1918: Brother Against Brother is a two-player wargame of the Civil war in Finland during early 1918. One player takes the role of the Whites (i.e. the government troops) and other the Reds (socialist revolutionaries). In that bloody struggle future of the nation that has just declared its` independence is decided, and whether General C.G.E. Mannerheim of White forces or Comrade Kullervo Manner emerges triumphant is up to the players.
Map is point-to-point representation of the Finland from 1918 featuring both railways and roads of the time, both of which also effect the gameplay. Game is card-driven and more than 50 action cards (each with unique picture of the era) are at the heart of the game. Cards can be used either as action points or events. Events include German intervention, Swedish occupation of Åland islands, grain trains from Soviet Russia as well as drunk Red commander…
Units represent mainly company/battalion level and include both Civil Guards and Red Guards, as well as special units; armoured trains for Reds and Jaeger units and German intervention forces for Whites. Reds can either try to occupy the White capital of Vaasa (preferably before Germans appear) or to defend their area until the end of the game. Balancing with actions and events is crucial for both parties.
Game is fully bi-lingual (English and Finnish) including two decks of action cards. So if you wish to familiarize yourself to wargaming lingo in Finnish this is a perfect opportunity.
878 Vikings is an area control game for 2 - 4 players. Gain fame, riches and a new home as the Vikings voyaging to England, or defend your Kingdom and Christendom from the pagan hordes!. Viking players control the Norsemen Viking freemen and the fearless Viking shock troops known as Berserkers.
Players for each side work together in order to coordinate their strategies. The English start the game controlling all of England, but then the Viking players invade from the sea to strike deep into English territory! Players decide when to end the game by calling for the Treaty of Wedmore. The team controlling the most cities by the end of that round wins the game.
The first large expansion for A Feast for Odin, The Norwegians includes four new islands (Isle of Man, Isle of Skye, Islay, Outer Hebrides) with Irish coastal viking-settlements on the backside (Waterford, Wexford, Cork, Limerick), where people from Norway came to stay through the winter (longphort), to trade at, and to settle nearby. This offers new strategies and new puzzle-tiles like horse (6VP, 2x5 spaces)/pregnant horse/leather(green)/vadmal(blue) and pigs (1 VP, breed every round; 2x3 - 1 = 5 spaces)/herbal (orange)/ antler (green)/tools (blue). The game has a third box for the tiles and offers the four old islands too (renewed little different VPs and new graphic-aspects of mini-expansion islands Lofoten/Orkneys/Tierra del Fuego).
The expansion includes another mountain-strip (last round), more two-silver coins, meat/beans and runes/oil and a "little emigration" piece that covers one food instead of two. You get it on a new action-space for giving away a whaling boat. The renewed action board has three pieces that can be turned around for different numbers of players (version for 1-2, 3, and 4 players), which increases the chances of players getting in each others way. It contains new opportunities like butchering, elk-hunting, fishing, and thievery, along with changes for some old actions. It's now easier, for example, to play an animal strategy, also because you can now get two of the same animals in one action. There is also a new fifth column to make a (better) action with your last viking! You can smith, for example, now a grey piece with maximum of eight swords by using an ore and only one action. Also for this, there are five new grey puzzle-pieces like pan, hauberk or anvil and a little board for smithable pieces with fewer than nine swords.
Totally new is also the idea of a random start-building. Everybody gets one of the six artisan shed boards and can build the front or backside with one wood and one action. These buildings offer, covered like stonehouse and longhouse, some stuff (pieces, weapons, commodities), VPs and one silver (horse stable 2 silver). So everybody has another different start-opportunity - like the profession card. In this expansion, you choose the best of two cards to start with. Another new option is, that instead of puting a profession card into the game, you can throw it away for a VP-chip. A nice little competitive element, because there are only two 4-VP-chips, six 3-VP-chips and eight (endless) 2-VP-chips.
The expansion includes no almanac about game-elements and their viking-history. But again it was written by Gernot Köpke as a "historical-science"-journalist and learnd lokal newspaper editor and main elements will be published on BGG at https://www.boardgamegeek.com/thread/2023534/almanac-almanach
The expansion includes also an extra board for ships and small emigration tiles.
Nabbarah: A city full of wonders and stories to be told — a glimmering jewel in the middle of the desert.
