Board Game Barrage - #345: 埃森桌游展2025期待清单 封面

#345: 埃森桌游展2025期待清单

#345: Essen SPIEL 2025 Hype List

本集简介

我们并未因凯伦的德国之行而分心,满脑子都是桌游盛会埃森桌游展的盛况。展会上将涌现大量新游戏,既然我们无缘亲临,想必各位也是如此,那就由我们来为大家盘点那些值得期待的亮点吧!在畅想德国之旅前,我们先聊聊《Calimala》《Tír na nÓg》和《Typewriter》。 02:42 - 《Calimala》 09:42 - 《Tír na nÓg》 16:15 - 《Typewriter》 26:15 - 2025埃森桌游展前瞻 28:49 - 《火星任务:第三版》 31:18 - 《山的那一边》 33:29 - 《塞弗顿》 36:12 - 《丰收谷》 38:11 - 《普利策》 39:26 - 《时光回响》 41:14 - 《哎呀》 42:55 - 《菲娅的沼泽》 43:46 - 《巴格达:和平之城》 45:25 - 《幽灵电梯》 48:07 - 《成年礼》 49:33 - 《存在》 51:50 - 《罪恶嘉年华》 53:37 - 《罗马共和国:重制版》 55:22 - 《神权政治》 报名参加今年"幽灵火鸡"活动:https://boardgamebarrage.com/discord 加入BGB社区地图:https://boardgamebarrage.com/map 提交话题建议:https://boardgamebarrage.com/topics 查阅维基百科:https://boardgamebarrage.com/wiki 参与讨论:https://boardgamebarrage.com/discord 加入Facebook小组:https://boardgamebarrage.com/facebook 购买Board Game Barrage主题T恤:https://boardgamebarrage.com/store

双语字幕

仅展示文本字幕,不包含中文音频;想边听边看,请使用 Bayt 播客 App。

Speaker 0

大家好,欢迎收听第345期桌游狂轰滥炸播客。我是马克,在这里大家也叫我绿色坦克,和往常一样,还有几位坦克伙伴与我一起。你可能知道他叫橙色坦克。这是尼尔森。

Hello, and welcome to episode 345 of the board game barrage podcast. My name is Mark. I am also known in these parts as the green tank, and I am joined as always by a couple other tanks. You may know him as the orange tank. This is Nielen.

Speaker 0

你好。

Hello.

Speaker 1

是我,橙色坦克。

It's me, the orange tank.

Speaker 0

还有红色坦克,不过尼尔森和我有时会戏称他为深红坦克,当我们觉得合适的时候。

And the red tank, although Nielen and I call him the Crimson Tank when we're feeling so No.

Speaker 2

你们才没有。

You don't.

Speaker 0

是凯伦。他不知道这事,但我们知道。他在我们的黄金时段就这么干。

Is Kellen. He doesn't know that, but we do. He does it in our primetime No.

Speaker 2

我正想问为什么其他地方的观众会认识你?因为你说‘在这里’大家这么称呼你,那在其他地方他们怎么称呼你呢?

I was gonna ask why do people know you at in other parts? Because they're like, in these parts, they know me as this, but what do they refer to you as in

Speaker 0

在足球场上,他们叫我重炮手。你在别处也有这个称号吧?今天的节目里,我们将预览东方之地——埃森之地,应许之地。

On the soccer field, they call me the big hitter. They call you that somewhere else, don't they? On today's episode, we are gonna be doing a preview of the land in the East. The land of Essen. The land of Yes.

Speaker 0

牛奶、蜂蜜与纸板,这就是闻名遐迩的东方之地。没错,就是东方省份Yes。神秘的东方埃森之地,每年全球玩家聚集于此谈论桌游。

Milk and honey and cardboard. Famously known as the land of the East. That's right. The Eastern provinces of Yes. The mysterious Eastern land known as Essen, where every year, people around the world gather to talk about board games.

Speaker 0

我们会去那里聚会吗?不,不会。我们曾经去过吗?也没有。

And will we be gathering there? No. We will not. Have we ever gathered there? No.

Speaker 0

从未去过。然而然而...

We have not. And yet and yet

Speaker 1

我们究竟能否

Will we ever get

Speaker 0

抵达那里?不,不会。我不知道。或许有可能。

you there? No. We will not. I don't know. Maybe we will.

Speaker 0

总有那么一天吧。等我们老了退休后。不过现在,我们要聊的是SN展最热新作——所谓'热'并非因为大众关注,而是我们感兴趣才热。所以今天要分享SN2025展会上我们最期待的15款游戏。各位觉得够热吗?

One of these days. We're old and retired. But, no, we are gonna be talking about the hottest games coming out of SN, and specifically hot, not necessarily because other people are interested in them, but because we are interested in them, so they're hot to us. So we are gonna be sharing the 15 games that we are most interested in coming out at SN twenty '25. Are you guys feeling hot?

Speaker 2

我喜欢我们之间的这种热度。只属于我们的热度,不与他人分享。就像在我们女友和妻子眼中的那种炙热。

I I like the hot to us. Hot to us, but to no one else. Like, hot in the eyes of our girlfriends and wives.

Speaker 0

确实如此。一点没错。

That's true. Exactly.

Speaker 2

在我们之前

Before we

Speaker 0

那个,我们是

it that, we are

Speaker 2

抱歉。就拿尼林来说,他有过无数情人。

sorry. Talking Just in Neelin's case, a myriad of lovers.

Speaker 1

对。是的。当然。当然。我咨询过他们所有人。

Yeah. Yes. Of course. Of course. I've consulted all of them.

Speaker 0

很高兴我们澄清了这一点。

I'm glad we clarified that.

Speaker 1

积极的

Positive

Speaker 0

问题。但在我们启程前往东方魔境之前,我们要先聊聊玩过的游戏。凯尔文将用《卡利马拉》快速开场,我会接着讨论《提里南格》。没错,你们没听错。

question. But before before we travel to the magical land in the East, we are gonna be talking about the games that we have played. Kelvin is gonna start us off with a quick hit about Kalimala. I'll be following it up with a discussion of Tirinanag. You heard that right.

Speaker 0

《提尔南格》。最后尼兰会为我们介绍《打字机》——不是那个物品,而是那款游戏。哇,这次更新开场就有意外转折啊。凯伦,说说《卡利马拉》吧。

Tirnanog. And then finally, Nilan will be telling us about typewriter, not the item, but the game. Wow. A surprising twist to start off the update. Kellen, tell us about Kali Mala.

Speaker 2

好的。这既是关于《卡利马拉》的故事,也是关于它本身的。《卡利马拉》不是蔬菜,我甚至不知道它作为地方是哪里。这是2017年发行的游戏,埃森展上有新版,美术设计好得多,你们该去看看。但我最近去了这里东边的一个地方——

Okay. Well, this is as much a story as it is about Kali Mala. Kali Mala is not a vegetable, and it's I don't even know what is it as a place. It is a game that came out in 2017, and it is a game that has a new edition at Essen that you should check out with much better graphic design. But I was recently in a land east of here.

Speaker 2

那这里东边也是吗?伦敦。对,这里是

Does that is this also east of here? London. Yeah. It's a

Speaker 0

魔幻东方之地。当然。

magical Eastern land. Sure.

Speaker 2

魔幻东方,但不是德国,是伦敦。我当时特想玩桌游,你们懂吗?就是突然特别馋桌游,跑去本地桌游店谁也不认识,所有桌子都满了,你就想'我来这儿干嘛',最后孤零零回酒店房间特别沮丧?

Magical East, but not Germany, but London. And I I wanted to play board games. Do you know what I mean? Do you ever just get a hankering for board games and then you go to a local board game shop and you don't know anyone and all the tables are full and you're like, why did I come here and then you go back to your hotel room really sad by yourself?

Speaker 0

是啊,一直都是这样。

Yeah. All the time.

Speaker 2

一直都是。但我在Instagram上发了个消息,说‘嘿,谁想在伦敦玩桌游?’就在桌游狂潮的Instagram账号上。结果真的有人回复说,好啊,过来一起玩桌游吧。所以命运让我最终来到了——我不知道能不能提这个地方?

All the time. But what I did is I on Instagram was like, hey, who wants to play board games in London on the board game barrage Instagram? And people actually replied and said, sure, come over and play board games. So fate would have it that I ended up at I I don't know. Am I allowed to add it?

Speaker 2

《木工大师》设计师的家里。好吧,他叫罗斯·阿诺德,人超级好。我们之前从未见过面。

The designer of Woodcraft's house. Okay. His name is Ross Arnold. Super lovely person. We had never met before.

Speaker 2

然后有一天下午,我们在伦敦玩了一下午的桌游,当时我还倒时差,所以我肯定是个让人愉快的伙伴。不过说真的,这种突然出现、认识一些完全陌生的人的感觉还挺振奋人心、可爱又美好的。我们有共同语言,那就是英语。但除此之外,还有桌游。我们能一起玩,稍微了解彼此,闲聊几句。

And we played board games all afternoon one day in London while I was jet lagged to so I'm sure I was delightful company. But, no, it actually was kind of invigorating and and cute and nice to just sort of show up, meet some people I didn't know at all. There's a common language, and that language is English. But in addition, board games. And we were able to just sort of play, get to know each other a little bit, and and chitchat.

Speaker 2

非常酷。我想他认识一些认识我们的人,这可能就是他让我们进他的公寓的原因——他们那边是这么叫的。但不管怎样,他人超级好,体验很棒,《卡拉马拉》也很棒。我就知道我会喜欢它,真的,我就知道我会喜欢。

Very cool. You know, I think he knew people that knew us, which is probably why he let us in his flat as they call it back east. But but irregardless, super lovely, great experience, and Kalamala is great. I knew I would like it. Like, I knew I would like it.

Speaker 2

游戏的老版本是2017年出的,但看起来像是1992年的产物。几乎像是在某种程度上调侃高产出的欧式风格,就像是对它的恶搞纪录片一样。但它非常紧凑,是一种非常紧凑的区域多数制、区域控制游戏,你基本上是通过选择行动来执行——有几种行动,你把一个圆片放在两个行动之间,然后你就可以执行这两个行动。你在运送丝绸,获取资源,诸如此类。你还在造船。

And the old edition of the game came out in 2017, and it looks like it came out in, 1992. Almost like they're making fun of yield euro style in a way, like it's like a mockumentary or something about it. But it's extremely tight, extremely tight sort of area majority, area control, where you are basically just selecting an action by choosing, like, there's actions and you place a disc between two actions, and then you get to do those two actions. And you're you're delivering silk, you're getting resources, it's sort of blah blah blah. You're building boats.

Speaker 2

你要运送那些船。但每个区域的资源都非常有限。所以每次你做了什么,其他人都会抱怨,因为他们也想做那个。我觉得这个游戏有两个转折点。可能不止两个,但我觉得其中一个很棒,另一个超级棒,比很棒还要棒。

You're delivering those boats. But each area has a very limited amount of resources. So every time you do something, everyone else groans because they also wanted to do that something. I would say that the game has sort of two twists. There's probably more than that, but I think, like, one of them is great and one of them is super great, which exists above great.

Speaker 2

这是我在伦敦旅行时学到的一个短语,超级棒。关键在于,如果你是第一个在两个行动之间放置标记的人,那么任何在你之后放置标记的人,你都能重复那个行动。所以你需要评估当前的需求,以及预期哪些行动会在棋盘上流行起来,就像去年因音乐剧《Mui》而闻名的那样。到了某个时刻,这些标记会触发计分,这是Kali Mala计分最精彩的部分。计分。

And it's a phrase I picked up in London on my travel, super great. And that is the great thing is that you if you are the first person to play a token between two actions, then anyone who plays a token on top of you, you will also get to repeat that action. So you actually need to be evaluating what you need right now and then what you expect to be popular on the board as made famous by the Mui musical last year. And then at a certain point, those sort of churn out and trigger scoring, which is the super great part of Kali Mala scoring. Scoring.

Speaker 2

我要说的是,当规则被教给我时——其实规则并不多——我当时就想,等等。我希望。会不会?会不会?它真的会有那种突变的计分方式吗?

What I will say is as the rules are being taught to me, which are not many, I was like, wait a minute. I hope. Could it be? Could it be? Is it actually going to have spiky scoring?

