Featuring fifty historic ships, Crossing Oceans revives the golden era of ocean liners at the turn of the 20th century. Ever larger and faster steamships revolutionized maritime traffic. Daring shipping companies opened steamship lines to the major ports worldwide. Modern steel juggernauts replaced traditional sailing vessels and competed intensely for dominance on the shipping routes.
Build yourself a thriving merchant fleet, and guide it to economic prosperity. Acquire the most modern steamships on the market and take over the precious ports from your rivals. Build an extensive network of trading posts and coal bunkers to expand the capability of your fleet. Make use of diverse options to carry out lucrative transports and win the prestigious Blue Riband of the North Atlantic.
Crossing Oceans picks up the theme and some elements of the 2017 board game Transatlantic, composing an entirely new game on a large historical map and using a new rondel mechanic instead of the old card driven game.
Your small realm is ripe for farming and mining, and those battlements should hold... for now. But winter is coming, and there are only so many hours in a day. So, where should you spend your limited time? Should you harvest wheat, collect ore or reinforce your defenses? The hand of fate is fickle, and only the player with the best foresight will triumph!
In Dice Realms, each player rules a small realm, represented by two or more customizable dice. The removable die faces allow for the strategic improvement of farming, mining, defense, upgrades, and more. Each round, the players simultaneously roll their dice to collect grain, victory points, and coins. Then, they must decide how to upgrade their die faces to improve their realms. But the players must be careful; each round, the Fate Die is rolled, and fate can be fickle. The survival of your realm is in your hands: Will it thrive or merely survive?
As realms recover from the Great Plague, trade resumes, universities are founded, and merchant houses flourish.
Can you build the most prosperous realm while contending with fate?
This Trade Expansion upgrades Dice Realms, adding a new die type, 9 more die faces, 5 lines of related die faces, and 8 events that modify the Fate Die, representing the tumultuous late Medieval world.
New cooperative and solo play options, as well as recommended setups, are also provided.
Dominion Card Game: 2nd Edition: Update Pack contains the seven new kingdom cards introduced in the second edition of Dominion, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.
The new cards are: Harbinger, Merchant, Vassal, Poacher, Bandit, Sentry, Artisan.
The following cards included in the first edition should be removed when using the second edition update pack:
The fires have reached the city. Hurry to the ship! Life on the Old World is being burned away by increasing solar radiation. Your civilization's only hope lies in the New World, and you don't have much time to get there. Gather your people and evacuate!
You start the game with a fully functioning economy. But to survive, you must dismantle that economy and relocate it to the New World. Building up the New World requires resources. Maybe you can ship them in. Maybe you can get the planet to start producing resources for itself. Work fast. You only have 4 rounds. If you can build three stadiums on the New World and increase all production to Level 8, you win. Otherwise, players compare scores after 4 rounds. The game also includes modules for alternative modes of play.
History of the World retells the story of humanity, starting from ancient Sumeria and ending with modern day USA. The map emphasizes those lands where civilizations flourished. Over sixty peoples feature on Empire and Event cards. Capitals, cities, monuments and forts are brought into play and then, just as quickly, are reduced by the armies of rivals. Control of buildings and lands enables players to collect gold. Whosoever has most gold at game end is the winner.
Major differences in the latest History of the World edition: With or without dice rules. Distribution of Empire cards and Event cards. New Event cards. Gold collection mechanics. New "Area tokens" strategy. New "Honor tokens" provide benefits. New player array. Just to add that though there are many changes, one of our objectives has been to keep the spirit of the game intact and to incorporate elements that had featured from the very earliest versions of the game, as well as later useful developments. Hence, "Catastrophe" has now become an Honour. One element that has not survived the passing of time is "Weaponry"- which was always too strong an Event.
After 15 years, Power Grid, the hugely popular and award-winning game, is being upgraded. Small but meaningful improvements have been made to the game including updated rules to improve gameplay, an updated player order tracker, new reference cards, and a discount token to enhance power plant auctions. Power Grid Recharged will be compatible with all previous Power Grid expansions.
Power Grid: Australia & Indian Subcontinent includes two new maps for Power Grid: Recharged or Power Grid.
The Australia map challenges players with several independent power networks. Players now the ability to sell uranium.
The Indian Subcontinent map offers a more restrictive resource market. It can punish players who expand too quickly with power outages!
Power Grid: Benelux & Central Europe includes two new maps for Power Grid: Recharged or Power Grid.
As the Benelux countries support ecological power, players may have greater opportunities to acquire such power plants. Also, oil is more available and coal less available in these countries.
As Central Europe has large coal supplies, coal will be much more plentiful then elsewhere in Central Europe. However, due to political stands taken by some countries, players may be limited in their access to nuclear power.
The result is not just new maps, but new ways to play this great game!
Power Grid: Korea & China includes two new maps for Power Grid: Recharged or Power Grid.
The Korea map comes with two separate resource markets (North/South).