You are a thief, always on the lookout for the next target to hit. You decide to sneak into the Royal Palace, break in its treasure room, and look for the mythical treasures rumored to be hidden there. Among piles of gold, emeralds, and precious jewelry, you stumble upon a chest containing a mysterious hourglass. As soon as you touch it, you are filled with mystical energy and realize its true power: You are now able to see glimpses of your own future. By taking different courses of action, different paths unfold before you, allowing you to shape your future as you see fit. Unfortunately, everyone in the palace is now after you...
A Thief's Fortune is a card game for 1-4 players in which each player represents a different possible future of the same character. By visiting different locations, interacting with local characters and making sure that certain events you have seen actually happen, you try to find the path that will lead you as far away as possible from danger.
In more detail, players each have three areas in front of them: past, present, and future. Over five rounds, players draft location, event, and character cards, adding them to their personal "future" area with resources on those cards. Players extract resources from those cards, and when they're empty, the cards move into the player's present, after which the player can activate the power on those cards to score the fortune points they need to win the game.
The survivors of a long-ago invasion have taken refuge in the forgotten underground city of Gravehold. There, the desperate remnants of society have learned that the energy of the very breaches the beings use to attack them can be repurposed through various gems, transforming the malign energies within into beneficial spells and weapons to aid their last line of defense: the breach mages.
Aeon's End is a cooperative game that explores the deckbuilding genre with a number of innovative mechanisms, including a variable turn order system that simulates the chaos of an attack, and deck management rules that require careful planning with every discarded card. Players will struggle to defend Gravehold from The Nameless and their hordes using unique abilities, powerful spells, and, most importantly of all, their collective wits.
“You are not breach mages yet,” Brama lectures as she paces down the line of students, her frail form belying her immense power. “Breach mages have protected us since the beginning — since the burning of the world and our pilgrimage into the dark. It was they who founded Gravehold, our last bastion, and if you wish to stand beside these living legends, you must listen and learn. The Nameless shall come again, as they always have, and you will need to be ready. You are the hope of our future.”
As a young apprentice, you grew up to stories of the breach mages. Brama, the teacher, wisest of the mages. Dezmodia, the prodigy, master of great magic. Mist, the stoic leader and tactical genius. Malastar, the magical craftsman. Rebellious, powerful, and reckless perfectly sum up Xaxos. These mages are your heroes and tomorrow, after your ordeal, you will join their ranks.
“Each of you must overcome your ordeal to learn discipline and focus, the tools you will need to defend Gravehold. We are nothing without Gravehold. To be a breach mage is to sacrifice your life for Gravehold. When you die, it will be in defense of our city. Once you understand this universal truth...only then will you be ready to become a breach mage.”
The hysteria over witches among the people of Salem swept the region like a disease in 1692. As is the case in any tragic event, there are those whom will use the circumstances to their advantage. Under the veil of the witch-hunt lie other motivations; power, greed, revenge and righteousness.
AFFLICTION: Salem 1692 is a game set in the hysteria of a witch-hunt. Use your influence to whisper in the ear of the magistrate, judge, governor or minister to protect some and have others arrested. Salem was a chance to gain property, exact revenge and prove one’s righteousness.
The characters in the game were actual residents of the Salem region. This is the closest possible simulation of actual events in a game to date.
GAMEPLAY: Players will take turns placing a "messenger" (worker) to select actions. After all workers are placed, actions will be resolved in the order they appear on the main board.
EXONERATE - Take 2 Accusation Tokens off of any Colonist.
FIRST PLAYER TOKEN/PROTECTION - Use a letter from the Governor to prevent one Colonist from being arrested and take the First turn, next turn.
GAIN INFLUENCE/USE COLONIST ABILITY - Generate Influence and use the abilities of Colonists that you have in your Circle.
ARREST - Spend Influence equal to a Colonist's adjusted Reputation to Arrest.
SPECTRAL EVIDENCE - Use this token to prevent a Colonist from Generating Influence and using their Colonist ability.
ACCUSE - Place accusation tokens to reduce Colonist's Reputations to make them easier to arrest.
GAIN/REMOVE FEAR - Gain Fear Tokens or remove a fear token from another player (used to weaken Colonists)
BRING COLONIST INTO CIRCLE - Spend Influence equal to a Colonists Base Reputation and bring them into your Circle.
Play will cycle between accusing, arresting and protecting your interests. Fear provides an alternative way to function when necessary.
