Twilight Imperium (Fourth Edition) is a game of galactic conquest in which three to six players each take on the role of one of seventeen factions vying for galactic domination through military might political maneuvering and economic bargaining. Every faction offers a completely different play experience from the wormhole-hopping Ghosts of Creuss to the Emirates of Hacan masters of trade and economics. These seventeen races are offered many paths to victory but only one may sit upon the throne of Mecatol Rex as the new masters of the galaxy.No two games of Twilight Imperium are ever identical. At the start of each galactic age the game board is uniquely and strategically constructed from among 51 galaxy tiles that feature everything from lush new planets and supernovas to asteroid fields and gravity rifts. Players are dealt a hand of these tiles and take turns creating the galaxy around Mecatol Rex the capital planet seated in the center of the board. An ion storm may block your race from progressing through the galaxy while a fortuitously placed gravity rift may protect you from your closest foes. The galaxy is yours to both craft and dominate.A round of Twilight Imperium begins with players selecting one of eight strategy cards that both determine player order and give their owner a unique strategic action for that round. These may do anything from providing additional command tokens to allowing a player to control trade throughout the galaxy. After these strategies are selected players take turns moving their fleets from system to system claiming new planets for their empires and engaging in warfare and trade with other factions. At the end of a turn players gather in a grand council to pass new laws and agendas shaking up the game in unpredictable ways.After every player has passed their turn players move up the victory track by checking to see whether they have completed any objectives throughout the turn and scoring them. Objectives are determined by setting up ten public objective cards at the start of each game then gradually revealing them over the course of the game. Each player also chooses between two random secret objectives at the start of the game achievement of which provides victory points--only for the holder of that objective. These objectives can be anything from researching new technologies to taking your neighbor's home system. At the end of every turn a player can claim one public objective and one secret objective. As play continues more of these objectives are revealed and more secret objectives are dealt out giving players dynamically changing goals throughout the game. Play continues until a player reaches ten victory points.—description from the publisher
Root is a game of adventure and war in which 2 to 4 (1 to 6 with the 'Riverfolk' expansion) players battle for control of a vast wilderness. Like Vast: The Crystal Caverns each player in Root has unique capabilities and a different victory condition. Now with the aid of gorgeous multi-use cards a truly asymmetric design has never been more accessible.The nefarious Marquise de Cat has seized the great woodland intent on harvesting its riches. Under her rule the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams these wanderers are old enough to remember the great birds of prey who once controlled the woods.Meanwhile at the edge of the region the proud squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root.In Root players drive the narrative and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root!—description from the publisher
In Pax Pamir players assume the role of nineteenth century Afghan leaders attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period The Great Game because of the role played by the Europeans who attempted to use central Asia as a theater for their own rivalries. In this game those empires are viewed strictly from the perspective of the Afghans who sought to manipulate the interloping ferengi (foreigners) for their own purposes.In terms of game play Pax Pamir is a pretty straightforward tableau builder. Players spend most of their turns purchasing cards from a central market then playing those cards in front of them in a single row called a court. Playing cards adds units to the game's map and grants access to additional actions that can be taken to disrupt other players and influence the course of the game. That last point is worth emphasizing. Though everyone is building their own row of cards the game offers many ways for players to interfere with each other directly and indirectly.To survive players will organize into coalitions. Throughout the game the dominance of the different coalitions will be evaluated by the players when a special card called a Dominance Check is resolved. If a single coalition has a commanding lead during one of these checks those players loyal to that coalition will receive victory points based on their influence in their coalition. However if Afghanistan remains fragmented during one of these checks players instead will receive victory points based on their personal power base.After each Dominance Check victory is checked and the game will be partially reset offering players a fresh attempt to realize their ambitions. The game ends when a single player is able to achieve a lead of four or more victory points or after the fourth and final Dominance Check is resolved.
Extended edition includes Crisis & Control expansion.The Nation is in disarray and a war is waging between the classes. The working class faces a dismantled welfare system the capitalists are losing their hard-earned profits the middle class is gradually fading and the state is sinking into a deep deficit. Amidst all this chaos the only person who can provide guidance is... you. Will you take the side of the working class and fight for social reforms? Or will you stand with the corporations and the free market? Will you help the government try to keep it all together or will you try to enforce your agenda no matter the cost to the country?Hegemony is an asymmetric politico-economic card-driven board game for 2-4 players that puts you in the role of one of the socio-economic groups in a fictional state: The Working Class the Middle Class the Capitalist Class and the State itself.The Working class controls the workers. The Capitalist class controls the companies. The Middle class combines elements from both the Working class and the Capitalist. It has workers who can work in the Capitalist's companies but it can also build companies of its own yet smaller. Finally the State is trying to keep everyone happy providing benefits and subsidies when needed but trying also to maintain a steady income through taxes to avoid going into debt.While players have their own separate goals they are all limited by a series of policies that affect most of their actions like Taxation Labor Market Foreign Trade etc. Voting on those policies and using their influence to change them is also very important. Through careful planning strategic actions and political maneuvering you will do your best to increase the power of your class and carry out your agenda. Will you be the one to lead your class to victory?Hegemony is heavily based on actual academic principles such as Social-Democracy Neoliberalism Nationalism and Globalism and allows players to see their real world applications through engaging gameplay. There are many ways to achieve hegemony- which one will you take?—description from the publisher
The great and forgotten Kami have returned from the underworld displeased with the affairs of the Empire’s present Shōgun. At the start of spring in the Great New Year the Kami have gathered their sacred clans with one quest: reclaim the lands of Nippon and return them to their honorable spiritual traditions. However each clan is bound by their own proud traditions to a unique vision for this great return and must wage a powerful diplomatic war across eight provinces. Alliances must be forged betrayal is inevitable honorable standing rises and falls. Political mandates must be navigated and devastating war must be fought each won by expert skill and cunning negotiation. And only one may stand victorious at the coming of winter. You honorable Shōgun lead one of these great clans. Do you have the strength of honor virtue and spirit as well as the mastery of steel necessary to deliver on this ancient promise?Rising Sun is a board game for 3 to 5 players set in legendary feudal Japan. Each player chooses a Clan and competes to lead theirs to victory by accumulating Victory Points over the course of the Seasons. Each Clan possesses a unique ability and differs in Seasonal Income Starting Honor Rank and Home Province. Over the course of the game players will forge and break alliances choose political actions worship the gods customize their clans and position their figures around Japan. In the process Honor is a palpable element in Rising Sun: Having high Honor gives several advantages while having low Honor may grant the allegiance of the darker elements of the world. But above all Honor settles all disputes: Whenever there is a tie the tied player with the highest Honor wins.In Rising Sun players are encouraged to use diplomacy negotiation and even bribery to further their cause. Players can make deals at any point in the game but no deals are truly binding. Victory Points can be gained in several ways from winning battles to harvesting the right provinces to playing to the Virtues accumulated by your Clan.The game is played over the course of 4 rounds or Seasons: Spring Summer and then Autumn; when Winter comes the game draws to a close and players calculate bonuses to decide who is the winner. Each Season is divided into five phases: 1) Seasonal Setup because every Season has a certain Season deck with different cards 2) Tea Ceremony in which players sit down and negotiate their Alliances for the Season 3) Political Phase during which players will select Political Mandates to prepare their Clans and position their forces 4) War Phase during which players battle over several Provinces and 5) Seasonal Cleanup.As already mentioned the start of the Winter Season signifies the end of the game. Peace falls over the land as it gets covered in white snow and a new Emperor will rise under the power of the great Kami.
Imagine you can control the forces of a noble family guild or religious order on a barren planet which is the only source for the most valuable substance in the known universe.Imagine you can rewrite the script for one of the most famous science fiction books of all time. Welcome to the acclaimed 40-year-old board game which allows you to recreate the incredible world of Frank Herbert’s DUNE.In DUNE you will become the leader of one of six great factions. Each wishes to control the most valuable resource in the universe - melange the mysterious spice only found at great cost on the planet DUNE. As Duke Leto Atreides says “All fades before melange. A handful of spice will buy a home on Tupile. It cannot be manufactured it must be mined on Arrakis. It is unique and it has true geriatric properties.” And without melange space travel would be impossible. Only by ingesting the addictive drug can the Guild Steersman continue to experience visions of the future enabling them to plot a safe path through hyperspace.Who will control DUNE? Become one of the characters and their forces from the book and . . . You decide!—description from the publisher
Game description from the publisher:King Robert Baratheon is dead and the lands of Westeros brace for battle.In the second edition of A Game of Thrones: The Board Game three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force use honeyed words to coerce your way onto the throne or rally the townsfolk to your side? Through strategic planning masterful diplomacy and clever card play spread your influence over Westeros!To begin the game each player receives an army of Footman Knight Siege Engine and Ship units as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards which are used as leaders in battles against rival Houses.Each round in the game is made up of three phases: the Westeros Phase the Planning Phase and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks and each denotes a different global action potentially affecting all players.The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight Footman Ship or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace for example) but these promises are never binding. The result is tense and compelling negotiations often ending in backstabbing worthy of Westeros!During the Action Phase the orders are resolved and battle is entered! When armies meet in combat they secretly choose one of their House cards to add strength to the battle. Finally the Houses can consolidate their power in the areas they control and use that power in future turns to influence their position in the court of the Iron Throne and to stand against the wildling Hordes.In addition to featuring updated graphics and a clarified ruleset this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions including ports garrisons Wildling cards and Siege engines while introducing welcome new innovations like player screens and Tides of Battle cards.Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat representing erratic shifts in the momentum of war due to factors such as weather morale and tactical opportunity. During each combat both players draw one Tides of Battle card from a communal deck and its value modifies the strength of his chosen House card. What's more such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements.
In John Company players assume the roles of ambitious families attempting to use the British East India Company for personal gain. The game begins in the early eighteenth-century when the Company has a weak foothold on the subcontinent. Over the course of the game the Company might grow into the most powerful and insidious corporation in the world or collapse under the weight of its own ambition.John Company is a game about state-sponsored trade monopoly. Unlike most economic games players often do not control their own firms. Instead they will collectively guide the Company by securing positions of power attempting to steer the Company’s fate in ways that benefit their own interests. However the Company is an unwieldy thing. It is difficult to do anything alone and players will often need to negotiate with one another. In John Company most everything is up for negotiation.Ultimately this game isn’t about wealth; it’s about reputation. Each turn some of your family members may retire from their Company positions giving them the opportunity to establish estates. Critically players do not have full control over when these retirements happen. You will often need to borrow money from other players to make the best use for a chance of retirement. Players also gain victory points by competing in the London Season for prestige and securing fashionable properties.John Company engages very seriously with its theme. It is meant as a frank portrait of an institution that was as dysfunctional as it was influential. Accordingly the game wrestles many of the key themes of imperialism and globalization in the eighteenth and nineteenth centuries and how those developments were felt domestically. As such this game might not be suitable for all players. Please make sure everyone in your group consents to this exploration before playing.The second edition is extensively revised and is not a reprint.—description from designer
In Oath one to six players guide the course of history in an ancient land. Players might take the role of agents bolstering the old order or scheme to bring the kingdom to ruin. The consequences of one game will ripple through those that follow changing what resources and actions future players may have at their disposal and even altering the game's core victory condition.If a player seizes control by courting anarchy and distrust future players will have to contend with a land overrun by thieves and petty warlords. In a later game a warlord might attempt to found a dynasty creating a line of rulers that might last generations or be crushed by the rise of a terrible arcane cult.In Oath there are no fancy production tricks app-assisted mechanisms or production gimmicks. The game can be reset at any time and doesn't require the same play group from one game to the next. A player might use the fully-featured solo mode to play several generations during the week and then use that same copy of the game for Saturday game-night with friends. There are no scripted narratives or predetermined end points. The history embedded in each copy of Oath will grow to be as unique as the players who helped build it.—description from the publisher
The King's Dilemma is an interactive narrative experience with legacy elements featuring several branching storylines leading to many possible finales and an evolving deck of event cards at its core. Players represent the various houses leading the government of the Kingdom of Ankist.You will draw one card from the Dilemma deck each round and experience the game story as it unfolds. Each card poses a problem that the Council has to resolve on the King's behalf. As members of the King's inner circle your decisions determine how the story proceeds and the fate of the kingdom. Each event happens only once: You discuss and bargain with the other players then finally you make a choice determining the outcome progressing the game story and possibly unlocking more events.You have to keep the kingdom going while also seeking an advantage for your own house; this power struggle may lead the kingdom into war famine or riot or it could generate wealth and well-being. This will depend on your choices! The thing is each decision has consequences and what is good for the kingdom as a whole may be bad for your family...Will you act for the greater good or will you think only of yourself?
Sidereal Confluence: Trading and Negotiation in the Elysian Quadrant is a singularly unique trading and negotiation game for 4-9 players. Over the course of the game each race must trade and negotiate with the rest to acquire the resource cubes necessary to fund their economy and allow it to produce goods for the next turn. Scheming dealing and mutually beneficial agreements are key to success. While technically a competitive game Sidereal Confluence has a cooperative feel during the trading phase as no race has the ability to thrive on its own. Trade well and you'll develop technologies and colonize planets to form a civilization that is the envy of the galaxy.Each player chooses one of the nine unique and asymmetrical alien races that have come together to form a trade federation in their quadrant. Each race has its own deck of cards representing all the existing and future technologies it might research. Some races also have other cards related to unique features of their culture. These cards represent portions of the culture's economy and require spending some number of cubes to use resulting in an output of more cubes ships and possibly victory points. Since each culture's outputs rarely match their inputs players need to trade goods with one another to run their converters to create the resources they truly need to run their society most efficiently and have an effective economy. Almost everything is negotiable including colonies ships and all kinds of resources.Each game round contains an open trading phase in which all players can negotiate and execute deals for cubes ships colonies even the temporary use of technologies! Players with enough resources can also research technologies upgrade colonies and spend resources on their race's special cards during this phase. Once complete all players simultaneously run their economies spending resources to gain more resources. The Confluence follows starting with players sharing newly researched technologies with all other races and following with bidding to acquire new colonies and research teams. Researching a new technology grants many victory points for the prestige of helping galactic society advance. When one race builds a new technology it is shared with everyone else. Technologies can be upgraded when combined with other technologies.The ultimate goal is victory points which are acquired by researching technologies using your economy to convert resources to goods and converting your leftover goods into points at the end of the game.The game is almost all simultaneous play.Sidereal Confluence: Remastered Edition features the same gameplay as the first edition of the game from 2017 but features an updated card layout a teaching guide and an improved rulebook for easy set-up and learning with more visual examples and clear key terms.