Speaker 2

它的机制是这样的:有大约15种不同的计分条件。游戏开始时,你把它们全部洗混,然后就这样砰砰砰砰地抽出来。这就是游戏中所有计分条件的顺序。你可能在第一个计分阶段计分船只,之后就再也不会了。明白吗?

What it does is there are, like, 15 different scoring conditions. At the beginning of the game, you shuffle them all up, and then you just go bam bam bam bam bam. This is the order that all these are scoring across the game. You might score boats in the first scoring phase and never again. Okay?

Speaker 2

现代欧式桌游可不敢这么做。现代欧式桌游会说,看,我们有变化。你先计分第一项,然后是第二项,第三项。到了游戏结束时会发生什么?马克,你觉得现代欧式桌游会怎么处理?

A modern euro would not dare do this. Modern euro would be like, look, there's variety. You score one, then two, then three. And then at the end of the game, what would happen? Mark, what do you think would happen in a modern euro?

Speaker 0

大家的分数最终都会差不多。

Everybody would end up around the same place.

Speaker 2

你们又会这样。你们就这么做,所谓的多样性,哦,开头有一点船只计分,但最后每艘船都会计分。这算什么,美国式社会主义吗?但这里不是这样的。我一直在等罗斯。

You'd all that again. You'd just do it, and it's like the varieties, oh, there's a little bit of boats at the beginning, but then every every boat scores at the end. What does what does America come Socialism. But here, it doesn't do it. I was waiting for Ross.

Speaker 2

我一直在等他。我当时想,天啊,会不会?然后不,这部分不会重新计分。所以游戏实际上有极大的多样性,因为你在游戏的不同阶段关注的重点真的很重要。一旦你过了那个阶段,就结束了,你就不再为那个竞争了。

I was waiting for him. I was like, oh my god, could it be? And then no, you don't rescore this. So the game actually has a ton of variety because what you are focused on at at what time in the game really matters. And then once you pass it, it's done, and you're no longer competing over that.

Speaker 2

所以你们正在努力的中期战术目标,其实每个人都在为此奋斗。然后你们还有个秘密的终局目标,只有少数人知道。如果有人行为异常,你就会对他们产生怀疑,这其实很有趣,因为你可以借此散布对他们的猜疑。我觉得这个设计非常棒,当时简直被它的精妙程度震惊到了。

So the sort of mid tactical objective that you're working on, everyone is really working on that. And then you have a secret endgame objective that'll just a few of them. And so if someone does something really errant, you're sort of, like, really sus about them, which is also really fun because then you can sort of cast dispersions on them. I thought this was, like, really good. I was, like, shocked at how good it was.

Speaker 2

出乎我意料的是,Alicat Games即将在埃森展发布一个全新、充满活力、色彩更丰富(但依然以黄色为主)的游戏版本,我已经迫不及待想入手了。这事成了!快叫上Alla。你们对这个版本怎么看?

And much to my surprise, Alicat Games has, like, a brand new, vibrant, more colorful, still yellow edition of the game releasing at Essen, and I'm I'm stoked to pick it up. It's happening. Call him alla. Where are you guys at on this one?

Speaker 1

为什么新版封面有条龙?

Why is there a dragon on the front of the new edition?

Speaker 2

这个嘛...我们也不清楚

I don't well, we don't know

Speaker 0

龙是特色元素啊。那是卡勒马拉龙。

dragon what feature. It's the Kaleemala dragon.

Speaker 1

明白了,你这么一说确实显而易见。没错。

I see. That seems so obvious when you say it like that. Yeah.

Speaker 2

仔细想想确实如此。你们俩都喜欢这个设计对吧?

When you think about it. Yeah. You guys both like this. Yeah?

Speaker 1

我还没玩过。

I I've not played it.

Speaker 2

哦,米伦,你真的没玩过吗?我以为你玩过。

Oh, you really haven't, Milen? Thought No.

Speaker 0

不,不,不。你去过吗?

No. No. No. Have you been?

Speaker 1

听起来我会喜欢的。

It sounds like I would.

Speaker 0

有趣的是,它那种圆润感和老派风格看起来像一款老式无聊游戏。但它完全颠覆了我的预期,或者说颠覆了我的体验,因为我一开始以为这会是款乏味的老式欧式游戏,可能扎实但不出彩。然而,重复行动的快速升级以及那种爆发感,让实际体验远比陈旧包装所暗示的刺激得多。所以我非常期待试试这个新版本。

It's funny because that roundness of it and that sort of like old school looks like an old school sort of boring game. It kind of subverted my expectations of it or subverted my, I guess, experience of it because I went in thinking, okay, this is gonna be like a boring old euro and, you know, probably solid but nothing spectacular. And then that quick escalation of the repeating actions and the and the way that, like, things feel like they explode really, like, made for a much more exciting experience than the old box and presentation would have you expect. So I'm I'm eager to check out this new version.

Speaker 2

它超级棒。我们得一起玩,尼伦。要知道我们已经落伍了,因为这款游戏的好评已经持续多年了。但它真的很酷,我一下子就迷上了。

It's super great. We'll have to play it, Neelen. And you know, we are behind the times here because I know the praises of this have been sung for for many years at this point. But really cool. One that I just immediately was taken with.

Speaker 2

我刚在伦敦找了个情人。什么?叫他们都来。轮到你了?谁来继续。

Just I took a lover in London. What? Call them all. Your turn is it? Someone go.

Speaker 0

轮到我了。

It's my turn.

Speaker 2

好的。开始吧。哦,完成了。对。对。

Yeah. Let's go. Oh, done. Yeah. Yeah.

Speaker 2

我们就直接 对。对。然后把输的部分剪掉。

Let's just Yeah. Yeah. And then edit out the losses.

Speaker 0

对。哦,都没问题。

Yeah. Oh, all good.

Speaker 2

完全 完全没问题。

All All good.

Speaker 0

是的。我一直很期待玩这款游戏。所以我很高兴终于能玩到,这要感谢我的朋友Eric Tirnanog,由Isaac Shalev和Jason Slingerland设计,Grand Gamers Guild出版。对于那些和我一样不知道Tirnahog是什么的人来说,它显然是凯尔特民间传说中的一片神秘土地。虽然这种设定并不一定体现在游戏的机制中,但我不得不说,这款游戏的艺术设计是我在桌游中见过的最好的之一。

Yeah. So I've been looking forward to playing this one. So I was happy to finally get to play thanks to my friend Eric Tirnanog, designed by Isaac Shalev and Jason Slingerland, and published by Grand Gamers Guild. For those who, like me, didn't know what Tirnahog is, it's apparently a mythical land from Celtic folklore. And while that setting doesn't necessarily come through in the mechanisms of the game, I'm about to say, I do have to say that the art work is among the best I've encountered in a board game.

Speaker 0

所以,真的是非常非常棒的作品,非常能唤起凯尔特神话文化的联想,或者随便怎么说,总之非常美。这就是关于Tirnanog这个地方的一点介绍。现在我们来谈谈游戏本身。Tirnanog是一款桌布构建游戏,你需要从所有玩家共享的桌布中抽取卡牌来构建你自己的个人桌布。然后,你要把这些卡牌放在你面前的三个行中的一个,每一行都有其独特的得分目标。

So really, really lovely stuff, very evocative of Celtic mythological culture or whatever I would I would say, just really beautiful. So that's a little bit about Tirnanog the place. Let's talk about the game. Tirnanog is a tableau builder where you're gonna be pulling cards for your own personal tableau from a shared tableau among all the players. You're then gonna be putting these cards into one of three rows in front of you, each with its own unique scoring objective.

Speaker 0

那么这游戏怎么玩呢?首先,每位玩家会有三个计分目标:一个针对顶行,一个针对中间行,一个针对底行。这些目标可以随机选择或由玩家协商决定,但最终每位玩家将拥有完全相同的三个计分目标。例如,某个计分目标可能是:当某张卡牌数值小于其左侧卡牌时,该卡牌才计分。

So how does this work? Well, to start the game, each player is gonna have three scoring objectives. One for scoring their top row, one for the middle row, and one for their bottom row. These can be selected randomly or agreed to by the players, but in the end, each player is gonna have an identical set of three scoring objectives. So scoring objective might, for example, be the value of a card is scored as long as it's smaller than the card to its left.

Speaker 0

或者目标可能规定:若某行中没有其他相同数值的卡牌,则该卡牌按牌面数字计分。又或者根据某行中出现相同数值卡牌的数量来决定计分方式。因此存在很多变数。我记得每种行大概有七八种独特的计分卡牌,也就是说顶行、中行、底行各有七八种不同的计分方式,从而产生大量独特的组合可能性。

Or it might say that a card is gonna score the points printed on it if no other cards in the row have the same value. Or there might be some amount of scoring depending on how many of the same value of card appears in a row. So there's a lot of variability. I think there are something like seven or eight unique cards for each row. So there are seven or eight different ways to score the top row, middle row, bottom row, so leading to a lot of unique combinations and variability there.

Speaker 0

获取卡牌的方式是:所有玩家面前会展示若干卡牌,排列成特定大小的共享网格。比如三人游戏时是3x4的卡牌网格。轮到你的回合时,你要将一个工人放在任意两张卡牌之间。玩家们会轮流放置全部三个工人,然后依次选择工人两侧的卡牌——将选中的卡牌收入手牌后,再从手牌打出一张卡牌。

The way you actually get the cards is they're going to be a number of them laid out in front of all the players again in a shared grid of some size. So like in a three player game, it's a three by four grid of cards. And on your turn, you're gonna be placing one of your workers between any two cards. You're gonna go around the table with each player placing all three of their workers in that same manner, And then the players are gonna take turns selecting one of the cards on either side of the workers. And you take the card into your hand, and then after you pick up a card and take it into hand, you're going to then play a card from your hand.

Speaker 0

你不一定要立即打出刚拿到的卡牌,但必须将某张手牌放入面前的三个计分行之一。游戏进行五轮,每轮拿取并打出三张卡牌。五轮结束后每位玩家面前会有15张卡牌进行计分。这些卡牌本身的设计非常直观——

You don't have to necessarily play the card you just picked up, but play a card into again one of the three scoring rows in front of you. You're gonna do that for five rounds. Each round you're gonna pick up and play three cards. You do that for five rounds which leads to 15 cards in front of each of the players at the end of the five rounds and then they're scoring. The cards themselves that you're you're playing and picking up are pretty straightforward.

Speaker 0

大多数卡牌只有颜色和数字。数字既可能直接作为计分依据,也可能用于满足特定计分条件。四种颜色的卡牌有时对达成计分条件也很关键。更重要的是游戏结束时,玩家会因拥有最多同色相连卡牌而得分。比如我的三行中有四张相连的红色卡牌且数量最多,就能获得红色连接的最高分,四种颜色都按此规则计分。

Most of them just have a color and a number. The number again acts as like a value that the card is gonna potentially score or used in some fashion to meet scoring criteria. The colors of the cards, there are four different colors, can also sometimes be vital for meeting scoring criteria. But more importantly, at the end of the game, players are gonna get points for having the most of each color connected. So if I have four red cards connected among my three rows of cards and that's more than anybody else, then I will score the most points for having red connected and then you're gonna do that for each of the the four different colors in the game.

Speaker 0

除了数字和颜色,少数卡牌还印有特殊能力。当你将这些卡牌放入版图时,会立即触发某种持续生效的效果。比如有张卡允许你将工人不放在两张卡之间,而是放在角落位置,同时接触四张卡牌,大大增加可选卡牌范围。Tirin' Nog是个有趣的机制——

In addition to the numbers and the colors, some of the cards, though not too many of them, are gonna have a power printed on them. And then when you place the card in your tableau, they're gonna activate some sort of either instant power or ability that you're gonna use throughout the rest of the game. For example, one of the cards will allow you to place one of your workers not between two cards and selecting one of those two cards, but in the corners. So having having them touch four cards and opening your options in terms of like the number of cards you can select. Tirin' Nog is an interesting one.

