Editor’s Note: As an avowed content geek, I try new formats. People seem to love our 5 Quick Questions interviewette for tabletop designers that is a quick read. We promise no TL;DR. Let’s see how Ta-Te Wu, the L.A.-based game designer, Cat-Theme Advocate, and the publisher of Sunrise Tornado Games, does, shall we?
BGB:Attention is money, my friend. What is the elevator pitch for Macaron?
Ta-Te Wu: Macaron is a trick-taking game with novel tastes for 1 to 5 players. It’s easy to learn and play for people who are new to trick-taking game while being exciting and fun for advanced players.
BGB:Making games is hard work, so you best have a great reason for making this thing. What inspired this game?
Ta-Te Wu: I love traditional trick-taking games, but they usually have a limit on the number of players. Plus, if you have a bad hand, you are less likely to enjoy the round. So I set a goal is to design a trick-taking game that’s flexible on the number of players, enjoyable to play even with a bad hand, and without overly-complicated abilities. And here is Macaron ☺
BGB:There are too many games out there. What hole in my game collection does this fill?
Ta-Te Wu: Macaron is a rare game that fits in a traditional trick-taking games genre that is friendly enough to be enjoyable to new players. The experienced players won’t run away with the game, as can happen with some trick-takers. It’s also rare for a trick-taking game to have a solo option. Macaron does all this and still has enough depth for experienced players. It’s pretty much a game for any crowd.
BGB:This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?
Ta-Te Wu: It doesn’t come with macarons?
BGB:Thanks for telling us a bit about Macaron. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?
Launch Trailer: Conquer Midgard and seek victory through battle to earn your place in Valhalla!
PARIS – May 27, 2020 – Asmodee Digital, a leader in video game entertainment inspired by board games, is proud to announce the release of Blood Rage: Digital Edition on Steam (PC and Mac, 19,99 € / $19.99).
The faithful digital adaptation of the legendary Viking board game designed by Eric Lang, with art by Adrian Smith, is developed by Exozet. The hit board game, originally released by CMON, is the 31st all-time title according to BoardGameGeek, with an 8/10 rating. The core gameplay is focused on combat and terrain control. In Blood Rage, your goal is to achieve the greatest amount of glory before the end of the third and final age – and the arrival of Ragnarök.
In Blood Rage: Digital Edition, each player controls one of the seven ancient Viking clans: the Wolf, Bear, Serpent, Raven, Ram, Wild Boar, and Stag clan. Each one comes with its unique warriors, leader, and ship. Draft the best cards and use them to get the advantage in battle. Raid lands, fulfill quests, and upgrade your units to lead your clan to victory! The original miniatures from the board game have been digitized into 3D-animated units using high-res photogrammetry, leveraging more than 100 pictures for each of them.
You must choose your drafted cards carefully at the beginning of each Age. Prepare your winning strategy for the game but make sure to adapt as your opponents take actions or claim allegiance to specific gods. Each god is generous with unique features: Frigga provides resources and support, Tyr strengthens your clan in battle while Loki rewards losing battles or punishes the opposing winner. Deduce their plan and play tactically to counter them. Winning battles is not the only way to victory, as you sometimes gain more victory points by sacrificing your troops!
For your clan, there are many paths to Glory:
● Invade the mythical land of Midgard and its nine provinces, pillaging their villages and the province of Yggdrasil. ● Crush other clans in ferocious battles and encounter legendary creatures from Norse mythology. ● Fulfill quests in honor of the mighty gods. ● Die gloriously in battle or from Ragnarök as any Viking was born to do.
If you want to win in Blood Rage: Digital Edition, you should not shy away from a fight and a glorious death on the battlefield! The game is based around War and Glory: your goal is to achieve the greatest amount of glory before the end of the third and final age — and the arrival of Ragnarök.
