This expansion adds 2 new maps for Age of Rail: South Africa. Allegheny is on one-side and La Pampa is on the other.
Age of Rail: South Africa, title #4 in the "Iron Rail" series by Capstone Games, is a new version of 2011's South African Railroads, which was an extensive re-development of Pampas Railroads' sister game, Veld Railroads. Your goal is to have more money than anyone else, and you earn money by holding shares and getting dividend payments from railroad companies.
After an initial auction for the first shares of these companies, players take turns, choosing from one of four different actions: build track, develop settlement, offer stock, and pay dividends. These actions are limited; only one dividend action exists, for example, so when a player chooses this, the action remains blocked until that player's next turn, at which time they must choose a different action. Two "offer stock" actions are available, and three "develop settlement" actions; "build track" is an unlimited action and can be repeated on the next turn.
When players buy stock, the spent funds go into the company's treasury and can be used to build track. By developing settlements, you increase the value of stations, and a railroad's income increases when it links to stations. When dividends are paid, the company's income is divided by five (the number of shares) and paid to the owner of those shares, which might be the company if not all the shares have been offered.
After the sixth dividend, the game ends - but that final divided includes bonuses based on the number of company links and is paid out solely based on the number of shares issued, not all of the shares in existence.
As a successful Magician, you have been able to fund a lifetime of research by delivering to the petty demands of liars, philanderers, gluttons and the least of Humanity. How refreshing, then, when a client should emerge with a commission of horrifying simplicity that has the potential for acquiring a vast amount of knowledge - perhaps the ultimate knowledge - albeit at the expense of many millions. "Release the denizens of Hell into the Earth, with Baphomet - The Sabbath Goat - at their Head, for one night only and let them run amok. Let us see the consequences - for aesthetic reasons only, of course."
However, do not expect this matter to proceed without interference from the Church and/or from Hell itself: the best-laid plans do not always go the way expected. Inspired by the Black Easter novellas by James Blish, the aim of Aleph Null is to successfully summon the demonic Prince Baphomet who, when he appears, expects there to be no cards in your hand, the main deck and the discard pile; if there are any cards remaining in these "zones", you lose. However, "not losing" in this way doesn't mean that you have won: any cards still in play also count against you - too many and you shall lose also. The sooner you "win", the better your chance of surviving any due punishment.
Your ancient alien civilization is leaving its dying planet in search of a new homeland. The promised land is represented by Gaia, which is home to the magnificent human civilization of Atlantis. But beware, other Houses (factions) of your civilization also have the same goal and only one will be able to dominate Gaia!
Anunnaki: Dawn of the Gods is a 4x Eurogame by Simone Luciani and Danilo Sabia, set in an ancient dystopian past, where mythology and science-fiction come together. Each player represents a different House whose rulers are viewed by terrestrial population as gods. Players build bases, recruit troops, embody gods, explore the territory, develop their own technology, sign trade contracts, defeat local dominions and other players' armies, trying to conquer Atlantis, which owns huge treasures. Different actions will provide a certain number of immediate Victory Points. Moreover, random setup goals will provide you with sizable Victory Point rewards at the end of the game, based on specific conditions. In the end, the player with the most VPs will be the winner. In addition to having a strong dose of controllability (the luck factor is minimal), the game features an innovative starred action-selection-system that confronts players with interesting choices: players can reincarnate their gods by performing their actions in a precise sequence, on pre-established paths of their starred player board, or they can give up some deities, jumping freely from one action to another of their board, to choose from time to time the situationally best actions.
In Ark Nova, you will plan and design a modern, scientifically managed zoo. With the ultimate goal of owning the most successful zoological establishment, you will build enclosures, accommodate animals, and support conservation projects all over the world. Specialists and unique buildings will help you in achieving this goal.