Speaker 0

从策略深度和教学难度来看,我认为它介于轻度到中度之间,类似《璀璨宝石》或《花砖物语》的级别。虽然不一定适合完全没接触过桌游的新手,但如果你的朋友有《花砖物语》这类游戏经验,那么教他们玩Tirna Nag应该不成问题。教学流程也很直观,我刚才的讲解已经涵盖了70%的核心规则。

Weight wise, and in terms of ability to teach the game, I think it's somewhere in the neighborhood of like light to medium. It feels like it's playing in the same area as say Splendor or Azul. So not exactly a game that you would maybe feel comfortable teaching to a complete board gaming novice, but if you have people in your life that have, you know, dabbled in board games and are comfortable with games like Azul and Splendor, I think Tirna Nag wouldn't be too much of a stretch to break out with them. In terms of teaching, it's also pretty straightforward. I'd say my description of how the game plays gets you about 70% of the way there.

Speaker 0

从这个意义上讲并不太复杂。而且,这是一款相当快速的游戏。盒子上的说明是三十到四十五分钟。我认为更接近四十五分钟,但不会超出太多。如果大家都熟悉规则且想快速玩一局,肯定能压缩到三十分钟左右。

So not too complex in that sense. And furthermore, it's a fairly quick game. I think the box says thirty to forty five minutes. I think it leans more to the forty five minute side of that, but not much more than that. And I think if you all knew what you're doing and wanted to bang out a quick game of it, you could get it close to thirty minutes for sure.

Speaker 2

快速搞定一局Tirndanag是吧。

Bang out a quick Tirndanag Yeah.

Speaker 0

双人局时代。我们都干过这事。没错。为什么不能单人玩呢?

Two player era. We've all done it. That's right. Why you can play solo?

Speaker 2

干过。

Done it.

Speaker 0

单人模式?什么?话说回来,我对Tirndog最大的不满在于——虽然计分标准本身挺有意思,变量机制也让你自由发挥,但通常达成条件过于简单了。比如有局游戏里,我很快达成了三项计分条件中的两项,当时还暗自得意:'这两个条件都刷满了,我肯定稳赢'。

Solo? What? That said that said, my biggest problem with Tirndog was that I found the scoring criteria while interesting, you know, and and variables so you could do whatever you want, to be a little bit too simple usually to accomplish. For example, in one of my games, I found myself maxing out two of the three scoring conditions and thinking to myself, okay, I maxed out these two conditions. I must be doing really well.

Speaker 0

结果终局计分时发现,另外两个玩家也刷满了这两项。就连第三项条件的得分差距也微乎其微。最后胜负居然取决于颜色区域控制——虽然这种设计本身也算有趣(当你知道大家都会刷满计分目标时,就会提前布局颜色争夺),但这么精彩的变量计分最终沦为无关紧要的比拼,确实有点虎头蛇尾。

And then found out at the end of the game when we're doing the final scoring that the other two players had also maxed out those two conditions. And even in the third condition, we were like not separated by very by very much. And the game ended up coming down to color majorities, which in and of itself, it can also be an interesting situation. Like, you know that people are gonna all max out their scoring objectives and you know to look for color majorities, then that's, I guess, interesting. But it does also feel anticlimactic that, like, this interesting variable scoring comes down to not really a big deal.

Speaker 0

不过我很喜欢游戏的核心机制:部署工人后,要祈祷轮到自己时目标卡牌还在原位。规则简洁直观这点也很棒,让你能把精力集中在策略上而非规则记忆。总的来说,我不确定未来会经常主动要求开这游戏,但作为暖场或收尾的选择——考虑到它的易教学性、快速节奏和依然有趣的决策点——我肯定还会再玩很多次Tirna Nag。这款由Isaac Shalev和Jason Slingerland设计、Grand Gamers Guild出版的游戏就介绍到这里。

That said, I did enjoy the central mechanism of the game where you're placing your workers out and hoping by the time it gets back to you, the card you're hoping for is still gonna be there. And I also enjoy how straightforward and pretty intuitive the rules were and and how, again, the rules get out of your way and allow you to devote your brainpower to actually playing the game rather than remembering how things worked. So in the end, I'm not really sure if this is a game that I'm necessarily gonna be asking to break out very often in the future. But in terms of like a game to open a game night or to end a game night, given how easy it is to teach and how quickly it plays and how interesting the decisions still are, I could definitely see myself playing Tirna Nag again in the future many times. So that was Tirna Nag designed by Isaac Shalev and Jason Slingerland and published by Grand Gamers Guild.

Speaker 0

尼兰,一切都好。跟我们说说打字机游戏吧。

Nilan All good. Tell us about typewriter.

Speaker 1

好的。嗯。打字机游戏是蒂姆·福沃斯及其公司推出的较新作品,甚至可能是最新的一款,它延续了《平装书》《精装书》的风格——你需要通过抽取字母拼写单词。在打字机游戏中,字母以厚实的圆形圆盘呈现,模拟老式打字机按键,塑料材质手感扎实。这些咔嗒作响的字母块堪称游戏的核心亮点。

Okay. Yeah. So typewriter is one of the newer, if not maybe the newest game by Tim Fowers and Fowers games, and it is very much in the vein of your paperbacks, your hardbacks, which to say it is a game where you are drafting a bunch of letters and have to be spelling words. In the case of typewriter, these take the form of these really quite lovely chunky circular discs, which represent old school typewriter keys, and they have nice solid plastic heft to them. They're kind of really the the star of the production here are just these nice clicky clacky letter tiles.

Speaker 1

这些圆盘是双面的:有的正反面印不同字母,有的是单字母与双字母组合,还有些正面是字母背面是行动标记。关键在于,每当你在拼词时使用某个字母,该圆盘就会翻转。于是它们会在字母面与行动面之间交替切换。行动标记功能包括存储字母——游戏目标正是通过拼词和存储字母来积累终局分数,计分规则很简单:所有被存储的字母都会转换为得分。

They're double sided, so a lot of them will have say either one letter on one side and a different letter on the other side or some them have a letter on one side, a double letter on the other side, some of them have a letter on one side and an action on the other side. And the reason that that's important is that as you're using these letters to spell words, every letter that you use in your word flips to its other side. So they alternate between their either their letter on one side or their or their action or what have you. And those actions can be things like banking some of your letters because ultimately what you're trying to do is by using these letters inside of your words and banking them, they are now scoring at the end of the game. And that's really the entirety of how the scoring in this game works, which is to say that any letters you bank are worth points and that's it.

Speaker 1

不存在诸如单词长度之类的额外计分项。但正是这些机制决定了你如何获取这些字母圆盘。游戏流程是这样的:起始时你会获得一组字母,需要拼出单词——

There's no other additional scoring you get for like the length of your words or or stuff like that. But like most of that determines how you draft these tiles. Okay. So the way that this breaks down is you you start with a starting batch of letters. You're gonna spell a word.

Speaker 1

开局时你只有六个字母可用,所以最初只能拼非常简单的单词。这些初始字母通常不太实用,但随着拼词成功,你会填满打字机上的进度条,从而可能获得新字母(每回合固定获取一个)。

So at the start of the game, that's going to be six letters that you have to work with. So you're spelling very, very simple, very basic words. And often, those letters that you start with are not super, super helpful. So you're spelling a small word, but then by virtue of the word that you score, you're going to fill up a meter in your typewriter, and that meter might allow you to acquire new letters. You're always going to get one in your turn anyway.

Speaker 1

随着游戏推进,你的可用字母库会逐渐扩充。字母从桌面中央的阵列中选取,因此存在策略考量:是选择实用字母,还是优先获取背面带强力行动标记的圆盘?有效构建字母与行动组合的版图至关重要。进度条机制也很有趣——它采用类似 Scrabble 的单词计分规则填充,你可以选择在回合结束时清空进度条换取系列奖励行动:

So you're gradually over the course of time accruing this increasing bank of letters to work with. You're taking them from an array in the middle of the table, so there is a lot of strategy to determining, okay, do I want to get a particular letter? Because obviously you're wanna get letters that are like very useful, but some of those letters that have actions on the back of them is a more valuable to get letters that have good actions that you can repeatedly use. So there's a lot of strategy in specifically building out your tableau effectively of these combinations of letters and actions that you're going to use over and over and over again. This meter mechanic you have in your board is also fun because how it works is as you're creating words, you're filling that up based on the kind of a scrabble scoring system for your word and you can choose to use all of your meter at the end of your turn but in that case it resets to zero and you get a bunch of bonus actions along the way.

Speaker 1

比如获得新圆盘、存储字母得分等。这带来策略抉择:是攒满进度条解锁高级行动,还是即时兑现收益?由于游戏设有固定回合数,何时将字母转化为得分成为关键。它带有牌库构筑类游戏的韵味——你需要将强力元素纳入版图,但必须把握最佳时机将其转化为分数,通过不断升级字母库来制胜。

It'll buy the bonus, get a new tile, bank something for points at the end of the game, and so on. So there's this kind of do I wanna build this all the way up to the final spot where the better actions are or do I use it now so I get like the benefit sooner? Because you only have a limited number of rounds, there's this very specific clock on the game. So so trying to figure out when you're going to use the letters you're getting in order to bank them for points is kind of critical. It's got that sort of deck builder y type feel where you're trying to get that powerful stuff into your Tableau, but you have to find the right time to turn it into points by getting better and better letters.

Speaker 1

显然,专门创造好词也很有价值,因为我提到的那个拼字游戏计分系统能填满你的计量条。所以你会想要造越来越长的词。还有一个机制是,如果你造出一个超过九个字母的词,就能获得桌子中央这些元音中的一个,原本大家都可以使用,但现在你独享它。因此就有动力快速用计量条行动、抽取好牌并反复使用它们。这是一种非常简单但引人入胜的文字游戏。

There is obviously also a lot of value in specifically creating good words because that Scrabble scoring system I mentioned that fills up your meter. So you want to get longer and longer words. There's also a system whereby if you get a word that is over nine letters long, you get one of these vowels in the center of the table that otherwise everyone can use and now that you have exclusive access to that. So there's this incentive to just be getting a lot of meter using your meter for actions quickly, drafting great tiles, and just repeatedly using them over and over again. It's a kind of a very simple but compelling word game.

Speaker 1

如果说它有一个大问题,那就是经常会让所有人低头盯着自己的牌组,试图想出能组成的词。根据我的经验,我觉得很多回合都因为人们试图在轮到自己时想出能造的词而停滞不前。除此之外,每轮还会触发一个事件,要么是额外的得分机会,比如如果你让这两个字母相邻,或者造出一个以元音开头的词等等。

If it has one big problem, it's that often turns derail into everyone staring head down at their arrangement of tiles trying to figure out a word they can make. And in my experience, I kinda felt like a lot of turns really stalled out with people trying to like figure out what words they can make on their turn. To add on top of that, there is an event that triggers every round which is either just like an additional amount of scoring. Okay. If you have these two letters next to each other, if you make a word that starts with a vowel or what have you.

Speaker 1

这给你要造的词设置了非常具体的限制,可能会让游戏节奏稍微慢下来。但总的来说,我觉得这游戏不错,玩得很开心。如果不是因为这种分析瘫痪(AP)深深植根于游戏中,我本会大力推荐。我觉得它的制作很精美。

That creates like a very specific restriction on the words that you're incentivized to make, which again can just slow down the game a little bit. But overall, I thought this was solid. I had a good time with it. If it wasn't for the fact that that sort of AP was very much baked into the game, I would hardly recommend this. I think the production is is lovely.

Speaker 1

我不确定它是否能胜过《硬皮书》,在福勒的文字游戏中,《平装本》和《硬皮书》仍然是我的首选。我不确定它对我来说能否超越那些,但如果你喜欢这种风格的文字游戏,它感觉像是那些游戏的一个很好的变体。

I don't know that it beats out hardback is still my preferred of, like, paperback and hardback on under Fowler's word games. I'm not sure that beats out that for me, but feels like a really good variant on one of those if you're a big fan of word games in this style.

Speaker 0

是的。我正想问《硬皮书》和《平装本》的比较。你觉得什么样的文字游戏玩家会更喜欢这一款?它提供了哪些《硬皮书》和《平装本》所没有的东西?

Yeah. I was gonna ask the hardback, paperback comparison. So what kind of word game player would prefer you think this one to those? What does this offer that is missing from hardback, paperback?

