Tag: Area Majority / Influence

Artifacts, Inc.

New York, 1929: A frenzy of interest in antiquity is sweeping the nation! With museums hungry for mysterious and exotic artifacts — and you hungry for adventure — you start up your own archeology company. Untold wonders await within dangerous jungles, harsh deserts, and wind-swept mountains. Will you gain a reputation as the most intrepid and famous adventurer of all time?

In Artifacts, Inc., 2-4 players compete to grow the most famous archaeology company. Players roll dice, which represent their troop of adventurers, and place them on cards in order to find artifacts, sell them to museums, and purchase new cards representing their company assets. Players can choose to focus on making lots of money by selling artifacts, having museum majorities, creating the best combination of expeditions and buildings, or searching below the waves for lost cities and hidden treasures. The first player to reach 20 reputation triggers the end of the game, and the player with the most total reputation wins!

Game Mechanics:

  • Action Points
  • Area Majority / Influence
  • Open Drafting
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.16

Arcs

Arcs is a sharp, tactical space opera game, for 2–4 players, set in a dark yet silly universe. Players represent officials from a distant, decaying and neglectful Empire who are now free to vie for dominance whether through battle, gathering scarce resources or diplomatic intrigue. Ready yourself for dramatic twists and turns as you launch into this galactic struggle.

A deck of cards in 4 suits with ranks from 1-7 (2-6 for less than 4 players) defines the action selection system. These cards are played in a trick-taking adjacent system to select actions, take the initiative and declare Ambitions. The 3 declared Ambitions are what will score in that deal. Timing is everything. Bad hands must be mitigated by careful card play and benefitting from other players’ card play.

Battles are resolved quickly with the attacker choosing their level of risk. The defenders must be prepared with adequate defensive ships and cards in their tableau.

Each game contains a hundred wooden ships and agents, 18 custom engraved dice, a beautiful six-panel board, and tons of cards with over 60 pieces of unique art. The base game may be played without the optional Leaders and Lore cards (for an easier teach) or with them for a richer, fuller and asymmetric game. It is also the core of the campaign game (requiring the Blighted Reach Expansion), which provides an epic, more thematic experience.

Game Mechanics:

  • Area Majority / Influence
  • Campaign
  • Dice Rolling
  • Hand Management
  • Take That
  • Trick-taking
  • Variable Player Powers

Game Specifications:

  • 2 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.40

Andromeda’s Edge 🟠

Behold, Andromeda’s Edge: A dazzling, uncharted region of space on the edge of the Andromeda Galaxy. Littered with the modular debris of the precursor civilization, patrolled by malicious extragalactic raiders, and bordered by dense nebulae, The Edge is a last resort for the brave and foolhardy who seek a new life beyond the oppressive reach of the Lords of Unity.

In this game, you lead a desperate faction seeking to build a new civilization on Andromeda’s Edge. You begin with only a space station, a few ships, and a handful of resources. By carefully placing your ships, you will gather resources, claim moons, acquire modules to add to your station, populate planets and build developments on them. You will battle opponents and compete with others to ascend the progress tracks: Science, Industry, Commerce, Civilization and Supremacy.

On your turn, you either launch a starship or return your ships to your station. Launching sends one of your starships to a region of Andromeda, either collecting resources from planetary systems or taking actions at Alliance Bases. If the region is occupied by your opponents or fearsome raiders, face off in a dice battle, with Supremacy on the line but where strategic manipulation can turn a loss into a reward. Returning to your station allows you to activate your engine, using the modules you’ve acquired to generate energy, gain resources and carry out actions.

Throughout the game you will build up your unique faction, building developments (Observatories, Factories, Spaceports, Cities and Obelisks) and gaining station modules which move you up the progress tracks. Advancement on the tracks is rewarded both during mid-game events and at the conclusion, and is the key to victory.

Game Mechanics:

  • Area Majority / Influence
  • Dice Rolling
  • Hand Management
  • Variable Player Powers
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 80 – 160 Minutes
  • Difficulty Weight 3.71

Coffee Traders

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?

Game Mechanics:

  • Action Points
  • Area Majority / Influence
  • Contracts

Game Specifications:

  • 2 – 5 Players
  • 120 – 150 Minutes
  • Difficulty Weight 4.26

Circadians: Chaos Order

The initial quakes were only minor tremors, but as the land began to unravel, so did our sense of security. We watched the cliffs of Hytazch fall into the sea. Mighty trees of old, swallowed up by the caverns below. As the waters rose, a great roar was heard across the plains. This was no cry of disbelief or heartache, but of jubilance. Songs began to fill the air as our once peaceful hosts, now readied themselves for war. Suddenly on the horizon, what appeared as huge bolts of energy shoot out into the depths of space, before disappearing again. Despite the inevitable shock wave heading our way, the clans continued to cheer as they made haste towards the origin of the blaze. What could cause such elation? Why abandon caution in favour of chaos? Had we missed something – some crucial misunderstanding of this planet and its inhabitants? Upon reaching the site, we were immediately plunged into combat. Across the landscape lay six massive structures, towering over the forces fighting below. They seemed to pulse and flicker with a golden haze. Could these be the ancient relics the Oxataya spoke of? There is so much we still do not understand, but we cannot concede to indecision. Will we stay and fight, or retreat back to Moontide?

In Circadians: Chaos Order, players take on the role of 1 of 6 asymmetric factions. Each faction has their own means of winning the game, unique leaders, attribute cards and other abilities.

