Build your own gang and customize it to suit your plans. Gather resources to complete heists and money to recruit new gang members. And make sure you escape the police! A unique and fun game from the award-winning designers of Automania and Trails of Tucana.Bad Company supports up to 6 players with very little downtime. It also includes a solo mode where you try to outsmart the police.Each player has a player board with 11 gang members. You may upgrade them by placing overlapping cards onto them. This way the visual appearances of your gang members change as they gain more abilities.Each round the active player rolls four dice and divides them into two pairs (pay coins to reroll). Each pair of dice activates one gang member on the active player's board. All other players may use one of the pairs to activate a single gang member on their own boards.Activating a gangster provides resources needed to complete heists money to upgrade your gang members or advance your car through the city. You want to advance your car because you need to stay ahead of the police in order to collect loot along the city route.You gain points by completing heists upgrading your gang and by driving your car through the city. Some completed heists provide special abilities which you can build your strategy around.The game ends when a player completes their 6th heist or when any car reaches the dock on the city track and the player with the most points wins.—description from designer
In Royals players take on the roles of the great noble houses of the 17th century fighting for supremacy in Europe at that time. With the help of the right country cards they occupy influential positions and obtain bonuses for this in the form of victory points. The higher the rank of the title associated with the position the more country cards required. Already-occupied positions can be contested by playing intrigue cards.The game proceeds over three periods with a scoring taking place after each of them. During scoring the players with the greatest influence in each of the four countries score victory points. After the third period scoring the game ends with the scoring of the individual titles. The player with the most victory points wins.
The circus has come to town! Under the tent jugglers clowns magicians strongmen and wild beasts capture the curiosity of a dedicated audience that applauds non-stop. After each performance your little troupe accumulates fame and may one day pique the interest of P.T. Barnum the greatest circus mogul of all time.In 3 Ring Circus players take on the role of a circus director who tours the United States at the end of the 19th century. Your objective is to hire artists and offer performances in various towns and cities with the intention of gaining fame. In towns features are easy to set up and give you starting resources to upgrade your cast; small cities are somewhat more demanding but they allow you to come into contact with better artists; audiences in big cities are even more demanding and want to see very specific numbers but performing there brings you much more fame!On their turn players can hire an artist or host a performance. At the beginning of the game each player's circuses are empty so it will be necessary to contract to form the company. The artist cards grant more or fewer benefits depending on the order in which they act so one of the keys to the game is planning the shows that will be offered.If they decide to act the players must move to a free space on the map. If it is a town they receive the most basic currency cards as a prize. If you perform in a small city depending on the number of pedestals you have in your company you can claim more or fewer entry cards (the second most valuable) or fame points. In the big cities you get a lot of fame points but the public always demands a specific type of artist.While your little circus tries to survive the great and splendid Barnum Circus travels across the country and when it arrives in a big city a score is held in that region and the circuses that have given the most performances there will gain even more fame.-description from the publisher
In Mangrovia a light gamer's game/family game with a Caribbean mangrove setting a clever role selection mechanism allows the players to choose two different bonuses/actions as well as the turn order in which they want these actions to be carried out — all by placing just one marker. Victory is achievable through a number of viable options which guarantees high re-playability.The game is a fight over acquiring the best locations for your huts in this appealing and unspoiled landscape. If you manage to do so you will become the rightful successor of the old chief and win the game. You gain Chief points by having the most huts (and the secondmost huts) along each of the eight divine paths monitored by the statues of Gods. Additional Chief points are earned by controlling sacred locations by collecting amulets and simply by building huts at lucrative spaces.Building a hut requires that the space's landscape is active and that you can pay the exact price (not overpay) for the space. Therefore the game feels tight even from the very start. The game gets tighter and tighter towards the end of the game as you have fewer choices of spaces and as the actions you choose become more and more crucial.In order to succeed in this game you should carefully choose and time the best possible combination of actions called ritual sites. A boat goes from ritual site to ritual site first on the west side then on the east side (in opposite order) triggering each action. If for instance you choose a ritual site high up you will have an early choice of cards but a late choice of space to build your huts or to collect amulets (and vice versa). A fourth action type is to select active landscapes and become starting player which makes it possible to control the next round. After all players have performed two actions the round ends. The game is usually played over 10-14 rounds and ends when one player builds his last hut.Collecting amulets may be key in this game. Instead of keeping them as Chief points you may use them to build huts on designated spaces which require payment in amulets instead of cards — and still to the exact price. Building huts on such spaces may be exactly what you need to get the majority along one or two divine paths. In order to gain enough amulets — and amulets of the appropriate values — you should position some of your huts on amulet spaces. The more huts you build on such spaces the more amulets you can draw. The probability of getting the amulets you need will therefore increase.The game board is built as a matrix system with some spaces being part of two divine paths while other spaces belong to just one. The spaces that are part of two divine paths are obviously most tempting but can you afford to build your huts there?
