Showing posts with label MAGE Company. Show all posts
Showing posts with label MAGE Company. Show all posts

Monday, March 2, 2015

12 Realms Expands to Bedtime Stories


MAGE Company Begins Development of Bedtime Story Kickstarter


Hello everyone! I have yet to post my review of 12 Realms, life gets busy! And yet, MAGE Company has done some great work and continues to give the people what they want, and it appears that is more and more 12 Realms! While the Kickstarter page to the latest expansion won't be live until April, you can go ahead and check it out now: https://www.kickstarter.com/projects/magecompany/195747538?token=b51519b0.

They will be updating the page until it is live, so this way you can keep up with the latest and be ready to pledge as soon as its live - or you can start getting your questions answered right away. You can also suggest things that you would like to see when it goes live.

Also, Happy March everyone! I still can't believe that it is already March. This month is full of fun geeky holidays like the Ides of March and Pi Day - it also has a few family birthdays as well. Busy times. I hope you are all well. Until next time, happy gaming!

Sunday, February 8, 2015

Building Hoyuk


Designed by Pierre Canuel
Published by MAGE Company
2 to 5 Players
60 to 90 Minutes
Tile Placement and Set Collecting
(7/10 Stars)

Hoyuk is a fantastic tile laying and set collecting game that has great production quality. The artwork is very nice and the game mechanics are solid and provide interesting choices to be made each phase of the round. Players can't remain on their own in this game either, they must join other players' on different blocks to try and optimize their chance at getting more aspect cards - and in return more building options and sets for points. The game includes rules to play a basic game, medium game, and advanced game. You can also shorten games by choosing to play with a lower number of houses that each player starts with. All these options result in variability in game length and difficulty.


On the down side, the game only comes with one storage bag and there is no insert to keep all the tiles separated. You will need to purchase your own bags to keep everything separated out or else you will be faced with a longer setup time to sort everything out. The instruction book is actually really good, but there is a slight learning curve for the iconography of the catastrophe cards. It is also interesting because if you don't have things separated out, it will take you longer to setup the basic game than the advanced game (since the basic game causes you to remove certain things - where as the advanced game you wouldn't need to because you use everything).

All in all, I am giving Hoyuk a 7/10. I think it is a really solid game with great game mechanics, artwork, rulebook, and the quality of the components is top notch. The game really needs some better storage options, but Hoyuk is one that I will continue to enjoy a lot and that is How Lou Sees It!

My interview with the board game designer Pierre Canuel and Mage Company can be read here: http://howlouseesit.blogspot.com/2014/02/hoyuk-coming-to-kickstarter.html

Hoyuk: Anatolia is an expansion to Hoyuk and is on Kickstarter only for another 40 hours or so! Check it out now or if you were too late, check Mage Company's website for future buying possibilities. http://www.magecompany.com/


I was given this copy of Hoyuk as a review copy for free from MAGE Company.

Monday, September 8, 2014

A MAGE Company Update


The following is an update from MAGE Company on upcoming games, Kickstarter projects, and Essen information. If you have any additional questions concerning any of this information, please visit the links provided or contact MAGE Company. Another review coming soon! I hope to get more reviews done and posted soon as I am way behind at the moment. Yikes!

The 3rd World War was referred, by many, as the last war because of the vastness of destruction that it had caused. Everywhere around the world, mankind suffered great casualties and horror — but a few survivors that had the power and the resources built mighty cities all around the world to gain strength and rule again. The cities that were built each had a unique aspect: They contained golden metallic walls, symbolizing hope. Thus, they were named the Golden Cities. This game takes place five years after the Last War, with the players taking on the role of people vying for citizenship within a Golden City.

Raid and Trade is a negotiation and resource management game for 3-5 players. The player who is able to enter the golden city first wins, and there are three different ways to enter the golden city:

Become an expert: Reach 20 skill points.
Serve the city: Fulfill three secret quests.
Become a nobleman: Get the most possible character points.

