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Normale Ansicht

Published yesterday — 30. September 2026 ⏭ BoardGameGeek News | BoardGameGeek

The Fugo love the Braided Skies of the Emerland and Smoky Mountains

30. September 2026 um 18:00

by Steph Hodge



[imageid=9149394 medium rep]▪️ Tycoon Games released Everdell Emerland, From designers James A. Wilson & Clarissa A. Wilson (Game: Everdell). This is the next Everdell installment for 1-4 players and plays in 30-120 minutes. Many find this a great addition to the Everdell family.

From BGG:
Deep in the tropical jungle to the west of the Everdell Valley lies the country of Emerland, a vibrant land known for its artistic and musical culture, and for its abundance of natural resources, including valuable gems mined from its many underground caverns. Tiny critters found here — mostly insects — are fastidious and clever Helpers, often assisting the larger critters in their work and in optimizing or bringing beauty to their cities and homes.

The jungles are vast and dense, and expeditions into the further realms of the land are undertaken often. There was once a mysterious civilization that dwelt here, long lost to history, but archaeological discoveries are beginning to shed a light on the ancients.

In Emerland, you send critter Workers to various locations on the board to gather resources. You use these resources to play cards face-up in front of you, forming your jungle city and helping you to score points. Each turn, you take one of 6 possible actions: Place a Worker (with or without Helpers), Place a Helper, Play a Card, Use an Artisan Card, Excavate with your Archaeologist or Prepare for Season.





▪️ Stonemaier Games announced the release of their big Euro game Braided Skies to be available this November, from designer Dan Germain (Grand Central Skyport). This game plays 1-5 players and has a box playtime of 60-90 minutes. Sounds like we will expect to see more in this Smoking Bones universe!

From the newsletter:

In Braided Skies, you take on the role of an airship captain in the Shallows, seeking to build the greatest magical travel company in the Northlands. Your mission involves exploring land and sky for new wonders, upgrading your travel company operations, and picking up tourists—all while maintaining a steady supply of tapstones, the magical gems that fuel the Northlands. Accumulate fame to become the Commodore of the Clouds!

This is the first in a series of games set in the Smoking Bones universe created and illustrated by Andrew Bosley (Everdell, Tapestry, etc). Braided Skies is designed by Dan Germain.



▪️ Forest Shuffle: Smoky Mountains from Lookout Games is coming out this October! From designer Kosch (Forest Shuffle). This is a new stand-alone game that uses most of the same mechanics you find in the other Forest Shuffle games, with an added river mechanic. If you thought the other Forest Shuffle games were gorgeous, you will not be disappointed with the Smoky Mountains foliage and wonderful art by Toni Llobet & Judit Piella. This game is played by 2-5 players in 60 minutes.

From BGG:
A new continent awaits in the Forest Shuffle universe: After exploring Central Europe in Forest Shuffle and the wilds of southern England in Forest Shuffle – Dartmoor, this new standalone game invites players on a journey to North America.

As the third standalone game in the Forest Shuffle series, Forest Shuffle - Smoky Mountains takes us to this popular North American National Park. Building on the familiar gameplay of the series, it introduces new species and clever twists in mechanics. This keeps the experience as fresh as the bubbling waters on the new terrain cards!
Here’s what Forest Shuffle – Smoky Mountains is all about:

New terrain types centered around water, playable on their own or tucked as universal waters under trees.
New synergies between flora and fauna, all revolving around the element of water
In addition to a variety of species around the water, the game is also home to various large animals, such as black bears or bobcats.




▪️ Fugu debuts at Spiel from Helvetiq. From father and son designers Flavio Foches and Riccardo Foches, this is a small box card game for 1-4 players and plays in 25 minutes.

From BGG:
Bannerfish love sticking closely to their buddies. Pufferfish prefer their space. Keep bannerfish together and pufferfish apart! Octopus and coral also play an important role in your biome, so place them wisely to score more points. Score by building the best hand. But here’s the twist: everyone starts with face-down cards and must slot new cards into their hand in ascending order, revealing their strategy one card at a time.

1. Start with your cards face-down. Draw a card from the center.
2. Place it face-up in ascending order. Then reveal the adjacent card.
3. Keep your sea dwellers happy to win, but avoid penalties.

Who will dive the smartest and reel in the most points?


Designer Diary: Bake or Break

30. September 2026 um 16:00

by cafestorybook


Bake or Break started in a somewhat unusual place for a board game...behind the counter of my cafe in Osaka, Japan. I run a picture book cafe called Cafe Storybook, where people come not only for the picture-book-themed food and drinks, but also to read books and spend time together. The cafe looks peaceful and relaxed from the outside. But in the kitchen, it is a completely different story.

Inside Cafe Storybook

[heading]From Playing Games to Making One[/heading]
Outside of running the cafe, I like playing board games with my friends and going to board game events. After I opened the cafe, I started hosting board game events there as well. I wanted to create a place where people could meet, play together, and share that happy time around a table. I have always been drawn to cooperative games such as The Mind or The Crew. I like the feeling of having a shared mission, discussing what to do, and working things out together as a team.

