- 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.
It's been twenty years since Victor Frankenstein died on a ship in the arctic, but his vengeful creature lives on, as does Robert Walton, the sea captain who vowed to kill the fiend before mercy stayed his hand. It's now 1819, and a sinister darkness descends upon the city of Paris. A mysterious benefactor of gigantic stature has emerged in the scientific community, never showing his face, claiming to possess the late Frankenstein's research. He sponsors a grand competition, offering an even grander prize: unlocking the mystery of mortality!
Renowned scientists from around the world come to take part: some drawn to solve this eternal riddle, others coerced against their will. But a certain captain comes as well, one deeply suspicious of the secretive patron, hoping to finally fulfill his vow.
Abomination: The Heir of Frankenstein is a competitive game of strategic monster building for 2-4 players, inspired by Mary Shelley's classic novel of gothic horror. In the game, the creature demands your help to accomplish what his own creator would not: to bring to life an abomination like itself, a companion to end its miserable solitude. Through worker placement and careful management of decomposing resources, you'll gather materials from the cemeteries and morgues around the city, conduct valuable research at the Academy of Science, hire less-than-reputable associates, and toil away in your lab — all in an effort to assemble a new form of life and infuse it with a "spark of being". Do well, and the creature may reward you during one of its surprise visits; do poorly, and you may come to regret not putting forth more effort. Narrative elements come into play throughout the game, guided by your decisions, leading to potentially unsavory outcomes.
The game ends when you succeed in bringing your creation to life or when the Captain kills the creature, whichever happens first. Then the player with the most points fulfills Frankenstein's dark legacy, becoming his heir, for good or ill...
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.
Alma Mater has players serving as a headmaster of one of the independent universities in the 15th century. Players seek to strengthen their school's reputation and standing. To achieve these goals, players need to recruit the best staff and students, exchange knowledge with other schools, and become experts in the school's four disciplines!
A traveler wanders through the South American highlands and brings the inhabitants new ideas from his travels. Anyone who meets him can take advantage of these assets. A public trading point makes it possible to obtain rare goods in exchange for opals. And a variety of fortunes adds even more diversity to life among the mountain ranges in Bolivia and Peru.
With Altiplano: The Traveler, the planning of moves in Altiplano becomes more important and accessibility to resources becomes more interactive. Above all, the assets that may be purchased from the traveller open up completely new ways to increase one's own wealth. But unforeseen fortunes sometimes demand spontaneous decisions which influence planning.
Thus, the drive for success in this inhospitable region turns into a completely new challenge! Who's prepared for this?
It is the late 26th century. Earth is recovering from a catastrophic explosion that exterminated the majority of the population centuries ago and made most of the surface uninhabitable due to unearthly weather conditions. The surviving humans organized along four radically different ideologies, called Paths, to rebuild the world as they see fit: Harmony, Dominance, Progress, and Salvation. Followers of the four Paths live in a fragile peace, but in almost complete isolation next to each other. Their only meeting point is the last major city on Earth, now just known as the Capital.
By powering up the mysterious Time Rifts that opened in the wake of the cataclysm, each Path is able to reach back to specific moments in their past. Doing so can greatly speed up their progress, but too much meddling may endanger the time-space continuum. But progress is more important than ever before: if the mysterious message arriving through the Time Rift is to be believed, an even more terrible cataclysm is looming on the horizon: an asteroid bearing the mysterious substance called Neutronium is heading towards Earth. Even stranger, the scientists show that the energy signature of the asteroid matches the explosion centuries ago...
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...
In Architects of the West Kingdom: Age of Artisans, journeymen have returned to the city as master craftsmen, equipped with knowledge of new crafts and tools. The Guildhall has never been so busy! While some apprentices spend time learning new skills, others adorn the city’s buildings with everything from golden tapestries, to stained glass windows. But don’t let the shimmer of lights and fancy wares deceive you. For not all that glitters is gold.
In addition to including components for an extra player, Age of Artisans adds the new Craft Cards, a dual-layered Guildhall Board, two new Player Boards and a variety of new Apprentices and Buildings.
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.
Following along the same lines as its predecessor (Agricola), Caverna: The Cave Farmers is a worker-placement game at heart, with a focus on farming. In the game, you are the bearded leader of a small dwarf family that lives in a little cave in the mountains. You begin the game with a farmer and his spouse, and each member of the farming family represents an action that the player can take each turn. Together, you cultivate the forest in front of your cave and dig deeper into the mountain. You furnish the caves as dwellings for your offspring as well as working spaces for small enterprises.
