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Published — 18. Februar 2026 BoardGameGeek News | BoardGameGeek

In a Frenzy, The Cat Knocked the Hummingbird into the Savanna

by Steph Hodge

I recently had the chance to sit down with The Op Games and get the detailed lineup of 2026 titles! I believe I counted 16 games, which don't even include the long list of Co-Branded Mass Market titles. Here are some highlights.


▪️ To kick it off, Flip 7: With A Vengeance just released. With the massive success of Flip 7 and Flip 7, we should expect to see a whole lot more flavors of this hit game.

The deck of cards now spans to thirteen 13's in Vengeance. You will also find new special cards, including steal, swap, discard, flip four, and more.

In Flip 7: With A Vengeance, there's only one 1 card, two 2's, three 3’s, etc., plus a bunch of special cards that can cut your points in half, steal any card, or force an opponent to draw four cards! Are you the type of player to play it safe and bank points before you bust, or are you going to risk it all and go for the bonus points by flipping over seven in a row? Press your luck meets strategy in this addictive card game where no one is ever really safe. The hard-boiled sequel to the award-winning, instant classic, Flip 7.




▪️ Also expected this Q1 2026, is TEMBO: Survival on the Savanna. The partnership with Sidekick Games (AQUA: Biodiversity in the Oceans & HUTAN: Life in the Rainforest) continues and delivers us a cooperative game this time.



In the cooperative game TEMBO, you will lead a herd of elephants on a thrilling journey of survival across the savanna. Reaching your destination is the only way to win - yet the path is full of challenges. You will need to search out food and water, navigate shifting terrain, and avoid the fierce lions that roam the land.

No two journeys are ever the same. Each game offers new challenges, demanding careful planning and constant communication to guide your herd safely to victory.



▪️ Frenzy Falls is planned for a Q2 2026 release. From designer Randy Flynn (Cascadia) and Joseph Z. Chen (Fantastic Factories).


Frenzy Falls is a quick and exciting card game for 2-6 players. Each round, players take turns adding Waterfall cards facedown to rows of cards called Pools. Cards are then revealed in order, triggering various effects that shift cards between pools. The goal of the game is to score points by having the most influence icons showing on your cards when a pool’s value hits 10 or higher and overflows. This will also send your opponent’s cards cascading down into other pools, causing chain reactions!



▪️ Get ready to test your dexterity skills in Cats Knocking Things Off Ledges. Not only are you building a tower of ledges, but you are knocking off your cat toys from them. Two separate instances where you will have to demonstrate your dexterous techniques. This game has already been released.

In Cats Knocking Things Off Ledges™, players take turns building a wobbly tower of platforms, placing their cats, and batting toys off the edge to score points based on how far they fall. But watch out - if the tower tumbles, you score zero!

Earn extra points by landing on specific platforms, and race to be the first to reach the highest score.

[ImageID=9286877 mediumrep]
(photo uploaded by Alexander Varela, The Op)




▪️ Winter chill got you down? Hummingbirds will lift you up with its colorful table presence. Already available for sale.

Hidden sand timers in Hummingbirds are how players will score points. Without the use of a clock to track time, you have to gauge how long each timer has been running before using your hummingbird to look at it. If the timer has expired, you are good to collect points for that color timer. If you look and the timer is still running, you will lose your positioning and a point token from your stash.

Time is on your side. Better to be safe than sorry!



(photo uploaded by Alexander Varela, The Op)


This has been only a small handful of games that The Op is releasing in 2026. Several hobby games are planned, and even more family and party games are on the horizon to be excited for.

Published — 17. Februar 2026 BoardGameGeek News | BoardGameGeek

Designer Diary: Siberian Manhunt

Von: jeyer78
17. Februar 2026 um 08:00

by Jesse Eyer


Concept
I think we can all agree that global pandemics suck. But for all the misery that came out of COVID-19, there were a few small bright spots, and one of them was the inception of Siberian Manhunt.

By the end of 2020, we were deep into our third lockdown in Berlin, and my wife and I had burned through all of our light, two-player games. We yearned for something meatier, but something that could still be finished in a single evening since our board games and dinners shared the same real estate.

At the time, I was reading Louis L’Amour’s classic novel Last of the Breed, a harrowing adventure about a U.S. Air Force test pilot captured by the Soviets in the late ’80s. A Native American and a survivalist, he escapes his captors and flees across the unforgiving Siberian wilderness with the KGB in pursuit. It’s a ripping good yarn, and I highly recommend it.