In Spartacus: A Game of Blood & Treachery an exciting game of twisted schemes and bloody combats inspired by the hit STARZ Original series each player takes on the role of Dominus head of a rising house in the ancient Roman city of Capua. Each house is competing for Influence to gain the favor of Rome. Through a combination of political schemes and glorious battles on the arena sands your house will rise in fame and stature. As Dominus you have a variety of resources at your disposal. Guards protect you from schemes launched by rivals. Slaves run your household and earn gold. Gladiators compete to bring glory to themselves and influence to their Dominus.Three main phases occur in each game round of Spartacus: A Game of Blood & Treachery.The Intrigue Phase is when players launch their Schemes hoping to raise their fortunes while undermining their rivals. Schemes and Reactions are represented by cards in the Intrigue Deck. Players wield their Influence to put their Schemes into play often asking for (or bribing) another player’s help in hatching the most complex plots.The Market Phase is when players buy sell and trade Assets (Gladiators Slaves Equipment and Guards). Players also bid against each other to acquire new Assets at Auction. Wealth is not the only path to success as players bluff and bargain with each other to acquire the Assets they covet.The Arena Phase is when the bloody games are held. Gladiators from two rival Houses are pitted against each other in a brutal fight for glory. The spectacles of the games are represented by miniature combat on the arena board. Fighters pit their Attack Defense and Speed dice against one another to determine the victor. All players seek to increase their fortunes by betting on the outcome of the gruesome conflict. Fighters who emerge from the arena victorious gain Favor and their Dominus gain Influence.The goal of the game is to become the most influential house in Capua securing your family’s power for years to come. During the game players will bribe poison betray steal blackmail and undermine each other. Gold will change hands again and again to buy support stay someone’s hand or influence their decisions. Will you be the honorable player whose word is their bond or the treacherous schemer whose alliances change with the wind?—description from the publisher
Prince John is coming to Nottingham! Players in the role of merchants see this as an opportunity to make quick profits by selling goods in the bustling city during the Prince's visit. However players must first get their goods through the city gate which is under the watch of the Sheriff of Nottingham. Should you play it safe with legal goods and make a profit or risk it all by sneaking in illicit goods? Be mindful though as the Sheriff always has his eyes out for liars and tricksters and if he catches one he very well may confiscate those goods for himself!In Sheriff of Nottingham players will not only be able to experience Nottingham as a merchant of the city but each turn one player will step into the shoes of the Sheriff himself. Players declare goods they wish to bring into the city goods that are secretly stored in their burlap sack. The Sheriff must then determine who gets into the city with their goods who gets inspected and who may have their goods confiscated!Do you have what it takes to be seen as an honest merchant? Will you make a deal with the Sheriff to let you in? Or will you persuade the Sheriff to target another player while you quietly slip by the gate? Declare your goods negotiate deals and be on the lookout for the Sheriff of Nottingham!Sheriff of Nottingham is the first game in the Dice Tower Essentials Line from Arcane Wonders.
In Archipelago players are Renaissance European powers competing in the exploration of a Pacific or Caribbean archipelago. They will explore territories harvest resources use those resources in markets both internal (for their use and that of the natives) and foreign (to sell it in Europe) build markets harbors cities and temples and negotiate among themselves (and maybe betray each other) – all this to complete their secret objectives. They will also need to guess the secret objective of the other players to be able to benefit from them.But players also need to be careful of the natives; if they make them too unhappy or if too many of them are unoccupied they could revolt and declare independence. Then everyone will lose!According to the author what he's tried to create is a German economic worker-placement game but without the two things he dislikes in them: the superficial theme and the lack of interaction. Indeed this game includes a very present theme and a lot of negotiation and potential backstabbing.The game includes three sets of objectives enabling players to choose between a short medium and a long game. Solo play is also possible with an expansion.IN FRENCH Archipelago retrace l’ère majestueuse de la découverte des archipels à travers le globe de 1492 (découverte des Antilles par Christophe Colomb) jusqu’à 1797 (colonisation de Tahiti). Chaque joueur incarne un explorateur et son équipe mandatés par une nation européenne pour découvrir coloniser et exploiter les archipels. Ces missions sont censées s’effectuer de manière diplomatique en répondant tant aux besoins de la population locale qu’aux demandes régulières du continent. Il faudra donc respecter l’archipel et ses autochtones sous peine de voir les natifs se révolter pour finir en guerre d’indépendance. Les limites entre expansionnisme et humanisme économie et respect des valeurs locales transmission de connaissances et industrialisation à outrance ne sont pas toujours évidentes à trouver. L’équilibre de l’archipel dépendra donc beaucoup de la volonté que mettra chacun à faire de ces îles des colonies heureuses et productives ou au contraire à exploiter outrageusement les ressources et les natifs pour finir dans le chaos et la révolte. Pour compliquer les choses parmi vous se cache peut-être un indépendantiste ou un pacifiste. L’un comme l’autre tentera de faire pencher la balance respectivement vers la révolte ou vers la paix. Êtes-vous prêt à endosser votre rôle et partir à la découverte d’Archipelago ?
Boldly go where no one has gone before. In Star Trek: Ascendancy — a board game of exploration expansion and conflict between the United Federation of Planets the Klingon Empire and the Romulan Star Empire — you control the great civilizations of the Galaxy striking out from your home worlds to expand your influence and grow your civilization. Will you journey for peace and exploration or will you travel the path of conquest and exploitation? Command starships establish space lanes construct starbases and bring other systems under your banner. With more than 200 plastic miniatures and 30 star systems representing some of the Star Trek galaxy's most notable planets and locations Star Trek: Ascendancy puts the fate of the galaxy in your hands.The great unknown lies before you; with every turn is a new adventure as your ships explore new space systems encounter new life forms and new civilizations make wondrous discoveries and face challenging obstacles all drawn from the vast fifty year history of Star Trek. Will you brave the hazards of Rura Penthe to harvest vital resources race to develop Sherman's Planet before your rivals stake their claim or explore the mysteries of the Mutara Nebula on an ever-growing adaptive map of the galaxy. With an infinite combination of planets and interstellar phenomena no two games of Star Trek: Ascendancy will ever play the same!
Triumph & Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1936-45 between Capitalism (the West) Communism (the Soviet Union) and Fascism (the Axis). It has diplomatic economic technological and military components and can be won by gaining economic hegemony or technological supremacy (A-bomb) or by vanquishing a rival militarily.The 22 x 34 area map covers Eurasia to India and the Urals plus the Americas. Military units are 5/8 blocks of 7 types (Infantry/Tank/Fortress/AirForce/Carrier/Fleet/Submarine) in 7 different colors (Germany/Italy/Russia/Britain/France/USA/Neutral). The mix of over 200 blocks allows great flexibility of force composition. There is a 55-card Action deck and a 55-card Investment deck plus 30 Peace Dividend chits and 110 markers of various types.The game starts in 1936 with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty initiating an arms race in Europe. With blocks the nature of military buildups remain unknown to rivals unless/until military conflict breaks out. The game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent and rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace).You can win peacefully by: • Economic Hegemony (total of Production + secret Peace Dividend values + Atomic Research is the greatest in 1945 or reaches 25 at any time) OR • Technological Supremacy (build the A-bomb which takes 4 stages and be able to deliver it to a Main Capital).If there is war you can still win by either of the above methods (with extra Economic Hegemony victory points available) or by: • Military Victory (capture TWO enemy capitals out of nine: each player controls three).Economic production underlies all forms of power in the game. Production is the LEAST of controlled Population (cities) controlled Resources and Industry (which starts low and can be built up with Investment cards) except that Resources can be ignored if at Peace.Powers can spend their current economic Production on either: • Military units (new 1-step units or additional steps on existing units) OR • Action cards which have Diplomatic values (to gain Population and Resources without conflict) and a Command value (to move military units) OR • Investment cards which have Technological values (to enhance unit abilities) and a Factory value (the only way to increase Industry levels).Building a unit step or buying a card costs 1 Production. Simple. You can’t inspect cards bought until after you have spent all Production.The early phase of the game tends to revolve around: • Diplomatic infighting (using Action cards) to gain minor nations (Czech Rumania etc) for their Population and Resources and • Industrial buildup (via Investment cards) with • Military buildups (with the nature of forces being built being unknown to opponents) • Technology advancement (also via Investment cards) and some • Military operations (using Action cards for Command) which can include Violating (attacking) neutral minors to gain Population/Resources when Diplomacy fails.If the game continues peacefully due to imposing defenses or player inclination pressure builds as players approach a Production of 20 as secret Peace Dividend chits may take someone over the 25 Victory threshold. Or players may succeed in developing the Atomic Bomb and steal a victory that way.At some point however one Power (seeing opportunity or necessity) may Declare War on another. The victim gets immediate economic benefits in reaction but military reality comes to the forefront from this point onward. The third party may well continue its economic development in peace. Or not.Unit movement is by Command card which specifies a Command Priority letter that determines order of movement/combat and a Command Value number that determines the maximum number of units that can be moved. Command cards are only valid during one specified Season (Spring/Summer/Fall) so a variety of Command cards in one’s hand is necessary for a Power to be able to move in every Season. But HandSizes are limited so each player must balance competing demands for card resources with military security.Combat occurs when rival units occupy the same area and is executed by units firing in order by Type (defenders firing first amongst equal types) rolling dice for hits. Units have different Firepowers (hit values) depending on the Class of unit they are targeting (ground naval air sub). Land combat is one round per Season while sea battles are fought to a conclusion. Ground units without a Supply line lose 1 step per Season and cannot build (except Fortress units which are immune to both effects but cannot move).Triumph & Tragedy is a true three-sided game: there is no requirement that the West and Russia be on the same side (and in fact there are valid reasons to attack each other) and only ONE player can win the game. Table talk is allowed (and encouraged) but agreements are not enforceable. Alliances are shifting and co-operation is undependable. The game can continue as an economic battle of attrition or a sudden military explosion can change everything. There is immense replayability as players can pursue dominance in Europe via land sea or air military superiority technological supremacy or economic hegemony without rivals realizing their strategy until it is TOO LATE! It is a highly interactive tense fast-moving game with little downtime between player turns covering THE crucial geopolitical decade of the 20th century in 4-6 hours.
Between Two Castles of Mad King Ludwig is published by Stonemaier Games as part of a collaboration with Bezier Games.The king demands a castle! You are a world-renowned master builder who has been asked by the Mad King Ludwig to help design his castles. Projects of such significance require the expertise of more than one person so for each assignment you are paired with another master builder to execute your grandiose plans. Will your planning and collaborative skills be enough to design the most impressive castles in the world?Between Two Castles of Mad King Ludwig is a competitive tile-drafting game in which each tile is a room in a castle. You work together with the player on your left to design one castle and with the player on your right on another castle. On each turn you select two tiles from your hand reveal them then work with your partners to place them. To win you have to share your attention and your devotion between two castles.This game includes 147 regular room tiles with unique art 83 other tiles 20 bonus cards 7 custom wooden castle tokens 1 full-color double-sided scorepad and a 4-piece Game Trayz custom insert that reduces setup time to less than 60 seconds.—description from the publisher
The City Council recently approved the zoning map for a new urban development — The Estates — featuring high-end infrastructure and a modern atmosphere for its citizens. Soon after the banks awarded millions of dollars in loans to six real estate investment firms to help develop this new area. The zoning map for The Estates calls for two rows of four buildings each located between the River and Main Street. The meadows on the other side of the River are to remain a recreational area for the City.But with hopes of larger profits investors and building tycoons entirely ignore the City Council's demands and begin developing three rows of buildings instead. The Mayor catches wind of the potential for profit and begins planning a new mansion in The Estates which would double the value of one of the building rows! With some sketchy building permits investors begin developing buildings on the other side of the River beyond the designated building zone. However the City Council takes rigorous steps to put an end to the racketeering with an ultimatum: As soon as the first two rows are completed the buildings in the uncompleted row will be torn down resulting in a huge loss for all who invested there. At the end of the day the investor with the highest-valued buildings will come out on top.The players take on the role of investors seeking to make the most money by developing buildings in The Estates. Players will bid for the various building pieces and place them in The Estates to their benefit. All buildings in completed rows score positive points while all buildings in incomplete rows score negative points. It is possible to have zero completed rows of buildings.A game of The Estates lasts around 40 minutes and can be played in several rounds to experience a shifting economy.
It is the early 1800s a time of immense construction and urbanization. You are a world-renowned master city planner who has been asked to redesign two different cities. Projects of such significance require the expertise of more than one person so for each assignment you are paired with a partner with whom to discuss and execute your grandiose plans. Will your planning and collaborative skills be enough to design the most impressive city in the world?Between Two Cities is a partnership-driven tile-drafting game in which each tile represents part of a city: factory shop park landmarks etc. You work with the player on your left to design the heart of one city and with the player on your right to design the heart of another city. On each turn you select two tiles from hand reveal them then work with your partners separately to place one of those tiles into each of your two cities before passing the remaining hand of tiles around the table.At the end of the game each city is scored for its livability. Your final score is the lower of the livability scores of the two cities you helped design. To win you have to share your attention and your devotion between two cities. The player with the highest final score wins the game.The game features play for 3-7 players in 20-25 minutes a 2-player variant for head-to-head competition as well as a solo variant (Automa).
Dogs of War is an elegant game set in a steampunk-influenced renaissance universe. Noble houses engage each other in a series of fierce battles and it's up to the players and the Dogs of War they control to deploy their private armies in support of whatever house they wish to favor. Clockwork knights and imposing war machines shift the tides of war as they enter the battlefields but the interest of their Dog of War captains actually lie in the rewards offered by each noble house to its supporters. Each Dog of War has a special ability that helps them claim influence win battles or betray the house to which they've sworn allegiance!Dogs of War is not a game of pure military power but rather a game in which deception and betrayal often lead the way to a decisive victory. The goal for the Dogs of War is to earn the most power by the end of the game. Thanks to thoughtful game design and development there are many ways to achieve this like defeating other captains in battle getting rewards from the Houses you help amassing gold and troops and most importantly gaining influence with the most successful Houses.
What if the animals were the ones who ran the zoo?…Presumably this wild government would be built upon the support of fellow creatures and fueled by the fame attention and prestige of wide-eyed visitors. Naturally the most aspirational beasts would lobby for a position in the star exhibit and the lead star would be elected Zoo Mascot.In order to join the star exhibit each species must campaign its way up the hierarchy of enclosures with the majority support of animal voters. And the lead star will be the species that has earned the most laurels from both raving fans and jealous rivals along the way.How does one gain support and earn laurels? Through crafty politicking clever negotiations and ruthless schemes. There can only be one Zoo Mascot after all.Where are you going? That is the ultimate question of Zoo Vadis.Zoo Vadis is an evolution of Reiner Knizia’s classic negotiation game Quo Vadis? It retains the elegant political gameplay that fans have come to love while introducing many innovations and improvements by:Like the original design the game ends immediately when the Star Exhibit is full. Only the animals who have reached the Star Exhibit qualify for victory and the winner is the player with the most laurels.–description from publisher
In an abandoned warehouse a gangster band is splitting its loot but they can't agree on the split! It's time to let the guns talk and soon everyone is aiming at everyone. The richest surviving gangster wins the game!Ca$h 'n Guns helps you relive the best scenes of your favorite gangster movies. The goal is to have more money than anyone else after eight rounds while still being alive.Each round one player is the Boss and he controls the pace of play. First loot cards are revealed on the table to show what's up for grabs. Next players load their guns by secretly selecting either a Bang! or a Click! Click! card from their hand. The Boss counts to three and on Three each player points his foam gun at someone else; due to his status the Boss can tell one player who's pointing a gun at him that he needs to point it in another direction. After a pause to observe threats and measure the seriousness in an opponent's eyes the Boss counts to three again and anyone who doesn't want to risk getting shot can chicken out and remove themselves from the round.Everyone who's pointing a gun at someone still in the round now reveals their card and anyone who's the target of a Bang! takes a wound marker and gets none of the available loot. Starting with the Boss everyone still in the round takes one loot card at a time from the table — money diamonds paintings the position of Boss medical care (to remove a wound) or a new bullet (to add a Bang! card to your hand) — until everything has been claimed.After eight rounds the game ends. Whoever has the most diamonds receives a big bonus and paintings score based on the number of them that you've collected. Whoever has the most valuable stash wins!
from GMT website:Virgin Queen: Wars of Religion 1559-1598 is a game of grand strategy for two to six players based on the military political and religious conflicts within Europe during the reigns of Elizabeth I of England and Philip II of Spain. Each player controls one or more of the major powers that presided over European politics in that day. Spain is the juggernaut able to draw upon the vast riches of their global empire. But such a dominant power is sure to have many enemies. The Ottoman expansion towards Spain's Mediterranean outposts remains unchecked. Elizabeth's English sea dogs are poised to raid Spain's overseas empire. And the forces of Protestant reform will soon drag Spain into eighty years of rebellion in the Netherlands. Will Spain find aid from its Catholic allies? Perhaps not from France where the Catholic Valois dynasty is soon to engage another group of Protestant believers in the bloody French Wars of Religion. And even Philip's relatives in Vienna who rule the Holy Roman Empire may dabble in the Protestant faith instead of remaining loyal to their Catholic heritage and Spanish brethren.Virgin Queen: Wars of Religion 1559-1598 is the sequel to Here I Stand another card-driven game of grand strategy that covered the previous forty years (from Martin Luther's posting of his 95 Theses in 1517 through the abdication of Charles V in 1556). Players familiar with Here I Stand will find much that is familiar in Virgin Queen as over half of the rule book remains unchanged. New game systems have been put in place to emphasize the changing nature of the conflicts here in the late 16th Century:
In Two Rooms and a Boom – a social deduction/hidden role party game for six or more players – there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (i.e. separate playing areas). The game consists of five timed rounds. At the end of each round some players will be swapped into opposing rooms. If the Red Team's Bomber is in the same room as the President at the end of the game then the Red Team wins; otherwise the Blue Team wins. Lying encouraged.