● Fight to gain entry to Valhalla: Pillage, fight, sacrifice… Experience a new type of strategy game where victory can only be achieved by commanding your warriors in the field of battle in the face of final doom. ● Welcome to Midgard: Dozens of 3d scanned miniatures and a dynamic board faithful to the original board game. ● Multi-layered strategy game: Blood Rage mixes draft, hidden cards, resource management and its sheer load of trickery. Plan your strategy but be ready to adapt to your opponents’ choices: winning battles is not always the best course of action. ● Up to five Players: Introducing the ‘5th player expansion’ allowing up to five players to play together. All the miniatures from the Ram, Wild Boar and Stag clans as well as the God Gifts cards from the ‘5th Player Expansion’ of the board game are available in this digital edition for free. ● Become the greatest Viking Leader: Play solo against AI, local multiplayer via hotseat or online multiplayer with ELO ranking and leaderboards.
The game is available on Steam (PC and Mac) starting today, May 27, for 19,99 €/ $19.99.
About Asmodee Digital Asmodee Digital, a fully owned subsidiary of the Asmodee Group, is an international publisher and distributor of video games with operations located in Europe, North America, and China. Asmodee Digital manages the creation, design, development, publishing, and marketing of video games for Asmodee Group and third-party creators on PC (Steam), consoles (Nintendo Switch, PS4, Xbox One) on mobile (App Store, Google Play, Amazon) and VR (Oculus, PS VR…). Asmodee Digital aims at bringing the best of video gaming with a board game DNA to life with best-selling products such as Gloomhaven, CATAN, Carcassonne, Ticket to Ride, The Lord of the Rings: Adventure Card Game, Pandemic, Splendor and much more. To learn more, please visit www.asmodee-digital.com.
About Exozet Exozet, a wholly-owned subsidiary of Endava Inc., is one of Germany’s leading agencies for digital transformation. With lots of passion and innovative spirit, the Berlin-based company creates digital solutions for and with its clients. Exozet develops digital board games, for example for the award-winning Settlers of Catan and Carcassonne franchises. Its expertise is diverse and includes development for PC (Steam, WebGL), consoles (Nintendo Switch, PS4, Xbox One) and mobile devices (Apple, Android, Amazon) as well as AR and VR applications (Oculus, HTC Vive, Microsoft Mixed Media). Furthermore, Exozet realizes user-centric products like websites, platforms and video solutions. Learn more at www.exozet.com.
About CMON CMON Limited is an international publisher and designer of board games, tabletop games and card games. Beginning from small hobbyist roots, CMON Limited has grown into a multinational group that publishes multiple award-winning games, including Zombicide™, Death May Die™, Arcadia Quest™, Rising Sun™, Blood Rage™, The World of Smog™, Marvel United™ and many more. Known in the hobby industry for working with the top game designers, artists, and sculptors in the world, CMON Limited has built an impressive portfolio of both original, best-selling IPs, as well as licensed material. In addition to having worldwide retail distribution, CMON is also the #1 fundraising company of any type on Kickstarter, having raised over $62 million on the platform since the debut of Zombicide in 2012. Learn more at https://www.cmon.com/.
LAHAINA, HAWAII, April 16, 2020 —Outta Our Shells, the new family-friendly ice-breaker card game developed by Greg Johnson, co-creator and designer of ToeJam & Earl, smashed through its original funding goal and wraps up its Kickstarter campaign with two fully funded stretch goals and launches later this year.
The charming, conversation-starting Outta Our Shells has raised over $41,000 over the course of its Kickstarter. Inspired by this reaction, Johnson has decided to add additional artwork to the front of the Question and Fortune cards. Thanks to hitting the $25K and $30K stretch goals, the game will now include 50 brand new cards to help flesh out the game even further, as well as do-it-yourself cards to add some personal flair to each session.
DIY cards spice up the game however players see fit. Write out special Questions to delight and entertain friends and family. Create Cat or Rat cards that offer choices that feel relevant and resonate with the people in your close circle. Formulate Fortunes, either or Good or Bad, that you feel should be in the game and will make others laugh.
Each game includes three decks of cards featuring adorable art. Draw Question cards to learn more about each player using prompts designed to inspire storytelling. Glean new details from each anecdote to learn what they like, then try to guess those inclinations with Cat or Rat cards. Trade in Cat or Rat cards for Fortunes until players obtain three Fortune cards they are satisfied with. Ultimately, the real goal is to get to know each other and have a great time.