“Someone should turn this into a movie,” I told my wife one evening before bed. “Or a Netflix series. Or a board game.”

Bingo.

That night I lay awake in bed, staring at the darkened ceiling, puzzling out the rules of my nascent brainchild. Naturally, it would be a two-player game: a fugitive on the run from the Soviets. It would need to be asymmetrical, with the Fugitive dealing with the daily trials of life on the run while the Government carried out the titular manhunt using almost unlimited Soviet resources, albeit with a few communist inefficiencies to keep things interesting. And finally, a manhunt practically demands hidden movement; after all, the Soviets wouldn’t necessarily know where the fugitive was. Once I scribbled down the basic framework of the rules, I fell asleep thinking about fleeing through the Taiga. It was not my most restful night.

Prototype
I got to work on a prototype the next day. This was not my first rodeo, so I applied a few lessons learned from my previous (unsuccessful) forays into board game design:

1) Write down all the rules in Excel and try to numerically balance the game there as much as possible.
2) Don’t waste time with artwork at the early stage. The game has to work mechanically first.
3) Avoid physical prototypes in the early stages, as the printing and crafting can become expensive and/or slow the development process. I used Tabletop Simulator (TTS) for all my early playtests.

My first map was built from Google Maps screenshots of the Baikal region of Siberia. I overlaid roads and towns using real geography as a guide, then added numbered locations that the Fugitive and Government agents would move through.


(Top) The prototype map board used Google maps screenshots stitched together vs (bottom) the final version of the map

The rest of the prototype used assets pulled from the internet and tweaked in my go-to tool for quick and dirty graphics design: Paint.Net. Assets could be uploaded onto my Google drive and imported into TTS. From there the playtest → update components → playtest iteration loop was super short, allowing for a quick convergence of the game design.


(Left) Prototype Encounter cards vs (Right) the final versions

Game Design
Although Siberian Manhunt would be asymmetrical, the basic game loop would be the same for both players:

Recover energy → Spend energy on actions → Clean-up

Where the roles diverged was in the actions themselves. I wanted the Fugitive’s experience to feel authentic: always on the move, low on supplies, unsure who to trust, and increasingly desperate. Their turns revolved around hidden movement, scavenging for food and equipment, hunting, crafting, and interacting with locals and wildlife. The Fugitive secretly recorded their exact locations, while a Hidden Movement Track publicly logged how far they’d traveled since they were last seen.


The Fugitive’s player board, with card slots for a character card, clothing, footwear, backpacks, etc.

Each turn began with an Encounter card, allowing me to introduce narrative challenges. A Wilderness Deck provided animals to hunt and craft components, while an Urban Deck supplied equipment from towns. Energy would be recovered in different ways. In the wilderness, the Fugitive regained only one meager point of energy per turn. In towns, however, they recovered fully — making towns tempting, useful, and potentially very dangerous if the locals decide to report them. The Fugitive could also eat food to boost their energy at any time (meat could be obtained from hunting, but would need to be cooked or else the Fugitive would face a parasite risk).

The Government’s role was simultaneously more concrete and more abstract than the Fugitive’s. The Government had physical pawns on the map; little KGB officers scouring the countryside for an elusive Fugitive. These pawns could move and search, attack the Fugitive if they found him, or capture him if two KGBs could get to the Fugitive’s location at the same time. Agents could also be upgraded into elite Yakut Trackers, who moved faster and could race across the map much like the Fugitive. At the start of each turn, the Government’s energy would be reset to be equal to the number of agent pawns on the map.


The Government player board, with 3 rows of Government assistance cards and 3 character cards

But the real engine of the Government was the Assistance Deck–resources from the central Soviet Government which provided powerful, one-time effects to help the KGB track down the Fugitive: aerial searches, checkpoints, helicopter transports, propaganda campaigns, and, most importantly, new recruits. Recruit cards added more pawns to the board and permanently increased the Government’s available energy: more pawns = more energy = more actions.

To model the attitudes of the local population, I initially created a Manhunt Deck filled with Loyal Communist and Silent Citizen cards. Each time the Fugitive entered a town, a card was drawn. Silent Citizens kept quiet while Loyal Communists immediately reported the Fugitive’s position. The Fugitive’s decisions influenced the deck’s makeup: heroic behavior added Silent Citizens, while killing and pillaging produced enthusiastic informants. Government actions, such as interrogations or propaganda campaigns, could also shift the balance. Eventually, I replaced the deck with a draw bag, which proved far more practical than reshuffling a deck many times per game.


