- Game Mechanics: Worker Placement
Using the central board in A Feast for Odin, players have to hunt, gather basic materials, refine those materials, develop their production-buildings, build/buy ships, and raid settlements.
The resulting earnings are placed on the players' board in the best possible pattern to produce income and (later) victory points.
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.
In the dystopic 1930s, the industrial revolution pushed to the limit the exploitation of fossil-based resources, and now only powerful and unlimited hydroelectric energy is available to fulfill the thirst for power of the massive machines and unstoppable engineering progress.
Barrage is a resource management and strategic placement game in which players compete to build their majestic dams, raise them to increase their storing capacity of precious water, and deliver all the potential power through pressure tunnels connected to powerhouse energy turbines. Each player represents one of the international companies who are gathering machineries, innovative patents, and brilliant engineers to claim the best locations to capture and exploit the water power of a contested Alpine region crossed by rivers.
Barrage includes two innovative and challenging mechanisms. First, the construction wheel has to be managed by players to carefully plan their actions and handle their machineries since both your action tokens and resources are stored on the wheel and come back only after a full wheel round is completed. The more you construct and perform maintenance on your wheel, the earlier that resources and actions return to you.
Second, the water flow on the rivers depicted on the board is a shared and contested resource. Players have to intercept and store as much of the water as they can, build dams (upstream dams are expensive but can block part of the water before it reaches dams downstream), raise their dams to increase capacity, and build long tunnels to divert water to their powerhouses. Water is never consumed — its flow is just used to produce energy — and released in the rivers, so you have to strategically place your dams to recover water diverted by you and other players.
Over five rounds, players must fulfill power requirements represented by a common competitive power track and meet specific requests of personal contracts. At the same time, by placing a limited number of engineers, they attempt to increase their machineries to acquire new and more efficient construction actions and to build and activate special unique effect buildings to customize their own developing strategy.
Barrage: The Leeghwater Project Expansion The Leeghwater Project Expansion adds: A new faction, the Netherlands, that uses Jan Leeghwater’s expertise in water management, adding even more water to your dams. The External Works mechanic, a set of powerful tiles that can be obtained from a new action space. With them you'll be able to perform many actions, but be careful. To unlock the External Works power you'll need to burn the required amount of Concrete Mixers and Excavators rather than just assign them to the Construction Wheel. The Personal Building mechanics. You’ll be able to use a combination of five Building tiles, each one with a different, powerful effect that can be activated by your engineers. Two new Executive Officers designed to enhance the External Works and the Personal Buildings. Three new Advanced Technology tiles dedicated to the construction of Personal Buildings.
The "Arte di Calimala" — the guild of cloth finishers and merchants in foreign cloth — was one of the greater guilds of Florence, who arrogated to themselves the civic power of the Republic of Florence during the Late Middle Ages. The woolen cloth trade was the engine that drove the city’s economy and the members of the Calimala were the elite of Florence.
Throughout its long history, the Arte di Calimala supervised the execution of artistic and architectural works. Most Florentine guilds performed such activities, but the Calimala distinguished itself from other guilds through the number and prestige of the projects and the sites administered, including the construction and decoration of some of the major churches of the city.
Players of Calimala are cloth merchants in medieval Florence, with a number of trusted employees that they assign to various streets within the city to carry out actions. (Each street connects two places where particular actions can be taken.) While taking these actions, players produce and deliver cloth and contribute to the construction and decoration of various buildings across the city. Employees stay on their assigned places for a while, carrying out their actions whenever the street is activated, and eventually are promoted into the city council, triggering a scoring phase.
Depending on the number of players, each player has a number of action discs. In turn order, they can put one on a space between two actions, performing both actions and activating all other discs on the same space. When the fourth disc is placed on an action space, the lowest one is promoted to the city council, which triggers a scoring. After the last action disc is placed or the last scoring phase in the council is triggered, the game ends. The positions of the action spaces and sequence of scoring phases vary from game to game, making each game very different. Secret scoring objectives and action cards add uncertainty.
Caverna: The Forgotten Folk — Caverna: Vergessene Völker in German — originated as a fan project on BoardGameGeek, and Caverna publisher Lookout Games has decided to work with the designer to develop this material and release it as an official expansion.
Forgotten Folk consists of eight different species or race packs such as elves, dark elves, and trolls, and now each player in Caverna can be one of these species instead of only the dwarves in the base game. Each species has special advantages and disadvantages, and some species introduce new resources into the game. Each species has four unique rooms, and they replace rooms in the base game, which allows other players to gain the powers of these species.