You can vote the box and the Minis on Board Game Geek just by checking the gallery of the game. Check it here



In each turn, the players can spend action points to do several actions such as moving through the city, raiding buildings, attacking other players, and more. Each player has a specific skill — mechanic, trader, electrician, bodyguard and medic — and has his own unique items to build; those items can be traded off against other items or resources.

 
 

The board of the game is modular so that in every game you have a new map to discover. All over the map, the players find different buildings which they can raid. Each time a player raids a building, a raid card of this type of building is taken and read, which leads to specific circumstances taking place. The player will be made to make various decisions including important moral decisions! Upon resolving the various decisions, you will receive character points. The choices you make, for good or for bad, will lead to specific perks and advantages (or disadvantages) during the progress of the game. When raiding a building, you get resources (tools, scraps, mechanics, electronics, etc.). By combining these resources, you can craft items with special abilities. By doing so, you will advance your skill points.

Every player also gets secret quests of the golden city. To fulfill these quests, the players have to spend the resources mentioned on the card. To fulfill a quest will not only lead the players closer to victory but also give them advantages for the rest of the game. We will demo the game at Essen Spiel, on October at our booth Hall 3 - Booth O103 while we have scheduled the campaign for the Kickstarter on November 3.

Currently we launched a new campaign on Kickstarter for a new game called "The Orcfather" a fantasy-themed card game for 2-10 players with basic price at $30 including ship fees for several countries. Check it here: https://www.kickstarter.com/projects/magecompany/the-orcfather



We will be at Essen Spiel at Hall 3 - Booth 3-O103 along with the team who will demo our games. Here is the diagram of our booth where you can find us:



At this Spiel we will also carry 12 Realms. Any issues from the first printing run has been addressed and the reprint of the game is better than ever with upgraded quality, revised rules, glued minis and more. The game will have a special price at 35 EU but also there will be packs that include small expansion for the basic game.



We will also demo some of the Plots of the 12 Realms: Ancestors Legacy. Since we still develop the game, we made sure to create a couple prototypes in order to demo the new adventures among the realms!



Four exciting new realms lie hidden in the Fairy World and you must prepare yourself to explore them so as to defeat all of their enemies. Kievan Empire, Golden Caliphate, Olympia, and Nile Valley are the new lands you will get to explore to learn their secrets. Ruslan, Sinbad, along with the rest of the heroes, will unite to fight against Marid, Sobek, and the rest of the Dark Lords!

Ancestors Legacy provides a much different game through its plots. There are now three different plots for both editions, which include a background story and significantly increase the difficulty level and excitement of the game – increasing the amount of decisions that players will have to make. A plot may have you playing with six realms (combining old and new lands), facing all of the Dark Lords, or creating a really fast game with a unique set-up. Now, more than ever, team camaraderie will be necessary in order to reach victory!



Our new game Höyük will be also available since we finished the production and the game is on the way. The price for the game will be at 35 EU. This version is trlingual: EN-FR-GE

Imagine yourself some 10,000 years ago in the Middle East.

Your clan has left the ancient nomadic life and settled with four other clans in the valley. The community has repeatedly succeeded in harvesting crops, and some families are getting better at raising animals; next moon will see the birth of a new generation of pups. We all praise our own gods and Mother Goddess for being good to us. This new era has brought something new to us: The area is progressively filling with dwellings, built tight against each other. New generations are building their houses over the remains of old constructions. Our greatest families have now constructions way up over the land, proudly showing off their shrines and wealth to the community. Who knows, when the children of our children will come to the world, which clan will rule this multitude?



In Höyük, each player represents a clan that settles with other clans to erect a village. During the game, a replica of a Neolithic settlement will be built on the Höyük board using tiles that represent houses. Many additional pieces — such as ovens, shrines, and pens — will also aid a player in building his settlements. ("Höyük" is Turkish for hill or mound. The word is also used for prehistoric settlements in the region that have a characteristic, hill-like look from houses being built on top of older houses and the absence of streets between the houses because people entered their homes through the roof.) The goal of the game is to build the best settlement and score the most victory points, with multiple paths to victory and many choices along the way. The best clan will prevail in Höyük!
--
MAGE Company LTD
www.magecompany.com