It's up to you how much ore you want to mine. You will need it to forge weapons that allow you to go on expeditions to gain bonus items and actions. While digging through the mountain, you may come across water sources and find ore and ruby mines that help you increase your wealth. Right in front of your cave, you can increase your wealth even further with agriculture: You can cut down the forest to sow fields and fence in pastures to hold your animals. You can also expand your family while running your ever-growing farm. In the end, the player with the most efficiently developed home board wins.
You can also play the solo variant of this game to familiarize yourself with the 48 different furnishing tiles for your cave.
Caverna: The Cave Farmers, which has a playing time of roughly 30 minutes per player, is a complete redesign of Agricola that substitutes the card decks from the former game with a set of buildings while adding the ability to purchase weapons and send your farmers on quests to gain further resources. Designer Uwe Rosenberg says that the game includes parts of Agricola, but also has new ideas, especially the cave part of your game board, where you can build mines and search for rubies. The game also includes two new animals: dogs and donkeys.
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!
We were light years from our home, galaxies away, when we first discovered this ancient celestial body — a planet filled with intriguing, intelligent lifeforms, not too unlike our own. Some built kingdoms below the surface of the green seas, while others controlled the desert-filled plains and cliffs. Among them we found scientists, inventors, farmers, traders and fighters. While our presence has been unsettling for some, we have had very few incidents with the locals. Still, we Circadians, Earth's famed explorers, must do what we can to ensure peace. We must respect this world and its hosts. The heads of Moontide passed down orders from above. We are to open negotiations with the three clans, in hopes of gaining their favor, along with our own security while on the planet. We must also collect organic samples for the depository on Moontide. This is new ground for all of us, but we must be brave and resourceful. The future of the Circadians depends on it.
The aim of Circadians: First Light is to lead a team of researchers on the planet of Ryh. Players need to manage their crew (dice) to visit various parts of the planet for trade, farming, construction and research. Players score points for negotiating with the locals, harvesting resources for the depository, upgrading their research base, exploring the planet, and collecting gems. The game is played over eight rounds. At the end of the final round, the player with the most points wins.
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.
Everyone is already dead in the Underworld. It's time to join the factions of Bone, Flesh and Spirit as they work to achieve the goal of the Underworld: to gather enough forces to take on the celestials of Heaven and Hell to end their ceaseless war. If the players work diplomatically in Court of the Dead: Mourners Call to maintain a balance, they can ensure the Underworld survives long enough for them to also complete their collective and hidden individual objectives. The player who best contributes to these goals will earn Death's favor and a place among the elite of the Underworld.
You are a Mourner — an allegiant of Death — dedicated to realizing his noble ambition to end the celestial war and restore balance to the universe. However, Death's purpose includes your own ulterior motives. You and your fellow Mourners must unite and rise, or fall together. But only one Mourner will achieve their particular vision of the Underworld united. Your task will not be easy. While the Underworld is united in its purpose, it is divided in its strategy to achieve that aim. There are three factions in the Land of the Dead: Bone, Flesh, Spirit. Each is a unique path to rise up against Heaven and Hell.
You will need to strategically manipulate your influence within these factions, their strongholds and guilds, and within the Court of the Dead if you wish to achieve your ends. But beware: The power within mortal souls — known as Etherea — is a perilous substance. Use it carelessly, and you risk invoking the Dreadsgrip - a destructive force within every Mourner that consumes all it touches, including its former master. Failing to satiate the celestials’ war need, or triggering the Dreadsgrip, has dire consequences for all Mourners. Are you strong enough to achieve your own ambitions and be the champion for the uniting force for which all Mourners Call?
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.
Good times in the tiny kingdom of Emara: During the reign of King Thedorius the Wise, wars, uprisings, and other inconveniences became a thing of the past. Thedorius always cared more for the well-being of his subjects than for power or riches. Therefore, only the nobleman who is able to care for Emara's citizens as well as Thedorius himself did shall become Thedorius' successor and wear the Crown of Emara.
To test the skills of all aspirants, Thedorius and his counselors issue a challenge of practical use: Whoever can persuade the majority of the newly arrived citizens in the capital to support their claim shall become the future king of Emara. To achieve this, players have to cater to the citizens' needs and — most importantly — offer proper housing for everyone. This means that promoting the building activities in town will be one of the major tasks of the candidates.