“Running a Kickstarter is always exciting,” said Greg Johnson. “You never know what’s going to happen. Still, the really exciting part starts once the game gets into the people’s hands and they start enjoying it and talking about it. That’s really the part I can’t wait for! I am so excited that Outta Our Shells is finally getting out there after all of these years of playing it with my friends.”
Outta Our Shells will be available in English this year for $24.99 at local retailers and available online. Each box includes 250 cards, along with 6 Blank DIY cards for custom cards. The final version of the game launches later this year so players can forge new friendships or cement existing relationships.
DR Games would like to announce the release of Dark Force Incursion, a roll and write, single player tabletop game. It has been designed with the current world situation in mind. What can be easily accessible to those who are at home and unable to participate in their usual gaming sessions because of isolation? The obvious answer is a downloadable roll and write game, and as the rule book and initial maps are free it is a great way of giving something back to the community.
Take the hex tile design, that is a feature of other DR Games designs, combined with a number mechanism and injected with a narrative, and Dark Force Incursion is born. Narrative elements are key to how DR Games designs their products and for DFI there is dramatic setting…
“Your land has been invaded by a powerful Dark Force. The speed of the invasion was frightening, and they have taken all the defensive forts in your land. In desperation you have gathered your dwindling army and now must push out to recapture these forts to secure the safety of your people and drive.”
Dark Force Incursion is a Roll and Write game that is for one person, taking 20 to 40 minutes to play. All you will need is the rule book, one of the DFI maps, one six-sided dice and a pencil.
The award-winning classic, Good Cop Bad Cop®, is getting its third expansion where actions in one game carry over to the next.
PULL THE PIN GAMES™, formerly Overworld Games®, has announced that the third expansion to their award-winning, classic hidden identity game, Good Cop Bad Cop®, will be called Promoted and it will launch on Kickstarter May 26th. This expansion will award medals to players for their heroics in one game, which may get them promoted in the next game. Promotions, such as Negotiator, Crime Scene Analyst, Paramedic, or Coroner will allow a player to take additional actions on their turn that no one else can, like drawing extra equipment or investigating more cards. Good Cop Bad Cop®: Promoted will be compatible with any combination of base game or previous expansions. The deluxe version on Kickstarter will add dual layered chipboard to hold a player’s medals, custom sleeves to hide card wear, travel-sized organizers for each expansion, and a big box to hold all the Good Cop Bad Cop® content that has ever been made.Backers will receive a free pack of extra promotions that will be exclusive to them for a limited time. And those who back in the first 24 hours will receive another free gift, so signing up to be notified of the launch ensures they will get that too. Brian Henk, co-designer of Good Cop Bad Cop® says, “This expansion provides mechanisms that allow you and the players at your table to create a narrative of how they rise through the ranks in their precinct, getting more powerful while still changing allegiances throughout — it adds to the stories players already tell as they play.” The other co-designer, Clayton Skancke, says, “People won’t need an excuse to get back together playing games when we get through this pandemic, but we hope that we can make it a little more fun for them when they do with this expansion.”
About Pull the Pin Games™Pull the Pin Games™, previously known as Overworld Games®, makes approachable games for a wide range of players at a low price. Each game has very easy-to-learn rules that allow casual gamers to jump into them while also challenging veteran gamers with deeper strategies they can attempt and explore.
Like so many in the Southern California tabletop gaming community, I’m deeply saddened about the recent passing of the mighty Chuck Robbins, the owner and operator of Game Empire in Pasadena, California – one of the finest tabletop gaming stores we are honored to have in Southern California. We were friends and I always enjoyed visiting the store for the games but even more to chat with my buddy Chuck. I’ve known him since before he opened the store and I’m happy to have had a small part in him achieving his dream, which he sought to pay back recently. Let me tell that story in his honor.
Chuck and I first met years ago when I happened to wander into his brother’s store (also called Game Empire) in San Diego while I was on holiday with my family. When I travel, I love to patronize local game stores and Game Empire was place of choice that trip. After browsing through the store, I wandered into the play area (a hallmark of Game Empire is that there is always great space to play games) and Chuck actually chatted me up when he saw I had a copy of a two-player Kosmos game in my hands. We got to talking and he found out I was from Los Angeles. Before long, he told me of his desire to open a local game store in Pasadena.
