Tag: Network Building

Network Building is a game mechanic in which players develop routes to traverse the game’s world. These routes typically connect locations of interest.

Maglev Metro

Maglev Metro

Maglev Metro

In Maglev Metro, utilize state-of-the-art magnetic levitation technology to build a metropolitan rail system, transporting workers and robots beneath the city. Replace aging Manhattan and Berlin subway systems with newer, faster, quieter technology. Enhance your rail system’s abilities so that your passengers arrive at their destinations first.

Efficiency is your key to success in this pick-up-and-deliver, tile-laying, engine-building game. Transparent tiles allow your route to overlap your opponents’ tracks, winding you along from station to station. Robots efficiently upgrade and adjust your abilities, leveraging unique goals to maximize points. By the end of the game, the game board has morphed into a modern subway map, with brightly-colored routes connecting stations all over the city.

Maglev Metro contains two unique maps.

Game Mechanics:

  • Network Building
  • Pick-Up and Deliver
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.74

Hansa Teutonica: Big Box

Hansa Teutonica: Big Box

Hansa Teutonica: Big Box

The multi-award-winning strategy game Hansa Teutonica is back in a Big Box edition including the base game and all expansions. In the game, players attempt to increase their standing as merchants in the Hanseatic League by gaining prestige points in various ways. For instance, they can try to establish a network of counting offices in new Hansa cities by occupying an entire trade route between two cities — but before that happens, player markers can also be displaced by other players. Players may also aim to develop their trading skills, improving their abilities throughout the course of play. With only two actions per turn and a variety of contested opportunities, every turn is equally quick and strategically demanding.

Game Mechanics:

  • Action Points
  • Area Control
  • Network Building

Game Specifications:

  • 2 – 5 Players
  • 45 – 90 Minutes
  • Difficulty Weight 3.11

Catan: Explorers & Pirates

Catan: Explorers & Pirates

Catan: Explorers & Pirates

Catan: Explorers & Pirates is the fourth major expansion for The Settlers of Catan (following SeafarersCities & Knights and Traders & Barbarians) and it includes five scenarios and three missions; some of the scenarios make use of the missions while others do not.

Catan: Explorers & Pirates differs from the Catan base game in three main ways. First, instead of having only a single island in the game on which players build and compete for resources, three islands are present – but the landscape of only one of these islands is known at the start of the game. Players start on this island, then build ships and bring settlers into play so that they can then travel to new lands. When a ship ends its movement on unexplored territory, that hex is revealed and a randomly-drawn number chip placed on it, with the player earning one resource as a reward – assuming the hex produces resources, that is. (The number of unknown tiles varies from 16 to 32, depending on the scenario.) A settler and ship can be transformed into a port settlement, from which roads and new ships can be built to enable further exploration.

Second, instead of using cities, Catan: Explorers & Pirates allows players to build port settlements for two corn and two ore, with a port settlement supplying one resource when the adjacent number is rolled at the start of a turn. Like cities, port settlements are worth two victory points (VPs), and the number of VPs required to win depends on the scenario.

Third, if a player receives no resources during the production roll (other than on a roll of 7), she receives one gold in compensation. Two gold can be traded with the bank for a resource of the player’s choice. Gold has other uses as well, such as helping you escape from pirates.

The five scenarios included in Catan: Explorers & Pirates are:

• Land Ho! Explore the seas of Catan and discover two new islands to expand your settlements. Once you’ve discovered an island, you must use ships to ferry settlers from one island to another and colonize distant lands. (Introductory scenario)

• Pirate Lairs! In this scenario, pirates prowl the seas along with your trading vessels. Pay tribute to the pirates or drive them off, then find and capture their lairs to earn gold and VPs! (One mission scenario)

• Fish for Catan! The people of Catan are short of food, so it’s time to take to the ocean to fish for meals. These are deep water fish, though, so first you must find their shoals before you can catch them! The Council of Catan will reward players with VPs for returning fish to the island, as well as for capturing pirate lairs. Just watch out for roaming pirates, as not only will they demand gold for tribute, they might also get to the fish before you do! (Two mission scenario)