A classic game is back! As one of the first worker placement games, Caylus stands among the true board game classics of the 2000s. The original designers' team, together with the Space Cowboys, have now created a revamped version!
The mechanisms of Caylus 1303 have been streamlined and modernized for an intense and shorter game. Don't be fooled, though, as the game has kept both its depth and ease of play while a lot of new features have been added:
Variability of the starting position for a virtual infinity of possibilities. No more pre-set strategies!
Characters with special abilities, with a wavering loyalty, offer their services to the players.
And of course, brand new graphics!
The King calls you again, so it's time to go back to Caylus!
Century: A New World is the third and final installment of the Century series from designer Emerson Matsuuchi.
Century: A New World sends players to the Americas at the dawn of the 16th century. Braving the wilderness, players are forced to explore new lands, trade with local inhabitants, journal their findings, and hunt/gather to survive! The game integrates the compelling and incredibly fun resource trading mechanisms found in the Century series with a worker placement mechanism with a twist!
Century: A New World may be combined with Century: Spice Road or Century: Eastern Wonders or both for all new mixable games.
Champions of Midgard is a middleweight, Viking-themed, worker placement game with dice rolling in which players are leaders of Viking clans who have traveled to an embattled Viking harbor town to help defend it against the threat of trolls, draugr, and other mythological Norse beasts. By defeating these epic creatures, players gain glory and the favor of the gods. When the game ends, the player who has earned the most glory earns the title of Jarl and is recognized as a champion of Midgard!
Placing workers allows for the collection of resources and warriors, which players may then send on journeys to neighboring villages or across the sea to defeat monsters and gain the glory they need for victory. Resources are used to carve runes, build ships, and feed your followers. Viking warriors (custom dice) do battle with the myriad enemies the town faces.
The Dark Mountains, the first expansion for Champions of Midgard, extends your adventures to distant lands, allowing you to trek into the dark mountains where the Bergrisar live and wage constant battle with the Archer Clans of the North. Fight fearsome mountain giants and liberate archers who join your cause. Once freed, you will find the archers to be worthy allies, rarely missing and being exceptional hunters. Enemies you face will fall easily before their sure shots.
Champions of Midgard: The Dark Mountains adds a ton of new content to the base game, including the ability to play with up to five players.
The expansion includes new land journeys, a new enemy type (Bergrisar), more powerful Trolls and Draugr, as well as additional rune cards, market tiles, and more.
In Valhalla, the second expansion for Champions of Midgard, you will find yourself rewarded when your warriors die in battle. Your warriors' eternal glory becomes your earthly reward as the Valkyries bestow powerful effects, relics, and warriors upon you for use in your battles in Midgard. Some of your fallen soldiers may do more, rising to face the greatest enemies even in the afterlife, defeating epic monsters and bringing you glory from beyond the grave!
Couple these new rewards with fierce new warriors in the form of Berzerkers and Shieldwarriors, and new custom dice and powers for your leaders, and your adventures in Midgard will never be the same!
After the great Chicago Fire of 1871, the brave men and women of Chicago sought to rebuild their once-great city, and rebuild it they did. Over the next 60 years Chicago experienced an economic golden age, making such great progress that it hosted The World's Columbian Exposition in 1893, followed not long after by a celebration of its Century of Progress at The World's Fair in 1933.
Many of the household brands we've come to know and love today had their start in Chicago during this time period; Oscar Mayer, Kraft, Quaker Oats, Nabisco, Swift & Co, Armour & Co, Schwinn Bicycles, Charles Schwab, and many others made a home here in this tall, bold slugger.
In City of the Big Shoulders players take on the roles of entrepreneurs and investors seeking to rebuild Chicago into a city fit for the world stage. In this unique merger of 18xx-style stock manipulation mechanics with euro-style gameplay, players start companies, trade in shares, hire employees, equip their factories, produce goods and sell them to be delivered to homes across the midwest.
Although City of the Big Shoulders features a large amount of strategic depth and rewarding gameplay, it does so in a shorter timeline than is typical of most heavy economic games. Players play just five rounds (also known as decades) in about two and a half hours. Each decade consists of five unique phases: A stock phase where players can buy and sell stock; a building phase where players rebuild the city of Chicago, placing action spaces on the board; an action phase where companies send their partners to make deals across Chicago; an Operating Phase where companies buy resources, produce goods, and ship them out of Chicago; and finally a cleanup phase where the board is set up for the following decade. At the end of the fifth decade, the game ends. Players then exchange shares that they have purchased over the course of the game for cash, are rewarded for any of the public goals they have accomplished over the five decades of play, and tally their money to determine who is Chicago's greatest resident.