Speaker 1

我认为《平装本》和《硬皮书》在功能上更大程度地依赖于牌库构筑机制。我觉得《打字机》更接近拼字游戏一点,你有一组牌,只需要造一个词。而《平装本》和《硬皮书》更强调有效使用你的牌,有效构筑你的牌库等等。《打字机》里也有很大一部分是这样的。

I think that paperback and hardback more functionally depend on kind of the deck builder mechanic to a huge degree. I think that typewriter kind of more consistently kind of felt closer to to Scrabble a little bit where you so you have your array of tiles that's just make a word. Right? I feel like paperback and hardback both quite quite more strongly lean into the idea of using your cards effectively, using building your deck effectively, that sort of thing. There's a big element of that in typewriter.

Speaker 1

别误会我的意思。但我确实觉得比起我玩过的任何一局《平装本》或《硬皮书》,这款游戏更像是‘好吧,我现在手头这些牌能造出什么最好的词?’这样的感觉。

Don't get me wrong. But I do feel like this just kind of felt like it it was more so than any game of paperback or hardback I've I've played just fell into, okay. What is the best I can do with these tiles I have right now? You know?

Speaker 0

是啊。有时候我觉得平装书有点扫兴。我不确定我是否玩过硬装版,但平装版让我感觉自己在组牌策略上花太多功夫,反而没法造出很酷的词,就像...嗯...一种我不太想要的限制。

Yeah. I sometimes found that like a little bit of a bummer with paperback. I don't know if I've played hardback but paperback, I sometimes felt like I was not making cool words because it behooved me more to like work on my deck building, and it sort of felt like Yeah. A little bit of a, like, a limitation that I didn't really want.

Speaker 1

我同意。某种程度上,这正是我一直没真正爱上平装版的原因。我记不清硬装版具体如何改善这点,但它确实减少了那种依赖牌库构筑系统的感觉。

I would agree. And I I think to some extent, that's kind of why I've never really, like I've never really loved paperback specifically. I forget exactly what hardback does to, like, alleviate that, but it kind of it it leans a little bit less on kind of the deck boldery kind of systems.

Speaker 0

没错。

Right.

Speaker 1

不过说到这个,这是Tim Fowers的《Typewriter》。在继续之前插播一条——幽灵火鸡季开始了!如果在我们Discord里,公告已经发布。现在可以报名了,报名窗口从本期节目上线起开放约两周。

But, yeah, that is Typewriter by Tim Fowers. So one thing for the middle here before we move on is it is ghost turkey season. And if you are in our Discord, that announcement has already gone up. You should now be able to sign up. Sign ups will be open as of the time this goes out for another two weeks more or less.

Speaker 1

想参加幽灵火鸡活动的快去报名吧!这是Board Game Barrage社区每年的秘密圣诞老人活动,简直太棒了——可以说是我今年最爱的社区活动,不仅因为我深度参与组织,更因为看着大家因收到的礼物兴奋的样子太治愈了。大家创意十足,从礼物包装方式到附赠的解谜游戏,让收礼人猜里面是什么桌游,整个过程充满乐趣。

So get in there if you're interested in signing up for Ghost Turkey, which if you don't know, is our secret Santa event for the year in in the Board Game Barrage community. It's a lovely thing. It's pretty much my favorite event that we host as part of a community this year, not least of all because it's one I'm more very, very active in in hosting, but it's it's just a joy watching people get excited over the stuff that people send them. People are so creative both with kind of the way that they present their gifts, and there's a lot of, like, fun puzzles and riddles that get sent out as people are, like, anticipating their stuff arriving in terms of, like, allowing people sort of guess what their games might be. Just a lovely time.

Speaker 1

这绝对是社区年度亮点!想报名的话,请访问boardgamebarrage.com/discord进入幽灵火鸡频道,置顶消息里有详细报名指南。

Great, great highlight of the community for me. And if you want to sign up for that, head on over to our Discord at boardgamebarrage.com/discord and jump into the ghost turkey channel. There should be a pinned message there that will give you all the details on how to sign up.

Speaker 2

为什么不是圣诞老人?抱歉...为什么不用圣诞老人?这是宗教原因吗?

Why isn't it Santa? Sorry. Why isn't it Santa? Yeah. Is this a religious thing?

Speaker 1

是啊,这是个非教派的...我不知道。不,这是个有趣的火鸡,其实是只山羊,凯勒。

Yeah. It it's a it's non non denomination. I don't know. No. It's a go it's a fun turkey that's a goat, Keller.

Speaker 2

现在该相信圣诞老人了吧,尼尔?对吧?

Believe in Saint Nick now, Neil. Right?

Speaker 1

哦,我明白了。没错。是的。向圣诞老人致敬。哦,天哪。

That oh, I see. That's right. Yes. All hail Saint Nick. Oh, god.

Speaker 0

等等。为什么你...你可以说...为什么现在要相信?

Wait. Why do you You could say Why do believe in now?

Speaker 2

没什么,马克。

Nothing, Mark.

Speaker 0

没人告诉过我这件事。

I was not told that.

Speaker 2

如果你是电影艺术巡展的人,你就会知道。

If you're a film art tour, you would know.

Speaker 0

哦,好的。好的。在我们开始讨论埃森之前,我们将选出一位幸运儿获得来自...的100美元礼品卡。

Oh, okay. Okay. Before we get into talking about Essen, we're going to be picking a winner for the $100 gift card from

Speaker 2

不好意思?我们的一张100美元礼品卡。

Excuse me? Our one $100 Go up.

Speaker 0

礼品卡。不。

Gift card. No.

Speaker 2

这太疯狂了。

Is real sanity.

Speaker 0

100美元。总之,我们要选出一位赢家,并且我们将揭晓我们选秀的结果。过去几周我都没有查看,因为根据大家在播客频道上的留言,我强烈预感自己会输得很惨。尼伦,选秀结果如何?

$100. Anyhow, we're gonna pick a winner, and we're gonna learn the results of our draft. I did not check throughout the course of the last couple weeks because based on what people were saying on our podcast channel, I had a strong feeling I was gonna get hammered. Nielen, what are the results of the draft?

Speaker 1

选秀结果已经出炉,以50%的得票率位居第一的是尼伦。

The results of the draft are in first place with 50% of the vote is Nielen.

Speaker 2

是我。50%?

It's me. 50%?

Speaker 0

这是他们的人。

It's their person.

Speaker 2

这是一场相当具有压倒性的胜利。

It's pretty Pretty commanding win.

Speaker 1

是的。我对这个结果相当满意。以35%的得票率获得第二名的是凯伦。

Yeah. I was pretty happy with that. Second place with 35% of the vote is Kellen.

Speaker 0

好的。那么

Okay. So

Speaker 2

我可以

I can

Speaker 0

1515%

1515%

Speaker 1

的得票率。

of the vote.

Speaker 0

天啊,第三名。我不知道发生了什么。我在这整个选秀环节开始时表现得非常好,现在却希望自己从未提起过。但现在我们的赢家,尼伦,选出获胜者。

Oh my god. In third. I don't know what is going on. I started so so well in this whole draft thing, and now I wish I'd never brought it up. But and now our winner, Nielen, select winner.

Speaker 0

I

Speaker 1

已随机选出一位赢家。你的电子邮箱地址以k开头,以a3@uOh结尾,

have chosen at random a winner. Your email address starts with a k and ends with a3@uOh,

Speaker 2

对,把钱转给我。150美元。

yeah. Send me the money. $150.

Speaker 0

你是在加州大学欧文分校读研究生课程吗?U c I点e d u?

Are you taking graduate courses at u c irvine? U c I dot e d u?

Speaker 1

在加州大学欧文分校?

At u c irvine?

Speaker 2

U c I

U c I

Speaker 0

不这么认为。

dot think so.

Speaker 2

是啊。航空与牙科学院。加州大学欧文分校的某人。

Yeah. School of Aviation and Dentistry. Someone at UC Irvine.

Speaker 0

学生。我喜欢这样。

Student. I love it.

Speaker 1

你应该查看你的邮箱,我稍后会发送给你如何领取奖品的详细信息。非常感谢你的参与。

You should check your email, and I will send you the details on how to claim your prize shortly. Thank you so much for participating.

Speaker 0

太棒了。好的。让我们开始吧。SN 2025。像往常一样,我们已经为这件事挑选了500款游戏。

Fantastic. Alright. Let's get into it. SN 2025. We have picked our 500 games as we always do for these things.

Speaker 0

我们将围坐在桌边,从第五名开始倒数到第一名,逐步揭晓我们2025年最期待的游戏。在开始之前,你们在做研究时有什么发现吗?有什么特别吸引你们注意的吗?有什么趋势或任何值得注意的吗?

We're gonna be going around the table and going from five to one, moving up to our most anticipated game from as in 2025. Before we get into it, anything you guys picked up while doing research for this? Anything anything catch your eye in general? Any trends or anything?

Speaker 2

游戏太多了,而且太多出版商在玩弄系统,把他们的老游戏放进SN预览列表里,好让我们去看它们。

Too many games and too many publishers gaming the system to put their old games in the SN preview list to get us to look at them.

Speaker 0

有意思。等等。把他们那些老游戏,比如已经发行过的游戏放进去,你觉得GM

Interesting. Wait. Putting their old games, like games that have already been published, they you think GM

Speaker 2

嗯,就像,北极星游戏本身就包含自然元素,还有七个哦,什么自然扩展包。但我注意到它是在Gen Con或上届Gen Con推出的。现在他们又在做多语言版本,所以也算数。这对BGD来说是免费广告。

Well, like like, North Star has nature in there and then has seven Oh, what nature expansions. But it came out I noticed that. Either at Gen Con or at last Gen Con. And it's like or they're doing the multilingual edition now so it counts. It's free advertising for BGD.

Speaker 2

对他们来说是免费广告。除了你们顾客,大家都赢了。

It's free advertising to them. Everybody wins except for you, the customer.

Speaker 1

我注意到一个小细节,就是我会特别关注某些设计师——就像艾伦说的,名单实在太长了。所以你总得想办法快速浏览,而不是逐条细看。我的方法之一就是找那些让我期待其作品的设计师。但这次我感觉很难找到那些让我眼前一亮的老面孔。

A small little thing I noticed was one of the things I tend to look well, like like Alan said, it's a really, really long list. So you sort of find ways to sort of work through it as best you can without meticulous looking at every single entry. And one of the ways I do that is who are designers whose games I would be excited about, go through the list. I kinda felt like I was struggling to see returning entries by designers that were like, oh, yeah. I'd excited to see what their next thing is.

Speaker 1

而且我反复发现,那个人没新作,那个人也没新作,真让人失望。

And, like, I would repeatedly thought, oh, nothing new by that person. Nothing new by that person. Nothing new by that person, which was a bummer.

Speaker 0

我还注意到很多中重度德式游戏。这份名单似乎严重偏向这类游戏风格。就像基伦说的,游戏太多了,不确定是不是刚好我查看的都是这类,但中重度德式确实占很大比例。

I also seem to notice a lot of medium to heavy euro games. The list seems to be leaning quite heavily into that genre or that, like, style of game. I'm not really sure. Again, I like, as Killen said, there's a ton of games, so I'm not sure if it just happened to be the games I checked out, but it just seemed like a lot of medium to heavy euros.

Speaker 1

不,你说得完全正确。这确实是个好观点,因为我不断发现类似情况:某个游戏看起来有趣,结果发现是三小时时长、3.5复杂度的游戏。

No. You're absolutely right. And I actually that is a good point because I kept finding, like, I would see something about, oh, that looks interesting. Three hour game at 3.5 weight. So it's like, okay.

Speaker 0

确实。对。对。对。就是那样

Exactly. Yeah. Yeah. Yeah. And that

Speaker 1

这种情况一次又一次地发生。

happened again and again and again and again.

Speaker 0

比如,用一个大板和一堆组件,对。没错。我觉得很多都是类似的情况。但谁知道呢?我是说,就我们所知,那些可能非常棒。

With, like, a big board and a bunch of components and yeah. Right. I think a lot of that same sort of thing. But who knows? I mean, those could be fantastic for for all we know.

Speaker 0

当然。

Of course.

Speaker 1

但是,怎么说呢,对于我对那种规模的游戏感到兴奋的倾向性,确实比以前减弱了,这一点值得一说。

But, like, there is something to be said for, like, just, like, my inclination to be excited about a game that is on that scale is just less than it once was.

Speaker 0

对。同意。是的。绝对。好的。

Right. Agreed. Yeah. Definitely. Okay.