END GAME: Increase Mather and Mary Spencer Hill are shuffled in with the bottom 6 cards of the Colonist deck. When either of them appears in the play area, the game immediately ends.
VICTORY CONDITIONS: All players will receive victory points for the Reputation value of each Colonist that have arrested or brought into their circle, victory points for the property of those they have had arrested and for the number of influence tokens they have at the end of the game. Each player will also receive points for having specific families arrested or protected, depending on the player tile they are given.
The zombie apocalypse is here! The world has been hit by a virus killing 90% of the population. Most of the survivors have turned into zombies, while the rest are left weak and defenseless. You must rescue as many as you can while gearing up to hold off the ever-increasing number of zombies.
After the Virus is a cooperative deckbuildning game where ever increasing numbers of zombies are added to your deck while you work to complete mission goals.
Gear up! Save survivors! Mow down hordes of zombies!
Agra, India: The year is 1572; this year marks the 30th birthday of Abu'l-Fath Jalal-ud-din Muhammad, popularly known as Akbar the Great. Akbar is the third ruler of India's Mughal dynasty, having succeeded his father, Humayun. With the guidance of his regent, Bairam Khan, Akbar has expanded and consolidated India's Mughal domains. Using his strong personality and skill as a general, Akbar has enlarged his Empire to include nearly all of the Indian subcontinent north of the Godavari River; his presence is felt across the entire country due to the Mughals' military, political, cultural, and economic dominance.
To unify the vast Mughal state, Akbar has established a centralized system of administration; conquered rulers are conciliated through marriage and diplomacy. Akbar has preserved peace and Order throughout his empire by passing laws that have won him the support of his non-Muslim subjects. Eschewing tribal bonds and Islamic state-identity, Akbar has striven to unite his lands. The Mughals' Persian-ized culture has afforded Akbar near-divine status.
Notables and emissaries from all over the country are on their way for Akbar's birthday celebration. As an ambitious landowner, you cannot let this pass; the festivities are a golden opportunity for you to rise in stature and wealth.
Alien Artifacts is a 4x-style card game in which you play as an interplanetary corporation, sending your research vessels into uncharted space to expand your knowledge and power. Build your ship, research tech, and explore the galaxy for anything — or anyone — you can exploit.
Each turn you will have 3 Resource cards in your hand and you will decide how best to spend them. Each resource card has two different resource types for you to use. You can only use one side and only two cards per turn! Using these resources, you will build Ships, develop Technology, discover Planets, or Trade for currency!
Alien Artifacts provides a true 4x experience in under an hour.
Anachrony features a unique two-tiered worker placement system. To travel to the Capital or venture out to the devastated areas for resources, players need not only various Specialists (Engineers, Scientists, Administrators, and Geniuses) but also Exosuits to protect and enhance them — and both are in short supply.
The game is played in 4-7 turns, depending on the time when the looming cataclysm occurs (unless, of course, it is averted!). The elapsed turns are measured on a dynamic Timeline. By powering up the Time Rifts, players can reach back to earlier turns to supply their past "self" with resources. Each Path has a vastly different objective that rewards it with a massive amount of Victory Points when achieved. The Paths' settlements will survive the impact, but the Capital will not. Whichever Path manages to collect most points will be the new seat for the Capital, thus the most important force left on the planet...
The Exosuit Commander Pack adds 30 super-sized (55 mm tall) Exosuit miniatures to the Anachrony base box, plus the Pioneers of New Earth expansion, and the Guardians of the Council module.
Upgrade your Exosuit tokens to 24 detailed, super-sized miniatures, with a designated cockpit slit for your workers.
The Guardians of the Council adds 6 new Exosuit minis and a whole new module to Anachrony. You may also use the Guardians as the Chronobot's own Exosuit army - or an alternative to yours!
With the Pioneers of New Earth Module, you can upgrade your Exosuits to explore the vast and dangerous Outback. Enhance your Exosuit model with resources or even Breakthroughs, and use the new Adventure action space to uncover secrets of the past, confront hostile lifeforms, and more.
You'll even be able to use your Exosuit's power against your opponents in the race for the best Action spots.
