Intia, Agran kaupunki
Abu'l-Fath Jalal-ud-din Muhammad, kansan keskuudessa Akbar Suurena tunnettu hallitsija täyttää 30 vuotta. Akbar on Mughal-dynastian kolmas hallitsija ja laajentanut Mughalin alueita, siten että hän hallitsee miltei koko Intian niemimaata Godavari-joelta pohjoiseen. Akbarin vaikutusvalta tuntuu koko maassa Mughalin sotilaallisen, poliittisen, kulttuurisen ja taloudellisen mahdin ansiosta.
Yhdistääkseen ja hallitakseen laajaa valtakuntaansa, Akbar on perustanut keskitetyn hallinnon. Valloitettujen alueiden hallitsijoita on lepytelty avioliittojen ja diplomatian avulla. Akbar on ylläpitänyt rauhaa ja järjestystä asettamalla lakeja, joilla on saanut myös muiden kuin muslimialamaisten kannatuksen. Välttämällä heimosidoksia ja islamilaista valtioidentiteettiä, Akbar on pyrkinyt yhtenäistämään alueitaan. Mughalien persialaistunut kulttuuri onkin tuonut hänelle liki jumalaisen aseman.
Merkkihenkilöt ja lähettiläät eri puolilta maata ovat matkalla juhlimaan Akbarin syntymäpäivää. Kunnianhimoisena maanomistajana et voi jättää tilaisuutta väliin: juhlat ovat loistava tilaisuus nostaa asemaansa ja varallisuuttaan.
Omalla maa-alueellasi Agrassa viljelet puuvillaa ja kurkumaa. Saat puuta metsistäsi ja omistat pienen hiekkakivilouhoksen. Käymällä kauppaa ja jatkokäsittelemällä tuotteitasi, voit hankkia ylellisempiä kauppatavaroita, joilla mielistelet pääkaupunkiin matkustavia merkkihenkilöitä. Kilpailijoillasi on samansuuntaiset suunnitelmat, joten sinun on oltava heitä fksumpi, sillä Akbarin syntymäpäivä lähestyy päivä päivältä.
Pelin on suunnitellut mm. La Granjan tehnyt Michael Keller ja siinä on Michael Menzelin upea kuvitus.
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.
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.
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.
Feudum: Alter Ego is a clever and customizable deck expansion to play Feudum. The game lets you swap up to 6 of the action cards before the game with alternate cards featuring special abilities. The expansion includes:
36 alternate action cards, 6 per player
1 flying epoch marker
You have been assigned to lead an ancient monastery and its brewery. Now it's your time to brew the best beer under God's blue sky!
The fine art of brewing beer demands your best timing. In order to get the best results of your production, you have to provide your cloister's garden with fertile resources and the right number of monks helping with the harvest — but keep your brewmaster in mind as he is ready and eager to refine each and every one of your barrels!
In Heaven & Ale, you have to overcome the harsh competition of your fellow players. There is a fine balance between upgrading your cloister's garden and harvesting the resources you need to fill your barrels. Only those who manage to keep a cool head are able to win the race for the best beer!
Human Punishment is a combination of social deduction, social experiment and party game for 4-16 players. Each player takes on the role of a Human, a Machine or an Outlaw in a distant future. Players must investigate others to figure out who is on their side, grab one of the four different weapons and eliminate the enemies. Stay focused.... maybe there are hidden enemies on your Team! Find your team, trust no one!
The brand new Traitor mechanism will evolve the table into a social experiment.
- Popular Mechanics "ONE OF THE BEST NEW BOARD GAMES!"
- One of BGG's most anticipated party games of 2018
- Vivid_Board_Games badge of "AWESOME GAME ART"
- Austrian Boardgamer 'Hot Die Award'
- Brettspielblog 'bronze seal'
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.
In New Frontiers, a standalone game in the Race for the Galaxy family, players build galactic empires by selecting, in turn, an action that everyone may do, with only the selecting player gaining that action's bonus.
The developments to be used are determined during setup, allowing players to make strategic plans based on them before play begins. One group of eight developments is always in play. The game includes a suggested set of sixteen additional developments for your first game; in later games, players randomly select which side of eight double-sided "small" developments and eight double-sided "large" 9-cost developments to use during setup.
Many worlds that players can acquire have special powers, with these worlds being drawn from a bag during the Explore phase. Unlike in Race, in New Frontiers worlds need colonists to be settled, in addition to either payments or conquest.
Some worlds are "windfall" worlds and receive a good upon being settled. Others are production worlds and receive goods when the Produce action is selected. Goods can be traded for credits or consumed for victory points.
Play continues until one or more of four game ending conditions is reached. After all actions for that round have been done, the player with the most victory points from settled worlds, developments, 9-cost development bonuses, and VP chips earned from consuming goods wins.
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.
Orléans Stories is based on the bag-building mechanism known from Orléans, with this mechanisms having been further developed into a storytelling experience in which players go through different eras and face different challenges. Broadly speaking, instead of focusing on the city of Orléans and trade with the surrounding villages, player are now settling the Loire Valley. Players must farm and produce, found villages, and build fortresses and churches. They will experience times of prosperity and success, but also times of deprivation; they must defy hunger and plague, fight for their land, and perhaps conquer foreign lands to secure the lives of their settlers. In the end, however, there is peace and the joint administration of territories and villages.