• Spices for Catan! In this scenario, the Council of Catan wants you to find fish and spices for the people of Catan! As before, they reward the most industrious merchant captains with VPs. Obtaining spice will require you to become friends with the mysterious inhabitants of the Spice Islands, but in return they will not only trade you spices but teach you their knowledge of sailing or even pirate fighting techniques! (Two mission scenario)

• Explorers and Pirates! This lengthy and challenging scenario brings everything from the previous scenarios together! Explore new lands, capture pirate lairs, find fish, and befriend the inhabitants of the spice isles! (Three mission scenario)

Game Mechanics:

  • Dice Rolling
  • Hand Management
  • Negotiation
  • Network Building
  • Trading

Game Specifications:

  • 2 – 4 Players
  • 90 – 120 Minutes
  • Difficulty Weight 2.79

AuZtralia

AuZtralia

AuZtralia

AuZtralia is an adventure/exploration game for 1-4 players set in an alternate reality 1930s. The theme is inspired by Martin Wallace’s A Study in Emerald. Following the Restorationist war, the northern hemisphere lands lay poisoned and starvation was the norm. Intrepid adventurers set out to explore and settle new lands. Little did they know, after the war, the surviving Old Ones and their remaining loyal human armies made their way to the outback of Australia to lick their wounds. Build a port, construct railways, mine and farm for food. You’ll need to prepare for the awakening. You’ll need to fight.

Everything you do in the game costs time, which is one of AuZtralia’s most valued resources. At a point in time, the Old Ones will wake up and become an active player. They begin to reveal themselves and move, with potentially devastating outcomes. You’ll need to prepare wisely for the awakening and may have to co-operate with others to defeat the most dangerous Old Ones.

Military units will help you to locate, fight and defend against the nightmarish beings that may be lurking on your doorstep. As well as hardware, you’ll need to recruit some Personalities who have the skills and resources to help you.

Riches from the land, mixed with darkness and insanity await you in the outback. Will humanity prevail or will the Old Ones wreak their revenge?

By default, the game is semi-cooperative, where one wins or everyone loses. The rulebook includes a fully cooperative variant.

Game Mechanics:

  • Cooperative
  • Economic
  • Network Building

Game Specifications:

  • 1 – 4 Players
  • 30 – 120 Minutes
  • Difficulty Weight 2.93

Via Nebula

Via Nebula

Via Nebula

Crafters, builders and carriers — your help is needed to dispel the mists of Nebula! The people of the valley will reward you handsomely if you harvest and exploit our many resources, open paths through the mists, and help our settlers build new structures. Cooperate temporarily with other builders in order to create paths and share goods, but do not forget your own objectives. Will you have a statue erected in your honor on the Nebula City plaza?

A game of Via Nebula starts with a board showing a hexagonal grid, some production sites with a few available resources on them (wood, stone, wheat, and pigs), building sites in various areas scattered over the whole board, and a lot of mist.

Turn after turn, players have two actions at their disposal from these options: They may clear the mist of a hex to create new paths of transportation, open new production sites, open a building site in a city, carry resources from any production site to their own building sites, and, of course, achieve a construction. Resources and paths through the mist may be used by all the players. This initially induces a kind of cooperation, but eventually other players will take advantage of your actions!

To achieve a construction, you fulfill a contract on one of your cards. You start the game with two contracts, and four more contracts are available for all players to see and use on a first come, first served basis — and that’s where the cooperation abruptly stops. Additionally, most contracts have special powers that are triggered on completion.

The game ends when a player finishes a fifth building. Opponents each take two final actions, then players score based on the number of cleared hexes and opened production sites and the point value of their contracts, with a bonus for the player who ended the game.

