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.
Return to Carvania in the follow-up to Century: Golem Edition.
In Century: Golem Edition – Eastern Mountains, players resume their roles as crystal traders and are now out exploring the Carvania mountain ranges and associated valleys seeking to establish a trade network.
Century Golem: Eastern Mountains reimplements Century: Eastern Wonders but with vivid manga-inspired art. Explore the new gameplay elements and combine this game with Century: Golem Edition to play the unique game "The Call for Adventure".
Clank! Legacy: Acquisitions Incorporated extends the deck-building fun of Clank! with legacy-style gameplay! Found your own franchise of the legendary adventuring company Acquisitions Incorporated, and shepherd your fledgling treasure-hunters to immortal corporate glory over the course of multiple games. Your game board, your deck, and your world change as you play to create a unique campaign tailored to your adventuring party. Be cunning, be bold, and most importantly be ready...
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?
You've conquered death and mastered all nine dimensions of space-time. Reality bends to your every whim and desire. You are the absolute best there ever has been, a necromancer at the top of their game. The only downside is that no one likes you on account of the creeping around with dead bodies and the lack of sunlight. But who needs friends when you can make them?
Dead Man's Cabal is a mid-weight strategy game from Daniel Newman, with game development from Jonathan Gilmour (Dead of Winter, Dinosaur Island). In the game, 2-4 players compete to bring the dead back to life so that they can throw a party with actual, you know, guests.
The gameplay is a clever interplay of a unique action selection mechanism that allows players to choose both a private action followed by a group action, requiring tense decision-making on the timing of the different phases of the game. Collect bodies, crystal skulls, and runes, then bring the dead back to life. This might sound simple enough, but triggering the actions in just the right order requires careful planning to make sure you aren't helping your competitors more than yourself.
Imagine you can control the forces of a noble family, guild, or religious order on a barren planet which is the only source for the most valuable substance in the known universe.
Imagine you can rewrite the script for one of the most famous science fiction books of all time. Welcome to the acclaimed 40-year-old board game which allows you to recreate the incredible world of Frank Herbert’s DUNE.
In DUNE you will become the leader of one of six great factions. Each wishes to control the most valuable resource in the universe - melange, the mysterious spice only found at great cost on the planet DUNE. As Duke Leto Atreides says “All fades before melange. A handful of spice will buy a home on Tupile. It cannot be manufactured, it must be mined on Arrakis. It is unique and it has true geriatric properties.” And without melange space travel would be impossible. Only by ingesting the addictive drug can the Guild Steersman continue to experience visions of the future, enabling them to plot a safe path through hyperspace.
Who will control DUNE? Become one of the characters and their forces from the book and . . . You decide!
Expedition to Newdale is the new Oh my Goods! game from renowned designer Alexander Pfister. In this board game adaption of the successful card game, 1 to 4 players from 12 and up compete in different chapters to experience the world of the Longsdale kingdom once again. The story of Expedition to Newdale starts about five years after the events from Oh my Goods! Escape to Canyon Brook, but you don’t need to know the prequels at all. Each chapter of the game lasts about 90 minutes which adds up to around 12 hours of exciting campaign gameplay. And when you found your favorite chapter while playing the campaign, you can always come back and play it again to have even more fun!
At the beginning of the game you have your personal board, a coal mine as your start building and 5 hand cards. Depending on which chapter you are playing, the appropriate game board sits in the middle of the table. Each round is divided into 5 phases which are played in order (or partially parallel, once you become more familiar with the game). In phase 1, a new event is revealed which usually alters the course of play in this round slightly (e. g., by introducing new buildings). Additionally the event card shows a fixed amount of workers which are available this round. An information which is much appreciated, as you have to place your action markers in phase 2. The latter are numbered 1 — 4 which is important for phase 4 and means that you need to plan ahead. But first phase 3: in this phase, more workers are drawn from a bag and get added to the others. This means that productions which would have been impossible before (because workers were missing) are now easily done. Pushing your luck might be beneficial! Phase 4 is the opposite to phase 2. Instead of placing your workers, you resolve their chosen action in order of their numbers. We hope you had a backup plan in place if your desired workers were not drawn in phase 3, because this can trigger an unpleasant chain of events! Not enough workers could mean that a production does not happen, which then means that you might not have enough money to build the building with your second action marker. Oh, and your third marker was planned to directly produce in the newly built building? Well, where there is no building, there’s no place to produce in, right? Clearly: planning ahead, a little luck and good alternatives are the way to success. In Phase 5, all players can either use a free building action or draw new hand cards. The last phase is used to resolve all buildings which do not need workers, e. g., an automatic coal production or a building which offers the conversion of a certain good to victory points. Afterwards the next round starts, of which you play a total of seven. A final scoring at the end of round seven will then show if you win or lose.
Maracaibo, the new strategy game for 1-4 players by Alexander Pfister, is set in the Caribbean during the 17th century. The players try to increase their influence in three nations in four rounds with a play time of 40 minutes per player.
The players sail on a round course through the Caribbean. E.g., you have city tiles where you are able to perform various actions or deliver goods to. One special feature is an implemented quest mode over more and various tiles, which tells the player, who chase after it, a little story.
As a player, you move with your ship around the course, managing it by using cards like in other games from Alexander Pfister.
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.
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.
Every year, Sorcerer City gets built and rebuilt in magically new ways, with blocks moving and rotating in crazy directions. You and your fellow players are rival wizard architects in charge of building the same city district over five years, expanding it and rebuilding it to gain the most money, influence, magic, and victory. Unfortunately, Sorcerer City has a bit of a monster problem, so you must work hard to mitigate the effects of marauding creatures who attack your city district. The wizard architect with the most victory points at the end of five years will be crowned the new head wizard of all of Sorcerer City.
Every player starts Sorcerer City with a set of tiles, and in each round you have two minutes to build your city as optimally as you can. In between rounds you buy new tiles to add to your pool and gain other rewards. Beware though, monsters are lurking and will also be added to your deck, no doubt adding some chaos to your plans in the following rounds. After five rounds, add up all the victory points to see who is the master sorcerer builder!
Spirit Island: Jagged Earth includes:
8 New Spirits
2 New Adversaries
2 New Island Boards
30+ New Event Cards
New Fear and Blight Cards
50+ New Major and Minor Power Cards
Optional aspects (innate powers) for the 4 core game spirits
Badland tokens, a new way to fight invaders!
More plastic, wooden, and cardboard tokens play up to 6 players)
New play options: combining adversaries, playing with an Archipelago (split island), and more.
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...
Unlock! Timeless Adventures features three new "escape room" scenarios that you can play on your tabletop.
Unlock! is a co-operative card game inspired by escape rooms that uses a simple system which allows you to search scenes, combine objects, and solve riddles. Play Unlock! to embark on great adventures, while seated at a table using only cards and a companion app that can provide clues, check codes, monitor time remaining, etc. The three scenarios are
The Noside Show
Arsène Lupin and the Great White Diamond
Lost in the ChronoWarp
In this first expansion to Wingspan, we increase the scope of the world to include the regal, beautiful, and varied birds of Europe. These birds feature a variety of new abilities, including a number of birds with round end abilities, abilities that increase interaction between players, and birds that benefit from excess cards/food. Along with the new bonus cards, they’re designed to be shuffled into the original decks of cards (and cards from future expansions).
The European Expansion also includes an additional tray for storing the growing collection of birds (past, present, and future), as well as 15 purple eggs, extra food tokens, and a colorful new scorepad designed for both multi-player and single-player scoring.