Tuesday, February 4, 2014

Höyük Coming to Kickstarter


Upcoming Featured Kickstarter Interview

Höyük
Designed by Pierre Canuel
Publisheifd by MAGE Company
Interview with Alexander Argyropoulos, Michael Andresakis, and Pierre Canuel

OK, before we get started, let me go ahead and tell you what Höyük means (because, if you are like me, if I don't tell you now you will be spending the entire article thinking what does it mean).  Höyük is actually Turkish for hill or mound and is also used in naming many settlements in the area.  The houses of these settlements were built on top of hills and on top of other houses.  There were no streets between the houses and access to them was usually through the roof.  There is a lot of history behind these settlements, but let us focus on the fact that this once 'print and play' game is going to be on Kickstarter later this month (February 25th - mark your calendars) as the MAGE Company has decided to publish Höyük.
Höyük was first made available as a 'print and play' (PnP) game back in 2006 where all the files (rulebook, printable game pieces) could be downloaded, printed out (or otherwise made), and then played.  Höyük received the 2007 Parthenay Game Designer's Trophee; where prototype games are judged by a jury and public with the winner being the highest combined rating.

I noticed the announcements from MAGE Company that they planned on publishing Höyük and the artwork really caught my eye.  One of my favorite games just so happens to be Carcassonne, another tile laying game based around building a past civilization.  So, from France to Turkey, Höyük looks like it will be another enjoyable tile laying game.  I had the great opportunity to ask Höyük's designer Pierre and MAGE Company's Alex and Michael a few questions regarding the upcoming Kickstarter project.

My first few questions are for Alex and Michael, the owners of MAGE Company:

Lou: 
Can you give us a short history of your company and how/why you got involved?

Alex and Michael:
Wow..way back. We started designing games back at 2001 in a box room with a messed up computer and year by year we were learning things about the industry and the million things we must know in order to deliver a finished product. In 2011 we finally created MAGE Company publishing our first two games and since then we have continued to publish and grow (and of course we continue to learn and become better). This is what we do and this is our life and we would start again from the beginning if we had to.

Lou: 
It seems like it would be difficult to determine what games to publish and which ones not to. Please tell us, what made you want to publish Höyük ?  

Alex and Michael
Some games shine, you know...you may see a game on a table and it is like it is talking to you. I know it sounds silly, but it is true. Höyük was one of them. Simple, easy (with some changes), for a wide range of ages, strong theme, and we were looking for a game with a theme like this - Neolithic Area, nice ideas for components, no texts in the cards, many people had already tested it as it was a PnP. So, what else could we ask for?

Lou:
As you mentioned, this was originally made available as a print and play back in 2006. Why use Kickstarter and why now (around 8 years later)?

Alex and Michael:
We did not know that the game existed since then. I know that some companies had seen it, but did not work on it. So, a couple of years ago we saw it and here we are. It is also a matter of the designer and how he handled this. Kickstarter is a great tool and makes you so visible to lots of people. We have worked hard, and we have already made games there and many people know that they can trust us.

Lou:
The released artwork is looking incredible. How did you choose the artist and how important is the artwork aspect to you personally or as a company?

Alex and Michael:
Automatic inspiration in combination with experience is how we chose an artist. We also have a variety of over 120 artists available, so it is easy to choose since we have worked with them in the past. Artwork reflects on how serious we see a game and we want people to understand that we do not follow the copy-paste tactic. We search for each game to reflect what it represents through its artwork.

Lou:
The Kickstarter is going to be starting February 25th. When can backers of the game expect the final published version?

Alex and Michael:
The campaign will end on March 31, so based on initial calculations... sometime in August.

Lou:
Will there be any stretch goals or Kickstarter exclusive content?

Alex and Michael:
A lot!! There will be lots of stretch goals to be honest. Not exclusive, but all will be upgrades to the basic game so that everyone can have the equal chance to enjoy this game.

Lou:
I don't want to get a head of myself but do you have something planned after Höyük?

Alex and Michael:
Our program has been arranged at least for the next few years, but each year we study the market for the next one and make some changes. But to answer your question, yes, we have other games on the pipeline...thankfully.