Speaker 0

那我们开始吧。我面前有顺序表。刚好你们在我屏幕上出现的顺序就是这样。我这边是Kellen、我自己和Nielen。大家觉得怎么样?

So let's start it up. I've got the order in front of me. It just happened to be the way that the you guys have popped up on my screen. I've got Kellen, myself, and Nielen. So how how's that sound to everybody?

Speaker 1

我没问题。

Works for me.

Speaker 0

那就这么定了。好的。凯伦,你的第五名是什么?

Let's do it. Alright. Kellen, what's your number five?

Speaker 2

我在埃森展上排名第五的游戏实际上是一个游戏的第三版。而且说实话,我不打算点名,但有个游戏在封面上醒目地标着'第一版',我觉得这很大胆。你知道,就像有人确信自己会推出第二第三版一样,但他们就是敢这么写。

My number five game of Essen is actually the third edition of a game. And actually, I'm not gonna call it out, but there was a game that had really prominently first edition written on their game, which I thought was really bold. You know, like someone that knows they're gonna be back for a second and third edition, but they know it

Speaker 0

等等,真的吗?有游戏直接在封面上标明第一版?

Wait, really? There was a game that had first edition listed on the

Speaker 2

我超爱这种设计。这种文案太棒了。好吧,说说《红色星球任务》第三版。这是布鲁诺·凯撒拉和布鲁诺·福戴的合作作品。

loved it. That's I love that sort of copy. Okay. Mission Red Planet, the third edition. This is a Bruno Cathala, Bruno for duty collab.

Speaker 2

这是款曾经一盒难求的区域控制类经典。后来他们重制了第二版,我玩过但没那么喜欢,很快就弃了。不过对初版的热爱始终萦绕心头。人们常把它和《埃尔多拉多》相提并论,说它像是更疯狂、更古怪的表亲,系统里注入了更多混乱元素。这是款短时区域控制游戏,现在他们要出第三版了。

And this was an area control darling that you could not get. And then they re released the second edition and I enjoyed it but didn't love it. And then moved on from it very quickly, but the love of it just still sits in the back of my mind. People sort of talk about it in the same breath as El Grande as maybe the sort of crazier, kookier cousin with a little bit more chaos injected into the system. It's a shorter area controlled game, and they're making a third one.

Speaker 2

我主要是喜欢新版封面设计。比第二版强,可能略逊于初版——关于《红色星球任务》我说得太细了。但这游戏一直让我耿耿于怀,总觉得当初没给它足够机会。所以很期待Matagot带来的第三版,想看看这个新版本有什么改进。不知道他们会用什么营销话术,就像2025年人们常说的'游戏界的奥赛康'之类的。尼尔,你懂我在说什么。

And I like the look of the cover mostly. I like it more than the second edition cover and I like it probably a little less than the first edition cover, but that's probably too much information about Mission Red Planet. But it is just one of those games that has stuck in my brain as, you know, I didn't give it enough of a chance And so I'm excited to see a third edition coming to us from Matagot and I would be eager to check out this new version of it. I don't know what slip streaming slip whatever they call it where they make it a little better than it was before Ozempic king of the game as they say in 2025. You know, you know the words I'm talking about, Neil.

Speaker 2

对吧?一点点

Right? Little

Speaker 1

我不确定我明白。

I'm not sure I do.

Speaker 2

稍微修修剪剪,修修剪剪

A little nip tuck slip slip

Speaker 0

滑流效应。

Slip streaming.

Speaker 2

对,滑流效应。就像你削去边缘,稍微修剪一下,重新制作,我不知道哪个词适合这句话,但我们就用‘流线化’。流线化。流线化。

Yeah. Slip streaming. It's like when you carve off the edges, just a little trim, a remaster, I a don't know what s word fits into this sentence, but we'll just Streamlining. Streamlining. Streamlining.

Speaker 2

好吧。尼林,这就是你获得50%投票的原因。我们中最聪明的马克得了15%。我第五名,《火星任务》第三版第三名。

Okay. Neelin, that's why you got 50% of the vote. The smartest among us, Mark at 15%. My fifth place, Mission Red Planet third edition.

Speaker 1

我想玩《火星任务》,还从来没玩过呢。

I wanna play Mission Red Planet. I still never have.

Speaker 2

挺好的。确实不错。

It's good. It was good.

Speaker 0

是的。这绝对是我知道的一款游戏。当我刚入坑桌游时,它就被强烈推荐作为入门级的中量级游戏,但始终没机会玩。所以这次能玩到很感兴趣。我的第五名是款我非常非常想尝试的游戏,但排名靠后是因为它显然不适合所有人。

Yeah. It was a game definitely I know. When I first got on the hobby, the one that was definitely recommended as a, like, introductory midweights, but but introductory game and never got around to playing it. So, yeah, this is definitely one I was interested in playing. So my number five is a game that I'm very very interested in but I haven't ranked low a because I know it's definitely not gonna be for everyone.

Speaker 0

事实上,我认为它只适合极小部分的桌游玩家群体。另外我对它的主题有些顾虑。这款游戏叫《山的那一边》,从描述来看很有《总统先生》的感觉。再次强调,绝大多数人肯定不会喜欢。

In fact, I think it's gonna be for a very small segment of the board gaming population. But also because I'm just a little worried about the theme. So this is called the other side of the hill. And looking at it and reading descriptions of it, it it gives very mister president vibes. So again, right there, not gonna be for most people at all.

Speaker 0

甚至不确定适不适合我。另一个既令人担忧又吸引人的设定是:玩家要扮演二战时期德国军队体系中的角色。这个主题确实有点吓人,但据说重点在于如何运筹帷幄达成目的。设计师强调游戏并非美化纳粹政权,而是揭露其内部 dysfunction 和派系斗争。我喜欢其中可能存在的崇高动机——比如扮演异议派系试图推翻体制,在这个功能失调的政治机器中周旋。看起来是个非常深入的模拟游戏。

Don't even know if it's gonna be for me, but the other thing that's a little concerning about is that concerning but interesting is that you are playing someone in the German military hierarchy during World War two. So that is also a little little scary in terms of theming, but it's supposed to be about, like, trying to manipulate things to your end. And the designer has talked about how this is, thankfully, not supposed to be glorifying the Nazi regime and instead talking about how dysfunctional it was and how there was infighting among different factions there. But I I like the idea of trying to maybe for altruistic purposes, maybe you because I know there's like a dissident faction in it where you're trying to topple the hierarchy, trying to manipulate yourself in like this big dysfunctional political machinery. And it seems like a very thorough simulation of that.

Speaker 0

游戏配件数量庞大,试图模拟的维度极其广泛。这显然不是大众向游戏。在入手前我会谨慎确认它对主题的处理是否妥当。如果处理得当,这可能是战争游戏中对特定历史角度的一次有趣探索。

Again, you've got a lot a lot of pieces. It seems, again, really, really far reaching in terms of what it's trying to simulate. So, yeah, certainly a game not for everyone. I'm going to be cautious before I actually pick this up to make sure that it is careful with the theme. But if it is, it seems like an interesting take on on that aspect of of wargaming.

Speaker 0

这就是《山的那一边》,由Carlos Marquez Linares设计,NAC wargames出版。

So that is The Other Side of the Hill. This is designed by Carlos Marquez Linares and published by NAC wargames.

Speaker 1

没想到你好这口啊,马克。

Didn't know that was your sort of thing, Mark.

Speaker 2

你在BGG哪个版本找到这款游戏的?因为我觉得它被我的网络过滤掉了。对,确实如此。

What version of BGG did you find this game on? Because I think it was filtered out of my internet. Yeah. Exactly.

Speaker 0

那是道

That's Do

Speaker 2

他们在网页那个部分联系你了吗,马克?

they call you on that part of the web, Mark?

Speaker 0

总之,我们快点继续吧。

Anyway, moving on quickly.

Speaker 1

好的。我的第五号游戏是Severton,这完全违背了我刚才说的原则——我一时兴起,想知道Vladivok Vartel最近在做什么?结果发现,天啊,这竟然是Vladivok Vartel时隔多久的新作?《行动代号》是什么时候发布的?好像是一亿年前的事了?

Okay. My number five game is Severton, and this is the big big exception to the thing I was just talking about where on a whim, I thought, what's Vladivok Vartel up to these days? And lo and behold, the first new game from Vladivok Vartel in, god, how long has it even been? When did Codenames come out? A billion years ago?

Speaker 1

仅凭这一点

With that alone

Speaker 0

那都快十年了。

That'd be close to decade.

Speaker 2

你是在说新出的哈利波特版《行动代号》吗?我...我没有。不,Khaled,我没关注。先生,您这是从互联网哪个角落看到的?

You talking about the new Harry Potter Codenames? I've I've no. No. I'm not, Khaled. What part of the Internet are you on, sir?

Speaker 1

其实考虑到所有这些因素——我是说,我曾详细谈论过多么喜爱Kvartal Designs的作品——这本该在我清单上排名更高。但这款游戏有些特质我尚未完全理解。它是一款根据捷克热门小说系列改编的授权游戏,对我这个对原著一无所知、与游戏机制互动有限的人来说,感觉像是《哈迪男孩》那类少年侦探推理题材。游戏核心是合作模式,玩家需要在场景中穿梭,通过一系列剧情关卡。这是款基于五个定制场景的剧情游戏,机制会随着进程演变。

And I you you kinda think actually with all of that. I mean, I've I've spoken at length about how much I love Kvartal Designs that this would be higher up my list. But there's something about this one that I I I don't quite have a handle on yet. It's a licensed game by apparently a quite beloved Czech novel series about it feels to me, and this is as someone that knows nothing about the books that's based on and sort of and he has very limited interaction with what the systems in the game are, kind of like a a Hardy Boys kind of adjacent detective kids, the mystery type theme, where the idea is it's a cooperative game where you're of navigating around the space trying to maneuver your way through a series of scenarios. This is a scenario based game where there are five bespoke scenarios that you play through as a series with mechanics that sort of change and evolve over the course of that.

Speaker 1

虽不想轻易贴上'传承类'标签,但它确实具备机制渐进演变的特性——这种设计我们还未见过Vlada尝试。作为合作游戏,至少有些边角料让我感兴趣,但要说这是Vlada重返桌游界的重磅之作,我觉得还差点意思。所以对这个项目持观望态度,不过只要是Vladivostok Vital经手的作品我都会关注。这就是《塞弗顿》。

So not to kind of put the legacy label on this, but it it is that sort of type of thing where the systems and mechanics evolve over the course of it, which, again, we've not really seen Vlade's take on anything like that. It is cooperative. So there's something that's, like, at least a little bit tangentially interesting about this to me, but it it certainly didn't scream Vlada's big return to the scene of board games to me. So a little bit of a tentative not exactly sure about this one, but still, I will check out anything that's Vladivostok Vital touches. So that is Severton.

Speaker 1

奇怪的是,补充个小细节:这次不是捷克游戏出版社发行——据我记忆,这可能是他很久以来首次没与他们合作。对,这就是Alby Games与Vladivostok合作的《塞弗顿》。

Weirdly, actually, one little note here, not by Czech Games edition, which is I think kind of the first time that he has not worked with them in my memory, you know, at least in a very, long time. But, yeah, that is Severton by Alby Games and Vladivostok.

Speaker 2

真令人兴奋!他总是搞些疯狂创意。完全猜不透他下次会带来什么。说实话,通常他的作品机制都要复杂得多。

That's exciting. He's always doing crazy stuff. Absolutely. Never you just never know what you're gonna get. So and honestly, they're usually quite a bit more involved.

Speaker 2

正是如此。

It's exactly it.

Speaker 1

就像...表面看游戏描述不太抓人,但这正是关键所在——他的机制总带着古怪趣味和微妙复杂性,每次都能带来新颖体验。

Like, because on the surface, the the description of this that kind of wasn't quite clicking, but that that's exactly the key thing I kept coming back to. There's always something weird and interesting and sort of slightly complex with his mechanics in a way that's always feels novel.

Speaker 2

所以,是的。

So Yeah.

Speaker 0

酷。对于那些想了解更多关于符拉迪沃斯托克的人,可以收听我们的第302期节目,我们深入探讨了他的桌游设计生涯。

Cool. And for those interested in hearing more about Vladivosto, listen to our episode three zero two where we did a designer deep dive onto his board game designing career.