Now, if you are reading this blog, you may know that I used to have a podcast called Boardgame Babylon from 2005 to about 2015 (with occasional revivals here and there). That’s still the name of the blog, of course, and maybe the podcast will be back one day. I digress; one of the key things to know about my podcast is that I had a journalistic bent to some of my shows because I have been a journalist in one form or another for some of my professional life. One of the features of my podcast was to do occasional series. Notably, I did one about the Demise and Rise of the Friendly Local Game Store, which had me talking turkey with many a game store owner in SoCal.
Now, I have lived near Pasadena for most of my life so when Chuck talked about that area, I had a perfect frame of reference. We connected about the area and discussed the gaming and shopping options we have had in the San Gabriel Valley over the years, from the long-gone Game Keeper in the nearby mall, to the Last Grenadier’s Arcadia haven, The Gaming House in Pasadena, to Lionheart in La Verne and Gameology (originally in Claremont), All Star Games in Diamond Bar (and their cool, brief stint in West Covina), and all the tiny shops that opened after Magic: The Gathering broke. If you had a game store in SoCal in the last 35 years, I’ve been your customer and Chuck appreciated my comprehensive knowledge of the stores in town and thereabouts.
Having just talked to one of the staffers at Pasadena’s only game store at that time (Game Zone), I told Chuck that the store was for sale. I said why not just buy it and develop it out as he clearly would do. Pasadena would love him for it.
He told me, no – the owner had told him it was NOT for sale and made it clear in no uncertain terms. He’d spoken to him fairly recently and it had led Chuck to scout out other areas in town, knowing he’d have the established player to take on. He knew he could outwork Game Zone, which was a pretty oldschool FLGS, with all trappings you might expect.
For those who don’t know, The Game Zone started as “THE ZONE”, a game retailer who used to have a regular table at Strategicon. He got attention and sold games the old fashioned way: Discounts and shouting. Bill, the owner at the time, was loud – calling people over to his booth as they tried to walk by and not make eye contact (hey, we’re geeks!). He had discounts, he had ding and dent games, and he might have bought closeout games. I don’t recall completely, although I do remember buying the Warhammer Mighty Fortress foam castle from him years ago, which was never really used but it looks sweet and his price was right. Eventually, Bill opened The Zone and, while it was fine for a while, he eventually sold it and had to get a day job. In those days, he had more competition from the Last Grenadier in Pasadena and another game store in Eagle Rock (Something Unusual), so it was probably harder. But he sold it and I’m not sure how many owners there were before the last fellow bought it.
Now, I knew the current owner a bit and he was a quiet, unassuming fellow. Chuck – well, he was not. Chuck was an attorney for many years so he said what he meant and did so powerfully, with confidence you don’t always find among the geeks and nerds in tabletop gaming. He wasn’t rude, but he also didn’t mess around. I always admired that about him. Yet, I thought it might not work well when he spoke to the Game Zone’s owner.
When I insisted that Game Zone was for sale and that I knew the owner was looking to exit the business to pursue other concerns (quite positive ones, actually), Chuck went back and got the deal done. Some time, not too much time later, I actually interviewed the Game Zone owner before he officially sold the place and it came out that I was the one who had told Chuck the store was absolutely for sale. To his credit, the guy wasn’t mad at me but he was surprised and perhaps he just eventually realized it was what he wanted anyway. His staffer who told me may have gotten some heck thereafter, I suppose, but what was I to do? I was a podcasting journalist. No one told me it was off the record – something I have always respected (believe me, there are a few stories I’d LOVE to tell that I never will because they were told in confidence by some cool folks).
Game Empire Pasadena Arises
Chuck took the space at the Game Zone, and the space next door and built out an almost exact duplicate of his brother’s Game Empire in San Diego. Both stores were intelligently designed to entice casual visitors at the front with more traditional items, and as you walked in, you got more exposure to the more hobby-oriented games. Although both stores would move locations and abandon some of that concept, I appreciated how Chuck and Cliff built their businesses. Both offered friendly service not always seen in game stores of the past, a wide selection of titles and they made sure they provided a clean, well-lit game space to play. They built community with events and by building friendships with their patrons.
