The players slip into the role of rich patricians in ancient Rome. Everyone is trying to build a lucrative city district to score as many prestige points as possible. The novel way to get to the individual buildings of a district combined with a large variety of score cards make for an unusual game with a large number of strategies. From the successful designer, Stefan Feld.
Tämä on Concordia Venuksen itsenäinen versio, joka sisältää kaikki pelaamiseen tarvittavat komponentit. Concordia Venuksesta on olemassa myös edullisempi, Concordia-peruspelin jatkoksi hankittava lisäosa.
Venuksessa voivat kahden pelaajan joukkueet kilpailla keskenään. Perus-Concordiaan verrattuna uutta ovat myös Venus-kortit, jotka mahdollistavat uudenlaisia strategioita. Mukana tulevat perus-Concordiasta tuttu Imperium-kartta, sekä Cyprus, Hellas ja Ionium. Vaihtelua siis riittää ja tämä onkin varsin kattava Concordia-paketti, jos peruspeliä ei ole ennestään hyllyssä.
In Equinox, mysterious creatures gather in the forest in an effort to write themselves into the legendary storybook and for tales to be shared for countless generations. However, there is room for only four more stories — not every story will be recorded, so the creatures have to be cunning and clever to outwit their opponents and make the cut.
Equinox is a deeply satisfying betting game that gives players agency to influence the outcome of this competition. Each round, players place numbered power cards in front of the creatures, with the lowest-valued creature being eliminated from play. Players also place bets on which creatures they think will make it into the storybook, and you can use the special powers of these creatures to ideally turn things to your advantage.
Fans of Dr. Reiner Knizia might recognize Equinox as a revised edition of the previously released game Colossal Arena, but with two new creatures. Of the fourteen unique creatures, only eight are played in a game, which means more than three thousand different combinations are possible. To celebrate the equinox occurring twice a year, players can select from two distinct box covers, but note that the contents in each box are identical.
A century from now all that remains of Earth is the detritus that humanity left behind. The races of a neighboring solar system have a penchant for artifacts left behind by extinct races. In Excavation Earth, you lead one of these races of alien explorers on their quest to excavate rare human artifacts and curate the ultimate art collection to sell off.
Excavation Earth is divided into three rounds, each of which starts with players drafting a hand of multi-use cards that will be used to perform actions. Players then take quick turns playing actions that allow them to move their explorers around the world map, excavate for artifacts, and deploy traders to bazaars and influencers to affect prices and wheel and deal on the black market.
The artifacts you dig up can be either sold to the bazaars housed on one of the aliens' ships that landed on Earth or added to a collection that will be sold off as a coherent art collection to museums back home. Excavation Earth ends after three rounds and the player who makes the most money during the game wins.
Excavation Earth includes a solo mode by Nick Shaw and Dávid Turczi.
In the near future, entertainment will have changed. It will have evolved beyond traditional sports in stadiums and into a larger than life spectacle where digital warriors will compete against one another inside the cyberspace arena in bloodless conflict sports.
In this futuristic environment is where Fired Up is set. In the game the players are not the fighters! They are spectators with premium seats to the largest spectacle of all time. Their premium seats make it possible for them to influence the digital athletes in the Arena and bet on their champions in the fight.
Each round the players roll dice to determine how best to influence the warriors and will secretly bet on specific highlights they would like to see happening, thus having the best time ever! During the course of the game, each player roll their action dice which can be used to influence the fighters. After the action selection phase, the fighters are going to attack each other when the combat phase is going to be resolved.
In the end, the person who had the most fun will win this game of futuristic sport!
The game ends when at most one fighter is left in the arena!
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.
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.
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?