Here I Stand: Wars of the Reformation 1517-1555 is the first game in over 25 years to cover the political and religious conflicts of early 16th Century Europe. Few realize that the greatest feats of Martin Luther Jean Calvin Ignatius Loyola Henry VIII Charles V Francis I Suleiman the Magnificent Ferdinand Magellan Hernando Cortes and Nicolaus Copernicus all fall within this narrow 40-year period of history. This game covers all the action of the period using a unique card-driven game system that models both the political and religious conflicts of the period on a single point-to-point map.There are six main powers in the game each with a unique path to victory.Here I Stand was due for a reprint in 2017 but with October 31 2017 being the 500th anniversary of Martin Luther's posting of his 95 Theses Ed Beach and his team of Here I Stand enthusiasts have put together a series of enhancements to the original game that transform this reprint into a deluxe 500th anniversary treatment.DESIGNER: Ed Beach MAP & CARD ART: Mark Simonitch COUNTER ART: Mark Simonitch and Rodger B. MacGowan—description from the publisher
Game description from the publisher:Rex: Final Days of an Empire a reimagined version of Dune set in Fantasy Flight's Twilight Imperium universe is a board game of negotiation betrayal and warfare in which 3-6 players take control of great interstellar civilizations competing for dominance of the galaxy's crumbling imperial city. Set 3,000 years before the events of Twilight Imperium Rex tells the story of the last days of the Lazax empire while presenting players with compelling asymmetrical racial abilities and exciting opportunities for diplomacy deception and tactical mastery.In Rex: Final Days of an Empire players vie for control of vital locations across a sprawling map of the continent-sized Mecatol City. Only by securing three key locations (or more when allied with other factions) can a player assert dominance over the heart of a dying empire.Unfortunately mustering troops in the face of an ongoing Sol blockade is difficult at best (unless of course you are the Federation of Sol or its faithless ally the Hacan who supply the blockading fleet). Savvy leaders must gather support from the local populace uncover hidden weapon caches and acquire control over key institutions. Mechanically this means players must lay claim to areas that provide influence which is then spent to (among other things) smuggle military forces through the orbiting Sol blockade. Those forces will be needed to seize the key areas of the city required to win the game. From the moment the first shot is fired players must aggressively seek the means by which to turn the conflict to their own advantage.While the great races struggle for supremacy in the power vacuum of a dead emperor massive Sol warships execute their devastating bombardments of the city below. Moving systematically the Federation of Sol's fleet of warships wreaks havoc on the planet's surface targeting great swaths of the game board with their destructive capabilities. Only the Sol's own ground forces have forewarning of the fleet's wrath; all others must seek shelter in the few locations with working defensive shields...or be obliterated in the resulting firestorm.Although open diplomacy and back-door dealmaking can often mitigate the need for bloodshed direct combat may prove inevitable. When two or more opposing forces occupy the same area a battle results. Each player's military strength is based on the sum total of troops he is willing to expend along with the strength rating of his chosen leader. A faction's leaders can therefore be vitally important in combat...but beware! One or more of your Leaders may secretly be in the employ of an enemy and if your forces in combat are commanded by such a traitor defeat is all but assured. So whether on the field of battle or the floor of the Galactic Council be careful in whom you place your trust.All this along with a host of optional rules and additional variants means that no two games of Rex: Final Days of an Empire will play exactly alike. Contributing further to replayability is the game's asymmetrical faction abilities each of which offer a unique play experience.
Cosmic Encounter 42nd Anniversary Edition welcomes new players to the game of infinite possibilities with a freshly revised rulebook and a beautifully illustrated Quick-start Guide that captures the nostalgia of the original game and makes it easy for anyone to learn. The Quick-start Guide’s comic book style throws readers back to the 1970s providing vital insight into the core rules of the game while embracing the fun of a cosmic conquest filled with wacky aliens and outrageous abilities. What's more with the beautiful translucent ship pieces (as shown above) spreading your colonies across the galaxy has never been more stylish!A newly discovered species joins the classic line-up of aliens. You can of course play as old favorites such as Mite or Remora or you can try your hand at leading the ruthless Demon to victory. Previously only released at Cosmic Con this species was exiled from their original galaxy for unprincipled opportunism. Now they seek cosmic vengeance using their power to possess other players’ hands to bolster their own strength and sap others’ will to win.In addition to this monstrous newcomer Cosmic Encounter 42nd Anniversary Edition offers you new ways to customize your games with the introduction of Cosmic Combo cards. These carefully assembled cards offer a list of alien species with a brief description of their powers to create themed matchups and explore different types of games. You may find yourself among some Big Time Clubbers or Cellar Dwellers that can be integrated into three four or five-player games. Every card spins a new challenge and with these new options for customization no two games are ever the same.—description from the publisher
You've finally reached the Temple of Secrets with its immense treasure of gold — but what awaits you here? Fabulous wealth or total destruction? The proud and mysterious temple guards who are hiding amongst the adventurers are trying to lure them onto the wrong track in order to protect their gold. Skillfully and with a deceitful tongue they try to convince you to open the grave chambers behind which lies a dangerous fire trap. Can you trust anyone in the group when you don't know whether they're friend or foe?Tempel des Schreckens is a quick-playing bluffing game that reimplements the gameplay of TimeBomb in a new setting and for a larger group of players.
Will the Merchants get their goods past the Sheriff?The bustling market in Nottingham is filled with goods from all over the kingdom. Most of it is entirely legal however Prince John is looking to make sure no contraband gets sold. He’s tasked the Sheriff to inspect Merchant’s wares looking for any illicit goods. The Sheriff’s shrewd but not above taking a bribe to look the other way. Which Merchant will end up getting the best goods through and make the largest profits in the market stalls?In Sheriff of Nottingham 2nd Edition players take turns playing the Sheriff looking for contraband goods and the Merchants trying to stock their Stall with the best goods. The Sheriff can inspect any bag they want but they must be careful as they’ll have to pay a penalty if they find the Merchants were telling the truth. This new edition includes updated rules as well as expansions such as the 6th Merchant Black Market and Sheriff’s Deputies.The game box contains 110 Gold Coins 216 Goods cards 6 Deputy cards 6 Black Market cards 2 Deputy standees 6 Merchant stands 6 Merchant bags a Sheriff standee a Booty tile and a rulebook
Fief: France 1429 is a game of dynastic ambition in which players assume the roles of nobles in the 15th century kingdom of France. Each player strives to become the most powerful ruling force in the kingdom by gaining control of Fief and Bishopric territories. In turn they acquire Royal and Ecclesiastical (church) titles which give their families influence to elect the next Pope and King. Players strengthen their positions by negotiating marriage alliances between their families setting the stage for love treachery and deception!The game board represents a portion of the Kingdom of France in the Middle Ages. Villages have square outlines that are connected by roads that allow Lord and Troop movement. The villages are grouped into eight colored background areas that represent individual Fiefs which are domains given to Lords to preside over. Fiefs have different colored backgrounds and Bishoprics have heavy bordered outlines that include several different Fiefs. Each village also belongs to one of five church Bishoprics; each Bishopric is outlined with a heavy border line and is numbered between 1-5 along the edge of the board inside a Bishop's Mitre.Each player controls up to four family members comprised of male and female nobles. These family members will rise in power by gaining Royal and Ecclesiastic Titles.You win the game as soon as you have 3 VPs. This is easier said than done and you may need to form alliances with other players through diplomacy and marriage to obtain your goal. When one of your family members marries a noble of another family the two of you become allied. You now win the game together with 4 VPs and cannot win alone unless your marriage is annulled by the Pope or your spouse is mysteriously murdered or dies of some other foul means!In addition to being wary of your fellow players you may draw event cards that can quickly change your destiny. Bounty Event cards are beneficial to the Player and include Good Harvest Good Weather and Added Taxes cards. But some cards are Disaster Cards that can randomly effect all players in specific Bishoprics. These include The Plague Heavy Rain Famine and Peasant Uprisings!Income can be increased by players imposing church tithes on their opponent's villages or taxing their own Fiefs. Players may purchase new Fief titles improve their village incomes with mills and fortify their cities.Players will also need to protect their land and castles. Men at Arms and Knights can be purchased as well as Siege Engines. If you feel that other players are not running their Fiefs as well as you can you may try to invade their territories! But you must risk one of your family members to lead the troops into possible battle where they might be killed or taken prisoner. If two opposing armies are in the same village square a Battle may be initiated. The players assess the size and strength of their armies which determine the number of Battle Dice each may roll. Each f rolled is a hit. Men at Arms are defeated with one hit while Knights require three hits to be removed from the battle.The Kickstarter Edition of Fief: France 1429 included the Fief: France 1429 Expansions Pack and offered 3-D buildings and metal coins as 'add ons.' These items are all still available directly from Academy Games.
Viceroy is a board game of bidding and resource management set in the fantasy universe of the famous Russian CCG Berserk. As the players struggle for control over the world of Laar they recruit a variety of allies and enact various laws. These cards allow players to develop their state's military and magical might increase their authority and get precious gems they need to continue expanding their nation.As the game progresses each player builds their own power pyramid using character and law cards. Each card has its own effect that depends on the level of the pyramid where the card is played. These effects may give more resources more cards or victory points. The player who has the most power points at the end of the game becomes the ruler of entire Laar and the winner!
In La Cosa Nostra you take on the role of a mafia boss. In the beginning you control a crew of gangsters and a couple of businesses. During the game you will hire new gangsters to do the dirty work and collect your money. Investments lead to new lines of business or monopoly positions: take control of the drug dealing moneylending or prostitution. Bribe politicians and cops invest your money in night clubs casinos or the waste management industry. To get the big deals you need to cooperate with the other families — but never rely on those friendships. The others will take the first opportunity to stab you in the back so you better do it first...Each player controls gangster cards that serve to either gain money or attack other players. Actions are planned secretly placed face down then played in turn. Often you need certain business cards to succeed. If you don't own them yourself you can negotiate deals with the other players. The players bargain spy threaten and deceive each other.Each of the four rounds brings new action cards into the game and the number of gangsters increases. Thus the possibilities for actions become more diverse the jobs more profitable and the attacks more powerful. Co-operation gets more attractive and treason alluring because at the end of the day money is the only thing that counts.
Description from the publisher:The largest richest and most diverse city on Earth New Angeles is home to the Space Elevator that rises along its buckyweave tether and connects us to Luna and its invaluable Helium-3 deposits. It is here in New Angeles that you'll find the global headquarters for the worlds' most powerful megacorps: Haas-Bioroid Globalsec Jinteki Melange Mining NBN and the Weyland Consortium. And it is here in this shining beacon of human achievement and advancement that these powerful megacorps enjoy a uniquely fertile breeding ground for their projects and their rivalries.In New Angeles you gain control of one of these megacorporations then you use your wealth and influence to create more wealth and more influence. To do this you cut deals and forge temporary alliances. You leverage your credits and assets to gain financial superiority over your corporate rivals. All the while you also need to keep an eye toward the masses striking deals with the other corps as necessary in order to keep a lid on crime disease and unrest. If you want to maximize your profit you need to keep New Angeles open for business!
Settling the Final FrontierSince 1966 millions of Star Trek fans all over the world have watched adventures of the Starship Enterprise Captain Kirk and Mr. Spock. And since 1995 millions of enthusiastic players all over the world have played Klaus Teuber's CATAN - a board game classic. It's time to bring them all together on the Final Frontier!In Star Trek: Catan players start the game with two small Outposts at the intersection of three planets with each planet supplying resources based on the result of a dice roll. Players collect and trade these resources – dilithium tritanium food oxygen and water – in order to build Starships that connect regions in the galaxy establish more Outposts and Starbases (upgraded Outposts) at new intersection points in order to increase resource acquisition and acquire Development Cards that provide Victory Points (VPs) or special abilities.On a dice roll of 7 a Klingon ship swoops in to prevent resource production on one planet while taxing spacegoers who hold too many resources.Star Trek: Catan differs from the basic Settlers in one aspect: a set of Support Cards formerly available only in German as Catan Scenarios: Helpers of Catan. Each Support Card features a special ability and one of Kirk Spock McCoy Sulu Scott Uhura Chekov Chapel Rand or Sarek. Some special abilities make basic actions better such as reducing the costs of Starbase upgrades or allowing the player to trade a resource of their choice at 2:1 for a turn while others break rules such as protecting the player from discarding on a 7 or producing a resource when the player rolls a number that wouldn't otherwise produce for them. Players get a specific Support Card during setup based on turn order with later players getting generally more useful abilities to compensate for early player advantage. When a player uses a Support Card ability for the first time they may trade it in for a Support Card of their choice or keep it for a second use but they may only trade immediately after use.