Each player has a set of five action cards to manage their gameplay, and the power of an action is determined by the slot the card currently occupies. The cards in question are: CARDS: Allows you to gain new zoo cards (animals, sponsors, and conservation project cards). BUILD: Allows you to build standard or special enclosures, kiosks, and pavilions. ANIMALS: Allows you to accommodate animals in your zoo. ASSOCIATION: Allows your association workers to carry out different tasks. SPONSORS: Allows you to play a sponsor card in your zoo or to raise money. 255 cards featuring animals, specialists, special enclosures, and conservation projects, each with a special ability, are at the heart of Ark Nova. Use them to increase the appeal and scientific reputation of your zoo and collect conservation points.
Enhance your experience of Ark Nova with Marine Worlds!
This expansion introduces sea animals into your zoo! To accommodate them, you need to build aquariums, a new kind of special enclosure.
A new University allows you guaranteed access to 1 animal icon of your choice.
For the 5 original action cards, there are now 4 alternate versions, each with small bonuses! Replace 2 of your action cards with alternate versions at the start of the game to give yourself a familiar, yet different game.
Marine Worlds includes new Zoo cards, Final Scoring cards, and Bonus tiles to mix with those from the base game.
New wooden components for the Appeal, Conservation, and Reputation tracks and a set of wooden animals to use for supporting conservation projects makes your game of Ark Nova come to life!
Ark Nova is required to play this expansion.
Ark Nova: Zoo Map Pack 2 features five new zoo designs.
The ?Tournament 1? design is on all four game boards so that players can compete with the same layout.
Four different zoo boards with new and interesting abilities are on the opposite sides of the Tournament game boards:
Bus: Complete Edition is a game about developing a public transport network in a rapidly expanding city. The citizens commute between home, the office, and, most importantly, the pub. Your task as a player is to develop a busline which takes as many passengers as possible to the place they want to be. You do this by expanding your busline, developing new suburbs, luring new potential passengers to the city, and investing in more and more buses! But you can also try to ride just a bit earlier than other companies and steal their passengers away.
Sometimes, something unexpected happens: time comes to a standstill and, all of a sudden, the demand for transportation is completely different. But you cannot let this happen too often, as the space-time continuum will rupture and the universe will collapse, thus ending the game.
Bus: Complete Edition features the same classic gameplay in Bus, now with all wooden game pieces! All of the building locations (home, office, and pub) are wooden discs. The wooden Start Player Bus is also included.
Key features:
With nearly 50 expansions for Clinic: Deluxe Edition, the need for a way to ease players into that ponderous pool of possibilities has grown great. This Clinic: Deluxe Edition ? Campaign Book provides 3 campaign modes to address all experience levels, and all of which are designed for 1 ? 4 players:
The Clinic Deluxe Bundle - it's the Main Game, the 5 Expansions plus the Campaign Book!
The CliniC: Deluxe Edition the Extension contains all expansions (at least 12 expansions) already released in the medical dossier #1, medical dossier #2 and medical dossier #3, with new rules, new components, new lay outs and new tiles with new graphics and illustrations from Ian O'Toole.
CliniC: The Extension is a boxed expansion which will include ALL expansions (at least 12) already released over the past 5 years. It introduces several new concepts and includes:
Clinic: Deluxe Edition ? 2nd Extension adds 13 expansions and 1 variant to Clinic: Deluxe Edition, including the following:
Clinic: Deluxe Edition ? 3rd Extension adds 12 expansions and 3 related variants to Clinic: Deluxe Edition, including the following:
This extension for Clinic Deluxe Edition released for the non Essen fair in 2020.
It contains:
Occasionally, I've heard it said that some players build their clinic nearly the same way every time, and that the construction part of the game lacks variety. So, in The Extension, I added Urban Design 1.0 to require different floor plans, and Underground Utility Work to reduce the available space and to resize and reconfigure your player boards however you want. Then, in the 3rd Extension, I added Urban Design 2.0.
But still? you have all become veterans of all of these obstacles, and now you need more!
So, I offer you new layouts for the ground floor, and a new series of double tiles, which should not only accelerate development of your clinic, but also allow you to play on these more difficult floors - plenty to get you out of your rut!