Game Mechanics:

  • Action Drafting
  • Area Majority / Influence
  • Hand Management
  • Variable Player Powers
  • Wargame

Game Specifications:

  • 2 – 5 Players
  • 120 – 240 Minutes
  • Difficulty Weight 3.84

Black Rose Wars

Black Rose Wars is a competitive fantasy game of deck-building, strategy, and combat set in the hectic universe of Nova Aetas in Italy. Each player is one of powerful mages of the Black Rose Order who aspires to become the new Supreme Magister in order to acquire the mighty power of the Black Rose Artifact and the Forgotten Magic. Mages must fight, fulfill Black Rose desires, and gain strength with their spells until their power reaches the containment threshold of the prison where they are exiled, finally freeing themselves. Each mage has at their disposal six schools of magic, each one with its own strategy to annihilate their opponents and increase their power.

At the start of the battle, mages start with a grimoire of six cards; as mages study more spells during play, their grimoire will increase. Every spell in Black Rose Wars has two different effects, increasing a player’s adaptability during a fight.

Mages fight each other in a modular arena of hexagons called “rooms”. They summon powerful creatures, cast destructive spells, or devise dark deceptions with their enchantments. The game system is divided into different phases. Each turn, after choosing new spells from the six schools of magic, players plan their strategy in advance, placing cards face down. Later, they reveal the played cards to kill each other, solve missions, summon creatures, or destroy the prison rooms, one against each other and against the Black Rose (the playing system).
After being killed, mages are reborn immediately, allowing them to re-enter the fight without delay — although their death still fed energy to those mages who caused it.
The mage with the most power at the end of the battle will be crowned Supreme Magister of the Order by the Black Rose itself.

Game Mechanics:

  • Area Majority / Influence
  • Bluffing
  • Campaign
  • Deck Building
  • Hand Management
  • Modular Board
  • Variable Player Powers

Game Specifications:

  • 2 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 3.47

Cyclades

In this latest collaboration between Bruno Cathala and Ludovic Maublanc, players must buy the favor of the gods in their race to be the first player to build two cities in the Ancient Greek island group known as the Cyclades.

Victory requires respect for all the gods – players cannot afford to sacrifice to only one god, but must pay homage to each of five gods in turn. Each turn, the players bid for the favors of the gods, as only one player can have the favor of each god per turn – and each player is also limited to the favor of a single god per turn.

  • Ares allows the movement of player armies and the building of Fortresses.
  • Poseidon allows players to move their navies and build Ports.
  • Zeus allows his followers to hire priests and build temples.
  • Athena provides her worshipers with philosophers and universities.
  • Apollo increases the income of his worshipers.

Game Mechanics:

  • Area Majority / Influence
  • Auction/Bidding
  • City Building
  • Civilization
  • Dice Rolling
  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 5 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.82

Court of the Dead: Mourner’s Call

Everyone is already dead in the Underworld. It’s time to join the factions of Bone, Flesh and Spirit as they work to achieve the goal of the Underworld: to gather enough forces to take on the celestials of Heaven and Hell to end their ceaseless war. If the players work diplomatically in Court of the Dead: Mourners Call to maintain a balance, they can ensure the Underworld survives long enough for them to also complete their collective and hidden individual objectives. The player who best contributes to these goals will earn Death’s favor and a place among the elite of the Underworld.

You are a Mourner — an allegiant of Death — dedicated to realizing his noble ambition to end the celestial war and restore balance to the universe. However, Death’s purpose includes your own ulterior motives. You and your fellow Mourners must unite and rise, or fall together. But only one Mourner will achieve their particular vision of the Underworld united. Your task will not be easy. While the Underworld is united in its purpose, it is divided in its strategy to achieve that aim. There are three factions in the Land of the Dead: Bone, Flesh, Spirit. Each is a unique path to rise up against Heaven and Hell.

You will need to strategically manipulate your influence within these factions, their strongholds and guilds, and within the Court of the Dead if you wish to achieve your ends. But beware: The power within mortal souls — known as Etherea — is a perilous substance. Use it carelessly, and you risk invoking the Dreadsgrip – a destructive force within every Mourner that consumes all it touches, including its former master. Failing to satiate the celestials’ war need, or triggering the Dreadsgrip, has dire consequences for all Mourners. Are you strong enough to achieve your own ambitions and be the champion for the uniting force for which all Mourners Call?

Game Mechanics:

  • Area Majority / Influence
  • Auction / Bidding
  • Closed Drafting
  • Contracts
  • Hand Management
  • Open Drafting
  • Take That
  • Worker Placement

Game Specifications:

  • 2 – 5 Players
  • ~90 Minutes
  • Difficulty Weight 2.95

Council of Shadows

It’s the year 2200. We’re on the edge of the known universe, and a race for a seat on the mighty Council of Shadows is in full swing, with four civilizations vying for admission. Only those who provide more energy to the council each turn and outdo themselves will be successful.

In Council of Shadows, you take on the role of one of these four civilizations, secure the strongest actions, take control of important areas, and be the first to make three quantum leaps. This is how you win the race for planets and raw materials and become part of the Council of Shadows!

Game Mechanics:

  • Area Majority / Influence

Game Specifications:

  • 1 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.14

Cellulose: A Plant Cell Biology Game

Cellulose: A Plant Cell Biology Game is a worker placement game that puts 1-5 players inside a plant cell, where they will compete over limited resources in order to undergo photosynthesis, produce carbohydrates, and build the cell wall. With everyone vying for the same actions, players must time their use of proteins, hormones, and cell component cards in order to diversify their strategies and outplay the competition.

Cellulose is the standalone sequel to Cytosis (2017). It has some of the same DNA, but Cellulose expands familiar game systems, allowing players greater control over available resources, strategic paths, and even game length.

Game Mechanics:

  • Area Majority / Influence
  • Set Collection
  • Solo / Solitaire Play
  • Tech Trees / Tech Tracks
  • Worker Placement

Game Specifications:

  • 1 – 5 Players
  • 45 – 90 Minutes
  • Difficulty Weight 2.55