Bios:Origins is the 3rd part of the Bios Trilogy. The action starts much earlier than most Civilization games: 200,000 years ago or even earlier. One to four players represent the human subspecies extant at that time: Sapiens, Neanderthal, Denisovans, & Hobbits. Take them on an adventure to enlarge your brain, acquire language, discover new worlds, domesticate strange beasts (such as riding war kangaroos or mammoths), discover the wonders and terrors of religion, dive for pearls, challenge the gods, enslave rival hominins, and perhaps enter the Enlightenment. Although wars of conquest and religion are possible, most of the fighting will be internal. You have only limited control of over your ruling class, and if your priests are in control and do a poor job, they will get killed and usurped by merchants or warlords.
Win by specializing as cultural, political, or industrial civilization. This means, unlike most civilization games, that a cult figure on a mountaintop in New Zealand can win over an Emperor that has swept the globe with his armies.
The game integrates with Bios:Genesis and Bios:Megafauna, so that you can start as a variety of intelligent but not-quite lingual marine or terrestrial creatures. Two maps and 26 hex chits are included, to accommodate variable landforms and cratons on habitable Earth, Mars, or Venus. Solitaire and cooperative variants are included.
In a not very distant future big corporations fight over control of space. You play as the head of a corporation exploring and exploiting the moons and asteroids in the outer parts of the solar system.
A quick playing game where you outwit and fight your opponents. Plan your moves and use the gravity of the planets to strike your enemy and reach the resources you need. Build mines and factories to grow your fleet of spaceships. Win by building the combination of structures your company requires.
Asymmetrical winning conditions and a modular board increases replayability.
The intrepid explorers of Saturn have discovered strange artifacts and anomalies in space. This must be proof of an alien civilization been here before us! The expansion adds new moonlets, battlecards, and alien spaceships to your arsenal.
Dino Dynasty Board Game is a legacy strategy game of survival and evolution where you are a dinosaur, fighting to survive while others fall to extinction.
In Dino Dynasty Board Game, you lead a dynasty of dinosaur species through an ever-changing prehistoric world. Evolve abilities, morph traits, explore dangerous environments, and face extinction events that reshape the map.
Each game offers a new combination of map and objectives, and in legacy mode, your decisions carry forward, changing the fate of your lineage. With layered strategy, evolving threats, and stunning artwork, Dino Dynasty is the ultimate dino-themed survival game.
Dive deeper into the prehistoric world of Dino Dynasty with the From Armour to Tail Clubs Expansion.
This exciting addition introduces four formidable new dynasties: Pachycephalosauria, Abelisauridae, Ankylosauria, and Ornithomimosauria. Each dynasty brings a unique set of characteristics, complete with three new dinosaurs per group, offering players fresh strategies to explore and master.
This expansion not only enriches the gameplay with new dinosaur dynasties but also introduces Morph Abilities inspired by these ancient creatures. These powerful traits and behaviors allow you to customize your dinosaurs further, adding a new layer of strategy and depth to your gameplay. Master the art of evolution and dominate the prehistoric landscape with these unique abilities!
Medicine in Imperial Rome is an art of celebrated advances, an art of showmanship and bitter rivalry. There is one doctor above all others: Galenus. Influenced by the theory of humorism - the idea that all ailments were caused by an imbalance of four fluids: black bile, yellow bile, phlegm, and blood - the writings of this second century Greco-Roman dominated and influenced Western medical science for more than 1300 years and no one dared challenge him. Will you?
Galenus is a worker placement game where you plan to do up to 6 actions and then decide when and how to resolve them. As such, some players can still be planning their actions while you are already resolving them. You can choose to recruit and treat patients - gaining knowledge in one of four humors - publish works based on that knowledge, acquire herbs to aid your work, rejuvenate in the baths, or adopt a new philosophy. At the end of the year you compete in medical contests expending your focus and knowledge to gain reputation. If you publish enough notable works or otherwise make the biggest impact on Galenus, you will earn his respect and enter his inner sanctum.
This is the 4th ed of Phil Eklund's signature game High Frontier. It started with Rocket Flight (1999), a game with the vision to let "Each player start as a spacefaring company in the year 2020 trying to make a profit in trade and technology development." Now that we are at that year, High Frontier has evolved into a modular system open to enthusiasts to keep it updated ever farther into the future.
The Core Game is equivalent to the previous edition's basic and advanced rules, and includes Module 0 (Politics). It also comes with the beginner's game Space Diamonds (accessible to bright children), Race for Glory (introductory, including a playthrough), and a variety of solitaire and cooperative variants. The iconic map of High Frontier is the most comprehensive map of the solar system ever published! Since it is a delta-v map, it offers a completely different view of the accessibility of the worlds that orbit Sol. The cards and map have been expanded and produced in consultation with experts in the field, and the author himself is a former rocket scientist, and we can safely say this is the most accurate yet accessible game of space exploration/exploitation ever published. Transition rules allow High Frontier to work as an independent 4th stage in the Bios:Earth trilogy (Bios: Genesis, Bios: Megafauna, and BIOS: Origins) about the evolution of life on our planet.
Module 2 - Colonization introduces orbital space colonies called Bernals and space pioneers called Colonists. These two types of cards extend the core game to go beyond industrializing and exploiting the resources of the solar system to colonizing and settling the solar system. Bernals upgrade your Colonies to give you extra Victory Points, according to the Hydration of nearby Factories. They also award Colonists, which you can take to Sites to perform extra Operations there.
As factions inevitably expand into the solar system and become less dependent on Earth and its resources, Loyalty changes and conflict can erupt.
