Category: General Games

Cleopatra

Designed by Bruno Cathala and Ludovic Maublanc, Cleopatra and the Society of Architects is a fun and engaging game that includes a three-dimensional palace that players compete to build. Players strive to become the wealthiest of Cleopatra’s architects by constructing the most magnificent and valuable parts of her palace.

Players, however, will be tempted to trade in materials of dubious origins in order to build faster. While these corrupt practices might allow an architect to stay a step ahead of the rest, they come with a high price: the cursed corruption amulets honoring Sobek, the crocodile-god. When Cleopatra finally reaches her new palace at the end of the game, she punishes the most corrupted architects (i.e., the ones with the most amulets), depriving them of riches or giving them as a sacrifice to her crocodile! The wealthiest architect from among those still alive wins.

This new edition of Cleopatra and the Society of Architects has a new graphic design by Miguel Coimbra, a free-standing 3D palace, and rulebook updated by the designers for simplicity and fluidity, which incorporates these gameplay changes:

  • The combinations of resource cards to discard in order to build pieces of the palace have been reworked.
  • The player rewards for building the palace’s pieces have been recalculated.
  • The consequences of corruption have been reviewed.
  • The Great Priest is no longer activated in the same way.
  • The player count has changed from 3-5 to 2-4.
  • There is a new specific system to manage the character cards, which are no longer part of the deck, and are instead handled separately.

Game Mechanics:

  • Auction/Bidding
  • City Building
  • Hand Management
  • Set Collection
  • Tile Placement

Game Specifications:

  • 3 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.25

Champions of Midgard

Champions of Midgard is a middleweight, Viking-themed, worker placement game with dice rolling in which players are leaders of Viking clans who have traveled to an embattled Viking harbor town to help defend it against the threat of trolls, draugr, and other mythological Norse beasts. By defeating these epic creatures, players gain glory and the favor of the gods. When the game ends, the player who has earned the most glory earns the title of Jarl and is recognized as a champion of Midgard!

Placing workers allows for the collection of resources and warriors, which players may then send on journeys to neighboring villages or across the sea to defeat monsters and gain the glory they need for victory. Resources are used to carve runes, build ships, and feed your followers. Viking warriors (custom dice) do battle with the myriad enemies the town faces.

Game Mechanics:

  • Dice Rolling
  • Set Collection
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.60

Cape May

In Cape May, players traverse the city streets as entrepreneurs, developing property while building wealth over four seasons to earn prestige.

Build cottages, develop them into Victorian homes, and upgrade them into historic landmarks. Establish shops and grow them into profitable businesses. Carefully move around the city, and make strategic use of activity cards. Complete bonus goals, then take some time to relax and spot wildlife in the best place for birdwatching in the Northeastern United States.

Whoever best balances their income, development, movement, and personal goals will go down in history as the most successful developer of Cape May!

Game Mechanics:

  • Area Majority / Influence
  • Hand Management
  • Set Collection
  • Solo / Solitaire Game

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 2.40

Brian Boru: High King of Ireland

In Brian Boru: High King of Ireland, you strive to unite Ireland under your domain, securing control through might, cunning, and matrimony. Join forces to fend off Viking invaders, build monasteries to extend your influence, and gather support in towns and villages throughout the land. To become High King of all Ireland, you need to navigate a web of shifting alliances, outmaneuver your enemies, and grab history by the reins.

The success of the historical Brian Boru rested on three pillars: his victories against the Vikings, the favor he managed to garner with the Church, and the alliances he forged through political marriages. This became the foundation of the game, with each pillar becoming a suit in the trick-taking that forms the core of the mechanisms. Win a trick and you gain influence in a town, which, in turn, gains you majorities in the regions; if you lose the trick, however (deliberately or otherwise), you instead take an action corresponding to the suit of the card.

Game Mechanics:

  • Area Majority / Influence
  • Closed Drafting
  • Hand Management
  • Trick-taking
  • Variable Phase Order

Game Specifications:

  • 3 – 5 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.54

Brew

Bring balance back to the forest!

Time is broken and shattered. The seasons all exist at once, and day and night have no real cycle — they rotate at the whim of the forest. This enchanted land has been driven into chaos and it’s up to you, the cunning mystics of the forest, to tame extraordinary woodland creatures and use your magic to bring back balance.