The game includes two stories: "The First Kingdom" and "The King's Favor". "The First Kingdom" is an epic story that spans eight so-called eras, and each era features different conditions and emphases. Sometimes knights settle down, with whose help you can conquer foreign territories, sometimes the plague threatens to decimate the population of settlers unless all have worked together to develop medicine.
"The King's Favor" is shorter, simpler, and more suitable as an introduction to the game. Over five eras, certain tasks have to be fulfilled by the end of each era, and those who fail to do so will drop out mercilessly. The threat of having to end the game prematurely provides a constant thrill, but all tasks are achievable, so that (usually) all players experience the end of the fifth era — but those who have concentrated only on the tasks will be punished because at this point everyone's achievements will be compared in the king's castle, and you will receive victory points for territory size, buildings, goods, and coins.
The different eras affect the parameters of play as well as the rules of the game, creating new strategic possibilities. This challenges players to constantly adapt to current conditions, giving you the impression of experiencing a story, but unlike in legacy games, these stories can be repeated as often as you like. The changes from era to era require a new way of looking at things from a distance, but this is made easier for players by a story booklet in which players will find not only all relevant information and rule peculiarities, but also hints of how to prepare for the upcoming game in the form of a narrated story.
Rising Sun is a board game for 3 to 5 players set in legendary feudal Japan. As the Kami descend from the heavens to reshape the land in their image, it is up to each player to lead their clan to victory. Use politics to further your cause, negotiate to seek the most profitable alliances, worship the Kami to gain their favor, recruit monsters out of legend to bolster your forces, and use your resources wisely to be victorious in battle. Created by acclaimed designer Eric M. Lang, Rising Sun reunites the same creative forces responsible for the smash hit Blood Rage, with stunning artwork by Adrian Smith and intricate miniatures sculpted under the direction of Mike McVey.
Mankind has long been confined to travel by land and sea, but a new technology has emerged from the greatest minds in Eastern Europa: airships. These steam-driven behemoths sail freely across the sky, aiding their empire's expansion through innovation and confrontation. As the years pass, the world has come to understand that no single faction will rise above the rest for any span of time. In the hope of decreasing the conflict and increasing the peace, leaders of Europa begin to gather each year to declare a new way for the factions to resolve their differences.
Scythe: The Wind Gambit, an expansion for Scythe, adds two new modules that can be played together or separately at any player count and with either the base game on its own or with other Scythe expansions:
• Airships: (1 miniature per faction; 16 tiles) An airship is a new type of unit that is distinctly different from characters, mechs, and workers. Unlike those units, airships never control territories. Airships are moved via a Move action, and rivers and lakes do not constrain their movement. Each airship has two randomly combined abilities (1 aggressive and 1 passive ability; same combo for all players).
• Resolutions: (8 tiles) The resolution module changes the way a game of Scythe ends. If you play with this module, ignore the standard end-game trigger (when a player places their sixth star, everything stops and the game ends). Instead, the resolution tile for the current game will determine when and how the game ends.
Sorcerer: A Strategy Card Game is set in what the company describes as a grim, gaslamp lit world full of fantastic, mythical creatures and sorcery. Designed for two to four players, the game pits two ancient beings of great power against one another to determine which of their lineage are strongest. The players use sorcery to conjure minions, cast minions, and wield enchanted items to reach the game's goal of conquering three battlefields.
The game uses a simple resource system of "energy" that is determined randomly by a dice-roll at the beginning of each round, to make sure no round is the same. However, the outcome being the same for both players, the game balance stays even. This energy is then used in the Action Phase for conjuring minions from your hand on any of three battlefields, casting possessions that can improve your minion's traits and abilities; or sorcery cards with various direct effects. Also as an action you can add more energy to your Energy Pool, draw more cards, move minions to another battlefield etc. The choice is yours, it is just about your pure skill to handle the battle preparation!
In the Battle Phase players roll amount of custom dice equal to each minion's attack trait with possible outcome of miss, hit, double hit or critical hit for each die, and place damage counters on the respective minions or directly to the Battlefield. A unique system of Omen tokens then allows to adjust this outcome by re-rolling the dice, before distributing the damage among opponent's minions and battlefield.
The combination of usual mechanics like story driven deck building, push your luck or dice-rolling; and a unique system of influencing the outcome of the battle, provides a perfect balance between strategy and random elements (even you still have the possibility to influence the outcome). Dividing the round to the Action Phase and Battle Phase then creates a very pleasant and natural flow of the hardcore game play.
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?
Across the far reaches of the Lotus Galaxy, a civil war is waged by massive machines piloted by skilled warriors. Take your place as daimyo of one of the major clans and fight for your right to the title of Galactic Emperor in Starship Samurai, an epic new game of warring clans for two to four players.
In this war, you must use diplomacy to bring honor to your clan, earn the support of the lesser clans, and cement your claim to the throne. But when negotiation is not enough, you can launch massive fleets or deploy the most fearsome weapons the galaxy has ever known — the terrifying Samurai Mechs — to crush your enemies and seize key locations. Exert your influence and bring order out of chaos!