I frequently visited and enjoyed patronizing such an excellent store. I’d usually spend 20% of my time shopping and 80% of it talking to Chuck about the business, the industry and new games. Some time later, I had a conversation with Chuck where he mentioned to me that he was in the process of bidding to buy our thrice-yearly tabletop game conventions in Los Angeles, Strategicon. As a nearly life-long Southern Californian, I began attending Strategicon back in 1986 (after my first con, Origins ’86 – which was hosted in L.A.) I had been a regular attendee into the early 90’s but stopped around 1995 or so. So, it had been about a decade since I had really attended a convention and the word was that they had gone steadily downhill. I figured new blood in leadership was probably a great idea.
At the time, Chuck told me that he was bidding against two other groups. One of them was led by a fellow who used to run conventions AGAINST Strategicon, the same weekends, often just down the street. I knew him just a little bit and that was more than enough. The current Strategicon ownership had little interest in selling to someone who was focused on hurting the cons in the past – a position I definitely respected.
Chuck didn’t know who the other people were. I wished him well in the process, as he had become a key retailer in the dealer room and I felt Chuck would do a lot of good for Strategicon since he’s transformed the tabletop store options in Pasadena. I was excited to see what he could do.
Big Mouth Strikes Again (with apologies to The Smiths)
Not long after that discussion, as part of the Demise and Rise of the Friendly Local Game Store series, I interviewed the primary owner of Strategicon, who also ran a game store in Southern California that has since closed down. In the course of the discussion about him running his game store for decades and the story of when he acquired Strategicon alongside many of the SoCal Game Retailers, I mentioned that I knew about the sale of the conventions. He was momentarily upset that I knew about it, paused the podcast, and then we continued talking – although I would say that he seemed a bit off for the rest of the show.
Later on, I heard from another person that the Strategicon owner was really upset that I was spreading information about the sale of the convention. A mutual friend of ours kindly reminded him that I was a journalist and it’s my job to know what’s going on in the industry for SoCal. I’m told he eventually accepted that and turned his ire on Chuck. He decided that this breach disqualified Chuck from bidding for the cons, so he went with the other group.
Chuck was upset at me, apparently. But his brother noted what my other friend did; when you talk to a journalist, you need to note if something is on the record or not. Nothing like that passed between us and, to be honest, I think Chuck probably told me a lot of other things that were sensitive that I had not revealed before. But this came up in my process of covering my stores so it came out. Chuck told me later that he’d forgiven me because, yes, he knew full well that I was a journalist and spoke to all the game store owners regularly.
We remained friends thereafter and I always enjoyed stopping to chat with him when I came in to get my board game fix. Even when I would fail to get to the store for months or even a year, we’d talk like no time had passed. I attended playtesting events at Game Empire sometimes, but always made time to talk to Chuck about business, what I was doing at my various software startups and such.
The Wisdom Lasts
Last year, I visited him after a long while and I was surprised to see him sporting a bald head. He told me immediately about his healthy challenges but that he was prepared to beat the big ‘C’ in the same way he took down his enemies on the miniatures table. I had full confidence he would.
More importantly, he expressed his always-present interest in what was going on with me. As I said, Chuck cultivated relationships with customers – we were his friends, not just patrons. I told Chuck how I had left a startup after a really rough time. I had put my heart and soul into a business for three and a half years, only to have it not get there because of nonsense outside my control.
Chuck offered me words of wisdom: He made me take stock in the years of professional life I still have in front of me (let’s just say it’s fewer than I have behind me). He quizzed me, pressed me to come up with the person who has the job I wanted more than anything. Then, he told me to do everything in my power to get there; to get to that place where I loved every day of my work.
I knew this stuff, but Chuck’s fervent words reminded me and inspired me to take action. Like most people, I had gotten caught up in the challenges of life, including some recent losses and tough times with transitions in life. His powerful words helped me find clarity and focus back on what’s important. I really appreciated his concern and his effort to get me back on track.
Chuck was a wonderful guy and I’m so glad he was my friend. I could go on for a lot longer about all the conversations we had over the years as I held a game in my hand, ready to buy but not until we had gotten through all the subjects in front of us. Yet, this last conversation last year is the one that will continue to have a lasting effect on my life and I’m so thankful to him for that.