Crown of Emara skillfully combines card actions with worker movement actions, allowing players to plan their turns carefully during their downtime. The two counselors available to every player move in two separate roundabouts, requiring players to optimize every move. Additionally, two scoring tracks lead to a multidimensional playstyle as only the lower score counts towards victory and thus both tracks have to be advanced equally.
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.
In Dungeon Lords, you are an evil dungeonlord who is trying to build the best dungeon out there. You hire monsters, build rooms, buy traps and defeat the do-gooders who wish to bring you down.
From the publisher's webpage:
Have you ever ventured with party of heroes to conquer dungeons, gain pride, experiences and of course rich treasure? And has it ever occurred to you how hard it actually is to build and manage such underground complex filled with corridors and creatures? No? Well now you can try. Put yourself in role of the master of underground, summon your servants, dig complex of tunnels and rooms, set traps, hire creatures and try to stop filthy heroes from conquering and plundering your precious creation. We can guarantee you will look on dark corners, lairs and their inhabitant from completely different perspective!
Each turn, players use a hand of cards to choose where to place their worker. Actions vary from mining gold, hiring monsters, buying traps etc. Each action has three spots available - with each spot having different effects (e.g. mining gold lets you mine more gold in each spot).
When using the cards, two cards will become locked and will not be able to be used next turn.
There are 4 turns to place actions for each game "year" and two game years in a whole game.
Each turn is identified as a "season". Each season, players will get to see the heroes and events to come in the following season. Thus allowing them to prepare.
At the end of each season (after the first), heroes will be allocated to each player according to their level of evil. Heroes range from mighty heroes to sneaky thieves. Each hero has their own power for which the player needs to prepare for.
Finally, at the end of each year, the heroes will travel down into the dungeon to fight.
Scoring in the game is based upon what you have built, the monsters you have hired and the heroes you have captured.
Dungeon Lords: Festival Season is a big expansion that includes lots of Dungeon Lording goodness.
The game is still played over two years, but now each year has five rounds instead of four: winter, spring, summer, autumn and festival season. More time to build your dungeon, but also more time for adventurers to gather a larger party. There are new monsters, rooms, and traps to prepare your dungeon for the battle, but also new nasty spells for the adventurers and sneaky bards who encourage them to perform so-called "heroic" deeds – not to mention two paladins for each year, now ready to punish up to two evil players.
Would you like to push other players toward evil instead of moving yourself toward good when visiting the city? What about making an investment instead of traditional gold digging? Or what about repairing conquered tunnels or rooms instead of digging new ones? Only eight actions are still available to you, but each season one of those actions is replaced by an alternate set of spaces that offer new and intriquing options.
And did we mention that it has recently become fashionable for Dungeon Lords to have their own personal pets?
Dungeon Lords: Festival Season includes the mini expansion Dungeon Lords: The New Paladins.
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!
You find yourself in a dystopian cityscape with a few workers at your disposal to make your mark on the world. Like most people in dystopian fiction, your workers are oblivious to their situation. This world is all they've ever known, and you may use them at your whim.
The world as we know it has ended, and in its place the city of Euphoria has risen. Believing that a new world order is needed to prevent another apocalypse, the Euphorian elite erect high walls around their golden city and promote intellectual equality above all else. Gone are personal freedoms; gone is knowledge of the past. All that matters is the future.
The Euphorians aren’t alone. Outside the city are those who experienced the apocalypse firsthand—they have the memories and scars to prove it. These Wastelanders have cobbled together a society of historians and farmers among the forgotten scrap yards of the past.
There is more to the world than the surface of the earth. Deep underground lies the hidden city of Subterra, occupied by miners, mechanics, and revolutionaries. By keeping their workers in the dark, they’ve patched together a network of pipes and sewers, of steam and gears, of hidden passages and secret stairways.
In Euphoria: Build a Better Dystopia, you lead a team of workers (dice) and recruits (cards) to claim ownership of the dystopian world. You will generate commodities, dig tunnels to infiltrate opposing areas, construct markets, collect artifacts, strengthen allegiances, and fulfill secret agendas.
Euphoria is a worker-placement game in which dice are your workers. The number on each die represents a worker's knowledge—that is, his level of awareness that he's in a dystopia. Worker knowledge enables various bonuses and impacts player interaction. If the collective knowledge of all of your available workers gets too high, one of them might desert you. You also have two elite recruit cards at your disposal; one has pledged allegiance to you, but the other needs some convincing. You can reveal and use the reticent recruit by reaching certain milestones in the game... or by letting other players unwittingly reach those milestones for you.
