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International Toy Fair Nuremberg 2014
Internationale Spielwarenmesse Nürnberg 2014

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Asmodee
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Hurrican

This is a new detective game in the Mr. Jack system family. Eight suspects, eight motives. Opera singer La Carlotta is chased by a phantom. One player acts as investigator, the other as the phantom. During each round, four characters are activated, two by the investigator, and two by the phantom. At the end of each round, the phantom indicates whether it can manifest its presence by triggering a new frightening event such as a falling chandelier, or cannot do it. Depending on the information provided, the investigator may definitely exclude some characters and gradually identify the identity that the phantom is using.
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Based on the number of suspects remaining in the Opera House, the Carlotta token is moved that many spaces towards the exit. And if the phantom has appeared, fear increases its grip on her and she moves an addional space. The phantom can appear if it is alone in a lit room, or is in het same room as the blackout token, where there is a power failure. The investigator can absolve all characters that are in lit rooms in company of at least one other character; he then turns their tokens to the ‘innocent’ side. Each character has its own special power. For instance, Raoul De Chagny moves and then must use his special power by drawing the top card of the alibi pile. When he was activated by the phantom and if the card drawn is a character, the player keeps the card secretly before him; if it was the phantom he reveals it and moves La Carlotta one space to the right towards the exit.
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When Raoul De Chagny was activated by the investigator and if the card drawn is a character, he reveals the card and turns it over to its ‘innocent’ side; if it is the phantom he moves La Carlotta one space to the left, away from the exit. And there are seven more characters, one may use a secret passage, others must move the padlock or blackout token, and so on. The game can end in two ways: when La Carlotta has reached the exit, or if there is only one suspect remaining.
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Le Fantôme de l’Opéra, Bruno Cathala & Ludovic Maublanc, Hurrican - 2 players, 9 years and up, 30 minutes

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Madame Ching didn’t make it in time for the Toy Fair, so here is the publishers information:
This is a hand-management game in which 2 to 4 players try to put together voyages that take their ships far across the waters. Each player starts the game with four cards in hand, each card having a number from 1 to 50; the cards have a colored bar across the top, often with a symbol in them. In the first round, each player lays down a card, drafts one of the available cards, then moves one of his ships to the right on the ocean.
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Players then repeat this process, possibly starting a new journey, that is: a new row of played cards, or adding to the journey already begun by playing a higher-valued card that what was last played.
In the latter case, if the color of the card matches the color of the card previously played, the ship moves directly to the right; otherwise the ship moves both down and right.
When a player can't add to a journey any more and must start a new one, he scores that voyage, possibly claiming one of the ship tiles on display based on the length of the voyage. Each space on the game board's ocean has values on it, and the more times a player moves both down and right, the higher his score overall is. Players must consistently have cards that are both of higher value and different color. Each ship bears some combination of gems, and those are worth points at the end of the game.
If a player has certain symbols on a voyage, he can claim bonus action cards that let him steal gems or cards from opponents, take cards from the discard pile, insert cards in a voyage, and so on. Get the right symbols, and he can claim the Madame Ching vessel, ending the game. Players then tally their points for destinations, gems, and so forth, and whoever has the highest score wins.
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Madame Ching, Bruno Cathala & Ludovic Maublanc, Hurrican - 2 to 4 players, 8 years and up, 30-45 minutes
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Bombyx

Players build on a palace and at game end score for their construction. Each player has his own board that shows what he scores for and two secret end construction tiles that may score additional points. Tiles with a gem allow players to take advantage of one of the ghosts who will allow him for instance to exchange a tile or even remove it completely. The game ends when one player has built a roof on his palace; players then count their points.

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Sultaniya, Charles Chevallier, Bombyx - 2 to 4 players, 8 years and up, 45 minutes
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At game start, players receive two stations and choose one; on the back of each a personal end condition is depicted. Three wagon cards are on display; these are the assigments players must try to fulfill. When a player fulfills one, he takes it and adds it to his station. Four of these end the game, after which the points are counted and the winner is determined. The cards all show a combination of two or three wagon players try to collect from one of the other three rows. There is a small locomotive card that acts as a joker. The cards at the far right in the display are free to take, the middle cards cost one money, and the leftmost cards cost two money. When a card is taken from the dislay, the row immediately is refilled, so gradually cards become cheaper. There are money cards in the display, and person cards such as the director, with which a special company chit can be taken to complete a contract at game end, or the switchman, who enables a player to exchange one of their train cars for any one of another player’s cars.
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Continental Express, Charles Chevallier, Bombyx - 2 to 4 players, 8 years and up, 20 minutes
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Each player is dealt one apprentice worker, any apprentice cards that are left over are shuffled in the main worker deck and subsequently placed next to the building deck. From both stacks five cards are turned face up to form a display. In a turn, a player may take three actions, more can be bought for five money each. A player could repeat the same action or take another one.
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One action is starting a construction by choosing any of the five buildings on display, or recruit a worker; all cards are placed in front of the player. A worker card shows how many coins it takes to send the worker to work, and the amount of resources produced. A building card shows the number of resources required, and the reward for finishing the building -victory points and money. Sending a worker to work has a variable cost; the player places the worker next to one of his buildings under construction. When the total resources of all workers equals or exceeds the building requirements, the building is complete.
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All workers from the finished building return to the player and are free to be placed elsewhere.
Another action is taking one money; using all three actions of a players turn would earn him six money. There are buildings that are machines; once complete they can be used as a worker and no payment has to be done in order to put i tinto action. The game ends when one player has reached 17 points or more; all other players take a last turn. Then the points of the buildings are counted, added by multiples of ten money worth one point.
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The Builders, Frédéric Henry, Bombyx - 2 to 4 players, 10 years and up, 30 minutes
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Moonster Games