Coloma is the town where an unexpected event happened that shaped history of the Western Frontier. In the Winter of 1848 a man building a sawmill on the South Fork of the American River spotted some bright nuggets in the tailrace waters below. Sure enough, it was gold! Though he tried to keep his discovery a secret, word spread quickly and it triggered the California Gold Rush of ‘49. In the game of Coloma, you are a pioneer who has recently traveled out West to strike it rich and make a name for yourself. You will prospect for gold and use your windfalls to recruit workers, rustle up horses, and establish businesses. You will also get opportunities to explore the surrounding riverways and frontier lands. But alas! You are not alone—every other pioneer seems to have gotten the same idea! Therefore, it will take extra cunning tactics on your part to not go Bust with the rest of them…Coloma is a fast moving game with many paths to victory. It offers unique twists on simultaneous action selection, resource management, and engine-building.
Axia — a land with a glorious past, a most uncertain present, and an even more unpredictable future. Populated by what has been described as a fervent and warm-blooded people, Axia is in crisis – economic, social, and political: the longest-running recession in its modern history, the highest inequality in years, and a political system teetering on the brink of collapse.
In more ways than one, Axia is fighting against itself. Old divisions of the past have given way to new ones, and this generation – along with the next ones – has the most to lose.
Will you, along with your fellow industrialists, do your part to help Axia? Will you sacrifice short-term gain in the present for a brighter future? Can you do that, and survive? Perhaps you can, and perhaps you can even thrive – and you will, if you see opportunity where others only see crisis!
CRISIS is a turn-based game for 1-5 players who assume the roles of businessmen, trying to rebuild their businesses and create value at a particularly challenging time. By skillfully placing their managers in a position to invest in companies, trade resources, and navigate the local bureaucracy and regulations, they can thrive and prosper in a time when others might struggle and decline.
In Dinosaur Island, players will have to collect DNA, research the DNA sequences of extinct dinosaur species, and then combine the ancient DNA in the correct sequence to bring these prehistoric creatures back to life. Dino cooking! All players will compete to build the most thrilling park each season, and then work to attract (and keep alive!) the most visitors each season that the park opens.
Do you go big and create a pack of Velociraptors? They'll definitely excite potential visitors, but you'd better make a large enough enclosure for them. And maybe hire some (read: a lot of) security. Or they WILL break out and start eating your visitors, and we all know how that ends. You could play it safe and grow a bunch of herbivores, but then you aren't going to have the most exciting park in the world (sad face). So maybe buy a roller coaster or two to attract visitors to your park the good old-fashioned way?
Dinosaur Island: Totally Liquid adds components needed to play Dinosaur Island with up to five players, in addition to adding water dinosaurs to the base game, new parkboard extensions, executive worker meeples that give unique worker abilities to each player, a blueprints module that rewards players when they build certain park layouts, PR events that create hidden scoring opportunities, and more.
After a long run of dungeon delving and monster slaying, the heroes need a vacation -- you have set out to build an Epic Resort worthy of their presence. You’ll leverage your workers’ talents and attractions’ abilities to draw in hapless tourists and fantasy heroes who are ready to spend some gold and get much needed rest. However, the more you lure in the more likely pirates, two-headed giants and other relentless monsters will attack! Heroes may defend your attractions (losing precious health), or dodge out of the way... letting the monsters devour a bevy of unsuspecting tourists. By earning points from attractions and heroes, cleverly managing your workers, and finding just the right time to throw your lazy peons into the jaws of a hungry dragon, you will be victorious by building the most Epic Resort!
Within the charming valley of Everdell, beneath the boughs of towering trees, among meandering streams and mossy hollows, a civilization of forest critters is thriving and expanding. From Everfrost to Bellsong, many a year have come and gone, but the time has come for new territories to be settled and new cities established. You will be the leader of a group of critters intent on just such a task. There are buildings to construct, lively characters to meet, events to host—you have a busy year ahead of yourself. Will the sun shine brightest on your city before the winter moon rises?
Everdell is a game of dynamic tableau building and worker placement.