Speaker 2

我的第四名游戏,出于某种原因,与第五名游戏出自同一位设计师之手。正如人们所说,我满脑子都是Faduti。这是《丰收谷》,明显刻意模仿了《牧场物语》。游戏盒正面看起来像Game Boy,像素风格的农田,半合作类型。还需要我多说吗?

My number four game, for whatever reason, comes to us from the same designer as my number five game. I've got Faduti on the brain, as they say. This is Harvest Valley, a very clear and deliberate rip off of Harvest Moon. The front game box looks like a Game Boy, and it is pixel art farmland, and it's semi cooperative. Need I finish?

Speaker 2

我曾经很喜欢《牧场物语》。我的家人非常喜欢《星露谷物语》。我甚至参加过《星露谷物语》的音乐会,这件事我已经后悔在播客里说出来了。但有趣的是,这其实是我和兄弟姐妹们一直在酝酿的一个游戏设计点子,我们管它叫《水果伙伴》。本质上就是每个人都在建设农场,但同时也在互相搞破坏。

I used to love Harvest Moon. My family loves Stardew Valley like a lot. I've been to the Stardew Valley concert, something I regret saying out loud on the podcast already. But this is and and funny enough, this is actually a game idea design idea that I had been kicking around with my brothers and sisters, and ours was called Fruit Friends. But it's essentially like everyone's building a farm, but you're also trying to like screw each other's farm while you're building the farm.

Speaker 2

有点《动物森友会》的感觉。里面有点《动物森友会》的影子。这看起来像《卡卡颂》那样的共享板块放置游戏。但转折点在于——我知道我肯定会玩这个游戏。真的,我肯定会玩。

Little Animal Crossing. Little Animal Crossing in there. This looks like like a carcassonne like shared tile laying game. But the twist the twist, and I know I'll get this played. Like, I know I'll get it played.

Speaker 2

这是个圣诞主题游戏。太完美了。你的得分是你的农场加上左边农场的得分。所以在四到五人游戏里,你既要最大化自己的分数,又要搞砸别人的分数,同时还得帮助桌上的另一个玩家——这种决策空间简直妙不可言,而且还没被充分探索过。我猜这个点子可能被其他播客注册商标了。

This is a Christmas game. It's perfect. Is that your score is your farm plus the score of the farm to your left. So in a four or five player game, you are both trying to maximize your own score, trying to everyone else's score, but also help one other player at the table, which is just like a delightfully underexplored decision space. I think that's TM'd by another podcast.

Speaker 2

但乐趣在于...介于什么来着?介于斯特格迈尔的什么两者之间...

But the fun of sort of between what is it? What is Stegmeyer's? Between two

Speaker 1

两座城市之间。城市。

Between two cities. Cities.

Speaker 2

一直让我印象深刻。它就在那里。多做些这样的内容。这是一种社交但有趣的互动方式,而丰收谷正是完美的主题。这正是我们这个世界所需要的,尤其是在当下。

Has always stuck out to me. It's it's right there. Do more of this. It's interactivity in a social but interesting way and Harvest Valley is the perfect theme. It's what we need in the world especially at this time.

Speaker 2

丰收谷,我的第四选择。

Harvest Valley, my number four.

Speaker 0

我的第四选择之所以吸引我,主要是因为它的主题。这是普利策,你扮演的是上世纪七十年代美国的调查记者,我想应该是调查越南战争、五角大楼文件、水门事件等等。但游戏的玩法是一种隐藏部署机制,你有不同价值的工人,将他们放置在棋盘周围,试图在不同区域获得最多的区域控制以获取证据,然后你试图整合证据来破解案件。我确信,从主题上讲,它不会必然超级紧密地联系在一起,考虑到使用工人放置机制来制作一个关于新闻业的游戏的限制。但仍然是一个有趣的主题,我喜欢那种隐藏部署的机制,就像德雷克这样的游戏,你的不同工人有不同的能力,你试图在对手可能放置了什么以及他们的放置顺序可能意味着他们的单位有多强方面虚张声势和智胜对手。

My number four jumped out to me primarily because of its theme. This is Pulitzer where you are playing investigative journalists during the nineteen seventies America, I guess checking out things like the Vietnam War, Pentagon Papers, Watergate, etcetera. But the way that the game plays is with a sort of a hidden deployment thing where you have workers of different values and you're placing them around the board trying to have the most area control in different regions to to get evidence and then you're trying to put together evidence to crack a case open. I'm sure that the the thematically, it's not going to be necessarily super tied given, like, the limitations of using worker placement to have, like, a a game about journalism. But still interesting theme, and I like that sort of hidden deployment thing that you get in, like, games like Drake, your different workers are different have different powers and you're trying to bluff and and outthink your opponents in terms of like what they may have placed and what their placement order might mean about how strong their units are.

Speaker 0

所以,是的。这是一个机制和主题共同作用让我感到好奇的例子。这是由大卫·瓦卡罗设计的,这位设计师我并不熟悉。我不认为他的其他游戏一定非常受欢迎,但是,是的,有趣的主题和我喜欢的机制。这就是普利策。

So, yeah. This is a thing where the mechanism and the theme work together to get me curious. This is by David Vaccaro, a designer who I'm not familiar with. I don't think any of his other games have necessarily been super popular, but, yeah, interesting theme and mechanism I enjoy. So that is Pulitzer.

Speaker 1

好的。我的第四选择游戏是《时光回响》,这是由西蒙·利西亚尼和罗伯塔·佩莱设计的,这也是为什么它立刻吸引了我的注意。这是一个看起来相当轻量级的卡牌轮抽和板块放置游戏。它有一个我非常喜欢的核心机制,就是当你打出卡牌时,它们不会立即进入你的板块。你必须将它们打到一个卡片行上的几个小时间位置之一。

Okay. My number four game is Echoes of Time, and this is by Simon Lisiani and Roberta Pele, which is kind of why I it grabbed my attention right away. This is a quite light seeming card drafting tableau game. It has one central mechanic that I really like, which is as you're playing cards out, they don't come into your tableau immediately. You have to play them to one of several little time locations on a card row.

Speaker 1

所以你可以将它打到右边,这意味着——我不确定具体的细节,但想法是如果你将它打到更右边,它会更快生效。如果你将它打到更左边,它会更晚生效。每一回合,整个卡片行都会向右移动一格。所以你的卡牌生效有一个时间延迟,这在很大程度上战略性地决定了你何时以及如何打出卡牌。我认为这在某种程度上非常新颖,我发现非常有趣,有一种双管齐下的方式来打出一张卡牌。

So you might play it to the right, which means I I I'm not sure of the specifics exactly, but the idea is if you play it further to the right, it's gonna come out sooner. If you play it further to the left, it's gonna come out later. And every turn, that whole card row just advances like one spot to the right. So there's kind of this time delay on when your cards come into effect that very heavily determines strategically when and how you play cards out. I thought that is just novel in a way that I found really interesting where there's like this two pronged approach to playing a card.

Speaker 1

这就像是,我需要什么样的卡牌效果,以及何时需要它?这将决定它们释放出的能力,以及它们在你组建队伍时出现的顺序中如何相互影响。游戏的画风也非常讨喜,看起来并不沉重。这就像是由我非常喜欢的一位设计师打造的精美作品,在熟悉的游戏类型上加入了时间元素的有趣转折。

It's like, what is the card effect I need and when do I need it? And that's gonna determine, like, the powers as they come out and how they interact with each other in the order that you they they come out and join your party. The art in this is also just really lovely. It doesn't seem super heavy. Just looks like a lovely production by a designer that I like a lot with an interesting twist on a otherwise familiar type of game because of time.

Speaker 2

你所说的所有优点对我来说都是缺点。难道你不想做你想做的事,而是去解一个时间延迟的谜题吗?嗯哼。也许未来的某一天,当你征服了时间,你的行动才会生效。好吧。

Everything that you said positive about that was a negative for me. Wouldn't you like to not do the thing you wanna do, but to do a time delay puzzle? Uh-huh. Maybe one day in the future when you've conquered time, your action will happen. Alright.

Speaker 2

这是我第三期待的游戏。你们都知道我对游戏标题毫无抵抗力。所以如果游戏标题很棒,比如《那不是帽子》,我们就是因为这个标题才关注它的。这就是它受欢迎的原因,T M 星号。

My third most anticipated game. You guys know that I am a sucker for titles. So if the title of a game is good, that's not a hat. That's where we got that's not a hat from. That's why that was popular, t m asterisk.

Speaker 2

现在我们来看一款名为《哎呀》的游戏,来自一家也叫“哎呀”的出版商。我本来就很感兴趣,现在更感兴趣了。这是一款聚会游戏,类似于你可能玩过的其他游戏,你需要抽取卡片,向小组颁布规则,然后这些规则会被强制执行,但你看不到自己颁布的规则。接着你要试图抓住违反规则的人。

Here we are with a game called Oopsie from a publisher called Oopsie. I was so interested and now I'm even more interested. This is a party game. This is a party game similar to other games that you may have played before where you are drawing cards, enacting rules to the group, and then those rules are enforced, but you cannot see the rules that you have enacted. And then you're trying to catch people breaking the rules.

Speaker 2

比如从现在开始,你必须在每句话里带脏字;如果有人笑了,你必须跟着笑;从现在起你不能触碰地面。所有这些愚蠢的小规则,然后你开始疯狂地监督每个人,直到我猜有人喊出“哎呀”并指向你。听着,我可是读过规则的。

So things like from now on, you have to curse in every sentence you say. From now on, if someone laughs, you have to laugh with them. From now on, you cannot touch the ground. So all these like little stupid rules and then you start trying to rules police the ever loving out of any everyone until I presume someone says, oopsie, and then points at you. Listen, I I read the rules.

Speaker 2

我看到了标题,也看到了非常出色的平面设计。我想玩这个游戏。我觉得我们会玩得超级嗨。如果我们在展会上玩这个,大概30秒后所有人都会围观我们,我猜克里斯蒂娜会尖叫起来。

I saw the title. I saw the graphic design which is is strong. I wanna play this. I think we would have a riotous time. I think if we played this at a convention, everyone would be watching us after about thirty seconds and I think Christina would be screaming.

Speaker 2

就是那种超大声的尖叫。所以这款游戏叫《哎呀》,应该是一位初次设计游戏的人的作品。就是那种“我想出了一个卡牌游戏”的情况。我在领英上找到了这位女士。

Just screaming very loudly. So this game is called Oopsie. I think it is from a first time designer. One of those, I came up with a card game. I have found the woman on LinkedIn.

Speaker 2

所以我会看看能否弄到一份《Oopsie》。我相信这款游戏,非常坚信。我相信它的品牌,相信这个名字。

So I will see if we can get ourselves a copy of Oopsie. I believe in it. I believe in it strongly. I believe in the branding. I believe in the name.

Speaker 2

而且我很期待尝试它。它是我第三期待的《Oopsie》。

And I'm excited to give it a try. My third most anticipated, Oopsie.

Speaker 0

太搞笑了。我的第三名有点作弊嫌疑,因为前几期节目提到过——是《菲娅的沼泽》,这是我在节目中介绍过的游戏《凯维》的重制版。《凯维》是款古老且极难获取的游戏,我玩过后非常非常喜欢。它和现今许多游戏不同,有着锋利的棱角和有趣的决策机制。

That's hilarious. My number three is a little bit of a cheat because I've mentioned it a couple episodes ago. This is Feya's Swamp, which is a reimplementation of a game I covered on the show, Kai Vi. Kai Vi is an old, very, very hard to get game that I played and really, really enjoyed. It felt unlike a lot of games nowadays, really, really sharp edges and interesting decisions and mechanisms.

Speaker 0

因此我对更容易入手的《菲娅的沼泽》很感兴趣。唯一让我担心的是,听说这是《凯维》的简化版,或者如凯伦所称的‘滑流版’。我有点担心他们可能抽走了《凯维》的灵魂,但我仍想尝试《菲娅的沼泽》。这就是我的第三名游戏。

And so I'm very interested to play the presumably much more easy to access Feya Swamp. The one thing that is sort of concerning to me is I've heard that this is a more urified sort of streamlined or as Kellen calls it slipstreamed version of Kaivai. So I'm I'm a little worried that they've maybe taken the the soul out of out of Kaivai, but I I'm still interested in in trying Feya's swamp. So that is my number three game, Feya's swamp.