CloudAge is a strategy game from Alexander Pfister and Arno Steinwender. The award-winning authors have created a dark and dystopian world for 1 to 4 players.
Fifteen years ago, the mysterious secret society "Cloud" set fire to countless oil production sites and burned down large forests to destabilize the world. The resulting environmental catastrophe had disastrous effects on the entire planet. Now, years later, you travel above the dried-out landscape in your airships, searching for a better life. You visit cities, send out drones to collect resources, and battle Cloud militia.
An innovative sleeving mechanism makes a new, more immersive, form of resource gathering possible. Players try to predict which cloud-covered terrain will contain the desired amount of resources or where additional actions are possible. Resources allow players to develop useful upgrades for their airships or attract new crew members.
CloudAge is a mix of engine-building, deck-building, and resource management. The campaign system makes it easy to start playing quickly, with new elements being introduced into the game as players progress through the chapters. While you play, you also experience and help guide the story. If you prefer, you can also play standalone story spin-offs as single scenarios.
Thousands of coffee farmers all over the world support their families by using small stretches of hillside land for their coffee plantations. Farmers work day in and day out for very little, but the future of coffee farming is bright. Fair Trade organizations strive to improve living conditions for these farmers by helping them set up cooperatives. This enables them to establish better pricing agreements and take out loans for new plantations, all to help provide education and improve the quality of their lives, families, societies, and environment.
In Coffee Traders, set in 1970s Central and South America, Africa, and Asia, the delicious Arabica coffee beans farmers harvest are sold in Antwerp - and all over the world - to coffee roasters large and small. Work with your competitors to develop the regions you see fit for the best coffee beans while keeping a watchful eye on the market. Construct buildings to help your Fair Trade coffee plantations thrive while enhancing your network for trading coffee. Will your plantations fall to ruin, or will you rise to the top and become the world's greatest coffee trader?
In the age of exploration the players arrive at a new home far away from their homeland. They try to settle the big island and each player tries to explore one part of it by placing landscape tiles. Landscape tiles grant resources and those are used to erect buildings with special abilities. Barriers on the island have to be removed in order to explore the island even further. Players build valuable statues and supply ships get them the supplies from the old world they need to be a successful settler on Cooper Island.
The special thing about Cooper Island is the way the players mark their victory points. They sail with ships around the island to show their progress. On their way around the island they find smaller islands inshore that grant valuable benefits. After five rounds, a game of Cooper Island ends and the player who developed the best and went on furthest with their ships will win.
In this second printing of English version of the game, is included the Solo Against Cooper expansion that was originally available separately as a bonus item.
For those who want to bring a little more variety to Cooper Island, there is now this mini expansion.
The Skilled Workers consists of 6 postcards that replace the traditional worker tableaus. Each of them is individual, so you will have a slightly different game experience with each of them.
A 100,000-strong Ottoman army arrives outside the Habsburg capital of Vienna. Inside the city, 12,000 infantry, a city militia, and citizen-soldiers mount a desperate defense. As the Ottoman siege lines draw closer to the city walls, the outnumbered Viennese cling to the faint hope a relief force will arrive in time to save them. For both sides, the real battle is a race against time.
Fire & Stone: Siege of Vienna 1683 places you in one of the most dramatic sieges in history. With a completely different set of cards for each player, you will conduct deadly assaults against impenetrable fortifications, dig tunnels packed with explosives, and launch desperate attacks to delay your enemy's advance. Or you can play powerful events with the power to change the course of battle! Includes historical notes about the siege and 17th century siege warfare (knowledge not required to play the game).
Gaia Project is a new game in the line of Terra Mystica. As in the original Terra Mystica, fourteen different factions live on seven different kinds of planets, and each faction is bound to their own home planets, so to develop and grow, they must terraform neighboring planets into their home environments in competition with the other groups. In addition, Gaia planets can be used by all factions for colonization, and Transdimensional planets can be changed into Gaia planets.