On their turn a player can take one of three actions:
a) Place a Worker: Each player has a collection of Worker pieces. These are placed on the board locations, events, and on Destination cards. Workers perform various actions to further the development of a player's tableau: gathering resources, drawing cards, and taking other special actions.
b) Play a Card: Each player is building and populating a city; a tableau of up to 15 Construction and Critter cards. There are five types of cards: Travelers, Production, Destination, Governance, and Prosperity. Cards generate resources (twigs, resin, pebbles, and berries), grant abilities, and ultimately score points. The interactions of the cards reveal numerous strategies and a near infinite variety of working cities.
c) Prepare for the next Season: Workers are returned to the players supply and new workers are added. The game is played from Winter through to the onset of the following winter, at which point the player with the city with the most points wins.
Explore a new underwater society in Pearlbrook, the first expansion for Everdell!
Pearlbrook introduces a new side board, the river board, where you'll send your frog ambassador to gather a new resource: pearls. You'll also encounter new aquatic critters and constructions! Collect enough pearls and you can construct fabulous wonders and adornments, to make your city the pride of Everdell!
Built on the core of the award-winning Robinson Crusoe: Adventures on the Cursed Island, First Martians: Adventures on the Red Planet pits players against the hostile Martian environment and a whole host of new adventures and challenges. The immersion experience is further enhanced with an integrated app that maintains the balance and challenge throughout. Players have the option of taking on the design as a series of separate games, in a custom campaign mode in which each successive game builds on the last, or even an open world mode in which they are free to roam about the Martian surface and explore for as long as they can survive.
China, 1570. China is under the reign of the Longqing Emperor, of the Ming Dynasty. He inherited a country in disarray after years of mismanagement and corruption. He resided in the Forbidden city, which was the seat of many emperors under the Ming Dynasty. Constructed from 1406 to 1420, the complex consists of 980 buildings and covers 72 ha (over 180 acres). It is also under the Ming Dynasty that the Great Wall of China was rebuilt, fortified and expanded. Around this period, China was under heavy attack from the Mongols, so maintaining the Great Wall was essential. Most of what we now have left of the Great Wall, we owe it to the Ming dynasty.
The country was already famous for its very intricate bureaucracy, but this also led to a lot of corruption. Even though the penalties for corruption were very high, the highest Officials of the Forbidden City would pretend to uphold the ban on corruption, by accepting gifts of petitioners, and returning one of seemingly lower value.
Gùgōng uses this extraordinary custom as its basis. Players take on the role of powerful Chinese families trying to gain influence and power by exchanging gifts with Officials. The gift cards you offer as a player has to be of a higher value than the one you receive, forcing you to make strategic choices regarding which actions you want to take each turn. You will travel around China, sail down the Grand Canal, purchase precious jade, help construct the Great Wall, secure advantages through decrees, influence the game through intrigue, and ultimately, receive an audience with the emperor. If only 1 player succeeds in doing so, he wins. If several players succeed, the player with the most VPs among those players wins the game.
Fertilize your way to the top and become the most successful farmer in Gullsbottom.
Just outside the bustling port of Gullsbottom lies the quaint rural community of Fallowsend. Fallowsend is known for its annual harvest festival, where farmers of all shapes and sizes show off fantastical crops - snap peas, scarrots, plumpkins, phantom peppers, and rockali.
What will you bring to the festival? Plant your seeds, tend your crops, and use your buildings well. You just might win the prize for the best harvest of the season.
"Kanban" — or 看板, the Japanese word for billboard — is a term for the visual cues that might be used in a lean, efficient assembly line in order to expedite and smooth workflow. These signals get the workers what they need, where they need it, when they need it to create a just-in-time (JIT) production system.
The setting for the game Kanban: Automotive Revolution is an assembly line. The players are ambitious managers who are trying to impress the board of directors in order to achieve as high a position as possible in the company and secure their careers. With promotions come advantages at the factory, such as more space to store precious materials and greater prestige to accelerate your ascent. Through solid management, you must strive to shine next to your peers. You need to manage suppliers and supplies, improve automobile parts, innovate — anything to stay on the cutting edge, or getting your hands greasy on the assembly line in order to boost production. You must exercise wisdom in choosing which projects you should start, selecting only those that will give you the upper hand and shunning those that will bog you down or cause the unthinkable — failure — which would diminish you in the eyes of the board.
Over the course of the game, you persuade the board and the factory tender to help you develop and improve automobile parts. You make shrewd use of the outside suppliers and the limited factory supplies in order to appropriate needed part when the suppliers come up short. Because the factory must run at optimum efficiency, production doesn't wait for you or for mistakes.
Like the process itself, Kanban: Automotive Revolution proves to be both innovative and rewarding. Game mechanisms tightly tied to the automobile manufacturing theme include:
The factory manager is a game-driven non-player character with two modes of play ("nice" or "mean") to offer a friendly or more competitive gameplay environment.
