi elements, assuming the role of some kind of agent which was sent to Middle-earth. Indeed I have created quite a volume of background information to get this weird story going, but it was my intention to really drive the engine towards its limits. To my astonishment, I found no limits! All the elements which I invented were smoothly taken up by the AI as the story developed, and the story became more and more thrilling with every prompt I added.

However, there is also no problem if you don’t want to invest the time to create your own world. There are hundreds of pre-designed adventures available, created by other players with unprecedented creativity and rich background information. So, if you like, you can dive in right away and start writing. An amazing experience!

Despite all this freedom there are a few technical limitations which must be mentioned. For one, the AI can’t remember everything that happened in your adventure the longer it gets. While you can activate more memory through a paid subscription, there comes a point when older story information is no longer available for generating new AI responses. Here the player is challenged to keep notes of highly-important elements in a special memory bank, because this information will be part of the information sent to the AI on each and every prompt. A bit of character information, companions, possessions and the current location are better mentioned here, so the AI will always have an overview of all important information. LATITUDE is also experimenting with an automatically generated memory, and there are some astonishing progressions here as well, but a bit of manual work on side of the player still is necessary to ensure the best playing experience. If this is done, the results are extraordinary, and apart from getting a thrilling story-telling experience you can even use AI image generation to let your story come alive with some pictures!

[AI Dungeon]

The replacement of the traditional human Dungeon Master with an AI is a game-changing innovation in the role-playing world. On one hand, this frees up players from the constraints of someone else’s imagination. The AI’s neutral perspective doesn’t come with preconceived notions, allowing a more open-ended, player-driven narrative experience. There’s no negotiation or back-and-forth with a DM about what’s possible; in AI Dungeon, anything is. This does, however, come with some trade-offs. While AI Dungeon offers near-limitless narrative possibilities, it lacks the human touch that experienced Dungeon Masters bring to games. Human DMs often provide much more nuanced storytelling, add personality to non-player characters (NPCs), and create memorable emotional moments in ways that AI still struggles to replicate. The AI might create impressive plot twists, but it can occasionally veer into nonsensical territory or generate responses that lack the depth and cohesion of a carefully crafted story.

Furthermore, the freedom offered by using AI can sometimes become overwhelming. While the AI's improvisation is impressive, it can also falter when confronted with complex or highly specific scenarios. Players accustomed to the structure and constraints of traditional games (like us boardgame addicts) may find themselves disoriented by the lack of clear goals or pathways. Traditional RPGs have a sense of progression shaped by human understanding of pacing, character development, and overarching plot. In AI Dungeon, the lack of a guiding hand sometimes results in disjointed storylines, where plot points don’t always follow a clear or logical sequence. While this randomness can be fun, it can also break immersion for players who prefer tightly woven narratives.

[AI Dungeon]

This brings us to the key distinction between AI Dungeon and traditional role-playing games, and this is the absence of other human players. In tabletop RPGs, the interaction between players is often as important as the story itself. These games are social experiences, filled with collaboration, banter, and unexpected moments born from shared creativity. AI Dungeon, on the other hand, is primarily a solitary experience. While the AI can generate and manage NPCs to interact with the player, it lacks the spontaneity and emotional depth of human interaction. Human players can bring characters to life in ways that AI, at its current level, cannot. The unpredictability of other people and the connections built through cooperative storytelling are aspects of role-playing that AI Dungeon cannot replicate. This makes the game feel more like a solo journey – it’s a story-telling experience and not a true RPG.

For some, this solo aspect might be a strength. Players who enjoy narrative games without the complications of coordinating a group or following a DM's vision will find AI Dungeon liberating. It provides a way to experience the creativity of RPGs on demand, at your own pace, and without the social pressures of group dynamics. However, those seeking the communal aspects of role-playing will likely find this experience lacking.

[AI Dungeon]

In summary, AI Dungeon is an innovative gaming experience that pushes the boundaries of what’s possible in RPGs through the use of artificial intelligence. Its removal of the traditional Dungeon Master, combined with the complete freedom of action it offers, provides an unparalleled playground for creativity and narrative experimentation. The game excels in delivering personalized, unpredictable adventures that are only limited by the player’s imagination. However, the absence of human interaction makes the game more suited for solo players who are willing to embrace experimental nature of the experience. It’s a groundbreaking tool for narrative exploration, but for those who miss the camaraderie and depth of human-run RPGs, it won’t replace traditional role-playing games!

And talking about camaraderie and traditional games, the SPIEL week is always the perfect opportunity to catch up with old friends who come to Essen to attend the show. Like so many years before, our friends Dale and Brian Yu came to visit us for dinner tonight, and despite the fact that he arrived at Düsseldorf airport only 3 hours before our date, Brian had the stamina to go into a full game of War of the Ring – The Card Game after dinner.

[AI Dungeon]

So it was the Evil Yu Brothers against the Free Peoples of Essen, and after a quick explanation we went right into the fray. For their first game, Dale and Brian did an amazing job to mount considerable pressure on Nicole and me, showering us with corruption and winning some important battles. Nicole and me played this as a team only once before, and so we didn’t have much of an advantage. The table turned against up especially after Brian took Minas Tirith despite a valiant defense mounted by Nicole, and one round before the climax we also received quite a bit of corruption at the pass of Cirith Ungol.

[AI Dungeon]

However, in the final round the game showed why is fascinates gamers all around the world, and Nicole and I were able to get through with a truly climatic turnaround. We were able to reactivate both Minas Tirth and Morannon in that round, and since Brian and Dale had stretched their forces to their limits we were able to claim both of these battlegrounds for us. In addition, Nicole was able to equip two of my Hobbits with Lembas, giving us the possibility of getting rid of two Corruption points. All this resulted in a 22 to 16 victory for Nicole and me, but we had never before seen so many decisive events coming together in the last round. A very fitting ending for a great evening with our friends. What a wonderful start into SPIEL week!

See you all tomorrow! And greetings from Nicole, Dale, Brian and me!

[AI Dungeon]

If you want to have a look at our coverages of previous conventions, follow these links. But you should bring along some time, especially if you want to read the newer reports...


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