The China map has rules for the planned economy in China ? power plants come out in ascending order during step 1 and step 2.
Power Grid Recharged: Europe & North America is a pair of expansion maps for Power Grid! Thanks to their special size, these two maps both have seven regions. The maps were released in 2014 for the tenth anniversary of Power Grid in the standalone base game Power Grid Deluxe, which used a completely different graphic style. Now you can finally build your networks in Europe and North America with Power Grid, too!
Power Grid: France & Italy includes two new maps for Power Grid: Recharged or Power Grid.
Along with the maps are small rule changes to reflect the power culture in these two countries.
The result is not just new maps, but new ways to play this great game!
The Northern Europe / United Kingdom & Ireland includes two new maps for Power Grid: Recharged or Power Grid.
Power Grid: Russia / Japan includes two new maps for Power Grid: Recharged or Power Grid.
Russia: This map features a restricted market for power plants. Additionally, the standard rules for exchanging out of date power plants are changed. The players are forced to completely rethink their strategies.
Japan: Based on the crowded geographical surroundings, the players can start two separate networks in Japan. The first connections are restricted to certain cities, guaranteeing a tough fight for the best networks.
For decades, there has been an abundance of oil in the Middle East. However, in the near future the so-called "peak oil" threatens this area: This is the point in time when the output of the oil wells begins to decrease. Already, a few countries of this region have nuclear power plants, and that number will increase in the future as the amount of oil from the wells diminishes. Most likely, other energy sources will play a part, too, such as the recycling of plastic waste.
The players start the game with an excessive supply of oil. Additionally, the players have access to plenty of natural gas (using the coal tokens of the base game) and a few solar plants (the green power plants). However, at the start of the game the players cannot buy nuclear or garbage power plants. During Step 2, the abundance of oil and natural gas will run dry. Both nuclear and garbage power plants will then be available as alternatives. Thus, in the middle of the game the players are forced to adjust their power plant mix. The energy supply in South Africa is executed almost exclusively by a single trust, which is the seventh biggest energy supplier in the world measured against the production of energy. Roughly 90% of the energy is produced in coal power plants. Additionally, South Africa uses a few nuclear power plants and both water and wind ecological power plants. Because of its size, the trust also supplies half of the rest of Africa with energy. Thus, the game board contains six international power connections and a lot of available coal.
This expansion offers new challenges for Power Grid. Explore 3 different variants to play with the maps of Germany and USA. The included cards are playable with all map expansions; rules for those can be found on the publisher's website. Rules for using with the Germany and USA maps are included.
Contents:
These power plant cards were released in 2014 in Power Grid Deluxe (which is now out of print). They are now available for everyone in a graphical style that matches the original Power Grid and Power Grid Recharged. You can replace the deck in the original game with this deck or add these plants to the game for more variety.
With the invention of JumpDrive, the race for the galaxy begins! Develop new technologies and settle worlds to build a space empire. Find winning cardcombinations! This fast paced card game introduces players to the Race for the Galaxyuniverse. Can you build the most prosperous galactic civilization?This is a complete game and offers simpler rules and a shorter game than its older brother: Race for the Galaxy
As empires rapidly expand, the race for the galaxy continues! Jump Drive: Terminal Velocity is an expansion to Jump Drive. It adds new game cards, optional start worlds and goals, material for a fifth player, and a series of five challenges for solo play.
The game Resafa takes place during the 3rd century AD in the area of today's Middle East. Resafa now lies in ruins in modern-day Syria, but at this time it was a fortified desert outpost that flourished as a stop along important caravan routes. In the game, players represent merchants who travel on business trips and buy and sell goods in the various cities in the region. Resafa had no local sources of water, so it depended heavily on large cisterns to collect the spring and winter rainwater to make the area habitable. Players build water tanks and canals to distribute that water where it is needed.
In the cities, they build workshops to help their businesses grow, which will allow them to collect resources and camels. They also construct gardens between the businesses, generating more resources and also victory points. The game is played over six rounds. In each round, a player takes only three actions, playing action cards in this tight and exciting game.
Roll for the Galaxy is a dice game of building space empires for 2-5 players. Your dice represent your populace, whom you direct to develop new technologies, settle worlds, and ship goods. The player who best manages his workers and builds the most prosperous empire wins!
This dice version of Race for the Galaxy takes players on a new journey through the Galaxy, but with the feel of the original game.
Roll for the Galaxy: Rivalry, the second expansion for Roll for the Galaxy, consists of three expansions in one box.
First, it adds expansion content to the base game: 62 more game dice, a new die type, start factions, home worlds, and more than double the number of game tiles for the bag as in Ambition, the first expansion for Roll.
This material is compatible with Ambition, but that expansion is not required to play Rivalry.
Rivalry also contains two optional game modules - the Deal Game and the Orb Game - which can be played separately or combined.
These modules can also be combined with the goals in Ambition, although we suggest not combining them all at once for new players!