Your path to victory is paved with the sweat of your workers, the strength of your allegiances, and the tunnels you dig to infiltrate other areas of the world, but the destination is a land grab in the form of area control. You accomplish this by constructing markets that impose harsh restrictions of personal freedoms upon other players, changing the face of the game and opening new paths to victory. You can also focus on gathering artifacts from the old world, objects of leisure that are extremely rare in this utilitarian society. The dystopian elite covet these artifacts—especially matching pairs—and are willing to give you tracts of land in exchange for them.
Four distinct societies, each of them waiting for you to rewrite history. What are you willing to sacrifice to build a better dystopia?
Welcome back to Euphoria! While you were away, the Icarites descended from their lofty perch among the clouds, imposing a new way of life upon the Euphorians, Wastelanders, and Subterrans. Is this a fresh start for the dystopian citizens, or will history repeat itself?
Ignorance Is Bliss is a "more stuff" expansion. Or perhaps a better way of putting it is "alternative stuff." For example, there are a bunch of new recruit cards and market tiles that you can use as an alternative to the recruits and markets in the original game (they aren't designed to be mixed together with the original recruits and markets). There's also a new type of recruit card (not a new faction, just a new type).
Ignorance Is Bliss is also a "player count" expansion. The original game of Euphoria was for 2-6 players, but the expansion adds an Automa mode (an intelligent AI system) that expands the game to 1-6 players. The Automa system is also designed for optional use in 2-player games so they feel more like 4-player games.
Ignorance Is Bliss is also an "improve the rules" expansion. Euphoria itself still stands on its own, but given that it was released 5 years ago, we've listened to a lot of feedback about certain frustrations and perceived imbalances, and we've addressed them with some new rules, a "New Antiques Bazaar" board, and some new components.
Euphoria: Ignorance Is Bliss is an expansion to Euphoria: Build a Better Dystopia.
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.
The king is throwing an unprecedented year-long event to commemorate the 100th year since Everdell's founding. Come one, come all, to the Bellfaire!
Bellfaire is a new expansion for Everdell that offers several different gameplay modules, including:
Components and rules for 5-6 players
Player powers and resource boards
A Bellfaire board with a new Market location
Garland Awards, which are shared endgame goals
New Special Event cards
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!
Far beyond the comfortable borders of the Everdell Valley, deep in the mysterious and uncharted lands, adventure is waiting to be discovered. Spirecrest adds several exciting and challenging new mechanics and features to the Everdell base game, including:
Weather cards that impose challenging limitations to overcome.
Discovery cards let players encounter intrepid new critters and locations on their journey, providing unique new strategies and abilities.
Big Critters are unique workers with interesting and helpful abilities, who also serve as trusty mounts.
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.
Founders of Gloomhaven is a competitive tile-placement, action-selection, city-building game in which each player controls a fantastical race working to build the city of Gloomhaven and gain influence over its residents. This is a standalone game set in the same universe as Gloomhaven. The events, however, take place hundreds of years before Gloomhaven and depict the original construction of the city.
In Founders of Gloomhaven, players use action cards to place resource buildings on the map of the city, use these resources to create more advanced resources, then deliver them to proposed building sites to earn prestige. An individual player, however, cannot do everything on their own because they can import only a small number of resource types, depending on their race. To create more advanced resources, they have to work with other players.
The game also features an auction mechanism in which players vote periodically to determine which new building proposals come out and where they are placed on the board. Players can also add the influence they've gathered to increase the strength of their vote.
Gentes is an interesting civilization game with an innovative timing mechanism.
"Gentes" is the Latin plural word for greater groups of human beings (e.g., tribes, nations, people; singular: "gens"). In this game, players take the role of an ancient people who are attempting to develop by building monuments and colonizing or founding new cities in the Mediterranean sea.