All factions can improve their skills in six different areas of development - Terraforming, Navigation, Artificial Intelligence, Gaiaforming, Economy, Research - leading to advanced technology and special bonuses. To do all of that, each group has special skills and abilities.
The playing area is made of ten sectors, allowing a variable set-up and thus an even bigger replay value than its predecessor Terra Mystica. A two-player game is hosted on seven sectors.
Celebrate the 700-year-old tradition of Bavarian glass-making in Glass Road!
In Uwe Rosenberg's classic resource management and tile placement game, players take on the role of medieval glass-makers tasked with the production of glass and bricks. Over four building periods, players will use their identical hands of 15 Specialists and attempt to outwit and outplay their opponents as they develop their landscape, gather resources, and erect prominent buildings and structure to keep their business (and profits) flowing.
Mastering the balance of knowing the best specialist card to play and being flexible about when playing it - together with assembling a clever combination of buildings - is the key to success in Glass Road!
The morning stretches over the tops of the tall, rugged mountains that dominate the Iberian Peninsula. Hammers ring, iron on iron, fighting stubbornly for every inch of new track against the unforgiving and unyielding terrain. The age of the railroad is coming to Iberia, but it won't be easy?
In Iberian Gauge, you will invest in railroad companies during Stock Rounds. In the Operating Rounds, each share of stock allows the shareholder to build track for that company, in the order those shares were purchased. But building in such hostile terrain is expensive! Leasing track from other companies reduces cost and keeps your railroads expanding. Failure to expand will sink your stock values, leading to ruin!
The Industrial Age is starting to boom. You are in need of more workers for your factories, and you also need more workers to build railroad tracks to expand your railway network. This, in turn, will enable you to deliver the goods from your factories to cities with high demand - but be sure to earmark goods for fulfilling profitable public contracts because when the connection to Trieste is made, your net worth is all that matters.
Imperial Steam is a highly strategic yet accessible economic and logistics game that sees you making difficult decisions as you manage your business's operations while navigating fierce competition to ensure your victory!
Irish Gauge, the inaugural title in the Iron Rail series, takes place in mid-1800's Ireland. The railway term 'track gauge' refers to the spacing of the rails on a railway track, measured between the inner faces of the rails. Standard gauge is a precise distance of 4 feet 8.5 inches (or 1,435mm). Distances less than standard gauge are classified as narrow gauge while distances larger are termed broad gauge. The track gauge adopted by the railways in Ireland were 5 feet 3 inches (or 1,600mm).
Irish Gauge, designed by Tom Russell of Hollandspiele and artwork by the one, the only Ian O'Toole, plays 3 to 5 players over the course of 60 minutes. On your turn, you may either auction a share of any available company, build railway track in one of the companies, upgrade a small town to a city, or request dividends to be paid. Upgrading towns and requesting dividends affect the length of the game as well as the likelihood of companies paying dividends in the future. The game will end when a certain condition is met. The player with the most money plus stock value wins the game!
In Joan of Arc: Orl‚ans Draw & Write, 1-5 players draft followers that will help them move about France, gather goods, build buildings, establish trading stations, make money, and contribute to beneficial deeds. The player who can best utilize the followers they choose will score the most points and win.
In slightly more detail, each round, a number of follower tiles are pulled from a bag. Players take turns drafting the followers and taking actions that correspond to the follower they've chosen. After all the followers have been drafted, the bag resets until you've exhausted one bag per player.
In the solo mode, you compete directly against Joan of Arc at one of three difficulty levels.
In the 1980s, a merciless battle raged in Sicily that would later go down in history as "The Great Mafia War". Different mob families fought with and against each other for supremacy in southern Italy.
In La Famiglia: The Great Mafia War, you play against each other in teams (2 vs. 2) to take control of Sicily. Six different mafia families, each with special abilities, are at your disposal. The game rounds are divided into two phases: In the planning phase, you develop your abilities and bring fighters as well as secret orders to the board. In the combat phase, these orders are revealed and executed. Here, you use your fighters and bombs to dominate as many regions as possible. The combat system is both simple and innovative, making every fight an exciting psychological duel. The team that best combines and coordinates its abilities will finally dominate Sicily. La Famiglia is an extraordinary team game that provides lasting excitement through asymmetric abilities and a variable game set-up.