Game Mechanics:

  • Action Points
  • Network Building
  • Pick-Up and Deliver

Game Specifications:

  • 2 – 4 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.22

Tsuro: Phoenix Rising

Tsuro: Phoenix Rising

Tsuro: Phoenix Rising

Long ago, a vengeful god stole the stars from the night sky. To illuminate the night, hopeful people sent glowing paper lanterns floating toward the heavens. Out of nowhere, clever magical phoenixes appeared, soaring through the sky. As they flew from lantern to lantern, their enchanted touch changed the lanterns into new stars! The phoenix who can create a constellation of seven new stars will be the champion of a world looking for light!

Tsuro: Phoenix Rising is a new entry in the classic Tsuro series. The game shares a bond with the foundations of the venerable original: play tiles, move pawns, and stay in play, but it introduces a revolutionary board that allows for the double-sided tiles to flip and rotate throughout the game, creating diverging paths and opening up new strategies.

Featuring gorgeous phoenix miniatures, beautiful lantern tokens, and unique gameplay elements such as life tokens that allow your phoenix to be reborn from the ashes once per game, Tsuro: Phoenix Rising is a new chapter in the legacy of Tsuro!

Game Mechanics:

  • Abstract Strategy
  • Hand Management
  • Network Building
  • Set Collection
  • Tile Placement

Game Specifications:

  • 2 – 8 Players
  • 20 – 50 Minutes
  • Difficulty Weight 2.50

Trains

Trains

Trains

In the 19th century, shortly after the industrial revolution, railways quickly spread over the world. Japan, importing Western culture and eager to become one of the Grand Nations, saw the birth of many private railway companies and entered the Golden Age of railways. Eventually, as a result of the actions of powerful people and capitalists, many of these smaller companies gradually merged into larger ones.

In Trains, the players are such capitalists, managing private railways companies and striving to become bigger and better than the competition. The game takes place during the 19th and 20th century in the 2012 OKAZU Brand edition, whereas the 2013 AEG/Pegasus edition is set in modern times, with bullet trains, freight trains and more. You will start with a small set of cards, but by building a more effective deck throughout the game, you will be able to place stations and lay rails over the maps of Osaka, Tokyo or other locations. The trick is to purchase the cards you want to use, then use them as effectively as possible. Gain enough points from your railways and you will ultimately manage the most powerful railroads in modern Japan!

Game Mechanics:

  • Deck Building
  • Hand Management
  • Network Building

Game Specifications:

  • 2 – 4 Players
  • ~45 Minutes
  • Difficulty Weight 2.38

Ticket to Ride: Rails & Sails

Ticket to Ride: Rails & Sails

Ticket to Ride: Rails & Sails

Ticket to Ride: Rails & Sails takes the familiar gameplay of Ticket to Ride and expands it across the globe — which means that you’ll be moving across water, of course, and that’s where the sails come in.

As in other Ticket to Ride games, in Ticket to Ride: Rails & Sails players start with tickets in hand that show two cities, and over the course of the game they try to collect colored cards, then claim routes on the game board with their colored train and ship tokens, scoring points while doing so. When any player has six or fewer tokens in their supply, each player takes two more turns, then the game ends. At that point, if they’ve created a continuous path between the two cities on a ticket, then they score the points on that ticket; if not, then they lose points instead.

Ticket to Ride: Rails & Sails puts a few twists on the TtR formula, starting with split card decks of trains and ships (with all of the wild cards going in the train deck). Three cards of each type are revealed at the start of the game, and when you draw cards, you replace them with a card from whichever deck you like. (Shuffle the card types separately to form new decks when needed.)

Similarly, players choose their own mix of train and ship tokens at the start of the game. To claim a train route (rectangular spaces), you must play train cards (or wilds) and cover those spaces with train tokens, and to claim a ship route (oval spaces), you must play ship cards (or wilds) and cover those spaces with ship tokens. Ship cards depict one or two ships on them, and when you play a double-ship card, you can cover one or two ship spaces. You can take an action during play to swap train tokens for ships (or vice versa), and you lose one point for each token you swap.