The game is played in six rounds, each consisting of two phases: action phase, and tidying up. There are three eras — rounds 1-2, 3-4, 5-6 — with new monument cards entering the game at the beginning of rounds 1, 3 and 5. Each player has a personal player mat with a time track for action markers and sand timer markers. In the action phase of a round, the players take their turns in clockwise order, conducting one action per turn. Each action requires an action marker from the main board that is placed on the time track. Depending on the information on the action marker, you have to also pay some money or take sand timers that are placed on the time track. When you have no free spaces on your time track, you must pass for the remainder of the round. Therefore, the number of actions per player in a single round may vary significantly if, for example, you choose double sand timers instead of two single ones or take action markers that require more money but fewer sand timers. Single sand timers are dropped in the tidying up phase, while double sand timers are flipped to become single sand timer markers and stay for another round. The actions are:
Buy new cards from the common display
Build monuments (playing cards from your hand to your personal display for victory points and new options)
Train/Educate your people
The Space Race was a lie.
Look, it's not that the moon landing was faked. It happened. Neil hates the conspiracy theories. The lie is that we ever wanted to go to the moon. We needed a spectacle to show the people. To justify the massive budgets. The agencies.
Neil stepped on a rock 239,000 miles from Earth. Big deal. I stepped on an exoplanet circling Ursae Majoris 18 months earlier. It's a one-way trip -- so there ain't any going home.
No ticker tape parade for me, but that's ok. I'm here for my country. See, the Russians beat us here by a few months. Japanese showed up a few weeks after us. We'll colonize this planet for America. Because there isn't a choice...
Godspeed is a mid-weight worker placement game of extra-terrestrial colonization for 2-5 players with a 60-90 minute playtime. -- From the back of the box
In Godspeed, players play as scientists from one of 5 nations: the USA, Japan, Soviet Union, the European Nations, or India. The game is played in 10 rounds, each with four phases.
High Council Phase -- This is a negotiation phase where Nations will convene to decide how they will respond to an event occurring back on Earth or on the Exoplanet. The top card is drawn from the High Council deck. Nations then decide to respond to the event by assigning the specified Team Member to the event, keeping them from use during the rest of the round. If all Nations respond then everyone gets the bonus. If not, there's a penalty for those that ignored it.
Supply Depot Phase -- This is an auction phase where Nations bid on Supply Depot cards or the first player marker. Players choose cards in the order of their bids. The player with the highest bid may take a second delivery.
Action Phase -- This is a worker placement phase. Nations place Team Members in Action Spaces to take various actions and earn prestige.
Resolution Phase -- In this phase, the Nations produce new resources and return their Team Members home.
Points -- Prestige is gained on 4 tracks (Defense, Exploration, Commerce, and Infrastructure) and your position on these tracks gains you points at the end of the game. You may also gain points by achieving Civilization Milestones (only 1 Nation may claim each Milestone), completing Lunar Season scoring cards (any number of Nations may complete these), building ancient XenoRelics, completing special objective cards, and for left over resources.
The Nation with the most victory points wins.
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.
The journeys of Marco Polo continue in Marco Polo II: In the Service of the Khan, an epic follow-up to The Voyages of Marco Polo. After traveling to Beijing, your travels now take you back to the West in the service of the Khan, sending you to the farthest reaches of his empire in search of wealth and fame.
Marco Polo II is a standalone game based on The Voyages of Marco Polo, and you don't need the original game to play this one. This new journey will present unique challenges, with new and different actions, new scoring rules, and a new good: rare and valuable Chinese jade.
Retread old paths with renewed purpose, or find new ones as you explore farther west, continuing to build the immortal legacy of Marco Polo!
You and your family have come to Nevada City to set up a homestead and help the town grow. Will you be able to outperform the other homesteaders?
Each player in Nevada City starts the game with a nuclear family — mother, father, daughter, and son — and a homestead mat where you can establish farms, fence in livestock, and develop silver mines. You start the game with one mine, one farm, and one ranch, along with some money and an assortment of commodities. The town consists of a few buildings, and other buildings will become available for construction as the years advance, with the game lasting four years.
A year lasts a number of turns until all players have used all of their characters and hired workers. On a turn, a player chooses one of their characters and takes actions until all of that character's actions are spent; a character can't take the same action during a turn. A character can buy new property from city hall; mine, farm, or ranch their own property; claim a building; construct a building; use an existing building; reserve a contract that has conditions for improving the city; or work to fulfill that contract. Each character and worker has a different set of skills that can boost the actions they take, such as finding additional silver in a mine or bringing lumber to a construction site.
You earn victory points (VPs) for constructing buildings, in addition to fees from those buildings when other players use them. You earn VPs for completing contracts as well, with those contracts having different values depending on which buildings are in place at the time. Each player receives a private goal card at the start of the game, and all players score points for these goal cards based on how well they do relative to other players, so pay attention to their choices.