Mega Civilization is a strategy board game for 5-18 players that covers the development of civilizations through history from the Stone Age to the Late Iron Age. In this colossal game players lead their historic civilization as they gain victory points by expanding their population building cities trading and developing their knowledge and culture.Notwithstanding its large scope the game's core mechanics are straightforward and easy to learn. A key element in the game is player interaction as they position themselves on the map board and search for valuable commodities during interactive trading sessions.Scope The game was designed to be the biggest board game in the world that can be played in a single day in one room. In its full scope the map board measures over 2 meters (80 inch) in width. Despite its ambitions about size and duration Mega Civilization can be scaled down to as few as 5 players. The game includes a Short Game scenario which reduces playing time through an accelerated start position.Gameplay Each player starts their civilization in the Stone Age with a single population token on the board. As the game progresses the population will expand spread over the board fight some border conflicts and build cities. Cities bring resources and wealth expressed in trade cards. The more cities players manage to build on the board the more trade cards they receive. Trade cards are mainly valuable commodities but sometimes turn out to be disastrous calamities.Trade Trading is the heart of the game a social experience where all players interact with each other to optimize the value of their sets of commodities. In addition to the desired commodities calamities are secretly traded as well adding an additional layer to the trading dynamics. Once the trading phase has ended players that end up with a calamity in their hand will suffer its effects.Develop Civilization Advances When the smoke of trading and resolving calamities has settled players can decide how to spend the wealth gathered through trading. The game includes 51 different advances that can be developed each of which provides benefits in the game to its holder. For example Metal Working provides an advantage when fighting conflicts Architecture facilitates city construction and Enlightenment reduces the impact of (civil) calamities.The 51 Civilization advances are divided into the categories Arts Crafts Science Civics and Religion each of which has specific powers. Each advance acquired by a player provides discounts to other advances that can be purchased later in the game thereby creating a path of strategic decisions. The ultimate advance in the game Wonder of the World is only in reach for players who manage both their trading and purchasing strategy very well.Winning the Game The players who have best developed their position on the board whilst avoiding making enemies and defended their civilization against natural or civic calamities and stand the test of time will eventually gather the most victory points and compete for winning the game. After up to 12 hours of playing that is.Expansions Mega Empires: The Special Buildings (2024) is an expansion set that provides additional flavor to the game through 18 miniatures of ancient buildings historically associated with each of the civilizations in the game. These buildings can be built on the map board and provide additional benefits in play and victory points to their controller.The Mega Empires: Upgrade & 3-4 Players Pack (2024) contains additional and upgraded components that were developed after the release of Mega Civilization. This expansion also contains rules and components for playing Mega Civilization with as few as 3 or 4 players.Accessories The Mega Empires: The West – Deluxe Game Mat (2024) and Mega Empires: The East – Deluxe Game Mat (2024) are neoprene game mats at 125% scale of the original cardboard maps that offer an enlarged playing area and high-quality design for easier and more immersive gameplay.The Mega Empires: Identifier Cards Bonus Pack (2024) is a set with 18 large player identifier cards one for each of the Civilizations included in Mega Empires. These can be used for distributing the civilizations among the players during setup to identify which stack of Civilization Advances belongs to which player or to divide acquired cards from not yet acquired ones during the game.Wrap-up Mega Civilization is a long strategic board game about development trade culture politics and showing resilience when dealing with calamities. The game is a perfect fit for larger groups of strategic board game enthusiasts which due to its scalability can also be played in smaller groups. It is not just a game it is an experience!—description from the designers
Twenty years ago the settlers started into the depths of the galaxy to discover unknown planets the undiscovered universe lying before them. Maybe they'll find planets with good ore or carbon deposits — or perhaps only barren ice planets. They might encounter alien folks and start lucrative trading with pirates and wormholes being a constant challenge for them.Catan: Starfarers is a new version of Starfarers of Catan originally released in 1999 that contains completely revised graphics and game materials revised rules and (most importantly) a variable game board that brings even more variety to the exploration of space.Changes to the mechanics include-If you are lower in the points you get cards on your turn regardless of what you roll. Two random cards initially then one then none as your victory points go up. This is a nice touch. No matter how unlucky you are you still get something. Plus if a player rolls a seven the person can take a card from any other player but their opponents now draw a random card from the deck.- Market Trades: Since you have no roads you no longer need ports so since you no longer have ports you can trade with the market for any resource on your turn; provided you have the right cards. Additionally the ratios aren't bad Any resource for 3:1 i.e. three of one for one of any other type. Goods (a type of resource) trades for 2:1. This plus no road blocking allows you to trade for resources and keep playing.- There are NPC races that can give you benefits some of which are +1 resources whenever you get a resource of the same type. But you have to get there early. Now there is a new dynamic to the game going out into space becomes a strategy on its own.- Negotiated trades: Since the resources are more readily available there are less negotiated trades. They still exist and someone can still trade 1:1 3:1 etc... but it is no longer a singularly driving force in the game. Unless you have a big move and you're missing that one card.- Resource (set collection) becomes part of your strategy without being limited to negotiation and luck of the die. I think this actually works better.Colonization: You colonize to claim planets in a system. This is the same as building towns in Catan. But how many can be in a system (hex) depends on player count. In a three player game you're only allowed two colonies per system. In a four player game each system only holds up to three players colonies. If you got blocked out early from the closest systems reach further into the stars to other systems. Who knows you might meet pirate and you'll have to fight or traders perhaps a race of Travelers who will open a worm hole to anywhere on the map.
Last Light is a fast-paced 4x game with 3D planets and a rotating board in which players playing asymmetrical alien factions simultaneously gather light right before the heat death of the universe.Each turn players select an action card then all players take their actions simultaneously exploring planets mining for resources gaining new technologies and commanding fleets all while racing to the center of a rotating board to the last known white dwarf star to gather light for their civilization to survive.The first player to gather 20 light has what they need to overcome their rivals and lay claim to the last light in the universe and win!
The Capo is getting old and about to retire. You think. Maybe it's time for you to make your moves from behind the scenes to put the gangsters into play that support your goals. Will you gain the most respect?Nothing Personal is a game for 3-5 players. Players attempt to gain the most respect in five turns (five years) by amassing respect amongst the mafia through influence negotiation blackmail and bribery.Players take turns playing influence cards to take control of gangsters and work them up the chain of power. Each position and gangster has their own special abilities that give players the edge they need to accrue the respect they deserve - to become the Boss of Bosses.
Patchistory is a strategy board game with cards that symbolize historical heroes and wonders with the whole game being divided into three eras. During the game you acquire these cards through auctions and expand your territory by placing cards so that they overlap one another in a 5×5 space in the first era a 6×6 space in the second era and a 7×7 space in the third era. When your land—that is the layout of your cards—is well built the card functions are activated. You can earn victory points with diplomatic actions domestic politics war movement the actions of production etc. and at the end of the game the person with the highest score after the third era wins.Because you can make combos with lots of features on historical cards and you can score in various ways Patchistory will give you another new exciting play every time it hits the table.–––패치스토리는 역사테마의 전략보드게임입니다. 본 게임은 유구한 인류사에 있어서 역사적인 영웅 기념비적인 건축물에 대한 역사카드가 각각 1,2,3시대로 구성되어 있습니다. 이런 역사카드들을 경매로 가져와 1시대에는 5*5 2시대는 6*6 3시대는 7*7 칸의 범위 내에서 겹치게 배치하여 자신만의 역사를 만들어 갑니다. 이렇게 완성된 자신만의 역사에서 그 카드들의 기능들이 발동하게 되고 외교 내정 이동 전쟁 생산 등등의 액션으로 점수를 얻게 되는데 이때 3시대까지 점수를 가장 많이 얻는 사람이 승리하게 됩니다.패치스토리의 매력은 다양한 역사카드의 여러 가지 기능들에 의한 콤보가 발동되고 그로인한 점수 획득방법이 다양하여 게임 할 때마다 매번 새로운 재미를 준다는 점입니다.
How do you take the perfect picture of a group of people if you only have one try? Each character has different wishes. Some want to be at the front of the picture; some want to stand next to another; and some really don't want to be next to that one particular person by any means. Do your best to make everyone happy – even if you don't actually know all the characters' preferences…In Picture Perfect first released as Der Perfekte Moment you need to arrange fourteen characters to take the perfect photograph. Each of them has three specific desires that you want to fulfill. Unfortunately these desires are hidden in envelopes.During the game the players try to take a look inside these envelopes to figure out how to place the characters correctly. To do so they trade their information with others — or maybe try to hide it...Whoever earns the most points at the end of the game has fulfilled the most desires and becomes the master photographer.
Over its 250-year history the British East India Company grew to become one of the most influential commercial and political organizations in the world. Its profits catapulted the British Empire to global dominance and shaped the fate of some of the world's great nations but its ascent was anything but easy. The Company was filled with diverging interests and struggled constantly at home and abroad.John Company attempts to tell the story of the British East India Company from the inside out. Players will steer their dynasties through the company's history vying for position power and prestige. The goal of the game is simple: Use the Company and the Company's trade to secure your place in society back home. To this end you guide your scions through their careers exchanging favors for positions in London or plush colonial posts. Players collectively control the Company facing tough budgetary decisions and conflicting interests. Should a Governor conduct a campaign to expand company holdings or invest in his region's infrastructure? Perhaps the honest tax revenues would be better diverted to expand his summer estate back home...As the game continues the Company may face open rebellion in India or outright failure as it grapples with increasingly bold attempts at regulation from the British government. It's even possible that the Company's trade monopoly will be revoked leaving the players to form and operate their own trading firms. Each game offers a huge range of possibilities informed chiefly by the decisions the players make. In addition players can tailor their experience by using one of the three tournament scenarios that cover the Early Mid and Late Company that can be played in about 90 minutes. The game also offers a full campaign game that will take players from 1720 to 1857 in an evening.Taking its inspiration from Phil Eklund's seminal Lords games John Company offers Greed Incorporated by way of Republic of Rome — and with only sixty cards and multiple scenarios John Company is one of the most accessible SMG offerings to date.—description from the publisher
Your goal in Rival Restaurants is to be the first restaurant to get 20 popularity points and be crowned The Wiener! Players earn popularity points by buying and trading for ingredients and using them to cook (complete) recipes. The more advanced the recipe the more points it's worth.Each day players move through three phases:1. MONEY and MOVE: Players collect their income for the day and decide where they want to move. Turn economy is crucial as players are not permitted to move for the rest of the day once their location has been chosen.2) BUY and BARTER: Players have one minute to buy as much as they want but only from the location they're in. Players can also barter/trade with anyone in the game not just the people in their location.3) COOK and COUNTER. Any player who has all the ingredients required for their recipe can cook it and collect popularity points.In addition each player controls a chef equipped with their own chef power. Chef powers are asymmetrical and allow players to bend the rules in their favor. The base game of Rival Restaurants has twelve chefs and additionally at the beginning of the game each player must choose a restaurant to play with each restaurant having a unique level-up structure with rewards for reaching 3 7 and 12 popularity points. Lastly players can also choose to buy action cards that is development cards that are typically for one-time use.
With the fall of Napoleon the British East India Company plied its trade unchecked from the Cape of Good Hope to the markets of Hong Kong. India stood at the center of this sprawling imperial network and the currents of empire ran through its ports tying the Far East with European markets and awarding the British virtual control of the vast wealth of the subcontinent. However the crown jewel of the empire was far from secure.Across the forests of Siberia and the steppes of Asia the Russian Empire advanced at a rate exceeding even the pace of America's western pioneers. This expansionism by the world’s largest nation loomed over British holdings in India casting a longer shadow each year. In the buffer region of central Asia surveyors adventurers industrialists and government agents crossed paths all seeking to manipulate the byzantine local politics. There in the shadow of the Pamir Mountains the stage was set for a game that would define the limits of global power in the 19th century and the present day.In Pax Pamir two to five players assume the role of Afghan tribal leaders navigating the winds of colonial power in The Great Game. If either the Russian British Empire or Afghan is able to achieve supremacy the player with the most influence in that empire wins.
City of Horror is a backstabbing survival-horror game. As in classic zombie movies a shambling horde is invading the city. The goal is to survive the assault. (Un)fortunately surviving often means sacrificing some of your fellow players to the undead...Each player controls several characters with different abilities; these characters can move to various limited-capacity locations which they can then barricade and scavenge for items and weapons. Critical situations such as zombies breaking in and eating a character are resolved using a vote.The basic game mechanisms are the same as in Mall of Horror (also designed by Nicolas Normandon) but City of Horror differs in both materials and game play in a number of ways: the city map changes each game twenty characters are included they can use antidotes (or die) action cards become scarce as the game goes on you can gain points with stuff other than surviving characters...
Compounded is a game about building chemical compounds through careful management of elements a fair bit of social play and trading and just a bit of luck. In Compounded players take on the roles of lab managers hastily competing to complete the most compounds before they are completed by others – or destroyed in an explosion. Some compounds are flammable and will grow more and more volatile over time; take too long to gather the necessary elements for those compounds and a lot of hard work will soon be scattered across the lab.Although Compounded does involve a fair share of press-your-luck tension and certainly some strategic planning the most successful scientists will often be those who strike a good trade with their fellow lab mates. Players are able to freely trade elements laboratory tools and even favors – if there is truly honor among chemists!
Rating: 7.1 | Players: 3–4
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The Brothers of the Night's Watch seek a new leader from among their ranks. Jeor Mormont wishes to promote one who can improve the infrastructure of the Gift the bountiful and undeveloped area south of the Wall bestowed to the Watch by the Starks thousands of years ago. Drawing sustenance from the unforgiving landscape of the north offers enough challenges but whomever takes up this task must also man and defend the Wall against the onslaught of Wildlings fighting their way into Westeros. Many brothers now compete to build defend and do what they can to protect Westeros but only one shall rise above their brothers to become the new Lord Commander. But be wary — the north holds many dangers and winter is coming.A Game of Thrones Catan: Brotherhood of the Watch is based on the classic Settlers of Catan base game. In this game each area in the Gift supplies one of five resources: lumber brick wool grain and ore. The barren Ice Fields however produce nothing. Players take on the role of Brothers of the Night's Watch and use these resources to strengthen their hold on the north by building roads settlements and keeps; recruiting guards for their patrol; or buying development cards. Each of these acts bring players increased power and recognition through the awarding of victory points. The objective will be familiar to players of the original Catan; the first player to achieve ten victory points wins the game and becomes the new Lord Commander of the Night's Watch.But this is not as easy as it sounds as the area surrounding the Gift can be treacherous. Wildings from north of the Wall have crossed over and follow their own rules of honor which often conflict with the laws of Westeros. One of their ranks Tormund Giantsbane does not respect the Watch's claim to the land as he moves throughout the Gift robbing resources from the Brothers sent to provide for their Order. While Tormund runs amok south of the Wall Wildling forces gather in the Frostfangs awaiting an opportune moment of weakness to breach the Watch's defenses and spread throughout the fruitful lands of Westeros. In addition to building within the Gift players must strategically balance their resources to defend the Realm from Wildling raiders.Each player may recruit up to seven brothers from the prisons of Westeros to don their specific color and man their section of the Wall. When the Wildings attack each player must use their guards to fend off the onslaught. If there are more guards than Wildings the Wall stands. If there are not the Wildings invade the Gift and pillage the settlements and keeps therein. Yet loyalty only goes so far — guards are useless defending the Wall from Climbers who slip past them and if they encounter a Giant at least one guard is bound to desert his post.Each player also has a hero to aide in their toil based on the order of play. The first player will utilize the talents of the Lord Commander himself Jeor Mormont while the second player will enjoy the company of Samwell Tarly the third will work with Bowen Marsh and the fourth will employ the services of Master Builder Othell Yarwyck. Each hero offers a unique ability to each player which they can use up to twice during the game. Once a hero's ability has been used players have a choice to keep that hero or choose another of the eleven heroes to aide them. Players should factor the heroes' abilities into their strategy to quickly earn victory points and gain renown within the Watch.The Wildling invasion marks the truest test of the Brothers of the Watch and your own competency as a commander. A failure at the Wall has a devastating impact on the Gift even if it does not destroy the players. A Game of Throne Catan: Brotherhood of the Watch has two forms of victory though one may feel hollower than the other. Victory occurs when a player has both improved the infrastructure of the Gift and successfully kept it safe from invaders. This is shown when a player has achieved ten victory points by any combination of building keeps roads and settlements; hiring three or more guards to keep the Wall safe; and buying development cards to increase their prestige all while safeguarding the Gift.However if the Wildlings breach the wall three times throughout the game an alternate victory takes place. If this occurs the game ends immediately as the Brotherhood of the Night's Watch can no longer delay their decision. The player commanding the most guards holding their posts on the Wall gains the title of Lord Commander and wins the game.—description from the publisher
It's the most anticipated moment of any heist: time to split the loot. Of course everybody trusts the boss to divide everything evenly right? But will the boss be even-handed and make sure that every made critter gets a piece? Maybe the boss will pay off only some of them and keep the rest of it...GoodCritters is a game for 4-8 criminal critters who are pulling off heists and fighting over the loot! Whoever is chosen as the boss can distribute the loot from the heist however they desire but it's the crew that has the final say. If the crew doesn't like the split they might just tell the boss to take a hike and put some other critter in charge! In the end the critter that collects the most valuable stash of loot wins!
Hellapagos is a co-opetition game in which players struggle to survive on a desert island and build a raft to escape before a hurricane devastates them. While players need to work together it's not likely that everyone will survive this backstabbing negotiation game for up to twelve players.After becoming shipwrecked your group of castaways finds themselves on a desert island. At first the surroundings seem like paradise but life soon proves difficult. Water and food are scarce. It’s doubtful whether everyone can survive this diet. There is only one solution: Construct a large raft together. But don’t waste any time because the clouds on the horizon suggest the arrival of a dangerous hurricane! At the end of the game the players who manage to leave the island in time will win (assuming anyone survives that long!).
In Panic on Wall Street! you take on the role of a freewheeling capitalist out to outmaneuver your competitors and earn your place as a great industrialist.Players are divided into managers and investors. Your goal is to earn more money than any other manager (if you are a manager) or more money than any other investor (if you are a investor) by the end of the fifth round.Each round managers and investors negotiate with each other in a noisy two-minute free-for-all to set a purchase price for shares in the managers' companies. Investors then collect income from the shares they purchased but not until a roll of the dice brings (sometimes drastic) changes to the economy with major consequences for the balance sheet of each player. Managers collect what they are owed from investors pay fees for each of their companies and buy new companies at auction.After five rounds of play (5 months) the manager and the investor who have accumulated the most money are each declared victors the undisputed masters of commerce.Panic on Wall Street! is the new edition of Masters of Commerce. See 'More Information' below for differences between the two editions.