Architects of the West Kingdom is set at the end of the Carolingian Empire, circa 850 AD. As royal architects, players compete to impress their King and maintain their noble status by constructing various landmarks throughout his newly appointed domain. Players need to collect raw materials, hire apprentices, and keep a watchful eye on their workforce. These are treacherous times, and rival architects will stop at nothing to slow your progress. Will you remain virtuous, or be found in the company of thieves and black marketeers?
The aim of Architects of the West Kingdom is to be the player with the most victory points (VP) at game's end. Points are gained by constructing various buildings and advancing work on the Archbishop's cathedral. Throughout the game, players need to make a lot of moral decisions. However, only at game's end will their virtue be judged. A few underhanded deals here and there might not seem like much, but fall too far and you will be punished. The game ends once a set number of constructions have been completed.
A few magically talented individuals, their devoted followers in tow, have been drawn from their villages across the twisted wilderness to the Ruined City.
At the very heart of the city, the cursed Tower of Magic rises into the broiling clouds. From this vantage the Archmage and her Order of Mages ruled these lands for an Age, drawing together the warring magics of the mythic races into one all-powerful and cohesive force. That was, of course, before The Ending.
The Ruined City is now home to but a fragment of the mythic races that once served the Archmage and her Order. And until now, no human has dared step foot in these forsaken streets. The newcomers, of human stock, are the descendants of the ancient Mages, now outcasts living in camps in the farthest reaches of the lands. Unusual shows of power in their home villages have already gathered them small but enthusiastic bands of followers. And now they have travelled to meet with representatives of the mythic races, to seek their wisdom and magical secrets.
The mythic races are the keepers of six very different spheres of magic, with very different abilities. It was only the power of the Archmage that long ago found ways to combine the spheres and gain higher and higher levels of magic. Now, much of the magic of the mythic races is lost, and the newcomers, having come so far, are told they must now travel the lands to reclaim lost relics sacred to the races. It seems the journey to absolute magical power has only just begun...
Archmage is a euro-thematic hybrid, where players take on the role of fledgling Mages, traveling the lands to recover ancient relics, gather followers, and train apprentices in six spheres of magic and beyond. As the power of their Order grows, they will pit apprentices against each other, and attain unheard of spells and magical powers, building their own Mage tower to watch over the lands and weave their magics.
When the time of reckoning comes, a new Archmage will rule.
You swore that you would never go back. Yet like a snake eating its own tail, you were always meant to return to where it all began. In the Arkham Horror: The Card Game Core Set, Night of the Zealot presented your first challenge while introducing you to the investigators, mechanics, and environment of Arkham Horror Files, providing a stable foundation from which you built you investigations into the unknown and the unknowable. Now, you are invited to return home and begin a new challenge worthy of your expertise.
Return to the Night of the Zealot is an expansion for Arkham Horror: The Card Game that enhances and modifies the Night of the Zealot campaign with 46 new Encounter cards and 20 new Player Cards. Additionally, this expansion includes a premium box and 18 divider cards to hold your entire Night of the Zealot campaign.
AuZtralia is an adventure/exploration game for 1-4 players set in an alternate reality 1930s. The theme is inspired by Martin Wallace's A Study in Emerald. Following the Restorationist war, the northern hemisphere lands lay poisoned and starvation was the norm. Intrepid adventurers set out to explore and settle new lands. Little did they know, after the war, the surviving Old Ones and their remaining loyal human armies made their way to the outback of Australia to lick their wounds.
Build a port, construct railways, mine and farm for food. You’ll need to prepare for the awakening. You’ll need to fight.
Everything you do in the game costs time, which is one of AuZtralia's most valued resources.
At a point in time, the Old Ones will wake up and become an active player. They begin to reveal themselves and move, with potentially devastating outcomes.
You’ll need to prepare wisely for the awakening and may have to co-operate with others to defeat the most dangerous Old Ones.
Military units will help you to locate, fight and defend against the nightmarish beings that may be lurking on your doorstep. As well as hardware, you’ll need to recruit some Personalities who have the skills and resources to help you.
Riches from the land, mixed with darkness and insanity await you in the outback. Will humanity prevail or will the Old Ones wreak their revenge?
Azul was designed by the world famous, award winning game author Michael Kiesling. Azul captures the beautiful aesthetics of Moorish art in a contemporary board game. Players compete as artisans decorating the walls of the Royal Palace of Evora. By carefully drafting the correct quantity and style of tiles, the most clever of artisans plan ahead to maximize the beauty of their work (not to mention their scores!) while ensuring they wasted no supplies in the process.