Thanks to Chuck for the great community he built right here in the SGV, for the amazing store he built for local gamers to enjoy, but mostly for being my trusted friend who knew when I needed a poke to get my life back on track. RIP, good sir – our community is so much richer for your efforts, your humor, and your humanity.
LOS ANGELES – August 20, 2019 – Seven Board Games designed for use in education have been cited for excellence in the 2019 Serious Play Award Competition. Gold Medals were awarded to:
Complexity, a game that offers a window into the fascinating machinery of life. With mnemonics and solid game play, students gain a deeper understanding and appreciation of human anatomy and health. Created by TechnoNature.
Feeding 9 Billion: The Card Game, for high school teachers to use to introduce students to basic concepts around food security, agriculture, nutrition and climate change. Developed by Evan Fraser, Director of the Arrell Food Institute at the University of Guelph and artist Christine De Vuono.
Silver Medal status went to:
Roots of Power, a game to help clarify the meaning of unknown and multiple-meaning words and phrases by using context clues, analyzing meaningful word parts. Developed by Seriously Entertaining Education.
Bronze Medal recognition went to:
Alembic, a game where players will learn chemical properties of common metals, all in the form of experimental chemistry. Created by Catlilli Games.
Critical Strengths Engine, a game set that includes four pre-written stories designed to support teens as they explore social and emotional skills such as cooperation and empathy. This engine can also be paired with a diverse range of stories and campaigns. Developed by iThrive Games Foundation.
Miner Madness: Dig into code theory, a game to help students develop critical thinking skills, logic and systematic cognition while learning code theory. Created by the EPIC Project @ KCAD.
+PLUSOUT!!: Battle Points a strategy game designed to help students improve their mental math skills, as well as their abilities to add to, take from, combine and compare numbers. The game can be customized to share across multiple grade levels. Created by Brandon Bell.
Winners are given a chance to attend Serious Play Conference Events and display their games. The locations for the 2020 conferences will be announced in November 2019.
Renegade Game Studios Partners with White Wolf Entertainment and Paradox Interactive for the upcoming Vampire: The Masquerade – The Expandable Card Game
San Diego, CA – Renegade Game Studios, a premier tabletop game publisher, in partnership with White Wolf Entertainment and Paradox Interactive, creators of the immersive World of Darkness universe, are proud to announce an expandable tabletop card game set to release in 2020. Vampire: The Masquerade – The Expandable Card Game will offer tabletop gamers a new way to experience the intrigue and politics of Kindred society, as well as the hunger pangs of The Beast within.Vampire: The Masquerade and the World of Darkness in which is it set is a seminal tabletop game universe that first hit the tables of tabletop gamers in 1991. It revolutionized tabletop roleplaying games by focusing on internal and interpersonal struggles of the immortals that inhabited its world. Vampires hide their true nature from humanity while trying to control the hunger for human blood that fuels their supernatural existence while also navigating a society filled with powerful and immortal allies and enemies whose relationships have been built over centuries, all to varying degrees of success.
The World of Darkness has since become the backdrop for innumerable stories told and experienced across every medium: from tabletop stories and video games enjoyed by gamers around the world to novelizations, television shows, and new media shows consumed by gamers and non-gamers alike. The Masquerade, the challenges of controlling The Beast, the politics and intrigue of the Camarilla, and The Eternal Struggle are a rich backdrop for immersive and narrative game experiences.
“Vampire: The Masquerade revolutionized the landscape of tabletop games,” said Renegade Game Studios President and Publisher, Scott Gaeta. “We’re excited to create a new game that explores the beauty, conflict, and horror of the World of Darkness for tabletop gamers.”“Renegade Game Studios is well known for its innovative game design and high quality standards” said Jason Carl, World of Darkness Brand Marketing Manager and host of L.A. by Night at Geek and Sundry. “They are the perfect partner to bring Vampire: The Masquerade into this format. We are thrilled to be working with this award-winning team, and we know our Vampire community is going to be as excited for this new game as we are!”
Vampire: The Masquerade – The Expandable Card Game is slated for release in 2020.Make sure to join The Renegade Society newsletter and Facebook Group and be the first to find out more about Vampire: The Masquerade – The Expandable Card Game later this year!