On November 11 1918 an armistice halted the killing field that was The War to End All Wars. To make peace Woodrow Wilson (United States) David Lloyd George (United Kingdom) and Vittorio Orlando (Italy) were hosted by President George Clémenceau (France) in Paris and sat down to write what would become the Versailles Treaty. The treaty was signed on June 28 1919 after six months of acrimonious debate and bargaining between the great powers.Versailles 1919 created by designers Mark Herman and Geoff Engelstein allows you to experience this piece of history as one of the four leaders with a national agenda that must be satisfied. As one of the Big Four you sit in a conference room gaining influence on the issues present in the room. In the waiting room sit other issues and personages who are waiting their turn to make their case to meet regional aspirations such as self-determination. Will you support Ho Chi Minh's attempt to free Vietnam from French colonialism? Help Prince Feisal establish a new nation in Mesopotamia or Chaim Weitzmann create a Zionist state? Work with T. E. Lawrence to reduce unrest in the Middle East or with Ataturk in Anatolia?As France you are concerned with containing future German aggression while aligning with the British on reparations to pay for the destruction of the war. The British however would like to see Germany restored as a trading partner while preserving their empire against the global aspiration for self-determination. Italy wants territorial concessions from the former Austro-Hungarian empire. Lurking in the background is the threat of Bolshevism. Towering above it all is President Woodrow Wilson with his fourteen points that set global expectations soaring ultimately ending in disappointment when the U.S. does not join the League of Nations.Versailles 1919 introduces a new card-bidding mechanism in which you use your influence to settle issues aligned with your agenda while keeping domestic constituents in support of your actions. You need to balance the need to demobilize your military forces while simultaneously keeping regional unrest under control. All of these decisions are set against the backdrop of regional crises and uprisings. The player who writes more of the treaty prevails in this contest of wills and national agendas. Can you save the world from the rise of nationalism? Can you make a better world while satisfying your domestic electorate? Play Versailles 1919 and relive making the flawed peace that was the Treaty of Versailles.
Police Precinct is a cooperative/semi-cooperative game where players are tasked with solving a mysterious murder while simultaneously working to keep crime on the streets under control and to keep the city from falling into chaos.Players take on the role of police officers with different areas of expertise. The players work together to solve the mystery by collecting evidence and eventually arresting the suspect.Complicating matters (optionally) is that there may or may not be a corrupt officer that is being paid off by the murderer to suppress evidence the same evidence everyone else is trying to uncover.Players move around the city searching through randomly shuffled investigation cards for evidence in relation to the murder. The number of investigation cards drawn depends on the character’s rating as well as how many player cards are added by other players to boost the character’s rating for the current “search”. There are four decks of investigation cards (Interview Witness Collect Crime Scene Evidence Examine Body and Locate Murder Weapon) to be searched. These decks are shuffled and placed in different locations. So a player might search the cards in one area and not find any evidence at all… or maybe the bribed cop if there is one did the searching and just said no evidence was found.Players have to find all of the evidence cards from the investigation decks to be able to arrest the murderer.At the end of each player’s turn they draw an event card. These cards represent growing crime and emergencies that are happening in the city. Each one piles on top of the other and if the cops don't stay on top of things they will be buried in crime! These Event cards are placed on the game board at the locations where they occur. Some of them have “unknown circumstance” tokens placed face-down upon them adding even more tension.If too many criminals are located in one area a gang is formed. Each gang has its own power and can cripple the police efforts if not handled quickly and carefully.So not only are the players investigating the murder but they must also arrest street criminals and handle emergencies.Sometimes when a character successfully completes a task that character is rewarded with a doughnut token. These tokens can later be used to help with tasks. However if the character does not complete the task in time the city crime track advances. The track can also advance if street crimes grow so large that no more street criminals can be placed when called for. If the Crime Track advances to the end the murderer escapes justice and the good cops fail the game.To add to the tension even further The good cops only have so many days to complete the investigation. If time runs out once again the murderer shall escape justice!The pressure is great and the stakes are high!
Don’t Mess with Cthulhu is a social deduction game with secret identities. Players are either Investigators trying to keep Cthulhu from waking and controlling the world or Cultists that want to bring the world to a disturbing end.The game takes place over four rounds. The Investigators must uncover all the Elder Signs to win; the Cultists win when Cthulhu is revealed or if the game ends before all the Elder Signs are discovered.Before each round players receive a number of Investigation cards which they look at but then shuffle and put in front of themselves so they know what cards they have but they don't know which card is which. Each round has a number of actions equal to the number of players in the game. Players take actions to reveal Investigation cards and gather all unrevealed cards are shuffled an redistributed evenly among the players.Reveal Cthulhu and the Cultists win instantly. Reveal all the Elder Signs and the Investigators win. If you want to play multiple rounds (it's highly recommended) the losers in each game get Insanity tokens. Get three tokens and the night is over with the winner(s) being those most sane.Kickstarter version notes:Kickstarter Edition has the following bonuses unavailable in the retail version:#1 - 10 player aupport. All the components needed to play with up to 10 people at the same time.#2 - 3 x Necronomicon Investigation cards. Now the Investigators not only have to discover all the Elder Signs in time to prevent Cthulhu from rising they must also discover the ancient tomes called Necronomicon. But the Necronomicon are dangerous to the uninitiated and cannot be revealed until at least one Elder Sign has been discovered.These promo cards add more information into the game helping the Investigators in their quest. However the Necronomicon also give the Cultists another win condition - making the strategies more complex and the discussion even more lively.#3 - 6 x Objects of Power cards. These special cards have a variety of different uses and provide more direct and indirect information in the game (as well as a touch of light-hearted fun). Objects of Power give the game more replay value more strategy and more variability without adding complexity.Timebomb Themed editionIn TimeBomb you are playing either a terrorist trying to make a bomb blow up or a SWAT team member trying to defuse it.Each player receives a card at the beginning of the game that indicates his role and keep it secret until the end of the game. Then at each of the game's 4 rounds each player receives 5 cards that he shuffles after having a quick look at them and place them face down in front of him. Among all of the player's cards a number of SUCCESS cards one BOOM card and the rest being SAFE card.The active player then chooses another's player card and reveals it that player then becoming the new active player. After N cards have been revealed (N being the number of players) all cards are shuffled again and distributed equally to the players for a new round. If at any time the BOOM card is revealed the terrorist's team wins. If all SUCCESS cards are revealed before that happens then the SWAT team members win.Will you be able to convince the other player to reveal your own cards among them a SUCCESS is hidden ? Or are you just trying to cheat the SWAT team members into revealing your own cards because the BOOM card is among them ? Only a game of TimeBomb will say.
The Binding of Isaac: Four Souls is a tabletop card game about sacrifice betrayal and hoarding. Inspired by the massive hit video game The Binding of Isaac the official card game was launched in 2018.Experience the haunted and harrowing world of The Binding of Isaac: Four Souls yourself in this faithful adaptation. Collect treasure gather loot defeat monsters and be the first to collect four souls. With over 300 cards in the game there's a huge amount of replayability. Discover killer combos enhance your abilities betray your companions and win!The Game includes: 11 Character Cards with 11 Starting Items 100 Loot Cards 100 Monster Cards 100 Treasure Cards 3 Bonus Souls Cards for advanced play Pennies Dice and more!
Pax Viking is a historical strategy game of trade and diplomacy in the 10th century for 1-6 players. The game highlights those Vikings who travelled eastwards towards the rich trade routes of Persia and around the Black Sea. Skilled opportunists in the matters of silver and axe these Vikings are ready to wield whichever worked best in any given situation. They shared an adventurous explorer ethos with the westward travelling Vikings and reached far to the south and east forming strong alliances influencing societies and founding empires along their way.The areas under Norse control are vast. The administration of power is becoming increasingly complicated. The Viking longships are excellent for travelling both at sea and on rivers. In the western part of Europe your neighbour Jarls in Denmark and Norway are pillaging the lands. It is wise to be on good terms with these Powerful Allies. You interact with them by travelling to their Posts in the West. But you are also aware of the economic advantages to be gained by having followers in the strong Trade Center of some existing larger cities as well. It is up to you to weave and navigate a successful saga within Pax Viking in order to become the first Swedish monarch!—description from the publisher
The three players in Greenland represent the Tunit (green) Norse (red) and Thule (yellow) tribes inhabiting Greenland from the 11th to the 15th centuries.As a tribe you attempt to secure food resources and technology to increase the size of your tribe and support children elders and livestock while also wiping out competing species or gathering resources to collect victory points. You must work around the weather and the extinction of natural resources as well as negotiate deals to protect your wives while you decide between monotheism or polytheism. In this tableau-building game you'll send your population out to hunt native species of Greenland — but some might not come back. (Historically the climate turned frigid and all but the Thule (Inuit) died out.)In the game play takes place over six phases; all players complete each phase in turn order then the next phase starts. Each turn is one generation. In order:Depending on each player's ending theistic worldview he has a variable scoring based on successful hunts (polytheism) or resource gathering (monotheism).
Colonial: Europe's Empires Overseas is a board game about colonial times from the Renaissance to the Industrial Revolution.In Colonial players are the rulers of mighty European states and send their ministers to explore the earth establish missions ascertain scientific supremacy and trade in exotic goods. These commodities will have to be exploited on an industrial scale and resold in Europe or in the colonies.Set against an epic historical backdrop and using a branded Character Card-driven system conventional dice and custom dice this fast-paced board game requires careful management knowledge diplomacy and a degree of luck to lead to victory in the race for prestige.
Don’t Mess with Cthulhu is a social deduction game with secret identities. Players are either Investigators trying to keep Cthulhu from waking and controlling the world or Cultists that want to bring the world to a disturbing end.The game takes place over four rounds. The Investigators must uncover all the Elder Signs to win; the Cultists win when Cthulhu is revealed or if the game ends before all the Elder Signs are discovered.Before each round players receive a number of Investigation cards which they look at but then shuffle and put in front of themselves so they know what cards they have but they don't know which card is which. Each round has a number of actions equal to the number of players in the game. Players take actions to reveal Investigation cards and gather all unrevealed cards are shuffled an redistributed evenly among the players.Reveal Cthulhu and the Cultists win instantly. Reveal all the Elder Signs and the Investigators win. If you want to play multiple rounds (it's highly recommended) the losers in each game get Insanity tokens. Get three tokens and the night is over with the winner(s) being those most sane.Don’t Mess with Cthulhu Deluxe is a new edition of this game with the Necronomicon and Objects of Power that allows for play with 4-8 players.
VivaJava: The Coffee Game is all about finding that perfect blend of beans to create the next best-seller in the coffee houses and kitchens of the world.In the game players send their researchers to hot spots around the globe to gather the perfect bean. This may bring them into contact with other players who are also on the hunt creating a crucial choice: Go it alone and continue to research or join forces with that opponent hoping to combine beans from both player's bags and share the score with a superblend. Going it alone with research can often prove useful as players spend time in the lab developing abilities that grant them an advantage. However in VivaJava the bold taste of victory will go only to those players who are able to balance solitary research with cooperation amongst their fellow gamers.The rich depth of varying strategies and social play will satisfy most players' thirst for unique gameplay but VivaJava has even more brewing. This flexible game can accommodate up to 8 players and through smooth simultaneous actions play is quick and constant with little downtime.
It’s 1833. The East India Company has just had its monopoly of trade revoked by an official act of Parliament. You and others like you see a golden opportunity for profit in China. For too long the Company’s polite deference to the Qing has smothered progress and stifled trade. There is real money to be made here and you intend to make it.An Infamous Traffic is a brutal economic board game for two to five souls brave enough to conduct the opium trade in the fracturing political landscape of 19th century Qing China. Initially you will need to rely on smugglers in order to get your products into the interior but if Parliament can be swayed perhaps an open war can make the trade more secure. At the same time you’ll want to be careful. If British aggression goes unchecked the region may become a failed state which could jeopardize your hard fought gains.Of course the massive wealth you’ll earn won’t be enough. Trade is still a dirty word among those in the top rungs of society. You certainly haven't forgotten how your business holdings were sneered at by some prodigal baronet during your brief stint at Oxford. They don’t understand. The empire they enjoy was built on trade not pedigree. So you’ll play their game snatching up the precious symbols of nobility with your hard won cash. Perhaps you can restore a beloved castle and stuff it full of the latest luxuries. The right marriage or government post would certainly guarantee your place in society. You might even be tempted to rob your own firm to get that extra edge back home.In any case there’s demand for opium in China and you intend to meet it.—description from the publisherSee the Living Rules. (Source)
In Blood Bound a deduction game played in 15-30 minutes players assume the roles of members of two clans – the brutal animalistic warriors of the Clan of the Beast and the graceful deadly members of the Clan of the Rose – and (with an odd number of players) the human inquisition. Disguised by a secret identity they try to kidnap the Elder of the opposing clan or give their lives for the benefit of their own Elder. Malicious attacks aimed indiscretions and assistance from others will slowly uncover the truth: Who fights for whom? And who is the Elder?At the start of the game each player knows three things:Now the players have to figure out who the Elder of the opposing team is (if there is one) and capture him. To do this players need to attack negotiate and deduce with an attacked player being required to reveal information such as his rank or clan affiliation. Each player has an ability unique to his character and this ability can be used only at the moment that he reveals his rank. The Assassin forces players to suffer wounds for example while the Guardian protects a player of the character's choice.In the end if you capture your rival clan's Elder you win – but if you capture the wrong vampire you've fallen into the enemy's trap and lose the game.
Your final adventure has taken you where you should never have gone — to the underworld! You must escape and find a barque that can float you safely back. But Cerberus the infernal watchdog is on your heels with the intent to guard you forever.In the semi-cooperative game Cerberus you must help each other traverse the game board without being caught by Cerberus so that you can board the barque. Each card in your hand offers you the choice between a small effect for you or a powerful effect for the group! However there aren't enough seats on the barque for everyone so sooner or later some must be sacrificed. Will you help your group reach the exit or will you play powerful bonus cards to lay traps for your opponents? Those caught by Cerberus get to seek revenge and victory by preventing all the adventurers from escaping...Each game is different thanks to ten different board layouts and your ability to adjust Cerberus' strength as you please.
Description from the publisher:In Game of Thrones: The Iron Throne which uses the game systems from Cosmic Encounter you and your friends each command one of the Great Houses of Westeros pitting iconic characters against each other in epic battles and schemes. Negotiate bluff forge alliances threaten your rivals — use every tool at your disposal to spread your influence establish supremacy and claim the ultimate prize: the Iron Throne!In more detail each turn centers around the resolution of an encounter between two players. These encounters can result in hostilities startling conquests and the spread of influence or they can result in the formation of temporary alliances. And though only two players in any encounter will be the active players your friends might offer you their support — or turn around and offer it to someone else.The encounters of The Iron Throne resolve quickly but they are full of opportunities for cunning strategy devious intrigues and brokered alliances. Each features a challenger and a defender and after these players assign characters to resolve the encounter on the behalf of their Houses other players may offer their support to either side. In this way an encounter that starts as a contest between the Lannisters and the Starks may escalate and draw in the support of the Tyrells or other Houses.However there's more to the encounters of The Iron Throne than this initial jostling for power even with all the alliances and betrayals it can entail. There are still schemes within schemes and the bluffs negotiations and hidden information that color these encounters as the active players discuss the House cards they intend to play. Of course there's a very good chance that one or both of them may be lying but they can offer and even agree to a truce. Or they can bid cards from their hands hoping to win hostilities with the higher total power.In the event of a truce the active players discuss what they may give each other in order to maintain the peace. In the event of hostilities however one side will win and the other will suffer. You might seize influence or take hostages or you may even have your characters put to the sword.Win enough of these encounters though — and find the right ones to lose — and you might find yourself in position to seize the Iron Throne. The goal of the game is to spread five of your influence to your opponents' House cards and take the crown for yourself.