Introduced by the Moors, “azulejos” (originally white and blue ceramic tiles) were fully embraced by the Portuguese, when their King Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerized by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar wall tiles.
Created by Michael Kiesling, Azul: Stained Glass of Sintra challenges players to carefully select glass panes to complete their windows while being careful not to damage or waste supplies in the process. The window panels are double-sided, providing players with a dynamic player board that affords nearly infinite variability!
Players can expect to discover new unique art and components in Azul: Stained Glass of Sintra, including translucent window pane pieces, a tower to hold discarded glass panes, and double-sided player boards and window pane panels, in addition to many other beautiful components!
Betrayal Legacy marries the concept of Betrayal at House on the Hill — exploring a haunted mansion — with the permanency and multi-game storytelling exhibited by Daviau's Risk Legacy and other legacy games that followed. Betrayal Legacy consists of a prologue and a thirteen-chapter story that takes place over decades. Players represent families, with specific members of a family participating in one story, then perhaps an older version of those characters (assuming they lived) or their descendants showing up in later stories.
Why would people keep exploring a haunted mansion for decade after decade, especially when horrible things happen there? Curiosity, I suppose, or perhaps an ignorant boldness that comes from the belief that we know better than those who have come before. Look at all that we've learned, marvel at the tools we have at hand! Surely we'll all exit safely this time...
As with other Betrayal titles, the game is narratively-driven, with elements that record the history of your specific games. The tools mentioned earlier, for example, become attached to specific families. This isn't just a bucket; it's my bucket, the one my grandpappy used to feed his family's pigs when he was a boy, and while you can certainly use that bucket, I know how to wield it best from the time he spent teaching me how to slop. Yes, it's an heirloom bucket, and when kept in the family, I get a bonus for using it.
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.
Hong Kong has been struck by a large scale unexpected blackout. As the government struggles to maintain control, you decide to take matters into your own hands and try to bring back some kind of societal order! Daily life as you were used to it has quickly dissolved. Even the most mundane tasks have become incredibly challenging without electric power. Whoever best manages this situation and restores the semblance of order will surely claim a position of power in post-blackout Hong Kong!
In Alexander Pfister's Blackout: Hong Kong, you have to manage ever-changing resources and a network of various specialists to keep Hong Kong from descending into chaos while also staying ahead of your rivals.
Blue Lagoon is an area control and set collection game in which players manage a group of settlers spreading out over the islands of a newly discovered archipelago.
The game is played over two phases (the exploration phase followed by the settlement phase). Over the course of both phases, you will expand your presence on the board by adding one new token each turn (either a settler or a village token). The goal is to collect the resources scattered over the map by placing your tokens on top of them. In the first phase, you can place a new token anywhere you like, as long as it is touching either the lagoon OR one of your previously played tokens. In the second phase, the board is cleared, except for the villages, and now you can only expand from the villages you played in the first phase! At the end of both phases, players score points for the sets of resources they collected. Most points wins.
Brass: Birmingham is an economic strategy game sequel to Martin Wallace' 2007 masterpiece, Brass. Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution, between the years of 1770-1870.
As in its predecessor, you must develop, build, and establish your industries and network, in an effort to exploit low or high market demands.
Each round, players take turns according to the turn order track, receiving two actions to perform any of the following actions (found in the original game):
1) Build - Pay required resources and place an industry tile.
2) Network - Add a rail / canal link, expanding your network.
3) Develop - Increase the VP value of an industry.
4) Sell - Sell your cotton, manufactured goods and pottery.
5) Loan - Take a £30 loan and reduce your income.
Brass: Birmingham also features a new sixth action:
6) Scout - Discard three cards and take a wild location and wild industry card. (This action replaces Double Action Build in original Brass.)
The game is played over two halves: the canal era (years 1770-1830) and the rail era (years 1830-1870). To win the game, score the most VPs. VPs are counted at the end of each half for the canals, rails and established (flipped) industry tiles.
Birmingham features dynamic scoring canals/rails. Instead of each flipped industry tile giving a static 1 VP to all connected canals and rails, many industries give 0 or even 2 VPs. This provides players with the opportunity to score much higher value canals in the first era, and creates interesting strategy with industry placement.
Iron, coal, and cotton are three industries which appear in both the original Brass as well as in Brass: Birmingham.