The Caribbean in the 17th Century: You are seafarers and adventurers, trying to increase your reputation with various nations, establish strong alliances, and obtain wealth and fame. You must go all out to win -- your opponents do not rest. Only if you manage to successfully implement your plans, victory shall be yours! This can be achieved through different strategies, upgrading your ship to a mighty vessel, engaging in combat, working as a privateer, building a network of assistants, setting off on expeditions, fulfilling quests, and much more. But beware: your maneuvers should be carefully planned because the end of a round can come quickly!
Immerse yourself in a colorful world full of adventures and opportunities. A new and splendid design by the master of strategic games - Alexander Pfister. Climb aboard and set sail for Maracaibo! A unique story mode: You can optionally play Maracaibo as a campaign, experiencing an exciting story as you go. In the process, several surprises change how the game plays out!
In the summer of 1972, the final match of the World Chess Championship in Reykjavik saw the ultimate showdown: American Bobby Fischer challenged the reigning world champion, Boris Spassky from the Soviet Union. Touted by the media as the most important sporting event of the Cold War, an incomparable thriller unfolded... and now, you can be right in the middle of it.
In Match of the Century, you play one another over a series of games, just as in a real championship match. However, here each game lasts only a few short and intense turns, so every decision counts in pulling off the win. As you play cards with unique effects from your asymmetrical decks, each of you manipulates the mental endurance of the other and the outcome of each quick game, but weigh your options carefully because only by giving up the advantage can you use your cards' effects.
The Nano9Games family of games offers a complete game experience consisting of 9 cards, 9 dice, and 9 cubes. This Wave 1 boxed set collects the first 3 games: Railways, City Planner and Empire together into a sturdy full colour slipcase featuring art from all 3 games.
Railways is set in the middle of the 19th century, the time of the Industrial Revolution. You must take advantage of the steam age and build your railroad empire by developing railroads, expanding buildings, and moving passengers to make the most profit at the end of twelve rounds!
In City Planner you must plan your city wisely and follow local building codes for commercial buildings, industrial sites, civic services, and residential areas to become the best City Planner! Different building types provide unique bonuses. It is up to you to decide which combination of buildings earn you the most points over the 8 game rounds.
At the turn of the century, build your solo industrial empire by constructing factories, hiring workers, producing goods, and selling them for a profit. How rich will you be when you retire? Create a manufacturing empire in 30 years (15 game turns) by building factories, producing Capital, Materials, Commodities, and Goods, and earn as much Profit as you can.
Components from all 3 games can be combines to play Empire Planners, where players compete to build and upgrade buildings, create railways, move passengers to their destinations and produce goods in their factories in order to gain Capital and create Profit. The rules are available from the publisher's website.
Puzzling and animal breeding: Designer Uwe Rosenberg is at his best! In New York Zoo, you are constructing an animal park. Build animal enclosures, introduce new animals and raise their offspring. The game play is straight forward as you have only two turn options: Puzzle a new enclosure tile into your zoo area or gain new animals to populate your animal encounters. But be sure to time your actions well since you want your zoo to participate in as many animal breedings as possible.
Orl‚ans: Invasion, the first large expansion for the award-winning game "Orl‚ans", contains six scenarios designed by Reiner Stockhausen and Inka & Markus Brand. It also includes a new set of Place Tiles that can be used with or without any of the scenarios.
The new scenarios are:
Mon Dieu, quelle horreur! The inhabitants of Orl‚ans have been hit hard as the plague has come upon them, bringing suffering and misery to the population. There are many dead to mourn, and even the plague doctor can bring only limited relief and hope to the long-suffering inhabitants. The clergy also has little to offer in the way of relief. And so, in the end, everyone is on their own and must try to protect their followers as best they can...