In Brew, players must choose how to use element dice, either to take back control of as many seasons as possible in an area-control game or to procure goods at the local village in a worker-placement game. Recruiting woodland creatures and brewing potions can help offset chance die-rolls or create an engine to help you tame the lands.

Game Mechanics:

  • Area Majority / Influence
  • Open Drafting
  • Take That
  • Variable Player Powers
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 45 – 90 Minutes
  • Difficulty Weight 2.40

Blue Skies

The year is 1979, and the U.S. government has just deregulated the airline industry, opening it to competition in terms of fares, routes, and the airline companies themselves. You represent a new airline that’s trying to set up business in the U.S., but you have an entire country open to you, so where will you set up shop and how can you profit more than the other newcomers to ensure that you survive?

In Blue Skies, the game board presents players with thirty airports in thirty cities. Each airport has four gates, with you using 2-4 gates depending on the number of players. To set up, draw airport demand cards from the deck to seed airports with passengers. Whenever you place passengers on the board, draw from a bag that initially contains 100 red cubes and 25 green cubes; for each airport, continue drawing until you draw a red cube, then redistribute passengers at the open gates of that airport as evenly as possible.

(Note that at most the first five airports drawn will have an open gate, and even those will start with only one open gate run by a local airline. All of the other passengers are just bunched up at the gate waiting for you to serve them!)

Each player starts with three demand cards in hand, and they take turns choosing two gates with a purchase price of at most 6. Players adjust their income from 0, with their income being set to equal the number of passengers now waiting at their gates, then the game begins.

On a turn, each player in turn buys new gates at airports of their choice, spending at most 6 points and adding any unspent points to their score. You can buy out a local airline, set up gates in new cities, or purchase multiple gates in the same airport to try to dominate that area.

Each player in turn then plays a demand card from their hand, drawing passengers form the bag to place one or more passengers at that location. Then demand cards equal to the number of players are drawn, and more passengers are ahead to those airports. The game board lists the number of cards for each airport, so you somewhat know the odds of where passengers might arrive.

Players adjust their income to account for the opening of new gates, the redistribution of existing passengers, and the arrival of new passengers, then they add their income to their score. If a player now has at least 100 points or has placed their twentieth and final gate, the game ends immediately; otherwise, you add a local airline gate to each airport with passengers but no open gates, pass the first player marker, then start a new round.

At game’s end, score the seven regions of the United States based on the player’s dominance of those regions. Each airport has a scoring value, e.g., ORD is worth 4, and each gate you have in Chicago is worth 4 for determining dominance in both the Midwest region and the Central region. (ORD is one of four airports in two regions, with the others being JFK, LAX, and DFW.) If you have the most dominance in the Central region, you score 13 points, whereas second place is worth only 6 points. Whoever has the most points wins.

Game Mechanics:

  • Area Control
  • Economic
  • Hand Management

Game Specifications:

  • 2 – 5 Players
  • ~45 Minutes
  • Difficulty Weight 2.14

Between Two Cities

It is the early 1800s, a time of immense construction and urbanization. You are a world-renowned master city planner who has been asked to redesign two different cities. Projects of such significance require the expertise of more than one person, so for each assignment you are paired with a partner with whom to discuss and execute your grandiose plans. Will your planning and collaborative skills be enough to design the most impressive city in the world?

Between Two Cities is a partnership-driven tile-drafting game in which each tile represents part of a city: factory, shop, park, landmarks, etc. You work with the player on your left to design the heart of one city, and with the player on your right to design the heart of another city. On each turn you select two tiles from hand, reveal them, then work with your partners separately to place one of those tiles into each of your two cities before passing the remaining hand of tiles around the table.

At the end of the game, each city is scored for its livability. Your final score is the lower of the livability scores of the two cities you helped design. To win, you have to share your attention and your devotion between two cities. The player with the highest final score wins the game.

Game Mechanics:

  • City Building
  • Closed Drafting
  • Negotiation
  • Set Collection
  • Solo / Solitaire Game
  • Tile Placement

Game Specifications:

  • 1 – 7 Players
  • ~25 Minutes
  • Difficulty Weight 1.82

Bargain Quest

Bargain Quest is a game of adventure and capitalism for 2-6 players. Players will take the role of shopkeepers in an adventuring town plagued by monsters. Players must draft items and then secretly choose which items to place in their windows to attract wealthy heroes to their shops.

