xxxx

International Toy Fair Nuremberg 2010
Internationale Spielwarenmesse Nürnberg 2010

x
Asmodee
x
Days of Wonder
x
Why was the victim killed? This is only one of the questions to be answered in this deduction game for three to five players. Other things to be found out are who committed the crime, what weapon was used, when was the crime committed and where? Answering the last question with 'In the Mystery train' will not suffice!
The train has just left Paris, and already a victim is found. Nice for the players, who otherwise had to wait some longer for some action. The crime must be solved before it reaches Istanbul.
x
All players take on different role that have different capabilities. The train journey is divided into several unequal sections; passing through the train and going to the Lounge Car or Smoking Car does not cost time but the action performed there does.
x
x
Moving to one of the cars is the first action in a player's turn. Once there, he may take the corresponding action and try to gather some clues. If there is still some time left after the performed action, he may go to another section to take a different action. Chatting with the conductor is inevitable if your token encounters him by its travel through the cars.
x
x
When the train enters a town, certain events occur. In each city with a time symbol, players get a chance to find out the time of the crime. Remembering how many cards you have seen of which type is important. There are three different ways this is worked, all with a deck of time cards. At stations, new passengers enter the train that enable players to draw an extra card that might be helpful to them.
x
x
In general, there is a lot of revealing and passing information between players in the game. The Club Car, for instance, enables a player to force another player to immediately take back all the cards of crime of one category; in the Dining Car a player can invite players who then must reveal a crime card of the player's choice, and in the Passenger Car all players pass one card to their neighbour.
When the train has reached Istanbul, the crime cards are revealed and the player who has most elements correct wins the game.
x
Mystery Train, Antoine Bauza & Serge Laget, Days of Wonder, 2010 - 3 to 5 players, 12 years and up, 60-90 minutes
x
x
x
Ystari
x
A totally different game from Ystari. Cyril Demaegd told that he is an avid scifi fan, so when confronted with the game, he almost instantly wanted to publish it.
x
Goal of the game is to manoeuvre your space ship through four gates, although there are much more scenarios provided that increase in complexity. At the start of a round three coloured dice are thrown; these indicate the movement of various asteroids with certain effects. Now a timer is set and all players plan the movement of their space ship on a planning sheet. Then the asteroids are moved before all space ships move. There are rules for handling collisions (always stay polite, move your vessel to the side and fill in the insurance form!).
x
In the advance game rules players once per game may make use of the special powers of their character.
x
x
The game mechanics resemble those of 'Robo Rally' and 'Ricochet Robots'. The rules also provide a scenario to play in two teams.
xx
Asteroyds, G. Blossier & F. Henry, Ystari, 2010 - 2 to 6 players, 10 years and up, 20-40 minutes
x
x
x