Two independent player-influenced game timers — the factory production cycle and work week clock — provide timing tension to the game, trigger intermediate scoring phases, and factor into the game end conditions.
A simulation of the factory assembly line with spatial point-to-point movement adds an element to the game that requires optimal timing.
A design and innovation department, leveraged to manipulate the value of the various car models and component upgrades produced within the factory, drives the economy of the game.
Departmental training and certification tracks provide players a means to operate more efficiently.
If you want a seat on the board someday, you need to show that you can keep a complex machine running smoothly, efficiently, with everything happening just at the right time. Kanban: Automotive Revolution is a pure Eurogame focused on economics and resource management that puts you in the driver's seat of an entire production facility, racing for the highest level of promotion.
A brand new edition of a popular classic, London will appeal to the strategic thinker among board game fans. Tasked with rebuilding London in the decades following the great fire, players juggle building requirements, bank loans, and poverty as they strive to realize their vision for the city.
The game features a unique mechanism of playing cards to develop the city, then "running" the city by taking all the card actions simultaneously. Players have to repay all their loans before the game ends, but need to worry only about how much poverty they're creating relative to the other players.
Waterdeep, the City of Splendors – the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force!
In Lords of Waterdeep, a strategy board game for 2-5 players, you take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder – or help – the other lords by playing Intrigue cards to enact your carefully laid plans.
During the course of play, you may gain points or resources through completing quests, constructing buildings, playing intrigue cards or having other players utilize the buildings you have constructed. At the end of 8 rounds of play, the player who has accrued the most points wins the game.
During the medieval goings-on around Orléans, you must assemble a following of farmers, merchants, knights, monks, etc. to gain supremacy through trade, construction and science in medieval France.
In the city of Orléans and the area of the Loire, you can take trade trips to other cities to acquire coveted goods and build trading posts. You need followers and their abilities to expand your dominance by putting them to work as traders, builders, and scientists. Knights expand your scope of action and secure your mercantile expeditions. Craftsmen build trading stations and tools to facilitate work. Scholars make progress in science, and last but not least it cannot hurt to get active in monasteries since with monks on your side you are much less likely to fall prey to fate.
In Orléans, you will always want to take more actions than possible, and there are many paths to victory. The challenge is to combine all elements as best as possible with regard to your strategy.
Outlive is a management/survival game in a post-apocalyptic universe in which nature has overcome its rights amongst the world of Men. In Outlive, players have six days (turns) to send heroes gathering resources during the day, while avoiding threats from other players and reinforce their settlements during the night, trying to recruit new survivors and adapt to the new world. The specifics: movements and resource gathering are compelled by your hero's strength.
You play six rounds (six days) that are divided between the day phase and the night phase. During the day phase, you move your four heroes of different strength on the board to collect resources with a mechanical movement innovative and interactive.
During the night phase, you manage your shelter, feed your survivors and recruit new ones, organize your survival, and improve your rooms and objects.
Only one clan can outlive this devastated world!
Including Kickstarter Promo cards
Paladins of the West Kingdom is set at a turbulent time of West Francia's story, circa 900 AD. Despite recent efforts to develop the city, outlying townships are still under threat from outsiders. Saracens scout the borders, while Vikings plunder wealth and livestock. Even the Byzantines from the east have shown their darker side. As noble men and women, players must gather workers from the city to defend against enemies, build fortifications and spread faith throughout the land. Fortunately you are not alone. In his great wisdom, the King has sent his finest knights to help aid in our efforts. So ready the horses and sharpen the swords. The Paladins are approaching.
The aim of Paladins of the West Kingdom is to be the player with the most victory points (VP) at game's end. Points are gained by building outposts and fortifications, commissioning monks and confronting outsiders. Each round, players will enlist the help of a specific Paladin and gather workers to carry out tasks. As the game progresses, players will slowly increase their faith, strength and influence. Not only will these affect their final score, but they will also determine the significance of their actions. The game is concluded at the end of the seventh round.
Set in the legendary city of Ragusa (now Dubrovnik), Ragusa charges players with the task of building the city in the 15th century, constructing its great towers, boosting trade with the East, and finding their fortunes.
Players build houses on the spaces between three hexes, gaining access to resources (on rural spaces) and actions (in the city), which means that a house effectively functions as a worker being placed, but triggering three spots at a time. Players use resources gained in the countryside to build buildings, trade, and craft valuable commodities — the value of which varies as ships come and go from the harbor.