In eight rounds players play cards. Each round they receive a varying amount of cards that is dependent of one of the eight drawn cards that show the number of cards to be drawn at the top of the round card. Before a round starts, each player may discard any number of cards. The other cards are simultaneously put face up in front of the player, after which is looked who has a majority of cards in any of the numbers. So if a player has three cards with sixes, and other players have less or none of these cards, he may take the bonus that comes with this card, usually a bonus before or during a round. Numbers -the game calls them ‘families’- go from 1 to 9.

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At the end of a round however, checking the bottom of the round card, all players must discard that number of cards from their displayed cards. So the player with the three sixes probably will want to discard other cards. The first round players start with ten cards and have to discard three, the next round they draw nine and discard four, and so on, so it gradually gets harder to gain a majority, even lose one or more during the course of the game.
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In the eight round the majories are transferred to victory points, for instance the player with the majority of ‘sixes’ scores six points, the player with the majority of ‘fours’ scores four points, etc.
There are a few minus one cards that for instance may be used to take away a card from an other player, thus preventing him to gain a majority; another card allows a player to trade one coloured card with any other coloured card of another player, including the player who plays this card. Of course these minus cards score minus points at game end. There is a way to discard one of these minus cards, but only when the player has a majority in some of the other number of cards. A majority in another ‘family’ at the end of a round earns one money, the equivalent of one point. Yet another ‘family’, the family of thieves, allows the  player with the majority to steal one money from another player.
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Koryo, Gun-Hee Kim, Moonster Games, 2 to 4 players, 13 years and up, 15 minutes
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Repos Production

The game in fact has two expansions that can be combined, the tower on the one hand and the walkabout which consists of cards around the city. Don’t get fooled by the large cards, these are for display purposes only!
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The tower contains several layers of laws, for instance there is one law that increases the costs for building a layer of a players pyramid, or when buying goods from a neighbouring player, the buying player has to pay an additional money. At the start of the game, there is only one stack of laws, but during the course of the game a maximum of four laws can be effective. A law is replaced when it had its effect once.
In the walkabout -i.e. the cards- players together try to avoid negative effects that are depicted on the cards. For instance, when a player pays one brick and one scroll, he may place a token on the card. When the card is full with tokens -dependent on the amount of participating players- the player with the most tokens takes the positive effect, such as victory points. When the card has not been completely worked, at game end players that did not participate in this card get a penalty, for instance have to turn in a victory point.
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7 Wonders: Babel, Antoine Bauza, Repos Production - 2 to 7 players, 10 years and up, 40 minutes
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Z-Man Games

Z-Man Games did have a boot at the fair, but didn't have this game on display. So that's why it's listed here.
This is no expansion, but a stand alone variant and it really comes in this medical looking bottle! Players each have their own character dice that they roll each turn to determine the actions available to them. They can fly and sail between the six major population centers of the world, rolling plane or ship symbols on their dice, treat disease in their current region, rolling the correct symbol to collect samples for further study, and exchange knowledge to help them in their goal of discovering cures.
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When trying to cure, each player could take a die and combine it with a cure die, but the pawns must be on the same spot to effectively try to cure. Players then roll the disease dice, if it’s thirteen or higher, the cure is found and the die is placed on a separate board with its shield side up which makes it easier to cure next time, just as in the base game. Each player takes on a different role that has its own unique set of dice and abilities - and players must take advantage of their specializations if they are to have any hope of winning the game.
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The dispatcher, for example, can spend dice to fly others around the board, while the medic is particularly adept at treating disease. Players can roll their dice as often as they like, but the more times they re-roll for the perfect turn, the more likely the next epidemic will occur. When rolling a shield symbol, they can place it on a separate special card. When all spaces on the card are filled with shields, the effect of the card can be used, but only once.
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At the end of each turn, new ‘infection dice’ are rolled to determine the type and location of newly infected populations. If any region on the board is infected with more than three dice of a given color, an outbreak occurs, spreading disease into an adjacent region. If too many outbreaks take place, too many people get infected, or the rate of infection gets too high, all the players lose. They also lose when there are no more dice in the bag. If, however, the players can discover the cures to the four diseases, they all win and humanity is saved! The decisions to be made, and the strategies in Pandemic: The Cure are completely different. This will be an Essen release.
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Pandemic: The Cure, Matt Leacock, Z-Man Games - 2 to 5 players, 13 years and up, 30 minutes
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