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International Toy Fair Nuremberg 2012
Internationale Spielwarenmesse Nürnberg 2012

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Asmodee
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Players play the part of mediums who attempt to divine the cards owned by their opponents. In each round, the cards are revealed little by little, which gives the mediums the possibility of narrowing their predictions. A good gues allows the player to win points.

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In a turn, a player performs two actions: he plays a card from his hand of six, and then move his prediction token corresponding to the just played card. At the beginning of each round, the first player performs the action card that goes with the amount of players. A certain amount of cards is passed at the beginning of a round; at the end of a round, scoring may take place for perfect, incomplete or even totally wrong predictions, but players get minus points for that. The game ends after four rounds. Bruno Faidutti will like this kind of chaos...
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Hey, I know that medium!
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Divinare, Brett J. Gilbert, Asmodee, 2012 – 2 to 4 players, 10 years and up, 30 minutes
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In Masters of Commerce, players are divided into landlords and merchants. Landlords rent out properties in their developments for as much as possible. Merchants seek to keep rent low in order to maximize income from the properties they rent. There is two minutes of negotiation with no turn order, so any merchant tries to deal with any landlord at the same time, after which a dice roll brings changes to the economy, with major consequences for the balance sheet of each player. After five rounds of play, the merchant ànd the landlord who have accumulated the most money are each declared victors. That’s right, there are two winners in the game!

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Masters of Commerce, Britton Roney, Grouper Games/Asmodee, 2012 - 3 to 11 players, 8 years and up, 30 minutes
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Description from the publisher:
In Sidibaba, players take on the role of Sidibaba and his friends who are searching for hidden treasure in a cave. One of the players (the moderator and also the Leader of the thieves) has a map of the maze and helps guide the other players by providing visions (using tiles) of what lies in front of Sidibaba and his friends, such as a corridor with branching tunnels. After some discussion, the other players must decide which way to take, and which of their special powers to use to move along the track; if they cannot agree, then they must vote.

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Unfortunately for Sidibaba and his friends, the Leader of the thieves (the game moderator) knows that they are in his cave and are after his treasure. Sidibaba and his friends win if they manage to get the treasure and get out of the cave before their oil lamps go out. The leader of the thieves wins if Sidibaba and his friends don't get out of the caves in time, or when he manages to catch them when they don't have a spare oil lamp left. As a result, each camp has its own objectives and its own mode of operation. Sidibaba is a real-time game in which players have a limited amount of time to negotiate or else they'll watch their torches go out one by one, eventually leaving them lost in the dark.

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Sidibaba, Pere Pau Llistosella, Hurrican/Asmodee, 2012 - 3 to 7 players, 14 years and up, 45 minutes
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This is actually ‘Survive’ by Stronghold Games, so in fact there is no difference other than the title. In the game players seek to evacuate their pieces from an island that is breaking up by removing tiles, while remembering where their highest-valued pieces are located to maximize their score. Underneath each playing piece is a number from 1 to 6.

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Players place these pieces, trying to memorize where the high valued numbers are situated as these bring them points when reaching one of the four islands in the corner of the board. Players can either swim or use boats to travel but must avoid sea serpents, whales and sharks on their way to safety. The game is very nicely produced, and has a real attractive appearance.

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The Island, Julian Courtland-Smith, Stronghold Games/Asmodee, 2012 - 2 to 4 players, 8 years and up, 60 minutes
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