With Orl‚ans: The Plague expansion, the game conditions are made tougher from the start of play thanks to the "rat cards". Sometimes there are fewer monks in the game, sometimes no gears may be placed on place cards or the building of trading stations must be paid for with an additional coin.
New events are now also linked to the "corpse tokens" which players must place a certain number of in their bag at the end of each round. These tokens might be randomly drawn from the bag at the beginning of the round and occupy valuable space on the marketplace because they cannot be used for any action. To get rid of them for good, a player can fulfill indulgence cards through pilgrimage, donations, or other conditions, which also bring victory points at game's end. Fortunately, each player has a "plague doctor", a new figure that is available in (almost) every round and can be used universally.
Orl‚ans: Trade & Intrigue is the second large expansion for the award-winning game Orl‚ans.
This expansion adds new place tiles and four new modules:
Pagan: The Fate of Roanoke is an expandable and asymmetrical card game with one player taking on the role of the Witch and the other the Witch Hunter. The Witch attempts to carry out a ritual before being exposed and eliminated by the Witch Hunter. As the Witch strives to complete a ritual, the Hunter tries to track the Witch down and find out its true identity. Both players access variable card decks with 50 cards each and use different resources to defeat the other side. Many tactics and strategies are possible and necessary to survive in this fight between the two powers. Embedded in the dark graphics of illustrator Maren Gutt, the fictional story of the lost colony of Roanoke comes to life.
Nine villagers are under suspicion and only the Witch knows who the real witch is. Each turn, the two players use their action pawns on active villagers to draw cards, play cards, and gain influence. Moreover, the Witch can brew powerful potions, improve their familiar, and cast enchantments and charms. Meanwhile, the Hunter will be enlisting allies, claiming strategic locations, and ruthlessly investigating the villagers.
The official wooden token upgrade kit for Pagan: Fate of Roanoke!
For the Witch, this kit includes Secret tokens, Favor tokens, and screen-printed action pawns.
For the Hunter, this kit includes Clue tokens, Evidence tokens, and screen-printed action pawns.
The kit also includes Gloom tokens for the upcoming Beyond the Palisades expansion.
All pieces can be stored in their respective screen-printed cotton bags.
The Close Encounters Content Pack expands the base game of Pagan: Fate of Roanoke by shining a spotlight on the harsh life within the village. The Hunter's overwhelming presence is really taking it's toll, and more villagers are living their lives in fear, some even in shackles. A kind word here, a surreptitious suggestion there, has the civilian sentiment shifting in the Witch's favour, while turning the Hunter's own efforts against them.
This pack includes a pre-build decklist to get you strated so you can jump right into the action! Alternatively, you can craft your own custom deck to cater to the play-style of your own making!
The Mind Games Content Pack expands the base game of Pagan: Fate of Roanoke by bringing an abundance of new opportunities and challenges your game. Whether you are looking to have your opponent second guess every move you make or you want to add some extra spice to your convoluted schemes, these cards are sure to satisfy the needs of both the Hunter and Witch.
This pack includes a pre-build decklist to get you strated so you can jump right into the action! Alternatively, you can craft your own custom deck to cater to the play-style of your own making!
The Trials of Old Content Pack expands the base game of Pagan: Fate of Roanoke by shining a spotlight on the investigative aspeects of play. As the Hunter employs new methods of intense scrutiny, the Witch has a few new trick up their sleeve to avoid detection and accelerate the ritual process.
This pack includes a pre-build decklist to get you strated so you can jump right into the action! Alternatively, you can craft your own custom deck to cater to the play-style of your own making!
The success of your company is opening up new markets full of opportunities! With your expertise and logistical innovations over the last 3 years, the refinement requirements of this new era are even more demanding. With the emergence of new markets, new technologies and innovations have become available for your business to utilize. Additionally, these emerging markets have brought about new ways of evaluating your business. Will you take advantage of the new ways to exploit the markets or will your business fall to ruin in this everchanging world?