Once all heroes have been equipped, they venture out to battle against monstrous threats, earning money and prestige for the shop they represent. Throughout the game players will encounter new heroes and monsters while upgrading their shops and hiring employees. Once the third monster is defeated the player who has earned the most gold and prestige is the winner.

Game Mechanics:

  • Auction/Bidding
  • Closed Drafting
  • Hand Management
  • Open Drafting
  • Take That

Game Specifications:

  • 2 – 6 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.01

Babylonia

The Neo-Babylonian empire, especially under the reign of Nebuchadnezzar II (605-562 B.C.), was a period of rebirth for southern Mesopotamia. Irrigation systems improved and expanded, increasing agricultural production. Urban life flourished with the creation of new cities, monuments and temples, and the consequent increase in trade.

In Babylonia, you try to make your clan prosper under the peace and imperial power of that era. You have to place your nobles, priests, and craftsmen tokens on the map to make your relations with the cities as profitable as possible. Properly placing these counters next to the court also allows you to gain the special power of some rulers. Finally, the good use of your peasants in the fertile areas gives more value to your crops. The player who gets the most points through all these actions wins.

Game Mechanics:

  • Abstract Strategy
  • Area Control
  • Hand Management
  • Network Building
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.40

Art Decko

Art Decko, first released as Promenade, is a light strategy game for 2 to 4 painting collectors in which you try to create a valuable deck of gold and painting cards over the course of play. These cards — gold and paintings — both count as currencies in the game, and you can use them to purchase more paintings, acquire more gold, and pay for exhibition space in a museum. Your long-term goal is to manipulate the market value of certain styles of artwork, while also earning points by placing paintings in the museum.

The game includes paintings from five styles of art — Art Nouveau, Pop Art, Renaissance, Surrealism, and Impressionism — and you start with five random painting cards in your deck. Each art style starts with a value of 1 gold for a painting. You also have five starting gold cards in your deck, with the cards being worth 1 or 2 gold, with some cards having a special ability on them.

To start the game, shuffle your deck, then take five cards in hand. Fill the four galleries with 2-3 random paintings each, then place two random 3-gold cards (each with a special power) in the bank, along with the deck of 5-gold cards. Paintings in galleries cost 1-8 gold, while gold cards cost 5 or 8 gold. On a turn, take two actions from these three choices, repeating an action, if desired:

• Haggle: Discard a card from your hand to draw two cards from your deck.
• Acquire: Pay the acquisition cost of a painting or gold card by discarding cards from your hand, then place that card in your discard pile. Increase the “market rating” of the painting’s art style or gold by the value listed in the gallery/bank. As the market rating of an art style increases, each painting in that style is worth more gold, effectively increasing its buying power; that art style is also worth more points at game’s end.
• Exhibit: Pay the exhibition cost for a gallery, then place a painting into that gallery that matches one of that gallery’s invitation markers. (A gallery might want, for example, 2 Impressionistic paintings, 1 Renaissance painting, and 1 painting of any type.) Mark that painting with one of your ownership tokens, then place the related invitation marker on the highest available victory point (VP) space, scoring those points for yourself immediately. That painting is now removed from your deck.

If you use the special ability on a gold card instead of its listed numerical value, remove that card from the game.

At the end of your turn, discard any number of cards from your hand, then refill your hand to five cards. If a gallery has no paintings in it, refill all of the galleries with 2-3 paintings, then replace each empty gallery’s cost token with the next highest one available. When at least twelve paintings are in the museum, the painting deck is empty, or an art style or gold reaches a market rating of 70, finish the round, then proceed to final scoring.

The value of gold depends on its market rating, with its value ratio ranging from 6:1 to 1:1. Each painting in your deck is worth 1-7 VPs depending on the market rating of its art style. Each exhibition space in the museum also has a random bonus that was revealed at the start of play, and you can earn additional points through these bonuses. In the end, the player with most VPs wins.

Game Mechanics:

  • Deck Building
  • Economic

Game Specifications:

  • 2 – 4 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.31