In the city, players gain access to actions, with each spot representing the three actions that surround it. This simple worker placement gives way to a deep engine-building mechanism as not only will building around production spaces utilize the houses you've already built in the countryside, but building near other player's houses will re-activate them, giving other players valuable opportunities outside of their turns.
The game ends once players have placed all their houses. The player with the most points from all sources wins.
Raiders of the North Sea is set in the central years of the Viking Age. As Viking warriors, players seek to impress the Chieftain by raiding unsuspecting settlements. Players will need to assemble a crew, collect provisions and journey north to plunder gold, iron and livestock. There is glory to be found in battle, even at the hands of the Valkyrie. So gather your warriors, it’s raiding season!
Reavers of Midgard is a single worker placement game with elements of set collection, dice combat and engine building set in the Champions of Midgard universe.
In Champions of Midgard, your quest was to become Jarl. You battled back the trolls, draugr and some of the epic monsters that once threatened the sanctity of your humble port town. Now it's time to go on the offensive.
In Reavers of Midgard, you'll be looking to gain glory by raiding nearby villages for their riches, sacking well-fortified castles and battling both man and monster on the open seas. You'll not only need to take your rowdy crew of vikings and the food needed to keep them happy along for the ride but you'll also have to recruit a crew of elite warriors - the Reavers.
Reavers can be used in three different ways. They can be made your ship's leader, earning you a one-time bonus and enabling your warriors to be more versatile in combat. They can also be used to rally more warriors to your cause, filling your ship to the brim with the right fighters for the right situations. Finally, they can also be used to help your crew specialize, earning you a bonus every time your crew sails into battle.
Whoever can earn the most glory after six rounds will be the winner.
Five years after the events of Cavern Tavern, where a fragile peace was brokered between The Five Realms, the High Queen Tabita Orestes has ordered a new city to be built. The city of Caveborn will be the capital of the Five Realms, a place where all the races will learn to live together in harmony, with the main purpose being to bring them closer and prevent another war.
The Queen needs to keep the alliance between the races and ensure that Caveborn is peaceful and prosperous. To that end, a Settlers Council has been formed with Berk the Town Clerk as its chairman — but Berk is getting old and needs a successor. Are you that person?
Rise to Nobility is a worker (dice) placement game set in the same fantasy world as Cavern Tavern. You each own a small piece of land in the newly built city, and your job is to rise from anonymity, make your way to the title of lord, and take over the head seat at the Stone Council.
You can achieve this by upgrading your land and increasing its value, satisfying the demands of the settlers' council, attracting and housing as many settlers as you can, accommodating their needs, finding them jobs, and helping them develop from apprentices to guild masters, thus insuring you have people in high places all around the city of Caveborn.
A new faction is added to the forest fray.
The Riverfolk expansion includes:
A New Core Faction: The Riverfolk Company
A New Core Faction: The Lizard Cult
An Extra Vagabond
Five Custom Card Holders
Rules for Bot Play
and Three Additional Vagabond Variants
This expansion now allows Root to be played with 1-6 players.
Rurik: Dawn of Kiev is a euro-style realm building game set in an 11th century Eastern European Kingdom. It features area control, resource management, and a new game mechanic - "auction programming."
You play as a potential successor to the throne following the death of your father, Vladimir the Great, in 1015. The people value a well-rounded leader, so you must establish your legacy by building, taxing, fighting, and accomplishing great deeds. Will you win over the hearts of the people to become the next ruler of Kievan Rus?
Rurik brings to life the ancient culture of Kievan Rus with game design by Russian designer Stanislav Kordonskiy and illustrations by Ukrainian artist Yaroslav Radeckyi.
In Rurik, players openly bid for actions with their advisors. Stronger advisors earn greater benefits at the cost of performing their action later than other players. Conversely, weaker advisors earn lesser benefits but perform their action quickly. This planning mechanism ("auction programming") adds a fun tension to the game.
Santa Maria is a streamlined, medium complexity euro-game in which each player establish and develop a colony. The game features elements of dice drafting and strategic engine building. The game is low on luck, has no direct destructive player conflict, and all components are language independent.
You expand your colony by placing tetris-like pieces with buildings on your colony board. Dice (representing migrant workers) are used to activate buildings: Each die activates a complete row or column of buildings in your colony. The buildings are activated in order (left to right / top to bottom), and the die is then placed on the last activated building to block this space. It is therefore crucial where you put new buildings in your colony, and also the order in which you use the dice.