The station is jam-packed full of excited people ready to ride the rails. Mason is off to Chicago, Ashley to Denver, and Hunter is going all the way to San Francisco. The train arrives, and passengers start detraining the sleeper cars with the red-caped porters expertly loading their luggage onto the baggage carts. Enthusiastic travelers crowd the doors, anxiously anticipating their adventure cruising across America in style!
In Ride the Rails, you will invest in railroad companies, build railway track across America, and deliver passengers to as many cities as possible. Each round, a new Railroad company is introduced to the game, and each Railroad company has its own special placement rules! Deliver passengers to as many cities as possible to earn the most points. Be cautious in your travels, as shareholders of Railroads that you use will also earn points!
Key Features:
This expansion features a double-sided game board of Australia and Canada. Australia: New Long Distance hexes are available to connect far away cities which provide massive bonuses. The rugged terrain reduces your build capacity even further! Canada: Multiple clusters of cities await your connections. Toronto provides a bonus for all railroad companies connecting there. Both maps feature new ways in which the 6 railroad companies are introduced in the game!
Ride the Rails: France/Germany is an expansion for Ride the Rails that consists of a double-sided game board that features France on one side and Germany on the other. This expansion uses the original rules of Ride the Rails while providing a few special new rules specific to the map being played.
The Rifts changed our world! What once seemed lifeless began to rise and awake... Lead an alliance of unique guilds each controlling powerful elementals. Gain Riftforce by destroying your opponent's elementals or controlling the locations along the Rift and rise to eternal power! 1. Play new elementals with the same number or the same guild. 2. Discard a matching card to perform powerful combo attacks with your played elementals. 3. Choose the right time to draw and gain Riftforce for each of your controlled locations.
Contents:
In Rise, you assume responsibility for the economic and social development of a city. There are not many limits to your possibilities: On various tracks, you can influence how best to provide for your citizens' well-being, whether through culture, science, or political relations - but all of this can be achieved only in accordance with respect for conservation of the environment and the satisfaction of the population.
The game revolves around ten tracks on which you move your markers to gain further effects and gather influence. The unique and innovative card mechanism, which includes events and tough decisions, will change your decision making from round to round.
Once twelve rounds have been played, players count their points to see who was able to accumulate the most influence in the city.
After a massive earthquake in 1755 that tore down Lisbon and most of Portugal's southern coast, it was necessary to rebuild an entire nation. The demand for window glass increased so much that William Stephens, a British businessman, saw the opportunity to expand his business in Portugal by investing in the glass industry. Utilizing his commercial skills and civic education, Stephens was able to nurture an unprecedented industry that provided medical care, education, and culture for the workers and their families.
In Stephens, players compete amongst one another in the role of master glassmakers working at the now-famous Stephens Factory to become the most prestigious figure in town?after Stephens, of course. Through clever and cunning planning, all players will develop their works, invest in new businesses, and promote the creation of jobs. Through a unique action-selection mechanism, on their turn players choose from a variety of options, either by activating the Stephens factory or by activating one of their personal investments.
The game ends when the Napoleonic forces arrive in town, at which time the player with the most prestige wins.
Each turn you will choose a single action to perform a variety of options using a distinct action selection mechanism; you either:
Includes a Solo mode that features 6 Scenarios and 5 unique Opponents to test your mettle.
As a prestigious city planner, you have been ordered by the queen herself to build a harmonious city. Take care to balance the human and natural realms by creating equal amounts of building (black) and park (green) tiles, and do not forget to incorporate the shape of a rectangle - the shape most important for fortification. Can you build a city worthy of the queen? In Tangram City, players place tangram-shaped tiles in a randomly determined order in a square field while trying to balance the amount of building (black) and park (green) tiles. The more balanced these are and the more often you have built a rectangle shape, the more bonus points players receive.
In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups.
Terra Mystica is a full information game without any luck that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities.
Proximity to other groups is a double-edged sword in Terra Mystica. Being close to other groups gives you extra power, but it also means that expanding is much more difficult.