Long after the end of the Time of Man the few remnants of humanity have newly retaken the world treading on the ruins of ancient civilizations. Within the Archipelago of the 6 the Clans live according to an absurd reinterpretation of Bushido. You are a Daimyo a leader of a Clan and you want to become the new Emperor of this archipelago. To do this you must gain Popularity! Send your Governors to influence the local populaces but they must remain wary of assassination by deadly Shadows while your Scavengers unearth glorious Relics from long ago. Seize control of this archipelago with the help of the new Heroes of this world!OBJECTIVEIn Daimyo you are the leader of a Clan striving to become Emperor. At the end of the 5th round the player who has accumulated the most Popularity points (PP) will be proclaimed Emperor.There are 4 major ways to gain Popularity points:• DURING THE GAME:INFLUENCE: At the end of each round each player earns Popularity points according to their level of influence on each island.• AT THE END OF THE GAME: RELICS: Each player earns Popularity points according to the number of Relics they have restored. BUILDINGS: Each player earns Popularity points according to the number of Buildings of each type they have constructed. HEROES: The players with the greatest combined values of army and Gold earn Popularity points.
The gnome attack was sudden and relentless. They swarmed our tunnels defiling our mountain home and driving us from our ancestral caverns. Trolls from every clan rushed to the heart of the mountain to defend our Great Halls. We've lost track of how long we've been beating back the endless waves of invaders. Soon it will be time for a final stand. Will we rise up like champions or be driven out to the wilderness to fight for survival? Sharpen your blades brothers and sisters! Raise your hammers! If we trolls must fall we'll fall fighting like kings!Fall of the Mountain King is a standalone prequel to In the Hall of the Mountain King set during the catastrophic war that drove the trolls from their mountain kingdom generations ago. Build your ancestry to drive your actions in the caverns win the loyalty of the clan Champions and strive to be trolldom's greatest defender against the gnomish onslaught.
In Garden Nation the four clans wish to build a city on the seven territories of the garden but each is trying to gain the upper hand.In the game you construct buildings by rearranging coffee pots or bird feeders to complete official projects and secret missions. Each new floor costs more and more inhabitants. However once the goal is reached the colors of these people float there thus validating these common projects. The other leaders might not let this stand however and will invade the buildings of opponents to try to take them back. To impose your choices on others you must master the art of this war deciding who will play after you and where they will have to go.Your main actions during play are to build or abandon a building; validate a common project; and move the Torgrue then choose the next player. Over the course of play the 3D city progressively grows on the board with the location of your action determining where the next action will be carried out and with you deciding who will act.