Thank you Alex and Michael for taking the time to answer a few questions. Keep the great games coming!

Now I get to pick the brain of Höyük’s designer Pierre Canuel. Pierre, I love board games and I am currently designing my very own game. So, it is always exciting for me to interview someone who has created a successful game.

Lou:
If you were traveling to the International Space Station where you would stay for months on end, what 3 board games would you bring with you?

Pierre:
Rather than bringing games, I would probably gather a few objects that would allow me to design the very first Zero-G friendly game ever. Could you imagine playing Carcassonne or Ticket to Ride with game pieces floating all over?

Lou:
Favorite hobby other than board games?

Pierre:
I like to walk in nature or ride my bicycle in town.

Lou:
Can you give us a little background about yourself and how you decided you wanted to create a game?

Pierre:
I was born in Le Mans, France (the 24hrs car race!), studied in Paris and lived 10 years abroad (Los Angeles and Northern Norway) with my wife and kids. Along these years I had many different jobs, and even self published a game about Polar Environmement while in Norway. We moved back to Paris a few years ago. I am currently working for "Les Jules", providing DIY services for businesses and consumers. What we do is help people with the small repairs they don't have time to take care of, like fixing shelves or curtain rods, repairing tap, etc. Our business is expanding fast throughout France, so I don't really have time for game design anymore...

Lou:
Tell us how Höyük came about. Was there any specific inspiration from other games, books, or personal experience?

Pierre:
The starting point of Höyük was really a small scale reproduction of ancient settlements that I would see in museums. I wanted to design a game where players would actually build a replica of ancient cities, in 3D with small pieces representing houses, buildings, workshops, etc. So, more than a game, it's a gaming object that I had in mind, that one could display in the living room, such as a nice chess set.

Lou:
Describe Höyük in one word. Two words. And three words.

Pierre:
Fun! Interesting Object! Build Prehistorical settlement.

Lou:
Who will enjoy playing this game?

Pierre:
I believe Höyük can appeal to a large public. It's true its many components may imply it's a complicated game for advanced gamers, which may repel occasional gamers.
But it's quite the opposite. Very often people are surprised by its simplicity after their first game.

Lou:
I like to ask this question a lot. I love games where I can play with just my wife after the kids have finally gone to bed. How well does Höyük play with just 2 players?

Pierre:
Be careful it can be risky to play games with your wife ;).

With two players, I have the feeling that Höyük performs almost like an abstract game. Instead of placing black and white pawns on a grid, you lay colorful pieces directly on the table, with the same  simple choices and rich strategic options. But this reply is based on the PnP version of the game. As I know, MAGE Company is working on several changes right now.

Lou:
What is your favorite thing about Höyük?

Pierre:
Again, it’s the game object I really like about Höyük. The aesthetics.

Lou:
Anything else we should know?

Pierre:
If anyone could bring a copy of the game to Catal Höyük in Turkey, play a game, and send me a picture, that would be awesome!

Catal Höyük is the actual archaeological site that I got inspired from.  I even sent a copy of an earlier version of the game to the archaeologists to have them test it and send me their input. I don't think they were really pleased with it, but they took the time to answer me. I think the game was at that time a tiny bit too complicated, and they were probably expecting something closer to their preoccupation, that is more like a simulation of a settlement, with food gathering, farming and artifacts production. Höyük is really oriented toward the urban construction aspect (PnP version).

Lou:
What's next for Pierre Canuel?

Pierre:
Game-wise, I don't really know. I'm too involved in my job to save energy for any game design. Publishing Höyük after many years in stand-by could be a good incentive to start again. Many thanks to MAGE Company!

And there you have it.  Thank you again to Alex, Michael, and Pierre for taking the time to answer my questions.  You can check out some more information regarding Höyük here at its Board Game Geek Page and stay tuned for an updated link here in this blog post and to the right side of my blog to the actual Kickstarter project when it actually becomes active February 25th.

If this sounds like a game you might enjoy, feel free to visit the Board Game Geek page and download the available PnP files to try it yourself!  I'm excited to see more of Höyük soon and that is How Lou Sees It!