Each year, various events pop up, leaving players to suffer drought or reap the benefits of fertile land, among other things. At the end of a year, workers leave unless you marry them into a family, which will require spirits and other resources.
Nevada City also includes advanced rules that add additional buildings and events to the game, a gambling subgame of sorts, a more volatile production market to make life in the West less predictable, and extra sons and daughters. On top of all that, the unhired workers at the end of a year get rowdy and start shooting up the town, so you need to use your gunslinging abilities to bring them to heel and try to avoid getting wounded since you might lose out on a character's abilities in the subsequent year.
Nusfjord is a tranquil fishing village in the Lofoten archipelago in northern Norway. Fifty years ago, business was blooming when the codfish would come for spawning. Today, Nusfjord is more of a museum than a village, with less than a hundred people living there. Imagine how beautiful this place must be given that you must pay a fee to even look at the houses. Cruise ships used to pass by this long and now mostly abandoned island world.
In the time period in which the game Nusfjord is set, things looked quite different. Sailing ships dominate the fjord. The rocks around Nusfjord are covered in trees. As the owner of a major fishing company in Nusfjord on the Lofoten archipelago, your goal is to develop the harbor and the surrounding landscape, and to succeed you must enlarge your fleet, clear the forest, erect new buildings, and satisfy the local elders. Others do this as well, of course, so the competition is steep.
As with Agricola and Ora et Labora, Nusfjord has a worker placement mechanism, with each player starting with three workers that they place on a central board to trigger certain actions. Whether a player wants to clear a forest on their own board, buy a new cutter, or construct a building, they must place a worker on the appropriate space — which is possible only if room is available for this worker. Money is scarce, and one of the quicker and easier ways to get it is to place shares of your own company on the market. This risky action could be worthwhile because if you succeed in buying these shares yourself, you have usually won money and not suffered any disadvantages; however, if an opponent acquires these shares, then you must allow them to benefit from your hard-earned catches at sea. The village elders might want their own share of your catch as well, especially if you've visited them to take certain actions in the village, so if you don't take care, your catch could end up entirely in the hands of others and your camp will be empty.
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.
Orléans: Invasion, the first large expansion for the award-winning game "Orléans", contains six scenarios, new buildings, and several new event-cards. The scenarios were designed by Reiner Stockhausen and Inka & Markus Brand:
"Prosperity": A classic expansion for 2-5 players including new buildings and introducing the carpenter, designed by Inka and Markus Brand.
"Invasion": A co-operative scenario for 2-5 players in which the players have to fend off an invasion and fulfill personal goals to win, designed by Inka and Markus Brand.
"The Duel": A scenario for two players in which both opponents have to complete four objectives to win, designed by Reiner Stockhausen.
In addition, Orléans: Invasion contains three solo-challenges by Reiner Stockhausen.
"The Dignitary": is a solo scenario in which you are an important dignitary trying to gather as many citizens as possible.
"Capital Vierzon": is another solo scenario challenging you to develop Vierzon to become the capital of its region.
"Travelling Salesman": the solo player plays the role of a salesman travelling through the country and delivering valuable goods to the farthest of places.
Orléans: Trade & Intrigue is the second large expansion for the award-winning game Orléans.
In addition to new place tiles, this expansion contains a new "beneficial deeds" game board, a new and challenging set of events, and trade contracts. The "Intrigue" introduces ways to hinder your opponents' progress or even allow you to take over your opponents' achievements.
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.
Plague Inc: The Board Game is a strategic game of infection, evolution and extinction based on the smash hit video game Plague Inc. with over 85 million players. Each player is a deadly disease, evolving unique symptoms to customise their pathogen as they compete against each other to infect cities across the globe and be the first to wipe out humanity!
Beginning with Patient Zero, you spread your infection across the world by placing tokens in cities - earning DNA points and preventing other players from becoming dominant. Initially, your pathogen is weak and unspecialised, so you will need to add new symptoms to make it stronger. Choose carefully and plan ahead in order to react to an ever-changing world.
You lead a guild striving to dominate the market for illegal goods in the Sprawl, a city rich in history and lawlessness. Recruit and task an army of agents, racketeers, spymasters and others to build your reputation by selling your goods and causing chaos for your rivals. Through a light deck building mechanism you attempt to create the strongest network of agents, racketeers and the most desirable black market goods. Winners and losers are determined by a fun, yet sophisticated, supply & demand mechanic.