New "Sell" system
Brewing has become a fundamental part of the culture in Birmingham. You must now sell your product through traders located around the edges of the board. Each of these traders is looking for a specific type of good each game. To sell cotton, pottery, or manufactured goods to these traders, you must also "grease the wheels of industry" by consuming beer. For example, a level 1 cotton mill requires one beer to flip. As an incentive to sell early, the first player to sell to a trader receives free beer.
Birmingham features three all-new industry types:
Brewery - Produces precious beer barrels required to sell goods.
Manufactured goods - Function like cotton, but features eight levels. Each level of manufactured goods provides unique rewards, rather than just escalating in VPs, making it a more versatile (yet potentially more difficult) path vs cotton.
Pottery - These behemoths of Birmingham offer huge VPs, but at a huge cost and need to plan.
Increased Coal and Iron Market size - The price of coal and iron can now go up to £8 per cube, and it's not uncommon.
Brass: Lancashire — first published as Brass — is an economic strategy game that tells the story of competing cotton entrepreneurs in Lancashire during the industrial revolution. You must develop, build, and establish your industries and network so that you can capitalize demand for iron, coal and cotton. The game is played over two halves: the canal phase and the rail phase. To win the game, score the most victory points (VPs), which are counted at the end of each half. VPs are gained from your canals, rails, and established (flipped) industry tiles. Each round, players take turns according to the turn order track, receiving two actions to perform any of the following:
Build an industry tile
Build a rail or canal
Develop an industry
Take a loan
At the end of a player's turn, they replace the two cards they played with two more from the deck. Turn order is determined by how much money a player spent on the previous turn, from lowest spent first to highest spent. This turn order mechanism opens some strategic options for players going later in the turn order, allowing for the possibility of back-to-back turns.
After all the cards have been played the first time (with the deck size being adjusted for the number of players), the canal phase ends and a scoring round commences. After scoring, all canals and all of the lowest level industries are removed for the game, after which new cards are dealt and the rail phase begins. During this phase, players may now occupy more than one location in a city and a double-connection build (though expensive) is possible. At the end of the rail phase, another scoring round takes place, then a winner is crowned.
The cards limit where you can build your industries, but any card can be used for the develop, sell cotton or build connections actions. This leads to a strategic timing/storing of cards. Resources are common so that if one player builds a rail line (which requires coal) they have to use the coal from the nearest source, which may be an opponent's coal mine, which in turn gets that coal mine closer to scoring (i.e., being utilized).
Brass: Lancashire, the 2018 edition from Roxley Games, reboots the original Warfrog Games edition of Brass with new artwork and components, as well as a few rules changes:
The virtual link rules between Birkenhead have been made optional.
The three-player experience has been brought closer to the ideal experience of four players by shortening each half of the game by one round and tuning the deck and distant market tiles slightly to ensure a consistent experience.
Two-player rules have been created and are playable without the need for an alternate board.
The level 1 cotton mill is now worth 5 VP to make it slightly less terrible.
€40.46 €53.95 -25%
Castell is the vibrant Catalonian tradition of building human towers. Huge teams of people from all over Catalonia gather at festivals to celebrate Catalonian culture and compete to build the highest and most difficult human towers.
Castell is a strategy game where players guide Castell teams through a year of festivals. Visit Catalonian cities, expand your team of Castellers, learn tower-building skills, and show off your tower-building prowess at local performances and festival competitions.
Harness your strength, balance, courage, and common sense to take your team to victory!
Castellum is a strategic board game for two to four players in which the walls of Maastricht must be defended during two hundred years of historical sieges.
In the game, the players take on the role of the defenders of the city. To be able to build the fortifications, players must seek the support of both the people and the churches of the city. They must look for resources to strengthen the city's lines. Only with a combination of impressive fortifications and well-trained troops will the players be able to beat the attackers.
As a duke, you have decided to build the greatest castle in the land. You are not the only Duke in this land though, and you are not the only one with this fantastic ambition.
There are many ways to build your castle. You can even build it to lean towards one of several different styles, be it for Defence, for Comfort or even for Offence!
The occasional royalty may pop by your land and if your castle does not suit his or her taste, they will leave to find better accommodations with your rival dukes! On top of that, the deadly dragon will appear once in awhile and raze the lands. If your castle is not well fortified against dragon attacks, it might just crumble! Score Victory Points (VP) by having the most number of important folks residing in your castle, as well as have the most magnificent castle of all and take home the title of Grand Duke! Castle Dukes is a very visually appealing game of Dexterity and Strategy – And it’s 3D to boot!