Speaker 1

我的第三名是《巴格达:和平之城》,由法比奥·洛皮亚诺和内斯特·曼戈尼设计。法比奥我们这期前面提过,他是《卡拉马拉》的设计师。这两人最近还合作了《沙克尔顿基地》(我还没聊过但挺喜欢的)。我是《梅尔夫》的忠实粉丝,他设计的欧式游戏总感觉与众不同。这次也不例外。

My number three game is Baghdad, the city of peace, and this is designed by Fabio Lopiano and Nestor Mangoni. Fabio Lopiano, we mentioned earlier in the episode, he is the designer of Kalamala. Also, the two of these guys have collaborated recently on Shackleton Base, which I haven't spoken about yet, but I really quite like. And I'm a big fan of Merv, and that's his sort of brain for, like, euro games always feels like it just slightly different from what's out there. And this doesn't feel like any exception.

Speaker 1

版图初看像各种系统的混乱组合,但巧妙地呈环形排布——马克,我知道你喜欢轮盘机制,但‘超级轮盘’感觉如何?因为《巴格达》据说就有这个。它被描述为编程式手牌管理游戏,加上超级轮盘设定,已经让我大脑兴奋不已。鲜艳生动的美术,独特主题,我太喜欢这个设计了。

The board looks kind of like this at at once kind of this mess of different systems, but delightfully arranged in kind of this, like, circular arrangement because, Mark, I know you like rondels, but how do you feel about mega rondels? Oh. Because that's what we get apparently in Baghdad, the city of peace, is a describes the programmed hand management game, which is kind of already, like, ticking off a lot of stuff in my brain with a mega rondelle. Bright, beautiful, vibrant art, very interesting, different theme. I like to look at this a lot.

Speaker 1

这就是法比奥·洛皮亚诺和内斯特·曼戈尼设计的《巴格达:和平之城》。

This is Baghdad, the city of peace by Fabio Lepiano and Nestor Magnoni.

Speaker 0

凯伦,编程

Kellen, programming

Speaker 2

一个圆盘。

A rondelle.

Speaker 0

一个圆盘。你觉得这听起来怎么样?

A rondelle. How's that sound to you?

Speaker 2

是啊。给你的圆盘们来个圆盘?那是什么样子的?有个圆盘正在圆盘里发生?

Yeah. A rondelle for your rondells? What is it like? There's a rondelle that's happening in the rondelle?

Speaker 1

谁能说得清呢?圆盘中的圆盘?我,嗯。我觉得就像是一个超级巨大的圆盘。

Who who can say? Rondells within rondells? I yeah. I think it's just like one massive massive rondelle.

Speaker 2

多重圆盘。变大了?你在说什么?

Multi rondelle. Got bigger? What are you talking about?

Speaker 0

这是个完整的,嗯。大的

It's a whole Yeah. Big

Speaker 1

整个整个棋盘就是一个巨大的圆形轮盘。说真的,它确实如此。

the whole the whole board is just one massive circle rondelle. Like, in all seriousness, it really is.

Speaker 2

我我分不清我们现在的位置。但好吧好吧。大轮盘,超级轮盘。现在轮到我介绍第二款我最期待的游戏了。

I I can't tell where we're at here. But okay. Okay. Big Rondelle, mega Rondelle. We're back to me with the number two game that I am most excited for.

Speaker 2

老实说,这是一款日本卡牌游戏。这不是噱头,事情就是这样。这是对一款叫《幽灵电梯》游戏的重新制作。他们决定去掉定冠词,这样更简洁,现在就叫《幽灵电梯》。

I'm gonna be honest with you, this is a Japanese card game. This is not It's not a bit, it's just how things go. This is a redo of a game called the ghost lift. Okay? And they said, drop the the, it's cleaner and now it's just called ghost lift.

Speaker 2

他们是这么说的。这款游戏的封面艺术非常引人注目。我通常不会被艺术吸引,但《幽灵电梯》的绿色封面采用了一种独特的插画风格。这是一款关于帮助电梯里幽灵的卡牌游戏,据我理解,你需要让电梯上下移动。

That's what they said. And the cover art for this game is incredibly striking. I'm not one to get brought in by art, but Ghost Lift has this sort of green cover with a unique illustration style. This is a shedding game where I I believe, from what I can gather, you are trying to help ghosts on elevators. And so it's a shedding game where, like, you go up and down.

Speaker 2

所以有时你需要上升,有时又需要下降,为了那些想离开电梯的幽灵。马克,你笑什么?

And so sometimes you're having to go up, and sometimes you're having to go down for the ghosts that wanna get off the elevator. And Mark, why are you laughing?

Speaker 0

不,我试图想象一个幽灵乘坐电梯的世界,而这些电梯上下移动的方式如此怪异,这让我觉得非常奇怪。

It's no. I've tried to conceive of a world where ghosts are on elevators, and their elevators are so weird that they go up and down. It's really strange to me.

Speaker 2

它们有各自想去的不同楼层。

They have different floors they wanna get off of.

Speaker 0

是啊。这完全是另一种完全不同的电梯运作方式。我从未想过

Yeah. It's a whole different it's a whole different way of doing elevators. I've never conceived

Speaker 1

这个。

of that.

Speaker 2

上下。对,太疯狂了。你的工作是帮助——我觉得我们关注点错了,马克。总想着帮这些幽灵。懂吗?

Up and Yeah. It's crazy. Your job is to help the I I think we're focused on the wrong thing, Mark. Trying to help these ghosts. Okay?

Speaker 2

还有好吧。旧版本里它们挺可爱,新版则有点吓人。不知道是不是我十月情绪上头的缘故。十月本来是全年第二好的——不,第三好的月份,十一月最棒,十二月排第二。现在隆重介绍我的第二爱——幽灵电梯。

And Okay. In the old version, they were cute and then a new version was a little spookier. So I don't know if it's just my getting my October on. October being the second best no, third best month of the year with November being the best month and December being the second best month. Here we are, my number two game, Ghost Lift.

Speaker 0

最重要是月份排名我完全赞同。十一月、十二月、十月确实是我的前三甲。

I think I can back you most importantly on that month ranking. I think that's right. I think November, December, then October is probably my top three as well.

Speaker 2

哇,达成共识?可别问克里斯汀。

Wow. Consensus? Don't ask Christine.

Speaker 1

要我说,居然没把一月排进去,大错特错。

I mean, there's no not agree. January in there which is dead wrong.

Speaker 0

不,一月太像翻页的感觉了。哦,克里斯蒂娜?

No. January is too it's like to turn the page. Oh, Christina?

Speaker 2

克里斯蒂娜,我和马克对最佳月份排序的看法一致。

Mark and I are aligned on what months are the best in order, Christina. Do

Speaker 0

你觉得十一月

you think November

Speaker 1

是最佳月份吗?

is the best?

Speaker 2

是的,他确实认为十一月最好。

Yeah. He does think November is the best.

Speaker 0

我也认为十一月是最佳月份。

I do think November is the best.

Speaker 2

对。第二好的月份是十二月。第三好的嘛...她已经直接否决了。我们甚至还没说完呢。不行。

Yeah. Second second best is December. Third best is well, she's already saying no. We haven't even finished. No.

Speaker 2

什么什么是最好的?

What's what's her best?

Speaker 0

她最好的表现是什么?

What's her best?

Speaker 2

克里斯蒂娜,哪个月份最好?五月。五月。我们有一票投给五月。我觉得这个更有

What's the best month, Christina? May. May. We've got a vote for May. I think this has more

Speaker 1

to

Speaker 0

天气确实有帮助。

The do the weather helps.

Speaker 2

倾向于外出。是的。虽然我们是桌游玩家,所以你错了,克里斯蒂娜。

Propensity to go outside. Yeah. Which we're board gamers, so you're wrong, Christina.

Speaker 0

好吧。那么对于我第二喜欢的游戏,你们有没有那种本不该吸引你们,但不知为何总是能吸引你们的主题?我喜欢那些让你体验生活的游戏。比如《人生游戏》这类游戏,或者那些让你从童年开始,经历成年到老年的游戏。有几款这样的游戏。

Alright. So for my number two game, do you guys have themes that shouldn't attract you but for some reason like always seem to like draw you in? I like games where you are like living your life. Like games like the game of life or games that where you're like starting as a kid and going through adulthood in old age. There have been a couple games like this.

Speaker 0

好像有个叫CV什么的游戏?记不清具体名字了。但只要是那种模拟人生的游戏,不知为何我总会特别着迷。有款叫《成年礼》的游戏即将在埃森展发布,它的设计师丹尼·加西亚最近推出的几款游戏都很受欢迎,这让我对这款游戏更感兴趣了。

There was one like was it c v something or what? Can't remember what the what the title of it was. But whenever there's a game where you're just like living out a life, for whatever reason, I find myself drawn to those type of games. And there is one called Coming of Age that is coming out in Essen. What helps this one is it is designed by Danny Garcia who's had a couple of very popular games come out recently.

Speaker 0

他之前的作品《树栖王国》《巴塞罗那》用新颖的方式诠释了德式策略游戏,是我近几年最爱的欧式桌游之一。现在他带来了《成年礼》,玩家将扮演孩童,根据游戏设定,你需要培养兴趣技能,在成长过程中不断实现自我发展。对我而言,这种人生模拟主题本身就极具吸引力,而且丹尼设计的游戏从未让我失望过。

Arboria, Barcelona, €2 games that I think did euros in a interesting way, a genuinely fresh way, and were among my favorite euros of the past couple years. So he's come out now with Coming of Age. This is a game where you, again, start out as a child and you're going to, according to the blurb here, pick up some interest and skills and try to maximize your development and growth as you go through adulthood. So again, the big thing for me here is the theme is one that that draws me in. I've liked every Danny Garcia game I've played so far.

Speaker 0

和他其他作品一样,这款游戏的美术设计充满活力——这也是吸引我的另一个原因。这些元素共同构成了让我心动的游戏配方。以上就是丹尼·加西亚设计的《成年礼》。

Like his other games, this one is quite vibrant in its presentation which is another draw for me. So these are just little bits of the recipe that form a game that I'm I'm interested in. So that is coming of age by Danny Garcia.

Speaker 1

我最期待的第二款游戏叫《灵异存在》,这个选择可能有点另类。它是新人设计师作品,主题本不吸引我,被描述为策略恐怖游戏。特别之处在于:这是款合作游戏,其中一名玩家明确扮演鬼魂角色。

My second most anticipated game is called the presence. And this is kind of a weird one because it's like this would otherwise be kind of a wild card pick. It's a it's a first time designer. It's a theme that doesn't necessarily speak to me. It is described as a strategic horror game, but the premise is is that it is a cooperative game where one player is you know upfront that one player is playing as as the ghost.

Speaker 1

与其他探索宅邸的玩家不同(可能有些细节我说得不够准确),假设五人游戏时,四人扮演探险者,一人开局就公开扮演鬼魂。但你们不知道的是——这个鬼魂可能帮助你们,也可能与你们为敌。

So separate from the group of people moving through a mansion, and I might be butchering some of this a little bit, but here's the general vibe of it. So let's say you're you're playing with five players. Four of you are playing as people move through the mansion. One of the players, you know, upfront is playing with the ghost. But what you don't know is whether the ghost is working to help you or working against you.

Speaker 1

实际上鬼魂玩家可以在游戏过程中自行决定立场,并非开局就固定。当鬼魂在宅邸中行动时,会通过线索暗示其意图,其他玩家需要逐步推断:究竟该与鬼魂合作取胜,还是在其叛变时对抗它。

And that's actually a decision that the ghost player can make over the course of playing the game. It's not something that, like, they're dealt upfront necessarily. They can decide at some point whether they want to be on your side or or want to hurt you. And there's a deduction element to this. As the ghost player is kind of moving through the house doing their thing, they're kind of dropping hints and clues about what their intentions are, you know, over the course of the game.