Glorantha: The Gods War is a competitive strategy game in which 3 or 4 players (3 to 8 players with the Empires expansion) summon units (minions heroes lesser gods and usually one greater god); construct buildings (usually Shrines Temples and Ziggurats) and clash in mortal combat. The players seek to build their own strength and destroy their enemies by killing their enemies' units and capturing and destroying their enemies' buildings to achieve Heroquests and thus earn gifts and to earn runes with unique effects. Each empire has its own and different unique ability weakness greater god ability units Heroquests and gifts. For example the Darkness empire features trolls the Mistress (Cragspider) shades and the Hellmother (Kyger Litor) while the Sky empire has archers the Emperor phoenixes and the Sun God (Yelm). These are not just the same units with different names but also have different abilities as do their buildings. Chaos has both different buildings three greater gods (the Unholy Trio) and a different agenda to the other empires. The game has a world-shattering mythic feel to it rather than a “fantasy adventure” sensation.Glorantha: The Gods War is based on the vigorous mythic realm of Glorantha which has been the basis for multiple tabletop board roleplaying and even digital games as well as numerous works of fiction. Its depth and scope has been recognized by numerous aficionados of fantasy and gaming and now it is brought to you in all its astounding power.In each round in the Action Phase players spend the power they have earned from various sources most importantly how many different types of buildings they have and the Heroquests they have achieved. They then spend power to build more buildings summon and move units do battle with enemy empires and use powerful empire-specific abilities including from their earned gifts. The Council Phase may include an attempt to close the Chaos Rift that threatens the existence of the world and/or the Great Compromise in which an empire may sacrifice power for the greater good and to distribute victory points.Victory is determined by obtaining victory points from various sources most importantly the number of buildings controlled each round paired Heroquests achieved and the Great Compromise and from runes.
Welcome to Waterfall Park. The goal of the game is to trade and exchange attractions to build the biggest amusement park in the world. The particularity of this park is that it is built vertically on huge towers in the middle of the ocean.—description from the publisher
In this game the players are corrupt politicians with the goal to grub as much money as possible. One player distributes money from the treasury. After intensive negotiations the players vote. If a majority votes against the proposed distribution the current president has to resign and another player becomes president. Besides voting the players can also blackmail and bribe each other.
Stay alive gain a fortune...Dead Last — originally known as Tontine — is a social collusion game of shifting alliances betrayals and murder for profit in which players must conspire and vote upon whom to kill each round. Any means of overt or covert communication is allowed — a glance a nod pointing under the table flashing a card anything – but make sure you don't tip off the target or they could ambush you instead! In the end one or two players will remain either claiming all the gold or squaring off in a final showdown before starting the next round of play. The first player to score 24 points of gold wins.Thematically the inspiration for the game is one of the oldest pulp fiction/detective novel tropes: the Tontine a financial investment that accrues but pays out only to the last surviving member of the group. This practice is now largely illegal as it famously had the tendency to lead to murder.But it is the subtle art of communication that delivers the fun of the game and you conspire with each other. If you are the target of the most votes you're dead and if you did not side with the popular vote you are also dead so you constantly have to stay informed or deceive your target to band together without letting the target know. Wink smile kill — that's the whole game. As soon as someone asks Hey wanna play Dead Last? the game has already begun — and if you don't know who the target is it very well could be you...
Spheres of Influence: Struggle for Global Supremacy is a 2-8 player free-for-all light wargame set on a modern world map. Players will take control of one of the games 8 mighty factions as they compete over the world's spheres of influence capitals and oil reserves. Will a mighty caliphate rise to power? Will the communist curtain once again fall? Or will western democracy sweep the world?In games with fewer than 5 players each player will control 1-4 factions simultaneously coordinating their efforts against the other players' coalitions. Each faction will begin the game with only a single semi-randomly determined territory under its control. From this one space factions will aggressively expand.The gameplay of Spheres of Influence is divided into a set number of rounds with each round being split into 2 phases: the mobilization phase and the turn phase. During the mobilization phase factions take turns placing units based on how powerful they are. During this phase the global turn deck is also formed. This deck will be used to determine the turn order and frequency of action for each faction during the upcoming turn phase. To form it each faction contributes a number of their turn cards (based on the number of oil fields they control) to a single shared deck of turn cards. This deck is then shuffled and place down on the table.During the turn phase one at a time the top card of the turn deck is revealed. Whichever faction's card was just flipped that faction takes a turn performing a single action with its units on a single space (moving attacking annexing or passing). Once that action is complete that turn ends and the next turn card is revealed with the process repeating itself. This makes turns both fast (with many turns lasting only a couple of seconds) and suspenseful since none of the factions know precisely when their turns will be. It also ensures more incremental game developments - factions cannot sweep across all of Asia in a single turn and players can respond to attacks or betrayals much sooner. Once the last turn card in the global turn deck has been revealed a round ends and another round begins.Combat is resolved by a simple dice mechanic fused with a situational modifier that loosely simulates the increased difficulty of attacking a defended coastline breaking a naval blockade or striking a fortified position. Along the way powerful special cards can be played allowing players to strike with submarines deploy heavy armor paradrop troops around enemy defenses and launch devastating nuclear attacks.Games have either 5 or 6 rounds depending on the number of factions. Once the final round is complete the faction who controls the most spheres of influence wins the game for its owner. Games typically last about an hour and a half and experienced players can sometimes finish in just a single hour.
SHASN is a political strategy board game where every player takes on the role of a politician in the midst of a political campaign. With each turn players must draw an Ideology Card and take stands on divisive and urgent political issues. These choices will help them gather resources to influence voters or purchase strategic powers. Players can build diverse Ideologies with every policy decision to best reflect their beliefs and play style. As they progress in the game players must choose between sticking to their ideals or molding them as per their needs. In a game of trading coercion and strategy players must do whatever it takes to survive and dominate.The map is split into 9 zones with each zone having a different voter-count required to form a majority. The player with the highest majority votes - when all majorities are formed - wins the game. To influence voters players will need unique combinations of the four resources at their disposal - (campaign) Funds Media (attention) (public) Trust and (street) Clout. At the beginning of their turn each player must answer an Ideology Card. Every answer on an Ideology Card belongs to one Ideologue. There are four Ideologues in the game - The Capitalist The Showstopper The Supremo and The Idealist. As players collect more cards belonging to one Ideologue they will unlock new powers that can help them cement their own positions or destabilize opponents.Players must constantly juggle with the trade-off of giving answers that grant them the resources they need in that moment or investing in long term strategy with answers that strengthen their Ideologies to unlock greater combos later in the game.Players must also navigate the effects of Headlines (triggered by placing Vters in volatile zones) and Conspiracy Cards (which can be purchased at any time in the game) providing them with a wide toolset to seize power or throw a spanner in the works of a rival.Placing you in the shoes of a politician the gameplay is often aggressive action-packed and laden with long-term strategy building.
You are a crusader King striving for wealth political power religious influence and military might across the continent and across generations. Reshape the history of medieval Europe in your own image — if only that dimwitted son of yours set to inherit the throne doesn't spoil your grand plans...The board game Crusader Kings captures the essence of the Crusader Kings video game experience in a physical tabletop format. This is a strategy game at heart but with a special focus on characters intrigue and drama. It's a big beautiful game centered on a map of medieval Europe using cards for actions characters and events and well-crafted plastic miniatures to represent knights armies castles and more.In this game your goal is to spread your influence over medieval Europe and lead your dynasty to triumph over its rivals. To do that you need to groom your family over the generations build and develop your dominion be shrewd in the realm of diplomacy and intrigue and use your vassals wisely to grow your wealth and military power while at the same time fulfilling your duty to partake in the crusades to the Holy Land.To win you need to survive invasions plots crusades and even marriage! Or at least have children or siblings standing by to take over the throne if your regent dies. Failure to raise a suitable heir can mean the end of your dynasty.—description from the publisher
Alcatraz: The Scapegoat is a game about conflicted loyalties. On one hand the players work together to bust out of the famous prison; on the other hand they all know that one of them will be left behind as the scapegoat.Alcatraz is a peculiar game because while it is cooperative in some aspects with players needing to work together to complete tasks the game has loads of negative interaction as one player will always be the scapegoat. You don't want to be that guy. You don't go all in you don't always keep your promises and you don't do what's best for the group. Instead you do everything you can to become indispensable and everything is literal here – even if it means stealing from betraying and blackmailing other players.In order to escape from Alcatraz the players need to complete six parts of a plan. Each part is a pick-up and deliver task requiring specific items obtained in different parts of the prison. Once each part of the plan is completed every player but the scapegoat moves a little closer to escaping with the scapegoat being voted on each round by all the players – most likely the player who contributed the least to completing that particular task but you never know. Thus you could say that Alcatraz is a cooperative game – but with a twist.The map of the prison constituting the play area is generated randomly each game providing high replayability. Alcatraz is designed for 3-4 players and due to its theme and complex gameplay is best suited for mature players.
Settle act build — the basic Catan elements are all there in Catan Histories: Rise of the Inkas but this game includes an innovative displacement mechanism that opens up new possibilities for players and confronts them with new game situations that will require tactical adjustments. Nature can reclaim settlements already built allowing another player the chance to build their own settlement on a coveted site. Fish cocoa and feathers enrich the barter trade.Detailed figures and colorful illustrations are used in the game to spread the atmosphere of South American culture as you relive the rise and fall of one of the continent's most impressive cultures.
Article 27: The United Nations Security Council Game gets its title from – yes you guessed it – Article 27 of the United Nations Charter which includes these two provisions:1. Each member of the Security Council shall have one vote. 2. Decisions of the Security Council on procedural matters shall be made by an affirmative vote of nine members.In this negotiation game each player represents one member of the UN Security Council and will both present and be presented with different proposals.In each round one player acts as the UN Secretary General presents a proposal to the Council and presides over a negotiation period that lasts no more than five minutes. The proposal will affect five issues – military currency etc. – in various ways and each player has a secret document for the round that tells him how a change in each issue will affect him. All players openly negotiate on what they need in terms of points and bribes in order to vote for that proposal.After at most five minutes the Secretary General closes negotiations by banging his wooden gavel then players vote yes or no on the proposal. Any no vote kills the proposal as in the United Nation's actual Security Council – but vetoing a proposal costs a player points so he might prefer to look for deals that will enable him to say yes. The Secretary General scores a bonus when his proposal succeeds so he and others who will benefit might be willing to negotiate to make the proposal sweet for all.After each player has served as Secretary General once (twice in a three-player game) each player scores based on bribe money on hand points scored from proposal cards and how well the player fulfilled the secret agenda card he received at the start of the game.
The Tigris river winds through the cradle of civilization providing food water and a means of transportation for trade and dissemination of ideas between the various cities and towns along the way.In Trade on the Tigris you are one of these cities. Each round you gain development cards that provide new abilities produce resources (in the form of cards) trade them with the other players and turn in sets of these for profit (points). An inevitable side effect of this interaction with others is the sharing of philosophies. The primary religion and government of your city may be shaken to its very core as a result and the ways in which you can develop the abilities of your city will change along with them. After 5 rounds the player with the most points wins!
Speeding through space Burke's Gambit is a rugged company freighter on an extremely important mission with its seasoned crew being tasked with finding powerful alien technology. What the crew finds instead is something they never expected: a dangerous parasitic organism has somehow made its way into the ship and inside the body of one of the crew members!Just as the bio-organism contamination alarm goes off one of the crew members seizes the chaotic moment and sabotages the freighter's engines. The ship its crew and the parasitic organism are all on a collision course with planet Earth where further contamination of the world's population awaits.Which of the crew are dedicated company personnel wanting the alien organism to reach Earth? Which are just crew wanting to identify the infected crew member? Most importantly which member of the crew is infected?! Join the crew of Burke's Gambit on a wild space adventure with hidden affiliations and a hidden infected player.In Burke's Gambit players take on specific roles of Captain Marine Comms Officer and more as they take turns and roll a die. The possibilities of the die include damaging another player healing themselves looking at a crew affiliation card or even scanning a player's diagnostic card. But if you roll an engine power up you hasten the ship's arrival to Earth. When Burke's Gambit reaches Earth a vote must be held to eject someone from the airlock (assuming anyone's left)!
Catan: Traveler – Compact Edition is a travel version of Catan that recreates that gameplay experience with a few limitations based on the smaller size of the board.In the game players are trying to be the first to have ten victory points with points coming primarily from cities and settlements built on the game board. On a turn the active player rolls dice and players receive resources based on the die roll and what they've built on the board. The active player can then trade with opponents and build roads cities and settlements depending on the resources in hand and available space on the board.In this travel version of the game the land spaces aren't individual hexes but six pieces of material that can be rearranged in different ways to change up the game board. The player pieces and resource cards fit into drawers on the side of the game board which folds into a trapezoid.Catan: Traveler – Compact Edition includes a two-player variant using cards that allow one player to force a trade with the other. When this happens the first player takes two cards from the opponent then gives that player any one card in return.
Fief is a game of strategic conquest and diplomacy that simulates a military economic and political fight between several lords in the Middle Ages – with players being those lords and representing noble families that want to have the most powerful kingdom in the land.Fief is played in a fictional kingdom in the Middle Ages with the villages connected by roads and each village belonging to both a fief and a bishopric. Each player starts with a lord a castle and some troops in one of the villages.At the end of each round check to see whether one or more players have won with shared wins being possible through alliances created by marriage. Winning solo is tough so players need to negotiate make deals and form alliances. To do this players use their three embassy pawns; by spending a pawn a player can have a three-minute-long private conversation with one or more other players to make whatever deals they wish. You have only three pawns so plan well for these talks!Players draw cards each round: character cards that can bring new lords into play and event cards such as good harvests good weather and taxes. They pay the costs to play cards with some cards being playable at any time to upset current events with a surprise assassination or underground invasion. Players then receive income with which they can buy troops and buildings and move lords and troops among villages with troops never being able to travel without a lord. If troops from more than one player end up in the same village they battle until one side is eliminated or forced to flee.If a player controls all villages in a fief and has at least one castle there he can purchase the title of the fief and assign it to a lord with the title being passed to an heir if the lord subsequently dies. Players also try to secure the titles of king and pope which provide benefits of their own as well as points. Each title of fief king or pope is worth a point and the first player to collect three points wins. Two players win if they are allied and have a total of four points.The 2011 version of Fief has vastly revised rules with new materials and set-ups for shorter game play in addition to the long game.
For Catan: Ancient Egypt designer Klaus Teuber has transformed his best-selling game The Settlers of Catan to a new location and time with players now living in the time of the Pharaohs and using their oxcarts to move resources to build small villages and great temples styled after some of the most interesting buildings of Egyptian antiquity. As always you must beware of the robber! His chariot can interrupt production at your cattle pastures papyrus groves and quarries.After you master the Catan: Ancient Egypt base game you can try these variants:
In the late Middle Ages trade flourished in Europe. Economic groups like the Hanseatic League the Welser and Fugger families and merchants from Northern Italy established trading posts and factories in all of the important cities throughout Europe. These businesses provided the population with goods of all kinds such as fur from the north cloth from Flanders wine from the south and spices from India. The most important commodity of all was salt. In the Middle Ages salt was highly prized it was used to preserve food.In Catan Histories: Merchants of Europe you are a powerful merchant! Start your trading posts in three cities. Recruit new merchants and send them to distant cities to establish trading posts and expand your interests. The more trading posts you have the more commodities are at your disposal which you can sell profitably in foreign cities. To ensure that your commodities arrive safely at their destination you must open up trade routes and equip caravans. You win the game if you are the first to deliver all of your commodities to foreign cities.Catan Histories: Merchants of Europe is a twist on the 2010 release Settlers of America: Trails to Rails from designer Klaus Teuber and publisher Mayfair Games. Game play is similar in both games: Players start with three locations on the game board collect resources depending on a die roll spend resources to move and build and branch out to new locations with a long-term goal of delivering goods to opponents' cities. The first player to deliver all of his goods wins the game.Instead of being played on a fixed game board showing a Catan-ified map of the United States Die Siedler von Catan: Aufbruch der Händler is set on a Catan-ified map of Europe – which isn't a surprise given that Kosmos is a European publisher. Instead of moving from east to west to mimic the settling of the U.S. by Europeans players start in the middle of Europe namely Germany.