Only few other games have received as many awards in recent years Terra Mystica! in this peaceful strategy game, you'll decide the destiny of your faction. In this peaceful strategy game, you'll decide the destiny of your faction. Choose between Wtiches, Darklings, Dragon Masters, and 17 other factions.
Terraform the world to your ideas and construct a large number of buildings. Upgrade them and gain various resources as regular income. Build your stronghold to activate your faction's special ability. Build temples and gain influence in the four cults of fire, earth, water, and air! Use the unique ability of your faction.
Terra Mystica offers a great depth of play without being unnecessarily complicated. The numerous factions and different round scorings guarantee high replaybility.The Big Box contains all the following:
The Automa Solo Box is an expansion that allows you to play Terra Mystica alone. Play the base game or add one or both of the Fire & Ice and Merchants of the Seas expansions. 10 different Automa factions and various difficulty levels challenge you to prove your skills in the world of Terra Mystica!
Includes a variant to add Automa as an additional neutral player ina 2-player game.
Terra Nova is a simplified version of the globally-acclaimed strategy game Terra Mystica. Choose from 10 different factions, each with different abilities. Spread out on the central map as skillfully as possible and achieve certain goals from round to round. In peaceful competition with the other factions, erect buildings and settle new territories. Use your faction's special abilities in a clever way to control the largest territory at the end, and win with the most points. High-quality components and variable game elements make Terra Nova a game you can enjoy for many years to come! Includes advanced two-player variants!
Contents:
Each year, the graduating classes of the Ravenrealm Magic School compete to demonstrate their mastery of magic. For the final exam, all the wizards of each class must assemble at the legendary Ravenskeep... but every last one of them has procrastinated, distracted by learning new spells. They've also used all their potions-they can't show up unprepared, with empty potion bottles!
Help your wizards get to Ravenskeep as quickly as possible. Using their magic they could even move the very towers atop which they stand to get there more easily! But how can they refill their potion bottles along the way? Well, here's a little secret: Trapping wizards allows you to capture some of their magical essence in a bottle...
This expansion contains 2 spells: Retrieve A Card and Movement Swap. Retrieve A Card Effect: Take the top card from the discard pile, even if it is the card you just played. Note: you will not draw to fill your had to 3 cards at the end of your turn until you have less than 3 cards. This is the same spell as the previously released "Re-Use A Card". Movement Swap Effect: Swap the movement values on the movement card you play. this has the following effect: For a card that can move either a tower or a wizard, their movement values are swapped. For a card that can only move a tower, it moves a wizard instead. For a card that can only move a wizard, it moves a tower instead.
This expansion includes 2 New Magic Spells for Wandering Towers. New Spells included are Fill a Potion Bottle and Extra Die Roll. FILL A POTION BOTTLE: If you use this magic spell, you may flip one of your own empty magic potion flask to the full side. EXTRA DIE ROLL: If you use this magic spell, you may roll a new movement value with the die after a movement card is played, instead of moving the value indicated on the card. If the movement card shows a die or dice, you may roll the die again. In both cases you have to move the result of the roll.
The official playmat for Wandering Towers!
The playmate features locations for all 8 spells, draw card and discard stacks, and locations around the game map in a charning fantasy landscape.
Constructed of the thic 2mm neoprene with stitched edges, this playmat will stand the test of time. The playmat comes in a cardboard display box.
In June 1972, five men are arrested in Washington's Watergate building. What looks like a third-rate burglary attempt on the headquarters of the Democratic National Committee induces journalists Bob Woodward and Carl Bernstein of the Washington Post to start a thorough investigation. Over the following two years, they discover that the five men were directed from within the White House to spy on political opponents. As a consequence, in 1974 President Richard Nixon resigns from office to avoid impeachment.
In Watergate, one player assumes the role of a Journalist, while the other embodies the Nixon Administration - each with a unique set of cards. To win, the Nixon Administration must build up enough momentum to make it to the end of the presidential term, whereas the Journalist must gather enough evidence to connect two informants directly to the President. Of course, the administration will do all in its power to smother any evidence. History of Watergate included with the game!