Plunderbund combines the innate corruption and profiteering of prohibition Chicago and the lawlessness of the fantasy setting, the Sprawl.
It's an era before cell phones, e-commerce and customer relationship management tools, an honest guild had to get business the hard way: thieving, sorcery, money laundering and bribery.
Plunderbund is your chance to lead your guild to fame, fortune or disaster as you navigate the whims of the notoriously picky Sprawl consumer and deal with underhanded tactics from rivals determined to steal your business.
Each player will lead a guild with the power to decide where your finite resources are invested. A light deck building mechanic enables you to acquire and improve your black market goods, add agents, add racketeers, disrupt your rivals’ operations or just wreak havoc. Cards are added to your deck through a simple snake draft from a limited selection of over twenty different recruits.
Your guild gains reputation (VPs) as a sophisticated yet simply implemented supply and demand mechanic helps you sell your black market goods to merchants. At the end of the game you will be compared to your rivals on the strength of your network of agents, number of racketeers and black market goods qualities. All this growth comes at a cost, you have to take favors as you try to build your operation without the benefit of any gold in your coffers. As they say “paybacks are hell”. Fail to payback your favors and you pay the price as you see your reputation diminished at the end of the game.
Over the course of twelve months, divided into four seasons, you will build your reputation on the backs of your guild recruits and their abilities.
Daring sailors explore the oceans and make a gigantic discovery: Newfoundland. The newly found land. A huge island off the coast of North America — and right away a competition among nations breaks out. As so often happens, everyone wants the biggest piece of land. In Race to the New Found Land, you must skillfully use your fleet to consistently present achievements to your royal house. Are you quick to set sail and populate the first known lands? Do you first explore new areas? Or do you trade and build your fleet first? Find out in this exciting race to Newfoundland!
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!
Ambition and a thirst for wealth have driven humanity to strive for ever greater progress. In America, during the 19th century, battles were waged between huge railway corporations that sought to connect state to state and coast with coast… making themselves filthy rich in the process. Railroad Revolution drops you straight into the middle of these tempestuous years; a time that changed America forever.
In Railroad Revolution, you will manage your own railroad company, ruthlessly competing to be the most powerful railroad tycoon across all America. You will build railroads, establish stations in your connected cities, expand the network of telegraph lines, and chase your objectives, increasing the value of your company with every action you take.
You start with mainly a team of non-specialized workers, but during the game you can hire additional ones with specific skill sets. The cost or effect of an action is determined by the type of worker that does it. To complete your company objectives, you will have to remove some of your workers from your active pool, promoting them to managerial positions. You must carefully assign each of your workers to perform the right action at the right time in order to exploit their specializations in the best way. You need to decide which ones to promote and which are instead still needed to take actions, as your priorities will change from turn to turn.
Railroad Revolution is a fast paced game with relatively simple rules, and it provides you with interesting and challenging decisions. Having a good strategy and finding the correct timing to implement it, is the key to winning the game.
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.
Pharaoh is dead and his funerary barge sails slowly down the Nile toward his tomb where his spirit will stand before the judgement of Osiris.
Pharaoh had no offspring so tradition holds that the governors of the land be tasked with building monuments to Pharaoh’s glory so that Osiris will favor his spirit in the afterlife. Accordingly, Pharaoh’s successor will be the governor who builds the greatest tribute to the late king.
Resources and laborers are limited, the gods are capricious, and time is short; the memorials must be finished before the barge reaches the temple of Osiris at Men-nefer.
Sailing Toward Osiris is a euro-style game with worker placement, resources management, project completion, and no direct conflict. Down-time is kept to a minimum via a single action, round-and-round turn structure that emphasizes timing decisions and subtle strategies.
The game takes place over four "seasons" with the movement of Pharaoh's barge tracking the game's progress. Each season, after players draw workers from a communal bag, play begins with each player taking a series of one-action turns from a list of 10 possible actions:
1. Play a worker to harvest resources
2. Play a worker to a city for cards
3. Play a worker to a caravan as leader or follower
4. Hire an extra worker
5. Trade at the market
6. Plan a monument
7. Build a monument
8. Play a city card
9. Play a boon card
10. Withdraw from further actions.
Players are working to build sphinxes, obelisks, and pylons to the glory of the late Pharaoh and to earn extra glory by building the monuments on certain river segments and in certain configurations. However, as more monuments are built, resource harvesting becomes less productive and viable locations for future monuments become scarce. By the last season, players will have to be creative to find enough resources or available land on which to build.