(Left) The initial "Manhunt deck" (TTS version) vs (Right) the final "Manhunt bag"

While I made some adjustments to the game mechanics (e.g. converting the Manhunt deck to the Manhunt bag, creating a market of Government assistance cards instead of just a draw pile, etc.), they stayed fairly consistent throughout the game’s development. Most changes involved balancing the game (see below) and fully fleshing out the experience for both players.

Finding artists was surprisingly easy. I wanted a realistic, painterly look and searched portfolios on BGG and ArtStation for artists who could achieve that style. I found the cover of Stroganov particularly compelling and reached out to its artist, Maciej Janik. After a TTS playtest, he was enthusiastically onboard with Siberian Manhunt and ended up becoming the lead artist. I found the rest of the team the same way: Natalie Henderson, Radu Paul Mazanac, and JD Rodriguez. Each artist was relatively specialized (e.g. portraits, animals, propaganda-style artwork, map, etc.) so I ended up with more artists than I originally planned. Their styles were compatible though and the final product had a fairly consistent look and feel.

Theme
Thematically, I wanted to avoid using Louis L’Amour’s kidnapped test pilot plot. I initially considered making the Fugitive an escapee from a Soviet gulag, but Maciej rightly pointed out that the gulag system was horrific, and the game wasn’t about that. I turned instead to the Gary Powers U-2 incident. In 1960, Powers’ spy plane was shot down over the USSR. He survived, was captured, and spent nearly two years imprisoned before being released in a prisoner exchange.


Francis Gary Powers posing with his U-2

What if he’d escaped immediate capture and gone on the run instead? That question became the heart of Siberian Manhunt. The Fugitive became a U-2 pilot, downed behind enemy lines and fleeing into the wilderness on foot.

Later, I met Francis Gary Powers Jr., son of the famous U-2 pilot, who provided wonderful historical insights—and told me that Louis L’Amour had been a family friend, and that Last of the Breed was inspired by his father’s experience. In a small but satisfying way, it felt like Siberian Manhunt was closing a loop.


Gary Powers Jr. and I at the Checkpoint Charlie Museum in Berlin

Balance
Balancing the game proved surprisingly challenging. In theory, it should have been straightforward: make food more plentiful to help the Fugitive, or add more Recruit cards to help the Government. In practice, everything affected balance: encounter difficulty, map density, town placement, card effects, and more.

I initially aimed for a perfectly even 50–50 win rate. It turned out that an even balance produced dull games. When the Fugitive was too strong, they disappeared into the map for an anti-climactic win. The sweet spot ended up being a 40–60 win ratio in favor of the Government. That intentional imbalance created tense games where the Fugitive was constantly under pressure.

The balance during each game shifts too. The Government begins in a weak position with just one lonely KGB agent on the board. The Fugitive also starts out weak but can quickly grow stronger with equipment from nearby towns. As the game progresses, however, the Fugitive is gradually worn down by life on the run while the Government recruits more agents and grows steadily stronger. By the time the Fugitive reaches the border region, wounded and low on supplies, the Government is usually at peak power, leading to tense, climactic showdowns just short of the Chinese border.


The final version of Siberian Manhunt

The game was extensively playtested, first on TTS and later in physical form. Every playtest was valuable, right up until the feedback started contradicting itself. For example, one regular tester hated crafting and wanted it removed entirely. Others loved it and wanted more. At that point, I just had to trust my gut and make the game I wanted to play. And hundreds of plays later, I still enjoy it, especially how each session organically creates a unique, often cinematic Cold War survival story.

Conventions and Kickstarter
We took Siberian Manhunt on the road, demoing it at SPIEL ’23, UK Game Expo ’24, and SPIEL ’24. The theme made it somewhat of a niche game, but those who appreciated the Cold War and survival vibes embraced it enthusiastically. In February 2025 we launched Siberian Manhunt on Kickstarter. The campaign was a lot of fun, with great backer interaction and plenty of lessons learned. Because the game was essentially complete before launch, with manufacturing by LongPack Games already lined up, we were able to move into production by June and wrap up fulfillment in November.


Demoing Siberian Manhunt at UKGE ‘24

I’m now hard at work on the sequel-expansion, Manchurian Manhunt, which explores what happens when the Fugitive crosses the Chinese border and the chase gets bigger, faster, and even less forgiving.

But that’s a story for another diary.
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