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 standalone game Carcassonne: Safari, players go out on a safari and try to see as many animals as they can, despite these animals hiding in the bush, in the savannah, or near watering holes. Help your friends to dig out such holes and receive bonus points. Sometimes you will see animals while taking a nap under a big baobab.
Carcassonne: Safari is the fourth title in the "Carcassonne Around the World" series.
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.
Chronicles of Crime is cooperative game of crime investigation.
With the same physical components (board, locations, characters and items), players will be able to play plenty of different scenarii and solve as many different crime stories.
They will start the app, choose the scenario they want to play, and follow the story. The goal being to catch the killer of the case they have been given in the shortest short time possible.
Using the Scan&Play technology, each component (locations, characters, items, etc.) has a unique QR code, which, depending on the scenario selected, will activate and trigger different clues and stories. That means players will be able to get new stories way after the game is release simply by downloading the app's updates, without any shipping of new physical components involved.
Each session last around 1h to 1h30 minutes and many scenarios are connected to each others in order to tell a much bigger story.
From Christian Marcussen, the creator of Merchants and Marauders, comes Clash of Cultures, a civilization game in which each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings, build large cities, research advances and conquer those who stand in the way. The game features a modular board for players to explore, 48 distinct advances, seven mighty wonders, and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia.
The game features about 48 distinct advances. The whole "tech-tree" is very flexible with no dead ends, yet still intuitive, sensible and "realistic." Additionally you have a great overview of what advances other cultures have - no need to ask - just look.
Players start with a civilization in its infancy. Move settlers to uncharted regions and reveal the terrain and its resources. Several mechanisms have been implemented to assure that an unlucky placement of region-tiles won't be a decider.
The game covers a time span similar to AH Civilization - that is to pre-gunpowder. This epic game is playable in about an hour per player! This is a pretty good playing time for a game that covers so much ground as this game will.
Players expand their cities through the game. But not just to the generic larger city. Players instead choose a building type which represents the growth of the city. For instance you can expand a city with a port, fort, temple and academy - all with different benefits! Additionally cities can be "angry," "neutral" and "happy." Everything integrated in an intuitive and elegant fashion.
Multiple paths to victory
Earn points through:
- Founding cities and increasing their sizes
"Salsa" is the Latin word for "salted", and in the Concordia: Salsa expansion for Concordia, players will discover:
Two new maps: "Byzantium" and "Hispania"
Wooden pieces for a sixth commodity: salt
City tokens for additional salt cities
27 Forum Cards for new strategies to follow
The cards are all different, can be acquired during the game, and salt your game with new strategic challenges! Some cards have permanent effects, others return to stack after using. Both the sixth commodity and the new cards can be played with the base game and the Britannia expansion as well, thus giving even more variety.
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.
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
Welcome to Fireball Island! You may have heard stories. You may have visited when you were younger. Perhaps you even saw a fireball engulf a fellow traveler in a hellscape of horror that makes you afraid to close your eyes at night. Whatever the case, welcome back! Turns out that Vul-Kar didn't like having his gem stolen way back when, so there has been some volcanic upheaval, an explosion in our snake population, feral tigers, new types of trees bent on ending human life, and swarms of bees everywhere. But don't worry — we have top people working on it.
Start your day of adventure at the helipad. Be sure to sign the waiver, which legally obligates you to take snapshots across the island. You'll race down the many paths, avoiding hazards all the while. On the plus side, you get to keep all the treasure you find.
Fireball Island: The Curse of Vul-Kar is a restoration of the classic 1986 game Fireball Island that features a unique 3D island and a host of marble mayhem. This new version boasts an island that is even bigger than the original (and yet fits in a smaller box) and more marbles. It is a family-weight game for 2-4 players (5 with an expansion) that plays in 30-45 minutes. Simple card play replaces the random roll-and-move of the original, and the set collection for the treasures offers some interesting choices for players.
Remember, you don't have to outrun the fireball — just the other players.
Ghost Stories is a cooperative game in which the players protect the village from incarnations of the lord of hell – Wu-Feng – and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life. Each Player represents a Taoist monk working together with the others to fight off waves of ghosts.
The players, using teamwork, will have to exorcise the ghosts that appear during the course of the game. At the beginning of his turn, a player brings a ghost into play and places it on a free spot, and more than one can come in at the same time. The ghosts all have abilities of their own – some affecting the Taoists and their powers, some causing the active player to roll the curse die for a random effect, and others haunting the villager tiles and blocking that tile's special action. On his turn, a Taoist can move on a tile in order to exorcise adjacent ghosts or to benefit from the villager living on the tile, providing it is not haunted. Each tile of the village allows the players to benefit from a different bonus. With the cemetery, for example, Taoists can bring a dead Taoist back to life, while the herbalist allows to recover spent Tao tokens, etc. It will also be possible to get traps or move ghosts or unhaunt other village tiles.
To exorcise a ghost, the Taoist rolls three Tao dice with different colors: red, blue, green, yellow, black, and white. If the result of the roll matches the color(s) of the ghost or incarnation of Wu-Feng, the exorcism succeeds. The white result is a wild color that can be used as any color. For example, to exorcise a green ghost with 3 resistance, you need to roll three green, three white, or a combination of both. If your die rolls fall short, you can also use Tao tokens that match the color in addition to your roll. You may choose to use these after your roll. Taoists gain these tokens by using certain village tiles or by exorcising certain ghosts. One of the Taoists has a power that allows him to receive such a token once per turn.
To win, the players must defeat the incarnation of Wu-Feng, a boss who arrives at the end of the game. There are also harder difficulty levels that add more incarnations of Wu-Feng, in which to win, you must defeat all of them.
There are many more ways to lose, however. The players lose if three of the village's tiles are haunted, if the draw pile is emptied while the incarnation of Wu-Feng is still in play, or if all the priests are dead.
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.
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!