Between Two Cities is a 30-minute tile-drafting game for 1-7 players in which each tile is part of a city. You work with the player on your left to build one city center while simultaneously working with the player on your right to build a second city center. On each turn you select two tiles from your hand reveal them then work with your partners to place one of your selected tiles into each of your two cities.At the end of the game each city is scored for its architectural grandiosity. Your final score is the lower of the scores of the two cities you helped design and the player with the highest final score wins the game. To win you have to share your attention and your devotion equally Between Two Cities.The Essential Edition combines components from the original game and the Capitals expansion into one cohesive whole. While it features a bigger box than the original game different art on some tiles and a scorepad instead of a board there are no new gameplay elements (i.e. if you own Between Two Cities and the Capitals Expansion you already have everything).—description from the publisher
We're doomed! The world is coming to an end! We must act now to survive!!! Players are the most powerful leaders in the world working alongside up to nine others to build a starship. Time is short! The goal? Build and be on a starship that escapes a dying world — or betray everyone to ensure your own survival. No seats on the starship are guaranteed. We're Doomed! is a quick timed panic-inducing game of international collaboration retaliation diplomacy conspiracy and blowing each other up for fun!It is not the 11th hour. It is the final hour. Do we have time? How many seats will be available? Who will get a seat? Will the ship even get completed? During the Action Phase players take one action in turn order to produce or steal either Resource or Influence tokens. Resource tokens are used to build the escape ship. The bigger the ship the more players can escape to victory at the end of the game. Influence tokens determine who boards the ship first at the end of the game. Each civilization is better at one of the standard actions.During the Contribution Phase there is no turn structure. Players can negotiate as they pledge their Resources to building the escape ship by contributing Resource tokens. The player who contributes the most Resources is awarded 1 Influence and gets to draw the event card for that round. Each card is one of one hundred unique and ruthless event cards that change the game drastically — introducing new restrictions secret missions ethical dilemmas physical challenges robots aliens lizard-people and more. The player who drew the event card then takes an action starting the next Action Phase. The game continues in this fashion (actions contributions event) until time is out!After 15 minutes play stops. Time to board the starship. Who gets in first? The players with the most Influence board the ship first. Once full the ship launches and the remaining players are left behind to die. Beware! Resources can also be used to nuke a player completely eliminating them from the game so watch the other players’ Resource token stockpiles!Witness humanity at its worst and finally come to terms with the truth you have known all along — we're doomed!
The Warp is a fast-paced 4X board game for 1 to 4 players (5-6 with a separate expansion). After 5 years of cataclysms and revolts you take command of one of the remaining colonies on the forsaken planet Yortar. You can choose 2 of the 16 unique asymmetrical alien races and lead your colony along the path of prosperity progress and/or conquest. You might even conquer the abandoned warp gate and find out who was behind the events that lead to the global catastrophe. On your journey you will face rival colonies the unstable wastelands and exiled races with shifting allegiances.The game features 66 possible missions objectives during play allowing players to choose their own playstyle. The core mechanisms incorporate area control card/resource management and euro engine building. Next to a dynamic dice system the combat system features bluffing and bribing mechanisms. The Warp also contains a team mode that can be played in 2vs2 and 2vs2vs2.—description from the publisher
One Night Revolution (formerly One Night Resistance) is a super fast game of secret identities for 3 to 10 players that combines all the deductive and chaotically fun elements of the One Night Ultimate Werewolf series with more structured game play. The result is a very addictive game that is easy to learn and will be played over and over again.Every player starts with a specialist role and an ID (either Government Informant or Rebel Fighter). At night the Informants reveal themselves to one another — assuming any exist that is as at all player counts between zero and three Informants are in play — then all players complete their specialist action in a clockwise order (removing the need for a rigid script/app and reducing the potential to accidentally reveal your role). Specialist actions include gathering information switching roles and helping players in their attempt to identify the Informant(s) before the day is over. If a majority of players identify an Informant the Rebels wins — but if the Informant(s) remain hidden they win!
Pharaoh is dead and his funerary barge sails slowly down the Nile toward his tomb where his spirit will stand before the judgement of Osiris.Pharaoh had no offspring so tradition holds that the governors of the land be tasked with building monuments to Pharaoh’s glory so that Osiris will favor his spirit in the afterlife. Accordingly Pharaoh’s successor will be the governor who builds the greatest tribute to the late king.Resources and laborers are limited the gods are capricious and time is short; the memorials must be finished before the barge reaches the temple of Osiris at Men-nefer.Sailing Toward Osiris is a euro-style game with worker placement resources management project completion and no direct conflict. Down-time is kept to a minimum via a single action round-and-round turn structure that emphasizes timing decisions and subtle strategies.The game takes place over four seasons with the movement of Pharaoh's barge tracking the game's progress. Each season after players draw workers from a communal bag play begins with each player taking a series of one-action turns from a list of 10 possible actions:1. Play a worker to harvest resources 2. Play a worker to a city for cards 3. Play a worker to a caravan as leader or follower 4. Hire an extra worker 5. Trade at the market 6. Plan a monument 7. Build a monument 8. Play a city card 9. Play a boon card 10. Withdraw from further actions.Players are working to build sphinxes obelisks and pylons to the glory of the late Pharaoh and to earn extra glory by building the monuments on certain river segments and in certain configurations. However as more monuments are built resource harvesting becomes less productive and viable locations for future monuments become scarce. By the last season players will have to be creative to find enough resources or available land on which to build.The player who has amassed the most glory points by the end of the game will be crowned the new Pharaoh.Sailing Toward Osiris was inspired by the real events surrounding the death of Rameses XI at the end of Egypt's 20th Dynasty and the ascension of Smendes a powerful governor in Lower Egypt.
Eric M. Lang and Bruno Faidutti have joined forces to create the ultimate prisoner's dilemma game. Do you cooperate and risk getting outsmarted by a greedy player? Or do you compete and risk losing everything?You are pirates who just looted a ship and must negotiate how to split the treasure. There are seven types of loot with values from 1 to 3. At the end of the game you only score the treasure types you have the most and least of.On each turn open four new treasures: two in front of you and two in front of your neighbour. Simultaneously decide how to split them. Choices:If both players choose peace split the loot evenly. If both choose war lose all treasure. If both choose first pick lose all treasure and one of your gained treasure columns.The game continues until the Dawn Card is drawn. 15 minutes!
In Chicken Caesar players represent aristocratic ancient Roman chicken families trying to create a legacy for their family name. Each family has several eligible roosters eager to jump into the world of politics getting rich and creating a legacy by any means necessary.Roosters gain renown for their families by occupying various political offices. Low-ranking officers don't yield much fame but they hold both the purse strings and the power of the sword. A few roosters in the lower offices of Aedile and Praetor together with the votes of a few well-paid (and temporary) allies can clear a path to the luxury and recognition that come with the titles of Censor Consul and even Caesar.Being Caesar isn't easy though: fail to bribe and bargain to ensure the welfare of the whole coop and today's Caesar is tomorrow's Coq au Vin. Dead roosters don't earn any more points but they do offer opportunities for their surviving relatives to exaggerate their accomplishments. All that matters in the end is history's judgment and history can be rewritten.Mechanically players gain and maintain areas of influence through negotiation and voting. The game features a Suffragium marker that players pass after voting to either promote a Rooster to a higher office or throw him to the fox. Players can also strategically demand bribes for their votes or even refuse to vote (pass) to gain a later advantage.Murder betrayal votes for cash fragile alliances and bloody vendettas will separate the legendary families from the forgotten ones in the struggle to become – and remain – Chicken Caesar!
Rating: 6.7 | Players: 2–4
Game Type:
CustomizableSpace the final frontier...these are the voyages of the Starship Enterprise...it's continuing mission…to explore strange new worlds...to seek out new life and new civilizations...to boldly go where no one has gone before.In Star Trek [Deck Building Game]: The Next Generation - The Next Phase – a standalone game that can also be used as an expansion for Star Trek [Deck Building Game]: The Next Generation – you are the Captain of a small Starship with a standard crew and basic weaponry. Will you use your crew's experience to improve your ships systems or to recruit more experienced crewmen to your ship? Will you form diplomatic relationships or conquer civilizations in battle? Build your deck and explore the Star Trek universe!Play these different scenarios or create your own!
After an everlasting period of wars it’s finally time to collect the spoils. The King has named the feudal lords who will bring glory and prosperity to the conquered lands. To that end the nobles will have to hire workers and master craftsmen to make their feuds grow as well as helping in the construction of a glorious cathedral a symbol of the King’s proximity to God.Feudalia is a deck-building and resource management game for 1-4 players who will take the roles of the feudal lords of the new lands. Each player will rule three feuds and all the vassals living in them who will work those lands to improve their territories all of it while trumping your opponent’s progress with military incursions into their territories. But the King wants his share too and the tax collector will appear frequently taking part of the resources stored by the players.The goal of the game is to be the first player to earn 10 points. Players earn points by building either developing their own feuds or helping in the different phases of the construction of the cathedral. During a turn each player plays their vassals from their hand to gather money and resources to further invest in new workers or new buildings. Resources can be saved but be careful! the tax collector will show at your door when you least expect him and he’ll take half your resources from each feud.Manage your vassals wisely hire the best master craftsmen spend your resources in the cathedral before the tax collector arrives and become the most prosperous feudal lord in Feudalia!
The Earth has dried out and civilization with it. Some of the survivors have managed to eke out a living on the Saltlands: plains left behind by a once great ocean. Adapting to their environment they use land sails with wheels on these flats. But the Apocalypse is not done with the Saltlands from the west a storm of raiders a terrifying Horde on gas guzzling machines approaches in search of their lost God. Only those among the first to escape have a chance!In Saltlands the first group of players to find and reach an exit point wins leaving the rest to the Horde. There are no fixed teams players can decide to co-operate or backstab each other as they see fit. Each player starts the game with a single captain but may increase his crew as the game progresses. Each crew member represents an extra life and an action each turn. Players move with their land sails according to the wind direction: being able to criss-cross slowly upwind or speed in the fastest direction sailing on a broad reach. Each player can choose which group of raiders to move at the end of their turn until all raiders have moved. This allows players to help each other or force confrontation with the raiders. Players can fight the raiders and take their vehicles as an alternate mode of transport.
Guild Master is a fantasy tabletop game for 2-4 players. Players manage an adventuring guild competing with each other to become the most famous guild as an escalating series of events threaten the land. In each of the nine rounds players simultaneously and secretly program orders to send teams of adventurers out to do the following:All players then sequentially resolve their planned orders starting with each players' 1st order then 2nd order and so on and in the order they appear on the board (builders then adventurers A-F then contracts 1-6).Players plan and program orders carefully around other players' likely moves various strategies risks and rewards. They manage their guilds' growth and optimize combinations between their adventurer abilities and contract rewards to achieve their goals. As the game advances guilds become more powerful and must rise to meet an increasing number of game state changing threats. Recruiting increasingly powerful adventurers and upgrading your guild capacity are both key to victory. There are various ways to exert control over the board your dice rolls and your chances to get what you want.Most orders are resolved by paying coin or rolling dice based on your adventurers' skills. Sometimes players resolve these orders alone and sometimes cooperating with or in conflict with other guild's adventuring teams attempting the same thing at the same time. When players' orders overlap coins and negotiated prisoners' dilemma cooperate/conflict skill checks resolve the contest. Negotiation over shared goals contract bonuses and reward splits is encouraged and rewarding but not absolutely required to win.Everything you do earns you fame (victory points) and other rewards. At the end of nine rounds any remaining coins are converted to fame at a rate of 5 coins = 1 fame. Then any special prestige upgrade fame is added. The most famous guild is then declared the winner.
Dungeon Dice is a competitive all-dice game with a classic adventuring feel in which players battle monsters and try to collect more dice than their friends. Players equip dice drink dice potions and kill dice monsters. If you've killed enough monsters grab a level-up die. You get the idea.In the game players take turns drawing monster dice from a bag. To defeat a monster players roll their dice and compare them to the monster's dice. The totals change as players use abilities and attempt to aid or sabotage one another. With each victory players earn more dice from bags full of potions weapons and magical artifacts. Players race to collect enough impressive dice to gain a claim on the throne thereby winning the game.
Become the head of a Great House of Luthadel in this game of negotiation and betrayal set in the world of Brandon Sanderson's Mistborn novels. Contend with myriad problems plaguing the Final Empire — rampaging koloss disease social unrest even the heroes of the novels — and with every step jockey for the Lord Ruler's favor. At the end of the story will you rise to power and prestige — or fall in ruin and disgrace?Mistborn: House War is a resource-management game set during the events of the first Mistborn novel. Three to five players assume the roles of various factions and must work together to solve the Problems facing the Final Empire. In order to solve these problems players must expend a certain combination of resources but in return they receive Favor from the Lord Ruler.Each round players produce resources (food money prestige skaa warriors and atium) in different proportions and combinations based on their faction. You can convert between different resources to get something that is missing but in the long run the players must work together pooling their resources to succeed.There are four tiers of Problems; at the start of each turn a problem is added to the board in the corresponding column and each pre-existing problem moves up one tier. If a problem passes tier 4 than it is said to Erupt (a reference to the novel) and it causes various problems for the players such as increasing the level of Unrest or giving players Disfavor. The main part of gameplay is the negotiation between players to solve these problems. Anything except Favor gained in previous turns can be negotiated: resources Personality cards (which can have a variety of effects) out-of-game favors etc.The game can end in two ways either the Unrest reaches 8 or a special problem card (Vin) is resolved. If she is not defeated and is allowed to erupt she increases the Unrest by 4. If the players are able to defeat Vin then the player who has the highest amount of Favor wins. If the Unrest reaches 8 then the rebellion occurs and the player with the least Favor (the faction furthest from the Lord Ruler) wins.
In Bohn To Be Wild! a standalone title that celebrates fifteen years of the classic Bohnanza card game players want to do what they've always done: Plant beans in their fields and sell them for as many coins as possible while trading cards with other players to get around the restriction of not being able to rearrange cards in your hand.Bohn To Be Wild! mixes things up however by including eleven new types of beans – including Jamaica helmet and horse beans – rules for solo play and special wild beans. Unlike the original German Bohnanza this game allows for play with up to seven players.
Whozit? first released as Profiler is a game of co-operative deduction! For example who would care more about their looks after a parachute jump? Dracula or Lady Gaga? Discuss and decide!Every round one member of the team chooses a target character (e.g. Dracula) from six drawn at random. They then draw two phrases from the phrase deck and rank them from -5 to 5. The rest of the team then judges who among the six characters doesn't match up with how the two phrases have been ranked. If the team guesses correctly the score marker is advanced one spot and the round continues. If they guess wrongly all cards are discarded and the next round starts. The game ends after five rounds. Can you achieve a perfect score?
