“You are not breach mages yet,” Brama lectures as she paces down the line of students, her frail form belying her immense power. “Breach mages have protected us since the beginning — since the burning of the world and our pilgrimage into the dark. It was they who founded Gravehold, our last bastion, and if you wish to stand beside these living legends, you must listen and learn. The Nameless shall come again, as they always have, and you will need to be ready. You are the hope of our future.”
As a young apprentice, you grew up to stories of the breach mages. Brama, the teacher, wisest of the mages. Dezmodia, the prodigy, master of great magic. Mist, the stoic leader and tactical genius. Malastar, the magical craftsman. Rebellious, powerful, and reckless perfectly sum up Xaxos. These mages are your heroes and tomorrow, after your ordeal, you will join their ranks.
“Each of you must overcome your ordeal to learn discipline and focus, the tools you will need to defend Gravehold. We are nothing without Gravehold. To be a breach mage is to sacrifice your life for Gravehold. When you die, it will be in defense of our city. Once you understand this universal truth...only then will you be ready to become a breach mage.”
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.
Johda yhtä söpöjen karhu-sotureiden klaania näiden kisassa rakentaa metsän paras otso-naapurusto. Nallesi eivät ole yksin tässä skabassa, joten mikään puistokävely ei ole luvassa… muut mesikämmenet hyökkäävät kimppuusi minkä ehtivät. Omaa reviiriään voi kehittää keräämällä resursseja ja ryöstelemällä naapurikontioiden kyliä. Onnistuessasi klaanistasi tulee legenda karhujen keskuudessa.
BarBearian Battlegrounds koostuu simultaaneista salatoimista, noppapassleista, ja työläistenasettelusta 2-4 pelaajalle. Olisiko sinun nalleissasi ainesta tulla jokaisen karhunpennun iltasadun aiheeksi tuleville sukupolville? On aika kerätä klaani kokoon ja näyttää maailmalle, että nyt ei olla Puolen Hehtaarin Puistossa.
Charterstone on kilpailullinen legacy-peli 1-6 pelaajalle huippusuunnittelija Jamey Stegmaieriltä (Scythe, Viticulture). Pelissä pystytetään rakennuksia ja asutetaan yhteistä kylää. Rakennustarrat irroitetaan korteista ja niistä tulee pysyvä osa pelilautaa ja kohteita joissa pelaajat voivat käydä tekemässä toimintoja. Muutamasta rakennuksesta kasvaa pelin eri skenaarioiden aikana suuri kylä.
Matka Charterstonen salaisuuksien ja tarinan läpi kestää 12 pelikertaa, mutta ei lopu siihen. Valmis kyläsi on itsessään uniikki työläistenasettelupeli. Voit myös ostaa halutessasi Charterstone: Recharge Packin, jolla voit pelata kampanjan uudestaan läpi ja rakentaa aivan erilaisen kylän.
Muinaisessa pyramidissa on uskomattomat määrät aarteita – mutta niitä suojelee epäkuolleen muumion inha kirous. Ja tietenkin aarteet ovat houkutelleet paikalle myös… sanotaan se yhtä aikaa: vihaisen ja tosi nälkäisen lohikäärmeen. Sen nimi on Croxobek, mutta se tieto sinua tuskin pelastaa.
Clank! The Mummy's Curse on laajennus Clank!: A Deck-Building Adventureen. Se lisää peliin uuden pyramidilaudan, kortteja, kirouksia ja vaeltavan muumion, joka liikkuu samoilla käytävillä kuin missä uudet artifaktit odottavat vain löytäjäänsä.
Cry Havoc is a card-driven, asymmetric, area control war game set in a brutal science fiction setting. Each player commands one of four unique factions with varying abilities and units. The game includes 54 custom miniatures, a large format board, and over one hundred unique cards, all with stunning new artwork.
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
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.
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!
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.
Robinson Crusoe: Mystery Tales is the second big expansion for Robinson Crusoe: Adventures on the Cursed Island. Unlike its predecessor, it not only includes a campaign (titled "The Lost City of Z") in which you follow great explorer Lieutenant Colonel Percy Fawcett, but also a full set of rules and components that can be played with the base game of Robinson Crusoe, along with two standalone scenarios.
Robinson Crusoe: Mystery Tales introduces ten new characters, the new deck of event cards, three new decks of adventure cards, new beast cards, new mystery cards, and the new mechanism of sanity that you can use in the base game of Robinson Crusoe to change it into a game of dreadful stories! Additionally, the expansion includes five missions that form a long and epic campaign: "The Lost City of Z".
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.
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!
Guide your Tribe in its struggles to survive and prosper! Tribes: Early Civilization is a board game for 2-4 players (plus solo) experiencing the Paleolithic, Neolithic and Bronze ages in 40 minutes. It is designed by gaming industry veteran Rustan Håkansson (Nations, Nations: The Dice Game, Dungeon Rush etc.) and illustrated by Swedish comic book illustrator Lennart Moberg (Fantomen, Buster etc.).
Players start with a small tribe and the very basics of civilization. During the game they invent new technologies, explore new land, fend off invaders and survive catastrophes. The tribe that first emerges as a true civilization wins!