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International Toy Fair Nuremberg 2013
Internationale Spielwarenmesse Nürnberg 2013

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The expansion for Innovation: 105 new innovation cards, 5 new domains, echo effects that grant you advantages when a pile is splayed, influence bonuses on the innovations to speed up the game, and a board for a fifth player including a new area to research innovations of future periods before reaching them.
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Innovation Echoes, Carl Chudyk, iello, 2013 - 2 to 5 players, 14 years and up, 60 minutes

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First all players get dealt cards, and subsequently they must try to get rid of them, that is basically what the game is about, when we ignore the theme. Why this everlasting fascination for ghosts anyway?
Anyway, in turn order each player plays a card from a hand of four; the card must be equal to or higher than the previous card played, otherwise the player must draw a card.
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Special cards enable playing a lower card, or saddle up another player with the stack of played cards. Play it to grasp the potential; the rules do not reveal if this is a humdinger or just yet another card game.
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Ghooost!, Richard Garfield, iello, 2013 - 2 to 6 players, 8 years and up, 15 minutes
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Each player starts with a player card stating the amount of money he starts a round with. First all players simultaneously buy all sorts of equipment, space ships and buildings to be built on their planets.
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Each player already has a home planet, but this is limited concerning building capacity; they fight for more space, and, in fact, colonizing planets. In this phase players simultaneously play a card that may damage other space ships. The player who survives the battle may take the planet card that is on top of the stack.
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The game is over when one player has collected a certain amount of a resource. The game is for 3 and 4 players, but an English two-player version will be published in Essen.
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Titanium Wars, Frédéric Guerard, iello, 2013 - 3 and 4 players, 12 years and up, 60-90 minutes
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