Create a lush garden of beautiful blooms in order to attract helpful pollinators to their favorite flowers in this abstract tile laying game.Plant Flowers - Place a garden card next to at least one pollinator tokenAttract Pollinators - Form a line with a garden card in another player's color draw a pollinator token and place it next to the newly created line!Pollinate Flowers - When a pollinator token is encircled by flowers it's attracted to that player's garden! Add up the values on flower cards that match the pollinator.Become the Best Garden - When any type of scoring token runs out all pollinator tokens have been placed or all players have run out of garden cards the game ends and it's time to score.—description from publisher
Kitara is a strategy game that mixes conquest movement and battle. Manage your cards to plan your actions: the more territories you control the more options you get! Strengthen your army of hunters cheetah-centaurs and heroes! Protect livestock and crops move your troops and go to war. Kitara is a dynamic strategy game full of tension and suspense.A play turn consists of drafting kingdom cards recruiting pawns moving pawns and attacking neighboring areas. A successful attack garners one or more hero tokens which allots victory points. Attacking and retreating is based on the number of pawns in each group. The player with the most victory points wins the game.—description from the publisher
The Portuguese King has called the finest stonemasons of the country to pave one of the most important squares with calçada tiles (worldwide famous black and white tiles that pave several squares in Portugal). But the task is enormous and players will have to count with the aid of helper cards who will help them score points and/or collect money.In Rossio players start the game by drawing five cards and keeping three of them on their hands.On a player's turn players will first recruit a card from their hands placing it on the rightmost space under their player board sliding to the left all cards previously recruited discarding the card that slides off their boards (under each player board there are only 3 card slots). If the newly recruited card is played face-up players must pay its cost in coins. If the card is played face-down no money needs to be spent.Then ALL cards under a player board will activate: face-up cards will give the player Points for each time the pattern depicted on the card is found on the square. Face-down cards will provide the player 1 coin each.Then players must build the leftmost calçada tile of their player boards. Players can never voluntarily change the order of the tiles on their board. At any moment players can however spend 1 coin to swap 2 pieces on their board that are orthogonally adjacent. The tile must be built in the square orthogonally adjacent to at least 2 elements: 1 tile and 1 wall or 2 tiles. And must be built on the leftmost available space of the line it is being built. If the players manage to build orthogonally adjacent to a similar tile they can as bonus build the next leftmost tile and so on until they decide to stop or until they can't build more. Players collect then 1 coin for each coin depicted on the spaces that were left free on their player boards after tiles were built.Finally players end their turn by drawing 1 card into their hand from the 4 cards available on the market. However the amount of cards players can choose from depends on the number of tiles that they have built. So if players build only 1 tile they must take the 1st card. If they build 3 tiles for example they can choose between the 1st 2nd or 3rd cards. Players end their turns by refilling the empty spaces of their player boards with tiles from the facedown stacks.As the square is being cooperatively built certain patterns appear more often than others and the scoring of face-up cards becomes exponential. Also when players complete a column they collect a bonus that can be either 1 coin or drawing more cards. Money is very tight in this game so gaining an extra coin can be crucial to recruiting a card from your hand face-up.The game ends when the square is finished and the player with most points wins the game.Rossio is all about timing: Recruit a card face-up late in the game and then it will score fewer times than expected. Recruit it too early and it will score you a few points since there are few tiles built on the square. To many cards recruited face down will give that extra amount of money but they won't score any points. Build several tiles and you're probably helping your opponents. Build fewer tiles and you probably won't have money next turn to recruit a face-up card.Rossio is a game with very simple rules but with high interaction between players and interesting decisions every single turn.—description from the designer
In a distant time – so far in the future that either global warming or technical progress is so advanced that windmills are going swimmingly in the antarctic climate – the rising sea level and increased resource consumption has driven mankind to increase investment in polar research. The Scientific Committee on Antarctic Research sees an increasingly creative interpretation of the Antarctic Treaty System.Your objective in Antarctica is to develop research centers in Antarctica and to mine resources – for research purposes only of course. The sun orbits Antarctica counter-clockwise and each ship it thaws moves on for scientific progress. At the end of the game victory points for all kinds of majorities are granted. Will your consort be the one that gained a fortune ... er has done most to rescue mankind?Turn order is determined by the sun. Whenever it shines on one of your ships you may erect buildings recruit new scientists build more ships or do scientific research. The game ends when all buildings have been erected or when one player has placed his last scientist.
In the faraway land of Ethnos a new Age is dawning. The ashes of the old Age have left the Six Regions empty and the twelve Clans scattered to the winds. Now is the time for a clever leader to unite them into a powerful alliance skillfully using the unique talents of each Clan to control the Regions. Do you have the wit and the wisdom to become the next Emperor of Ethnos and usher in a Golden Age?Unite the Clans to Control EthnosWhat was old has been made new again. The land of Ethnos has been rendered empty and a new Age is beginning. Someone must take up the mantle of Emperor. Will it be you?In Ethnos 2nd Edition players must take control of the various clans of Ethnos gathering members and unleashing them into the six regions. Each clan has different special abilities and depending on who you choose to lead your groups different strategies can be employed. 2nd Edition includes updated rules and rules for Solo mode.
In Cornwall players try to enlarge the landscape by adding tiles to it and placing pawns on these tiles. By doing so they earn money which is desperately needed to bring their pawns back from the pub!Since all pawns move to the pub to celebrate the end of the workday once an area is complete it becomes tricky to have enough pawns available to conquer new areas. You can leave pawns on an area in order to continue to increase the size of it but then the area might become attractive for other players too with them joining you — or possibly even taking it over for themselves...