You will produce resources, form shipping routes, send out conquistadors, and improve your religious power to recruit monks. Each recruited monk may be trained either as a scholar (for special abilities), as missionaries (for immediate rewards), or be appointed as a bishop (for possible end-game points). The player who have accumulated the most happiness after three rounds, wins the game. The available specialists, bishops and buildings varies from game to game, which makes for near endless replayability.
In Scythe, each player represents a fallen leader attempting to restore their honor and lead their faction to power in Eastern Europa. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.
Each player begins the game with different resources (strength, victory points, movement capabilities, and popularity), their choice of several faction-specific abilities, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game.
Travel back in time to the greatest city in Mesoamerica. Witness the glory and the twilight of the powerful pre-Columbian civilization. Strategize, accrue wealth, gain the favour of the gods, and become the builder of the magnificent Pyramid of the Sun.
In Teotihuacan: City of Gods, each player commands a force of worker dice, which grow in strength with every move. On your turn, you move a worker around a modular board, always choosing one of two areas of the location tile you land on: one offering you an action (and a worker upgrade), the other providing you with a powerful bonus (but without an upgrade).
While managing their workforce and resources, players develop new technologies, climb the steps of the three great temples, build houses for the inhabitants of the city, and raise the legendary and breath-taking Pyramid of the Sun in the centre of the city.
Each game is played in three eras. As the dawn of the Aztecs comes closer, player efforts (and their ability to feed their workforce) are evaluated a total of three times. The player with the most fame is the winner.
Teotihuacan is bustling with action! The city is ever expanding and growing, drawing inhabitants from nearby areas to make Teotihuacan their new home. A glorious new temple has just been constructed, attracting local governors to seek the blessings of the gods as they continue to build and decorate the city. With the rapid progress also come new challenges, as the influx of people and activity demand adaptability to the seasons of change.
Teotihuacan: Late Preclassic Period is a modular expansion which introduces several new options to enrich and expand the game experience. Asymmetrical player powers give each player a unique benefit. A prestigious fourth temple allows unlocking of permanent powerful abilities, while being much more difficult to advance on. Variable effects impact each season and eclipse. New engineering techniques and renewed plans for beautifying the central Pyramid of the Sun offer fresh challenges and possibilities.
All modules are compatible with one another and can be enjoyed together or individually.
In The Colonists, a.k.a. Die Kolonisten, each player is a mayor of a village and must develop their environment to gain room for new farmers, craftsmen, and citizens. The main goal of the game is full employment, so players must create new jobs, educate the people, and build new houses to increase their population. But resources are limited, and their storage leads to problems that players must deal with, while also not forgetting to upgrade their buildings. Players select actions by moving their mayor on a central board.
The Colonists is designed in different levels and scenarios, and even includes something akin to a tutorial, with the playing time varying between 30 minutes (for beginners) and 180 minutes (experts).
War knows no end. Its victims are counted in thousands and each day we lose hope, little by little. Food is becoming scarce and our shelter is falling apart — yet we keep struggling.
New faces can be seen around the city: the friendly ones at the makeshift market or in neighboring houses, the hostile ones in the night with blinding flashlights and clubs and knives. We seek new paths to travel through the ruins — sometimes even underground — just to avoid sniper fire and loot anything of value. It's never much, yet we keep struggling. We have no other choice.
Tales from the Ruined City is the first expansion for This War of Mine: The Board Game, a story-rich game of survival in a war-torn city.
Tuscany Essential Edition features three expansions to Viticulture: the extended board (and 36 wooden stars), structure cards/mats, and special workers (14 meeples instead of the 66 in the original Tuscany, but gameplay is the same). All other expansions in the original Tuscany will go out of print.
Tuscany Essential Edition is recommended for use with Viticulture Essential Edition, but older versions of Viticulture will work fine too.
In Tzolk'in: The Mayan Calendar - Tribes & Prophecies, each player now becomes the leader of a particular tribe, each of which has a special ability that only that player can use. The game includes 13 tribes to provide plenty of variety. (You know that 13 is a spooky and magical number, right?)
With this expansion, the game of Tzolk'in: The Mayan Calendar is also influenced by three prophecies that are revealed ahead of time and fulfilled when the time is right. These prophecies give players other opportunities to score points, but they can also lose points if they don't prepare themselves for the prophecy effects. As with the tribes, the expansion includes 13 prophecies. (Woohoo, 13 again!)
This expansion also has new buildings and components that allow up to five players to compete.