Some tickets show tour routes with multiple cities instead of simply two cities. If you build a network that matches the tour exactly, you score more points than if you simply include all of those cities in your network.

Each player also starts the game with three harbors. If you have built a route to a port city, you can take an action during the game to place a harbor in that city (with a limit of one harbor per port). To place the harbor, you must discard two train cards and two ship cards of the same color, all of which must bear the harbor symbol (an anchor). At the end of the game, you lose four points for each harbor not placed, and you gain 10-40 points for each placed harbor depending on how many of your completed tickets show that port city.

Ticket to Ride: Rails & Sails includes a double-sided game board, with one side showing the world and the other side showing the Great Lakes of North America. Players start with a differing number of cards and tokens depending on which side they play, and each side has a few differences in gameplay.

Game Mechanics:

  • Hand Management
  • Network Building
  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 5 Players
  • 60 – 120 Minutes
  • Difficulty Weight 2.53

Ticket to Ride: Nordic Countries

Ticket to Ride: Nordic Countries

Ticket to Ride: Nordic Countries

Ticket to Ride: Nordic Countries takes you on a Nordic adventure through Denmark, Finland, Norway, and Sweden as you travel to the great northern cities of Copenhagen, Oslo, Helsinki, and Stockholm. This version was initially available only in the Nordic Countries of Denmark, Norway, Sweden, and Finland; a worldwide limited-edition release occurred in August 2008 and it has since been kept in print again by Days of Wonder.

The goal in “Nordic” remains the same as base Ticket to Ride: collect and play cards to place your trains on the board, attempting to connect the different cities on your ticket cards. The map incorporates tunnels from Europe and also has routes containing ferries. Ferries will require a certain number of Locomotives to be played, as well as other cards, in order to be claimed. Locomotives are handled a bit differently as well. On your turn you may take 2 Locomotives if you want, but you can only use them on ferries, tunnels, or the special 9 length route.

Unlike the USA or Europe maps, Nordic is designed for 2-3 players only and has a heavier focus on blocking your opponent and more aggressive play.

Game Mechanics:

  • Hand Management
  • Network Building
  • Open Drafting
  • Push Your Luck
  • Set Collection

Game Specifications:

  • 2 – 3 Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.98

Ticket to Ride: Netherlands

Ticket to Ride: Netherlands

Ticket to Ride: Netherlands

Ticket to Ride Map Collection: Volume 4 – Nederland contains a new game board with new rules for use with Ticket to Ride or Ticket to Ride: Europe with players now creating train lines in the Netherlands.

The basics of TtR gameplay remain the same as always — players collect train cards in order to claim routes between pairs of cities with the overall goal of completing tickets they hold in hand — but Ticket to Ride: Nederland twists this gameplay in two ways. First, nearly every route on the game board is a double-route, with two tracks connecting cities. Both of these routes are in play no matter how many players are in the game.

Second, every route — whether double or single — has a bridge toll that a player must pay when building on that route. On a single route or the first track of a double route, the player pays this toll — which costs 1-4 coins — to the bank; on the second track of a double route, the player pays this toll to the player who built the first track. Players start the game with 30 coins, and if you can’t pay a toll, you must take a loan card to cover the fare, with each loan costing you 5 points at the end of the game.

In addition to helping you avoid loans, coins matter because at game’s end, players receive a bonus based on how many coins they hold relative to everyone else. In a five-player game, for example, the player with the most coins scores a 55 point bonus; the 2nd place player scores 35 points, and the other players 20, 10 and 0 points. If you’ve taken a loan, however, you’re ineligible for this bonus scoring, so players have an incentive to build early and often.

These coin bonuses are balanced by the multitude of destination tickets with large point values: six of them are worth 29+ points while another seventeen are worth 17-26 points.

Game Mechanics:

  • Hand Management
  • Network Building
  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 3 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.12