But I also noticed that there weren't many cooperative games that captured the kind of chaotic teamwork I experienced in the cafe. That made me think 'What if I could turn that experience into a cooperative board game?'

Hot Cakes made in Cafe Storybook

Have you ever played games like Overcooked? During the busy hours in that cafe, there never seems to be enough time for everyone to keep up with their own responsibilities. One person is preparing a drink. Someone else is making a cake. Suddenly, two people need the same ingredient. Someone forgets an order. And before you know it, everyone is moving in the same direction.

That feeling of “We are all trying to help, so why is everything becoming more chaotic?” became the starting point for Bake or Break. I wanted to make something inspired by that feeling, but not simply recreate it as a board game. I love the way those games turn simple kitchen tasks into complete chaos. But I didn't want to make a game about running a perfect cafe, I wanted to make a game about trying to run one together just like in my cafe.



[heading]Designing the Game[/heading]
At the start of the process I knew I wanted three things :
     
● First, it had to be cooperative.
     
● Second, it had to be easy enough for families and casual players to understand.
     
● And finally, it had to create the kind of funny chaos that happens when several people are trying to work together at the same time.

I wanted the chaos to come from communication and prediction instead. So I choose Simultaneous Action Selection which is simple and has an element of surprise. You can't see what the other players are choosing. You have to read the table, and sometimes you have to take a risk. That made the game much easier to play around a table while still creating the same feeling of a kitchen getting out of control.

Early Sample Token

Everyone chooses an action secretly, and everyone reveals it at the same time. Just like in a cafe when preparing an order. Someone thinks I'm going to help the other person by preparing the ingredients in the last order. Another player thinks 'Someone probably needs to prepare ingredients, so I'll do it too.' And a third player has exactly the same thought.

Everyone reveals their cards. The three players end up choosing the same action. No one completed the order. “Wait, I thought you were doing it!” Suddenly everyone is laughing, and the kitchen is falling apart.

Event Cards of Bake or Break

I also wanted the game to be accessible to children, but I didn't want adults to feel like they were playing a children's game. The solution was to make the rules easy but the decisions meaningful.

A child can understand 'I need to make a cake.' Experienced players can think 'If I choose this action, the other players might choose it too, so maybe I should do something else.' The same rule creates different levels of thinking depending on the player. It became a game that could be enjoyed by the whole family. Which was exactly what I wanted.

[heading]Making It Feel Like a Picture Book[/heading]
There was another part of the project that was very important to me. Since Cafe Storybook is an actual picture-book cafe, when I started thinking about the visual identity of Bake or Break, I wanted to bring the feeling of picture books into the game.

COPECO's Book Display in Cafe Storybook

That's when I thought of COPECO. COPECO is a Japanese picturebook artist and illustrator who focuses on animals and food. She sometimes combines the two in playful and unexpected ways. Her art has a strong sense of childhood, with cute animal expressions and illustrations that seem to have their own little stories.

But there was also a more personal reason why I wanted to work with her. When I first started my Cafe, I launched a crowdfunding campaign to help open my cafe. COPECO supported that campaign, and we later organized a collaboration event together.

From the very beginning, one of the things I wanted to do with the cafe was to introduce Japanese creators and their work to people from around the world. So when I started imagining what Bake or Break could look like, COPECO's art was actually the first image that came to my mind. Her illustrations bring warmth and cuteness to the cafe, while the game mechanics create a little bit of chaos underneath that funny, cozy world.

I designed this game to look like a picture book

There is also a little story behind where the game might go next. COPECO loves Chinese food, which gave me an idea for a possible future expansion. Maybe one day, the kitchen won't just be making cakes. Maybe we'll be cooking something completely different. I already have some ideas brewing in my mind.

[heading]From a Cafe Experiment to a Real Game[/heading]
Bake or Break is my first original board game, and the process has been very different from simply designing something on paper. I started testing ideas with my family and friends, until the ideas matured. I made prototypes and played and tested them with customers, staff, designers, and other players who all became part of the development process.

Bake or Break first design on paper

Every playtest taught me something, from beginners to experienced gamers. At first the rules made it really hard to complete even one order. Now, the final game is much simpler than my earliest prototypes. But I also think it is much closer to the original idea. Sometimes a rule looked incompleted, and sometimes removing a rule made the game much better.

Playtesting the game with staff in Cafe Storybook

The title also came from the idea that the team can make or break everything. When everyone works together, the kitchen runs smoothly. When things go wrong, everything can quickly fall apart.

Can you communicate well enough to keep the cafe running?
Can you predict what your teammates are going to do?
Can you resist doing the same thing as everyone else?



But maybe none of that is really important.
What matters is having fun with your team, laughing when everything goes wrong, and enjoying the chaos together. That is Bake or Break. A small cooperative game about cakes, teamwork, and the beautiful chaos that happens when everyone is trying to help.

I hope you'll enjoy stepping behind the counter of Cafe Storybook.

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