Discover the Launch Trailer: As the Infection Goes Viral and Spreads Worldwide, Only Collaboration Can Stop the Pandemic!
PARIS – August 1, 2019 – Asmodee Digital, a leader in video game entertainment inspired by board games, is proud to announce the release of Pandemic on Xbox One and Nintendo Switch™. In the digital adaptation of the cooperative strategy board game, players will need to combine different roles and skills in order to save mankind from the biological horror threatening its very survival. Pandemic is availablenow on Xbox One and Nintendo Switch™ for $19.99.
The Launch Trailer highlights the critical stakes the players will face, mixing live action with actual gameplay to showcase Pandemic’s unique cooperative strategic game mechanics.
Between the base game and its expansions, Pandemic has become a million-selling board game. Designed by Matt Leacock, the board game’s popular success was confirmed by critics, as Pandemic received the 2009 Golden Geek “Best Family Board Game” award.
The digital experience stays true to the core identity of the couch cooperative turn-based strategy game. Developed by Z-Man Games, Pandemic is a mainstream cooperative game that can be enjoyed by a wide audience, even during short game sessions, while rewarding the best decision-makers.
Acting as disease-fighting specialists, players engage in a race against time to contain four epidemics threatening to wipe out different regions on the globe. Players can choose one of the seven specialist roles: contingency planner, dispatcher, medic, scientist, researcher, operations expert, or quarantine specialist. Each role features unique abilities that players will need to combine as efficiently as possible in order to overcome the 5 difficulty levels.
Pandemic differs from a lot of games as it rewards cooperation rather than competition. Players must join their efforts, using their complementary skill sets, in order to discover the cures before it’s too late for mankind.
The game can be experienced as a single player, by managing multiple characters, or with friends, using local cooperative multiplayer. The latter allows up to 5 players to play together using the couch cooperative mode for both Xbox One and Nintendo Switch™.
In late September, players will be able to activate a free DLC on Xbox One and Nintendo Switch™:
On the Brink – Virulent Strain will spread a new kind of virus into the world.
On the Brink – Roles & Events will offer players new roles add new events to help save mankind.
In October, Pandemic will be featured in the growing library of great games available through Xbox Game Pass, along with other acclaimed Asmodee Digital titles, including The Lord of the Rings: Adventure Card Game and Munchkin.
Become a Monster, Eat Villagers in Puzzle-Solving, Tile Placement Game for 1-4
Tasty Humans is the latest board game from Pangea Games. In this puzzle-solving tile placement game for 1-4 players, insatiable monsters fill their bellies with unsuspecting villagers. Gameplay will feel familiar to fans of Azul and Sagrada.
Tasty Humans is coming to Kickstarter soon to secure funding for printing. It is a joint project from Brandon Rollins, Tyson Mertlich, and designer Ryan Langewisch.
The game began life as the winner of the 2018 Pangea Games “Panjam”, a 48-hour board game design contest. Players take on the role of fantasy monsters competing to satisfy their hunger by feasting on the local citizenry. Food comes in the form of tiles labeled peasant, archer, wizard and so on, each with unique effects. When eaten, these tiles form unique shapes of body parts which drop to the bottom of the player board stomachs in Tetris-like fashion. At game end, whoever has satisfied their beast best takes the win.
As Tasty Humans players seek to maximize monster satisfaction and score, players face a compelling puzzle with difficult choices. Designer Ryan Langewisch explains, “Each bite leads to difficult decisions with tradeoffs that impact the whole game. These choices also vary game by game as each monster has unique goals and unique leader tiles change up scoring.”
Tasty Humans is launching on Kickstarter on Tuesday, June 25 with copies of the game available for a $25 pledge plus shipping. With crowdfunding veterans behind the project, Tasty Humans debuts following rigorous playtesting and careful development. In addition to art and other assets being established before crowdfunding, the game has been available for months as a print-and-play game and is available on Tabletop Simulator.
Living by their tagline “big worlds in small boxes,” Pangea Games aims to bring compelling experiences to the tabletop. With previous crowdfunding experience, including War Co.: Expandable Card Game, Pangea’s team is familiar with the unique challenges of crowdfunding and bringing games to market.