Module 5 Economy allows you and the other players to buy and sell shares in aerospace companies whose value is tracked in a matrix called the stock market. The players themselves are the customers for these companies, and with more customers for a customer service, the more capital the company can purchase and the higher their share value. If you own the most shares in a company, you are its chair and decide if dividends are paid out to the shareholders or instead the funds are reinvested into company capital allowing them to have cheaper services. Players buy shares in companies that are likely to rise in value and sell them when their cash could be better used elsewhere. Because shares are so easily bought and dumped, and they retain value after an Aqua crash, holding shares is generally superior to holding Aqua.
Module 1 - Terawatt introduces two new patent decks: Freighters and GW Thrusters. Freighters are a new type of patent card allowing the transport of valuable factory goods back to Low Earth Orbit. GW Thrusters are more powerful and efficient versions of the MW Thrusters of the core game, allowing your Spacecraft to reach the outer planets more easily. This module also optionally introduces Futures which are special game goals to earn victory points.
Educate the new generation of women to light the path to independence with Kartini: From Darkness to Light Board Game.
Looking for a board game about education, women's rights, and building change under colonial rule? In Kartini: From Darkness to Light, you lead a girls' school in early 1900s Indonesia, where teaching is a radical act. Recruit students from across the islands, overcome resource limitations, and guide your graduates to become teachers, leaders, and agents of independence.
Inspired by the real-life legacy of R.A. Kartini, the game blends resource management with meaningful social impact. Every turn is a chance to empower, uplift, and defy oppression, using knowledge as your most powerful tool.
Will your school light the way toward freedom?
Pirate. Preacher. Prince. Your future lies on the storm-swept Spanish Main.
Looking for a Caribbean strategy board game with hidden roles and evolving objectives? In Pax Hispanica Board Game, you enter the storm-swept world of the 17th-century Spanish Main, where ambition rules the waves. Play as a pirate, preacher or prince, your secret role determines your path, but your actions will define your legacy.
This tableau-driven game features asymmetric objectives, naval raids, and immersive storytelling. Each session creates a new historical narrative, rich with bold moves and ruthless ambition.
Will you raid the coast, rule from the shadows, or rise through royal favor? The Caribbean is yours to shape in this game of asymmetric ambitions in the Spanish Main.
Secret orders and conspiracies: pull strings in the shadows to ignite the Enlightenment.
Looking for a secret society board game where you shape the Enlightenment from the shadows? In Pax Illuminaten Board Game, it's 1776 in Bavaria, and the world is on the edge of transformation. As a powerful Illuminati leader, you'll pull strings behind closed doors to spark revolutions, spread radical ideas, and climb the ranks of Europe's intellectual elite.
With tableau-building and covert engine-building mechanics, this strategy game blends mystery, manipulation, and historical speculation.
Pax Illuminaten is a crunchy game of subtlety, strategy, and secrets, but can you outwit your rivals and guide the Enlightenment from the shadows? And can you unravel the hidden secrets in the game?
True, some Vikings lived as robbers, but most of them were doing well as great farmers, traders and explorers. And the Vikings were true animal lovers. Above all, they liked cats. Freya, one of the strongest gods in the Norse fairy tales who had her own Valhalla called Folkvang, had a chariot pulled by two cats.
Viking ship had cats with them on the voyages, across seas and along rivers. In Pax Viking Junior, you are such a cat family! On a Viking ship traveling across seas and along rivers.
You win by collecting silver, gold and jewels and by making friends among other animals around Europe. The exact combination you need differs from game to game, so you can many times with different experiences.
Sammu-ramat ruled the Assyrian Empire at a time of political uncertainty, which is one of the possible explanations for why Assyrians may have accepted her rule (as normally a woman as ruler would have been unthinkable). Her reign lasted between 811 BC ? 808 BC. In this collaborative game you the players are Sammu-ramat, together with advisors surrounding the royal court and vassal states, you try to keep the Empire strong and protected against internal unrest, external threats, natural disasters and much more. All players win or lose together.
In this 1-5 player co-op board game, you will be one of the advisors surrounding the Assyrian royal court. Each Advisor has its own abilities and strengths. Players spend actions to play action cards and move from region to region along the paths printed on the board, trying to balance the needs of the regions (Military, Supplies, Health, and Diviners). In battle with the enemy units are removed 1:1, i.e. combat is deterministic.
Your mission in each game you play is to assist Sammu-ramat through one of the many challenges that she encountered during her reign. This challenge is presented to you as a scenario, found on a Challenge card that you draw during setup. Apart from completing the scenario, players need to make sure that the Empire is stable and that Queen Sammu-ramat is safe.
What is Stationfall? Well, imagine a dozen or so random humans, robots, and none-of-the-aboves, each with their own abilities, goals, and secret relationships, have been turned loose on a space station that is going to be incinerated upon its inevitable reentry into Earth's atmosphere. You are one of these characters, and the others are collaborators you have on hand ready to assist you in achieving your goals. But choose them wisely, as any one of them could secretly be another player waiting to betray you!
Stationfall is a box full of creative solutions, but that box is going to morph, twist, and grow teeth over the course of play. Your best turns will exploit the unique tactical freedom of being a secret conspiracy, as well as deductions about your opponents' identities and motives. Stationfall is messy, intricate, and full of dangerous variables.
Stationfall neoprene mat 1000x840mm.
StegegetS is a roll and write game set in space. Easy enough for the whole family to enjoy. All players use the same common, beautiful map-sheet for writing and creating a memorable score image.
Roll the 7 dice to get combinations that lets you land on the available planets, moons, and other objects in our solar system. Draw directly on the sheet to show where you go and what you score. When you landed somewhere it becomes your spot, no one else can score for that combination.
When you land you also collect water resources to be able to roll more times and collect points to be able to win. If you want you can use your roll to instead invest in technology, to get various bonuses for the remainder of the game. This makes you more likely to reach the more difficult places to land on in our solar system and find the really high points.