Centuries ago, the lucrative spice trade compelled the prosperous nations of the world to explore alternate routes to the sources of these precious goods. These nations took to the seas to seek out exotic lands. This led to the discovery of the famed Spice Islands where the most valuable spices of the world were found. This discovery also led to further exploration, competition....and later, war! During this time of prosperity and opportunity, you find yourself traveling on the high seas in search of these exotic wonders. As a merchant and privateer representing your nation, you seek to control this region for glory and profit. Your journey continues in the Far East...
Designed by Emerson Mastuuchi, Century: Eastern Wonders invites fans to return to the exciting world of spice trading as players take to the high seas in the role of merchants seeking to prosper in the exotic Indonesian islands. Century: Eastern Wonders offers new, satisfying game mechanisms that provide infinite replayability and countless strategies.
Century: Eastern Wonders can be combined with Century: Spice Road to create a new gaming experience called Sand To Sea!
Cerebria: the Card Game focuses on occasions when the landscape of your mind interacts with the world and other people. In this turn-based card game, the players build their Mindsets, filling it up with Bliss or Gloom Emotions. The outside world is represented by the Impulse, a dynamically changing pool of available Emotion cards. Whenever the Impulse is emptied of Emotions, each player's Mindset is scored, granting Bliss or Gloom Identity Fragments. The goal of the game is to collect enough Fragments to fully develop the Identity.
Players can get Fragments by invoking Emotions into their Mindset, however, these Fragments can be spent for the effect of the Emotions' Abilities, so it is up to the players to decide wether they hold on to their victory points or spend some of them to be more efficient. Emotion effects can interact with other Mindsets, other players' hands, the Impulse, but can be cancelled by discarding Emotions of the matching type.
The game ends if one of the players manages to build a fully single-minded (collecting eight or more of one type of Fragment) or a balanced personality (collecting five or more of both Fragment types).
The game consists of 96 Emotion cards, 80 Identity Fragments, 5 player aid cards and a Mood Marker.
Cerebria is a dynamic, team-based, objective-driven area control game, where players play as Spirits, powerful entities representing Bliss or Gloom. These opposing forces - the two sides of human nature - struggle to control and shape the Inside World, the metaphorical representation of an evolving personality.
Cerebria introduces a unique theme and numerous innovative mechanisms. The game is centered around the player-controlled Spirits, and the Emotion cards controlling Cerebria’s areas, each with their own stats and abilities.
The Spirits can perform up to three actions on their turn. These include moving between Cerebria’s Realms and Frontiers, using the specific powers of the Realms, invoking and upgrading Emotion cards, removing opposing Emotions, and building Fortresses to consolidate their influence on certain areas. The Actions cost Willpower, gained primarily by absorbing from the Origin’s Spheres in the middle of the board. Both Bliss and Gloom also have a rare shared team resource, Ambition, enabling them to use the game’s most powerful effects.
The teams can score points either by accomplishing publicly known minor objectives (the Intentions), or completing their major objectives (the Aspirations), which change dynamically during the course of the game. Scoring Aspirations allows players to add Bliss and Gloom Fragments to the Identity, built in the middle of the board. These are key moments in the game: Cerebria’s state is in constant flux, but the Fragments are permanent imprints of a game state during the scoring events.
The game is won by the side with more influence over the finished Identity, thus becoming the dominant force in Cerebria.
The deck-building adventure of Clank! In! Space! continues in Clank! In! Space! Apocalypse! Small pockets of resistance continue to oppose Lord Eradikus, but the evil cyborg now plots to wipe them out with one grand and wicked scheme!
Your challenge? Thwart the efforts of Lord Eradikus! Reap the rewards of noble (and sometimes reluctant) heroism! Save the galaxy…and get rich in the process! Maybe you can avert the Apocalypse! (Or at least escape with the treasure while someone else does!)
This expansion requires Clank! In! Space! to play.
Game Box Contains:
2 Double-sided Game Board Modules
35 Adventure Deck Cards
8 Large Scheme Cards
1 Haldos Boss Marker
Burgle your way to adventure in the deck-building board game Clank! Sneak into an angry dragon's mountain lair to steal precious artifacts. Delve deeper to find more valuable loot. Acquire cards for your deck and watch your thievish abilities grow.