[English]Europe 1702. The death of king Charles II of Habsburg left the throne vacant and started a war all over Europe to settle the matter of the Spanish Succession. The Archduke Charles III of Austria the Habsburg heir was discarded by the last will of Charles II signed almost on his deathbed in favor of Phillip of Anjou Louis XIV’s grandson the Bourbon heir. The Grand Alliance has been formed by the Treaty of Den Haag by Great Britain the Dutch Republic Austria Portugal and Savoy to preserve Europe’s balance of power and reclaim the throne for the Archduke Charles.The players representing the powers of the Grand Alliance will fight the Bourbon forces composed by French Castilian and Bavarian troops. Their goal defined by a hidden agenda is to obtain the best commercial and territorial concessions and conquer the Bourbon territories. But this is no cooperative game: the winning player will need strategy and negotiation skills to achieve the best deals with the enemy and thus be the country with the most benefits thanks to the Peace of Utrecht.In previous turn reverse order each player decides how to play one of the seeded cards for the current turn. The players may pay from their resources to use the card’s text or may prefer to “sell” the card to execute one action. Each action is available only once for each turn and the players cannot execute the same action in two consecutive turns. The available actions are Recruit troops Move them across the map or Attack the enemy in adjacent areas. Other choices include obtaining Resources or paying attention to their own countries Public Opinion (a.k.a. Will to Fight) for this will decide the order in which the new Concessions will be dealed. The card deck composed by the most relevant battles events and characters throughout the war includes the exploits of the Bourbon armies to counter the player’s actions.[Català]Europa 1702. La mort del rei Carles II d’Habsburg ha deixat el tron desocupat i ha provocat una guerra per tot Europa per arranjar la qüestió de la successió espanyola. L’arxiduc Carles III d’Àustria l’hereu de la casa Habsburg ha estat descartat pel testament de Carles II signat gairebé al seu llit de mort i que afavoreix Felip d’Anjou nét de Lluís XIV l’hereu de la casa Borbó. S’ha format la Gran Aliança pel Tractat de la Haia signat per la Gran Bretanya les Províncies Unides dels Països Baixos Àustria Portugal i Savoia per mantenir l’equilibri de poder a Europa i reclamar el tron per a l’arxiduc Carles.Els jugadors representen els poders de la Gran Aliança i lluiten contra les forces borbòniques compostes per tropes franceses castellanes i bavareses. El seu propòsit definit per uns objectius secrets és aconseguir les millors concessions territorials i comercials i conquerir els territoris borbònics. Però no es tracta d’un joc cooperatiu: al guanyador li caldrà estratègia i negociació per assolir els millors tractes amb l’enemic i ser el país més beneficiat per la Pau d’Utrecht.En l’ordre invers del torn anterior cada jugador decideix com vol jugar una de les cartes que formen el torn actual. Els jugadors poden pagar amb els seus recursos per activar l’esdeveniment de la carta o poden «vendre» la carta per fer una acció. Cada acció està disponible un sol cop per torn i els jugadors no poden fer la mateixa acció en dos torns consecutius. Les accions permeten als jugadors reclutar tropes moure-les pel mapa atacar l’enemic situat en hexàgons adjacents obtenir més recursos o millorar l’opinió pública del seu país. Una bona opinió pública és clau a l’hora de triar les millors concessions abans que ho facin els altres jugadors. La pila de cartes inclou les batalles esdeveniments i personatges més rellevants de tota la guerra a més de les victòries borbòniques que contrarestaran les accions dels jugadors.
A nearby solar system has been obliterated by a supernova. Now is your time to move in and extract the valuable resources from its unstable planets — but these jobs are too dangerous to do alone so send in teams of Hired Paws and form uneasy truces with your rivals to come away with the best loot.Afternova is a strategic negotiation game for 3-6 players. Score victory points by collecting fragments shown on your blueprints to build ship upgrades. When a player completes 6 of blueprints the game ends and the player with the most victory points wins.On your turn you may either take 3 cards from the market or extract fragments from a planet. When performing a Market action you can take any combination of Blueprint and Hired Paw cards. Blueprints are needed to score points but they also grant special abilities. Hired Paws have different skill sets so you'll need a variety of Hired Paws to Extract or help other players Extract. The core of the game is negotiating during an Extract action. When performing an Extract action you often don't have all the Hired Paws needed to meet the planet's requirement so you'll likely need to team up with other players to split the work and the rewards.—description from the designer
During the 13th century A.D. the Middle Ages were slowly coming to an end. The Pope and the Empire the two universal powers that dominated the previous centuries were breaking apart. Science and technology were beginning to flourish again. Society was rapidly changing as cities revived and gained autonomy while the feudal system was starting to crumble. In Medioevo Universale you have to lead one of the great kingdoms of those times while taking control of trade diplomacy infrastructure development scientific progress and military strategy. Build forts and fortifications bring war to your enemies conquer new lands discover new technologies expand your commerce repel the barbarians on the frontiers recruit armies and fleets forge alliances and defeat your opponents in battle!Medioevo Universale is a game full of components (more than 1700!) with many aspects to manage deep interactions with other players and the ability to give you an immersive experience in the medieval era.In addition of the normal game rules the box contains also the original prototype rulebook of Nicola Iannone and the elements to play his experimental game version.
The tiles are then divided by a unique mechanic: When it is your turn you may either A) Take any number of tiles from the pool or B) Claim that another player has been too greedy taking all of that player's tiles but returning at least one tile to the pool (you must of course show yourself to be a little less greedy).The next player without tiles then follows in turn. This way the size of the pool will gradually increase and the round is over once the last player without tiles decides to take what's left in the pool. Every player will then have a share of tiles and a scoring phase follows.Tactical play will help you get the meat fur tusks animals and tools you want (each tile has a different way of scoring) but you may also play cards for immediate effects or to secretly influence the scoring.- Game material is language independent -
In Empires you represent a colonial European nation that is competing to gain the most support. Support is won by supplying your people with goods; goods are produced when your people work in your territories. You can gain people territories goods and supporters by winning wars. To win wars you must pay gold to raise armies and gold can be earned by winning wars and by selling goods.All turns are taken simultaneously and there are no restrictions on trading. At any point in the game you may trade anything: people territories goods gold player powers etc. The game takes place over a series of rounds. At the end of the final round the player with the most support wins.
Every division of booty is a tense situation. Will you be the Mastermind the Driver or the Snitch?Millions of Dollars is a hidden role game with no elimination and non-random distribution of roles in which you negotiate and talk your way into as much loot as possible. Choose your role well and disguise your duplicity until the moment that you can play your cards just right...
As the Second World War raged across Europe tensions brewed within the seemingly monolithic German war machine. Hitler like dictators before him had given his minions overlapping responsibility so that they would plot against each other and keep him the arbiter. Germany’s military leadership worked well enough as Germany’s armies advanced in conquest after conquest. But Hitler's no retreat order in the difficult winter of 1941-1942 was a turning point in the way the war was run. All decisions now had to be approved from the top—a flagrant reversal of the German military tradition of setting objectives and giving subordinates freedom in how to attain them. As victory in the battle for Europe eluded the German generals and final defeat loomed their competing agendas came ever more to the fore. Contravening their overseer military leaders looked to a settlement with the Allies and in a few cases the end of the regime.The Other Side of the Hill is a boardgame that simulates the effects that this struggle for power within the German High Command had on the development of the Second World War. Up to four players represent military leaders cooperating and competing as they manage Germany's wartime strategy. To win they must vie for Prestige by advancing the careers of their favored Army and Army Group commanders grabbing their share of victories while the early-war pickings are easy then avoiding responsibility for battlefield disasters as the Soviets and the Western Allies solidify and push back.Players will pursue hidden objectives to dominate the German Officer Corps on behalf of Interest Groups such as the technically-minded Professionals a traditionalist Old Guard or anti-Nazi Dissidents—all while Allied aircraft bombard Germany’s war industry and Allied armies press in on every front. As in history players must reconcile contradictory roles. The German General Staff’s job is to hold the Allies off but each clique’s priorities can subvert any collective strategy. And beware: a player may in secret be sabotaging the war effort!The Other Side of the Hill offers competition for two three or four players as well as fully cooperative semi-cooperative and solitaire modes. Playing cards include intriguing historical details on World War Two’s real-life German Generals strategic Directives wartime Events and personalities of the “Black Orchestra” plot to assassinate Hitler. Experience the European Theater of WWII as you have never gamed it before—from The Other Side of the Hill!Game modes • Competitive: One player will win even if Germany falls before it historically did. • Cooperative: Players win or lose together. • Solo: You make all the decisions. • Semi-Cooperative: If Germany falls before the historical date everyone loses. Otherwise one player wins. • Campaign Mode: You can play the full campaign in successive shorter and more manageable gaming sessions.Scenarios and Playtime •The Triumph of Blitzkrieg (1939-1941): 3-4 hours •The World Holds its Breath (1941-1942): 3-4 hours •Point of No Return (1942-1943): 3-4 hours •Festung Europa (1943-1944): 3-4 hours •The Decline of the 3rd Reich(1943-1945): 4-5 hours. •Total War (1942-1945): 5-6 hours •World War (1941-1945): 8-10 hours •Armageddon (1939-1945): 10-15 hours¡You can play this game also in Vassal and TTS!—description from the publisher
Dune: The Dice Game is a dice-driven game set in the Dune Universe created by Frank Herbert. The players represent various Factions vying for control of Arrakis the desert planet. Each of the 6 playable Factions has a small set of thematical special abilities that allow them to break certain rules in the game.Each turn you will need to politicize ally and employ the means of Kanly wisely recruit new troops ship them to the surface and attack in just the right spot. Fate in the form of the dice can be controlled to a certain degree but still might thwart your plans; Sandstorms and the mighty Shai-Hulud plague the surface of Arrakis; A charismatic leader might tip the balance in a forlorn combat in your favour.The game ends when one Faction or Alliance is in control of a certain number of Arrakis’ strategic Regions at the end of their turn or after 6 whole rounds.Inspired by and based on both this game tries to find a middle ground between the complexity and duration of Dune and the excessive simplicity of Dune Express while staying true to former’s general feel and steering closer to the lore of the original novels than both. Sounds a bit ambitious I know.
The day that you have been waiting for has come. At last you can prove that you are worthy of being a member of the Hero‘s council. Show them your skills by collecting the golden monster teeth. But be aware - the lands of Taora are not as peaceful as they seem. Rumor has it that in the dark and gloomy Netherworld some friends become enemies...Now get up and hurry! The Heldentaufe already started. Be the first who returns the teeth of glory.The unique experience of Heldentaufe arises due to two distinct but connected realms: The Upper world and the Netherworld. Heroes can travel back and forth to the separate worlds through so-called portals.Events and activities taking place in the Upper world are mostly serene and peaceful. You will harvest natural goods carry out missions and trade items that you find. Somewhere hidden in the Netherworld lies a bright and shiny treasure. But what underworld would be complete without monsters and traps?Players will change perspective frequently since they not only have to tell their hero which move to make next but also command the monsters in the Netherworld as soon as an opponent enters the dark realm. In a game with three or four players forging an alliance to increase a player's odds in combat against monsters can be a smart choice. However players should choose their swordmates wisely - once unearthed the treasures of the Netherworld might lead even their most trusted allies to suddenly turn against them...Due to the two distinctly different worlds both aggressive warmongers and pacifistic characters will embrace the gameplay of Heldentaufe.Heldentaufe is easy to learn and lets you experience all the key elements of a true adventure role-playing game (discovering treasures collecting items completing missions and battling monsters).A game for tactical players who can count on their luck in critical situations.
Here where space is endless and time is precious you face the challenges of a true space commander. From the bustling hub that is your control center you coordinate your planet's production transport and demand and travel to other planets to fulfill orders.Time 'N' Space is a real-time action-selection production management pickup-and-deliver game for 3-4 players that plays in exactly 30 minutes. In that time you must produce goods and manage as many deliveries as possible to fulfill the demands on planets while the other players are trying to do the same thing.However the most unique aspect of Time 'N' Space is the action-selection mechanism in which each of your actions requires the flip of a one-minute sand timer. Each player has only two of these timers available so you'll need to keep a cool head and your communication channels wide open to arrange for the most opportune deals with each of the other players!While Time 'N' Space is played in exactly 30 minutes a 12-minute introductory game is also included.
Originally released by Fata Morgana in the 1980s KREMLIN is a European-style boardgame where players compete to control the Communist Party of the Soviet Union.The Jolly Roger KREMLIN features updated art and better components created in the style of 1930s Soviet poster propaganda. This edition has an error on the board that has the name of the game covering part of the graphics and text on the board.Kremlin is played for up to ten turns ending as soon as the Party Chief successfully waves three times at the May Day Parade or when so many politicians are dead or in Siberia that the Party Chief can disband the Politburo and take complete power for himself.Each turn has phases. The most important of these are the KGB trials (which can send party members to Siberia or the cemetery) and the Defense Ministry's Spy Investigations which can also force politicians on a winter's gulag holiday. With the KGB the catch is that the higher up the ladder the target the more difficult to bring down and Party Chiefs tend to change KGB leaders who take shots at the top... For the Defense Minister his investigations require a trial to be successful--and a guilty vote and that isn't always possible in the Central Committee.The catch? Players allot influence secretly at the start of the game and don't reveal it until it is used meaning no one knows who controls the KGB or any other ministry not until Influence is revealed--and even then who knows who still has undeclared influence on that person? It is possible that players can swap control back and forth over the KGB chief even as he is trying to determine who to assassinate!Once the carnage is done players have to survive the ravages of aging--and every time a politician takes action he ages faster than normal...your 50 yr old star of the party? Well suddenly he's acting like he's 83 Comrade. Life near the top will do that to you. In the Health phase politicians may die or grow sick--sick politicians can choose to go to the hospital but while there they exert no influence and their responsibilities pass on to other politicians. Sometimes this means your man must make the heroic sacrifice to the Rodina and remain on the job even while at death's door.Once we know who is still alive the Party Chief is allowed to move politicians between posts. After all he's in control of the bureaucracy. He can move people up and down and when he's done upper ministers do so as well--but can only affect politicians below them on the food chain. Heck politicians can even sponsor comrades in exile in Siberia to come back to the People. Of course each person you bring back ages you five years....want to bring back five? Age 25 years in the blink of an eye Tovarich.Intrigue cards allow you to take control of situations or foil other players' schemes. In one of the older versions you could have things like Chernobyl take place in 1920. That's been corrected--so that while events may be the same they have now been made era-appropriate.The turn ends with the May Day Parade. If the party chief is healthy he can wave throughout the day making people happy--clearly our socialist union is prospering. But if he's sick sometimes he leaves early and is unable to wave sending doubts through the ranks. If a faction (player) earns three waves they win the game.The Jolly Roger version provides three different KREMLIN games in one box.
Bohnanza: Dahlias is a special edition of Bohnanza for 3-5 players that features the same gameplay as the original design.In the game you plant then harvest flower cards in order to earn coins. Each player starts with a hand of random flower cards and each card has a number on it corresponding to the number of that type of flower in the deck. Unlike in most other card games you can't rearrange the order of cards in hand so you must use them in the order that you've picked them up from the deck — unless you can trade them to other players which is the heart of the game.On a turn you must plant the first one or two cards in your hand into the fields in front of you. Each field can hold only one type of flower so if you must plant a type of flower that's not in one of your fields then you must harvest a field to make room for the new arrival. This usually isn't good! Next you reveal two cards from the deck and you can then trade these cards as well as any card in your hand for cards from other players. You can even make future promises for cards received right now! After all the trading is complete — and all trades on a turn must involve the active player — then you end your turn by drawing cards from the deck and placing them at the back of your hand.When you harvest flowers you receive coins based on the number of cards in that field and the meter for that particular type of flower. Flip over 1-4 cards from that field to transform them into coins then place the remainder of the cards in the discard pile. When the deck runs out shuffle the discards playing through the deck two more times. At the end of the game everyone can harvest their fields then whoever has earned the most coins wins.
This New edition of the “Settlers of Catan – Board Game” features a six piece reversible board allowing for more replay value than the previous Gallery Edition.Get together with friends or family. Learn to play in about 15 minutes. Then enjoy countless hours of fast-paced fun!Begin a quest to settle the island of Catan! Guide your brave settlers to victory by using clever trading and shrewd development. Use resources – grain wool ore lumber and brick – to build roads settlements cities and key cultural milestones. Get resources by rolling the dice or by trading with other players.But beware! You never know when someone will block your way or if the robber will strike and steal your hard-earned goods! Are you the best trader builder or settler? Will you master Catan?