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.
The future of humanity awaits you in Space Gate Odyssey. A system of viable exoplanets has been recently discovered and the Confederations are flocking into space to colonize it. In this 2 to 4-player development and flow-management board game, you play the leader of one of these Confederations and play your influence in the Odyssey command station to send as many of your settlers as you can on these exoplanets.
After decades of research and technological development, humanity is preparing to leave the Earth to colonize this discovered system. To get there, only one possible means of transport exists: space gates. For reasons related to physics and other quantum aspects, these gates can be built only in space. The Confederations have therefore embarked on the construction of their own station in orbit, equipped with space gates.
At the beginning of the colonizing era, these portals make it possible to go on one of the first three discovered planets. As soon as an entire contingent of settlers has joined the gate of a space station, it is teleported to the corresponding exoplanet. The landing conditions vary according to the planets and the choice of colonized spots quickly becomes strategic.
As soon as one of the three exoplanets is fully colonized, each Confederation gains influence according to its placement, then access to one of the two later discovered exoplanets becomes possible. At the end of the colonization of the five exoplanets, the stations are teleported to the Hawking planet and the influence of each Confederation is assessed. The leader of the most influential Confederation will be promoted to the rank of Governor of this new system.
One of the biggest challenges in Space Gate Odyssey is your ability to quickly develop and intelligently arrange your space station. The better you optimize the flow of your settlers to your station, then to the exoplanets, the more of them you can send to the favorable spots and thus gain influence.
The choice of the modules, their arrangement, and the distance between the airlocks and the gates are therefore essential elements — especially since, at the end of the game, the domains of the modules you used to build your station will bring you additional influence points if they are in line with the position of the domains on the Hawking planet Predominance.
Finally, you must be careful not to leave too many open corridors on the space void as this represents a real danger for your settlers and could therefore damage your reputation.
Your most amazing quest starts with Space Gate Odyssey. Will you be able to take over your opponents in order to take control of the new system, or will you stay at the dock?
The prehistoric players have already learned how to build huts and hunt food. Now they sit around the fire, gaze in wonder at the tribal matriarch, and wonder how they can look as good as her: "Why is my tooth just hanging?" "Honey, I also want something to make my skin look good."
In this expansion for Stone Age, style is the goal as ornaments and jewelry become part of the game – not to mention a merchant to handle such items. Players can now transform their raw materials into jewelry and other adornments.
This expansion includes a new location for the village, new cards, and new huts – not to mention components that allow game play with up to five Stone Age hunter-gatherers.
Awards & Honors
2012 Golden Geek Best Board Game Expansion Nominee
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).
It has been 20 years since the invention of the atomic bomb, and the superpowers of the world have remained embroiled in an ever-escalating arms race. The production of fissile material no longer poses a challenge for any nation. Instead, the race has switched to the development of a wide range of delivery systems. In a crisis, your nation will need to strike faster and farther from land, sea, and air. Take charge of your nation’s “Nuclear Triad” and always remember: a credible threat is your most effective deterrent!
Minutes to Midnight allows you to play the game you want. From many paths to victory to be able to choose your own game length by setting the adjustable scoring rounds to different intervals. With interesting confrontational mechanics such as controlling another player's coastal waters or third world nation to spying on other player's buildings.
The standalone sequel to The Manhattan Project by the same designer. Command your nation's nuclear weapons program during the cold war.
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.
In Troyes, recreate four centuries of history of this famous city of the Champagne region of France. Each player manages their segment of the population (represented by a horde of dice) and their hand of cards, which represent the three primary domains of the city: religious, military, and civil. Players can also offer cash to their opponents' populace in order to get a little moonlighting out of them—anything for more fame!
Make your underlings:
work on the cathedral
bustle about the city
and other such tasks that are below your family's stature
In The Ladies of Troyes, the women make an appearance in the form of three new Character cards that you can include in your games. A new action allows players to move their guard along the ramparts in order to access one of 16 new activities outside the city. Each player is represented by a new purple die (representing the head of the family), which cannot be bought by other players. The head of the family can carry out civil, military, or religious actions — your choice!
The Ladies of Troyes also includes 27 new Activity cards and six Event cards to add still more variety to the game!
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.
Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots.
During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located "later" on the gears are more valuable, so it's wise to let the time work for you – but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up.
The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths...
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...