Speaker 1

但最让我觉得妙趣横生的是它的限时通讯机制:只有相邻玩家才能交流。比如当你独自在宅邸某处发现鬼魂叛变的证据时,必须跑回队友身边才能告知,期间只能眼睁睁看着他们误入歧途——这种设计既滑稽又精妙,瞬间就让我觉得这游戏会非常有意思。

And the other players are sort of slowly finding that out and then trying to work to either sort of collaborate with the ghost to win the game or overcome it if it in turns against them. But there is one mechanic in this that just was like the little twist that kinda just made this, like, really seem like something really could be really, really funny to me, which is that there is a limited communication rule in this. And, again, I don't know all of the specifics, but the idea is if you're, like, located close to another player, you're allowed to communicate with them, which means if you split up, for example, you're no longer allowed to communicate with the people that aren't near you. So you might go off into one corner of the house, find a clue that fate that tells you that the ghost is, like, working against you and not be able to tell your teammates until you get back to them, and you're just watching them sort of trample through the house, like, doing things mistakenly, you can't tell them that. And that is just, like, such a funny, delightful system that I kind of instantly was like, this sounds really, really neat.

Speaker 1

所以,是的,算是个新颖的小说点子。很好奇它最终会如何呈现存在感。

So, yeah, kind of a novel novel idea. Curious to see how it nets out the presence.

Speaker 2

实际操作中要怎么做?比如,你得站起来去跟人交谈吗?

How do you do that in practice? Like, you have to get up and, like, talk to people?

Speaker 1

我不确定。我...再说一次,或许我不该妄下结论,因为实际上我也不清楚自己是否夸大了某些细节——但核心理念是,当玩家之间距离足够远时,通讯就会中断。对,这就是设计初衷。

I don't know. I I again, I guess I shouldn't say because I I don't really know how if I'm, like, overselling some of the specific but the the idea is I think that you just if you're far enough away from other players, you just can't communicate anymore Yeah. Is the idea,

Speaker 0

有可能?有意思。

potentially? Interesting.

Speaker 2

目前最让我热血沸腾的游戏,越研究越让我兴奋。这类游戏现在市面上很少见了——类似《政变》那样轻量级的卡牌社交策略游戏(不算社交推理类)。《罪恶狂欢节》你们看过吗?它的美术设计简直惊艳到我。

My number one game that I am excited about just got me jazzed the more and more I looked at it. There's a type of game that I feel like we're not getting anymore and that's sort of this like coup like sort of lighter card game, social strategy. Don't know about social deduction. This is Carnival of Sins. I don't know if you guys had a chance to look at this, but it has some of the coolest art I have seen.

Speaker 2

这是个结合骰子、卡牌与欺诈的结盟游戏:共七回合,由一名玩家掷骰,其他人从七张卡中选择打出,过程中充满虚张声势与反向欺诈,还有能改变战局的特殊能力。你要暗中收集积分,同时迷惑对手。玩过七轮后定胜负。光是阅读规则就让我怀念起当年五人组队时玩的那些更社交化、更轻松(且不用连玩三小时)的老游戏。这游戏的美术风格带着新奥尔良风情,在我见过的游戏里绝对名列前茅,真的让人眼前一亮。

But it is sort of a dice card deception allies game where you sort of have seven rounds, someone is rolling the dice, everyone is trying to choose one of seven cards to play, bluffing, double bluffing, having powers that sort of affect the board state and you're trying to collect points while other people don't realize what you are doing and you do this for seven rounds. There's something nostalgic about just reading about this game because it just looks like old games we would play when there are groups of, you know, like five of us and wanted to just play something that was a little more social, a little more fun, but not three hours long. This has some of the coolest art I feel like I've seen. Yeah. And it's like it's got like this New Orleans flare to it, but it just it just stuck out to me as something like, yeah, I want to

Speaker 1

想玩这个。一定要试试,看起来太棒了。天啊,确实。

play this. I want to try this. It looks great. Geez. Yeah.

Speaker 1

这种艺术风格简直令人惊叹。我太喜欢这些卡片了。

The art of this is like stunning. Like, I love these cards.

Speaker 0

是啊。

Yeah.

Speaker 2

没错。而且它那种感觉就像...我们不是...我不确定该怎么形容,就是有种轻盈感,你懂吧,

Yeah. And it just that sort of like it's like there's no we're not sec collect I I don't know. It's just sort of like light, know,

Speaker 1

像是极简主义。对。

like Simplicity. Yeah.

Speaker 2

欧洲人还没触及这种风格。你明白我的意思吗?这就是我看《罪恶狂欢节》时的感受,也是我的期待。这是我最期待在埃森展上体验的头号游戏。

The euro hasn't touched this. You know what I mean? That is how I feel when I look at Carnival of Sins and that is my hope. My number one game that I'm most excited to check out coming out of Essen.

Speaker 0

我的首选游戏是1990年某款游戏的重制版。凯伦刚说很高兴《罪恶狂欢节》不是那种三小时游戏,而这个正是三小时游戏——《罗马共和国》。凯伦,好奇你听说过这个吗?

My number one game is a game that is a reimplementation of a game that came out in 1990. Kellen just talked about being happy that Carnival of Sin wasn't one of these three hour games. This is one of these three hour games. This is Republic of Rome. Kellen, curious if you've heard of this one.

Speaker 2

一时想不起来,但看到美术风格后我肯定见过。不过对内容一无所知。

Not off the top of my head, but then I look at I look at the art and I have definitely yeah. I've seen this. I don't know anything about it though.

Speaker 1

这是一款游戏

This is a game

Speaker 0

它于1990年发行。这是30周年纪念版,据说进行了一些优化调整。但这款游戏——我问你是否听说过它,凯伦,是因为它常被拿来与《沙丘》和《外交》相提并论。哦。

that came out in 1990. This is the 30 anniversary edition which has some slip streaming to it. I've been I've been told. But this is a game the reason I ask you, Kellen, if you've heard of this is that this is a game that has been compared to Dune and Diplomacy. Oh.

Speaker 0

所以这是两款我认为你会喜欢的游戏。在这款游戏中,你将扮演一个罗马家族,虽然这个设定不算最独特。但它充满了谈判与背叛,你的目标是崛起成为罗马的领袖,但你也可能在登上高位后被对手背刺杀害,失去所有财富等等。我从未玩过它,但这款游戏多年来一直在我关注清单上。

So two games I think that that you enjoy. So this is a a game where you're playing a Roman family, which is not like the the most unique setting. But it's a game that's full of negotiation and treachery and you're trying to rise to be the the leader of Rome, but you can, you know, you can rise to leadership and then be literally backstabbed and killed by one of your opponents in the game and then like lose all your fortune and stuff like that. I have never played it. It's been a game that has been on my radar for years and years.

Speaker 0

让我迟迟没有入手尝试的原因,一是听说规则较难掌握,二是游戏时长可能很久。据我了解,即将推出的新版《罗马共和国重制版》在保留原作受欢迎的背刺式谈判机制的同时,针对这些诟病做了改进。这款游戏我期待已久,希望《罗马共和国重制版》能成为最佳体验版本。所以我最期待的游戏就是《罗马共和国重制版》。

The things that were holding me back from actually trying to acquire it and play it is that I've heard that the rules can be a little tough to get through, and the game can be quite long. From what I've read, Republic of Rome Remastered, the the new version that's coming out, has done some things to fix those complaints while keeping that backstabby negotiation aspect that made the original game popular. So a game that I've been looking to play for a long time, and I'm hoping that this Republic of Rome remastered edition is the way to go. So my most anticipated game, Republic of Rome remastered.

Speaker 1

好吧。我最期待的埃森展游戏是《神权政体》,这是一款文明主题游戏。它不完全是传统的4X类文明游戏,而是由Daniel Maranangeli和Daniel Toschini设计的文明主题游戏。虽然严格来说算T游戏,但托斯奇尼的作品总难界定是否属于官方系列。我一直希望看到更多这样的设计:地图上共存着四个文明/派系,而你作为玩家更像是俯瞰世界的上帝。

Okay. My most anticipated game for Essen is Theocratia, and this is a civilization themed game. It doesn't really seem like necessarily like a traditional civilization type four x game, but it's a civilization themed game by Daniel Maranangeli and Danielle Toschini. I guess it is technically a tea game, although who can say with Toschini whether it's, like, in the official line or not. This is something that I've always wanted to see more games do where on the map, you have four civilizations, four factions, whatever you wanna call them that kind of all coexist.

Speaker 1

你并不直接控制某个派系,而是暗中操纵所有势力。每位玩家都在调整这些共存派系的命运,通过操纵它们的发展方向、战争冲突和领土扩张来实现自己的终局目标。很多游戏尝试过这种理念,但从未真正达到我心目中理想状态——那种能让你像解谜般精密操控文明兴衰的体验。而托斯奇尼的标志性设计风格,希望能为这款文明游戏带来我所钟爱的系统性解谜快感。

But are you as a player, you're kind of, you know, you kind of think yourself as, like, a god over this world. You're not controlling one of those factions, but you're kind of manipulating all of them. So every player is kind of sort of adjusting the fortunes as these factions sort of exist on this map coexisting in order to sort of manipulate them into, you know, whatever your needs are for your ends at the end of the game. It's just it's a it's an idea that I I've seen a lot of games sort of try, but never quite necessarily land in the kind of the way I want in this style of civilization game, where you're kind of, like, manipulating the way that they grow, how they fight each other, their way that they are sort of spreading throughout the terrain. And with the Daniel Tuschini kind of flare that I hope is going to give it kind of that sort of, like, you know, nice puzzle y system edge that I, like, like in this type of game.

Speaker 1

是的。很期待看到成品效果。游戏地图视觉呈现非常精美,整体制作水准很高。我正翘首以待《神权政体》。

Yeah. Excited to see how this looks. It's a it's a lovely looking it's got this gorgeous sort of map laid out. It it's just like a great production. Looking forward to Theocratia.

Speaker 1

神权政治。神权政治。神权政治。

Theocratia. Theocratia. Threocratia.

Speaker 0

尼尔恩,你会欣慰地得知,根据BGG的标签系统,这是一款T系列游戏。所以这确实是——好了,谢天谢地,属于T系列的一部分。不,我明白你说的那种文明游戏,你扮演一个掌控全局的神明,基本上像是在操纵一个共享版图,或者说共享的文明类型的东西。

Nielen, you will be relieved to learn that this is according to BGG's labeling system, that this is a t series game. So this is indeed There we go. Part of the t series, thankfully. No. I I get what you're saying about the whole civilization where you're, like, sort of playing a a god in control, like, play basically, like, trying to manipulate a shared board, right, or a shared, like, civilization type of thing.

Speaker 1

然后它有点回归到一种电子游戏的风格。就像,类似于《人口》那种感觉,你知道的,一种电子游戏的风格

Then It it kind of throws back to, a style of video game. Like, it's like populace adjacent, you know, like a style of video

Speaker 0

游戏总是——我的天啊。没错。

game that always my god. Yes.

Speaker 2

是啊。

Yeah.

Speaker 1

所以这真是个巧妙的想法,我一直想看看

So it's just it's a neat idea, and I've I've always wanted to see

Speaker 0

桌游如何尝试实现它。那么,这就是我们对2025年埃森展预览的全部内容了。何不加入我们的Discord频道boardgamebarrage.com/discord?与我们分享一些你感兴趣的即将上市的游戏,无论是埃森展还是其他场合的,或者你对我们的埃森展精选游戏有什么看法。这些可以在我们Discord的播客频道里讨论。

a board game kinda tackle it. So that is gonna do it for our twenty twenty five Essen preview. Why don't you go to our Discord at boardgamebarrage.com/discord? Share with us some of the upcoming games, be them on Essen or other otherwise that you are interested in playing or your thoughts about our picks for our top Essen games. That'll be in our podcast channel on our Discord.

Speaker 0

如果这对您不适用,您可以通过各种社交媒体平台联系我们。您也可以发送邮件至boardgamebarrage@gmail.com。最近我们收到了几封非常友好的邮件,这总是令人愉快。一如既往地衷心感谢Heart Society为我们提供的开场和结尾曲《What's On Your Mind, Kid?》。下次再见。

If that doesn't work for you, you can reach out to us on all forms of social social media. You can email us at boardgamebarrage@gmail.com. We've received recently a couple of really nice emails, so that's always good to to get. Big thank you as always to Heart Society for our intro and outro song, What's On Your Mind, Kid? And until next time.

Speaker 0

再见。拜拜

Goodbye. Bye

Speaker 2

再见。拜拜。

bye. Bye.

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