Heaven & Ale
Tiny Epic Zombies
Arkham Horror: The Card Game - Heart of the Elders
Star Wars: Legion
Dead of Winter
This War of Mine
Fallout: The Board Game
Underwater Cities: New Discoveries has a number of modules which are playable as an expansion to Underwater Cities. Individual modules are not completed yet but there are planned to be new cards in each of the eras, new optional personal assistants and cards with starting resources, additional green metropolises, and one big surprise...
Life in the village is hard – but life here also allows the inhabitants to grow and prosper as they please. One villager might want to become a friar. Another might feel ambitious and strive for a career in public office. A third one might want to seek his luck in distant lands.
Each player will take the reins of a family and have them find fame and glory in many different ways. There is one thing you must not forget, however: Time will not stop for anyone and with time people will vanish. Those who will find themselves immortalized in the village chronicles will bring honor to their family and be one step closer to victory.
Village is a game full of tactical challenges. A smart and unique new action mechanism is responsible for keeping turns short and yet still tactically rich and full of difficult decisions. Also unique is the way this game deals with the delicate subject of death; as a natural and perpetual part of life in the village, thoughts of death will keep you focused on smart time-management.
In Viticulture, the players find themselves in the roles of people in rustic, pre-modern Tuscany who have inherited meager vineyards. They have a few plots of land, an old crushpad, a tiny cellar, and three workers. They each have a dream of being the first to call their winery a true success.
The players are in the position of determining how they want to allocate their workers throughout the year. Every season is different on a vineyard, so the workers have different tasks they can take care of in the summer and winter. There's competition over those tasks, and often the first worker to get to the job has an advantage over subsequent workers.
Fortunately for the players, people love to visit wineries, and it just so happens that many of those visitors are willing to help out around the vineyard when they visit as long as you assign a worker to take care of them. Their visits (in the form of cards) are brief but can be very helpful.
Using those workers and visitors, players can expand their vineyards by building structures, planting vines (vine cards), and filling wine orders (wine order cards). Players work towards the goal of running the most successful winery in Tuscany.
Viticulture - Essential Edition comes with components for Viticulture, but adds some of the expansions from Tuscany, including 36 Mama & Papa cards, Field cards (previously known as "Properties"), expanded/revised Visitors, and 24 Automa cards (solo variant), along with a couple of minor rule changes.
The Viticulture Essential Edition contains 154 cards at the 44 x 67 mm size and 88 cards at the 63 x 88 mm size.
"Wendake" is the name that the Wyandot people use for their traditional territory. This population, also known as the Huron Nation, lived in the Great Lakes region, together with the tribes who formed the Iroquois Confederacy, and many others. In this game, you will explore the traditions and everyday life of these tribes during the 1756–1763 period, when the Seven Years’ War between the French and the English took place in these territories.
But this white man’s war is only a marginal aspect of the game; the focus is on life in the native villages, fields, and forests. In this game, you won’t find the traditional tipis, which were used by southwestern tribes who moved their camps to follow the bison herds. The natives of the Great Lakes were more sedentary, living in longhouses. The women farmed beans, corn, and pumpkins, while the men hunted beavers in the forests, mainly to sell their pelts as leather.
In Wendake, you step into the shoes of the chief of a Native American tribe. You will have to manage the most important aspects of your tribe’s daily existence, thereby earning points on the Economic, Military, Ritual, and Mask tracks. The core of the game is the action selection mechanism: you will have the opportunity to choose better and better actions over 7 years (i.e., rounds), and the winner will be the chief who finds the best combinations of actions and uses them to lead their tribe to prosperity!
Plunge into the glittering sea to recover exotic treasures from a seafloor overflowing with pirate shipwrecks. Send your divers to the deep, but be careful; moving too close to other divers lets them get in on the haul too! Gather lost loot and beached baubles to assemble museum exhibits and construct eye-popping aquariums... but don't forget to save the best bits for your personal collection!
Wreck Raiders is an innovative dice-drafting worker placement system. Choose a die from the pool, then send one of your divers to any spot on the board with that number. But be warned: the spot you choose will help any diver in the spots next to you, whether they’re friendly or not. Will you risk letting a rival in on your haul to get that treasure you want, or can you find a way to grab yourself some extra loot?
Display your treasures to build museum exhibits, or send them to your vault for huge scoring opportunities... Don’t forget to visit the beach nearby to gather washed-up baubles and spend them to build awesome aquariums. (All sea creatures are treated ethically and released into the wild; also, they are cardboard tiles.)
When the game ends, you’ll earn coins for your exhibits, your vault, and your aquariums. The player with the most coins wins!