Be quick and be quiet. One false step and CLANK! Each careless sound draws the attention of the dragon, and each artifact stolen increases its rage. You can enjoy your plunder only if you make it out of the depths alive!
€13.46 €14.95 -10%
If you have an insatiable thirst for plunder, Clank! Expeditions: Gold and Silk is for you: a series of boards to continue your deck-building adventures.
This first expedition begins in a mine abandoned by the Ruin Dwarven Mining Company (Ruin DMC) when it became infested with monsters. But it still holds plenty of gold for those daring enough to enter.
Still more wealth awaits in the Spider Queen's Lair. Surely the Spider Queen herself is just a legend meant to scare people away from such a fancy castle…
This expansion requires Clank! A Deck-Building Adventure to play.
The evil Lord Eradikus has all but conquered the galaxy and is now on a victory lap across the sector in his flagship, Eradikus Prime. He may rule with an iron grip, but his most prized artifacts are about to slip through his cyborg claws. You and your fellow thieves have challenged each other to sneak aboard his ship, hack your way into its command module, and steal from him.
Along the way, you'll recruit allies and snatch up extra loot. But one false step and — Clank! Careless noise draws the attention of Lord Eradikus. Hacking into his command module and stealing his artifacts increases his rage. You'd better hope your friends are louder than you are if you want to make it to an escape pod and get out alive...
Clank! In! Space! is built on the same game system as Clank!: A Deck-Building Adventure, with players building a personal deck of cards throughout the course of the game, with the cards allowing them to move through the spaceship, attack things, acquire new cards, and — oh yeah — make noise to attract Lord Eradikus and potentially seal their own doom.
In the 1970s, the governments of the world faced unprecedented demand for energy, and polluting power plants were built everywhere in order to meet that demand. Year after year, the pollution they generate increases, and nobody has done anything to reduce it. Now, the impact of this pollution has become too great, and humanity is starting to realize that we must meet our energy demands through clean sources of energy. Companies with expertise in clean, sustainable energy are called in to propose projects that will provide the required energy without polluting the environment. Regional governments are eager to fund these projects and to invest in their implementation.
If the pollution isn't stopped, it's game over for all of us.
In the game CO₂, each player is the CEO of an energy company responding to government requests for new, green power plants. The goal is to stop the increase of pollution while meeting the rising demand for sustainable energy — and of course profiting from doing so. You will need enough expertise, money, and resources to build these clean power plants. Energy summits will promote global awareness, and allow companies to share a little of their expertise while learning still more from others.
In CO₂, each region starts with a certain number of carbon emissions permits (CEPs) at its disposal. These CEPs are granted by the United Nations, and they must be spent whenever the region needs to install the energy infrastructure for a project or to construct a fossil fuel power plant. CEPs can be bought and sold on a market, and their price fluctuates throughout the game. You will want to try to maintain control over the CEPs.
Money, CEPs, green power plants that you've built, UN goals you've completed, company goals you've met, and expertise you've gained all give you victory points (VPs), which represent your company's reputation — and having the best reputation is the goal of the game … in addition to saving the planet, of course.
This new totally re-designed edition of CO₂ features a completely new iconography, an entirely new rulebook with lots of 3D pictures for easy comprehension of the rules, more balanced gameplay, a new events deck, improved and streamlined mechanisms, and upgraded wooden components for the power plants instead of the cardboard tokens in a game with a shorter play length. This version also features a co-operative mode of play as well as solo play based on goals.
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In the 15th and 16th century, Portugal is thriving under its leading role during the Age of Discovery. Nestled in the heart of Portugal, the city of Coimbra serves as a cultural center of the country. As the head of one of Coimbra's oldest houses, you seek to earn prestige by deepening relationships with nearby monasteries or funding expeditions of the era. To reach this goal, you must vie for the favors of the city's most influential citizens, even if you must offer a bit of coin or some protective detail.
Coimbra introduces an innovative new dice mechanism in which the dice players draft each round are used in multiple different ways and have an impact on many aspects of their decision making. While there are many paths to victory, players should always seek to optimize their opportunities with every roll of the dice. Combined with ever-changing synergies of the citizens, expeditions, and monasteries, no two games of Coimbra will ever be the same!