Digidiced has a long history (in output, not necessarily in time) of producing quality board game apps for Steam and your mobile devices.
I love everything that they’ve done so far (except Cottage Garden, which I haven’t played because the game itself doesn’t do anything for me, nothing against Digidiced). Terra Mystica plays like a dream (though I still get a headache playing it, but again it’s the game’s fault, not the app’s). Patchwork is simply wonderful.
I could go on gushing, but that’s not why you’re here, is it? (If it is, then thank you.)
Earlier this year, I completely missed (Editor: There will be flogging) posting the announcement that Digidiced is going to be coming out with a new boardgame app later in 2018, the acclaimed tile-laying game from Lookout called Isle of Skye. This is a game that I’ve really wanted to play on the table but have never been able to.
Not ones to rest on their laurels (or maybe frantic fans wanting more information were storming their studio), Digidiced has now released a screenshot of the game, and it does look beautiful!
They’re also using the screenshot to show off the interface that they’re working on. They would love some input from people like you (probably not me, but definitely you) on how it looks.
Isle of Skye is designed by Andreas Pelikan and Alexander Pfister with artwork by Klemens Franz and it came out in 2015. The app version is scheduled to come out in Q2 2018, so start saving those iTunes cards! Or Steam credits, or Google Play cards…Gah, there’s just too many options!
Keep an eye out on the Digidiced web page for more information as it develops.
City of Gears (Designers: Daryl Andrews and Chris Leder; Artists: Anthony Cournoyer and Chris Leder) is an area management game that sort of reverses the whole steampunk concept. Up to four players compete to uncover an abandoned steampunk city (though you are using automatons, so maybe it’s not exactly reversing). Players are trying to earn the most prestige over three rounds until Opening Day happens and all of the treasures are put on the display for the world to see.
Each city is formed by a grid of 9 random city tiles placed face down (there are 18 tiles in the game, so there is a lot of variation). Players will roll resource dice and then use those resources to send their automaton to various parts of the city, gaining control of the area or just exposing it. Automatons can be used to destroy opponents’ gear links and send their workers back to their home factor (aka: the supply).
Once the city is revealed, Opening Day approaches steadily and players race for control and prestige points.
Grey Fox Games has two support tiers: Standard that gets you the game, and the Founders Edition that provides upgraded pieces and all the razzle dazzle that deluxe versions of these games usually get.
They’ve already almost tripled their goal, which is nice to see. It looks like an amazing game.
This was originally going to become part of the Dice Tower Essentials line, but I think Grey Fox Games will do a great job with it as well.
Check out their Kickstarter page for all of the stretch goals (they’ve already unlocked additional map tiles and close to even more map tiles).
Ted Alspach is one of my favourite game designers out there. His first design that I fell in love with was Suburbia, with it’s interesting tile-laying mechanic where you have to attention to what others are building in their suburb as well.
Little did I know at the time that Ted has an extensive game design history that dates back to 2005. Ted has designed a large number of Age of Steam expansions plus many original games such as Ultimate Werewolf, Start Player, Colony and too many others to list.
The new Deluxe Edition of Werewords sounds really exciting. One of the items in the announcement mentions the fact that the Deluxe Edition “addresses issues gamers had with the original production.” What were some of these issues and how does the Deluxe Edition address them?
The one thing we heard consistently from players was that they didn’t like the artwork. We had gone with a more casual, freeform cartoon drawing style, and while artwork is always subjective, more people didn’t like it than did. So that was one of the first things we worked on; finding an art style that was more appealing, yet still stayed true to the more whimsical, light feel that represents the gameplay in Werewords. The resulting artwork from up-and-coming artist Roland MacDonald (Stop Thief!, Kaiju Crush, Escape Room: The Game) really hits the mark there:
Of course, it includes the new “disco wolf” which really is a werewolf raising his paw with an extended finger to ask a question of the Mayor, but still…he does look like he has some great moves, too!
(Editor’s Note: Apparently there is conflicting information about whether Hanamikoji was a capital at any point. I took my description below directly from the BGG site for the game, but other information seems to contradict that.)
Like any honest businessperson, we would all want to attract as many customers as we could to our shop.
In Japan in the olden days, in the old capital of Hanamikoji (why do I keep forgetting the “j” in that name?), there was a Geisha street where geisha plied their trade. They were graceful women who had mastered the art of dance, art, music, and various performances. It was very prestigious to attract the most talented geisha to your establishment to entertain your clients.
Thus, of course, competition for their favours was born.
So hey, let’s make a game out of that!
In Hanamikoji, two players vie for the favour of seven Geisha Masters.
It was actually a pretty light month for new to me games. Between being sick and missing two game days/nights and then actually playing a few games multiple times, the new experiences were few and far between.
In fact, I only have two new games, though I finished the month on Sunday with a new expansion for an awesome game.
Because I was so “Cult of the New” last month, this month I went old (and one of them was really old!). My only 2017 experience was actually the expansion.