Tag: Area Majority / Influence

Blitzkrieg!: World War Two in 20 Minutes

Recreate World War Two in 20 minutes! The perfect wargame for non-wargamers, Blitzkrieg! allows two players to battle across the War’s most iconic theatres, winning key campaigns and building military might.

Players draw army tokens from a bag to determine their starting forces and to replenish their losses. Rather than ‘fighting’ battles with dice or cards, players allocate their military resources to each theatre’s campaigns, winning victory points, further resources, special weapons, and strategic advantages as they play. Refight World War Two several times in one evening!

Includes Solo mode by Dávid Turczi.

Game Mechanics:

  • Area Majority / Influence
  • Deck Building
  • Hand Management
  • Race
  • Solo / Solitaire Game
  • Take That
  • Worker Placement

Game Specifications:

  • 1 – 2 Players
  • 20 – 45 Minutes
  • Difficulty Weight 1.92

Beyond the Horizon

Beyond the Horizon is a civilization game in which players compete to become the most influential society in history through exploration and expansion, development and production, research and technological advancement.

The game is played over a variable number of rounds until enough goals have been achieved to signal the end of the game. Along the way, players will earn points for exploring new lands, settling and building new cities, advancing technologically, and increasing their cultural and economic development. The player with the most points at the end of the game wins.

Game Specifications:

  • 2 – 4 Players
  • 90 – 120 Minutes
  • Difficulty Weight 3.42

Axis & Allies Anniversary Edition

Put yourself into the shoes of the great strategic thinkers and generals of WWII with this special anniversary edition of Axis & Allies! Now you can play with Italy as a third Axis nation, the new cruiser unit, and over 600 pieces.

Game Specifications:

  • 2 – 6 Players
  • 360 Minutes
  • Difficulty Weight 3.11

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!

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.

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.

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

Fief France

FIEF: France is a game of dynastic ambition in which players assume the roles of nobles in the 15th century kingdom of France. Each player strives to become the most powerful ruling force in the kingdom by gaining control of Fiefs and Bishoprics. In turn, they acquire Royal and Ecclesiastical (church) titles which give their families influence to elect the next Pope and King. Players strengthen their positions by negotiating marriage alliances between their families, setting the stage for love, treachery, and deception!

FIEF is a classic game and this edition includes a new board (FIEF France: Gameboard)!

The game board represents the Kingdom of France in the Middle Ages. Villages have square outlines that are connected by roads that allow Lord and Troop movement. The villages are grouped into eight colored background areas that represent individual Fiefs, which are domains given to Lords to preside over. Fiefs have different colored backgrounds. Each village also belongs to one of five church Bishoprics; each Bishopric is outlined with a heavy border line and is numbered between 1-5 along the edge of the board inside a Bishop’s Mitre. Bishoprics include several different Fiefs’ villages.

Each player controls up to four family members, comprised of male and female nobles. These family members will rise in power by gaining Royal and Ecclesiastic Titles.

In FIEF France edition, a player may attempt to gain control of all the villages in a Fief to gain the Royal Title of Baron, Earl, or Duke. For each Fief a player controls, they gain 1 VP. These Titled Lords may now take part in the election for the next King. They may even be a candidate to become King, thus bringing 1 VP and more power to the family! Other members of your family may follow the calling of the Church to gain the Ecclesiastical Titles of Bishop and then Cardinal. These titles allow you to Tithe Bishoprics, taking the Church’s (i.e. “your”) fair share of income from other Fief Lords! The highest goal your clerical family member can attain is to be elected Pope, bringing 1 VP and special privileges to your family!

You win the game as soon as you have 3 VPs. This is easier said than done and you may need to form alliances with other players through diplomacy and marriage to attain your goal. When one of your family members marries a noble of another family, the two of you become allied. You now win the game together with 4 VPs and cannot win alone, unless your marriage is annulled by the Pope or your spouse is “mysteriously” murdered or dies by some other foul means!

In addition to being wary of your fellow players, you draw event cards that can quickly change your destiny. Bounty Event cards are beneficial to the Player and include “Good Harvest”, “Good Weather”, and “Added Taxes” cards. But some cards are Disaster Cards that can randomly affect all players in specific Bishoprics. These include “The Plague”, “Heavy Rain”, “Famine”, and “Peasant Uprising”!

Income can be increased by players imposing church tithes on their opponent’s villages or taxing their own Fiefs. Players may purchase new Fief titles, improve their village incomes with mills, and fortify their cities.

Players will also need to protect their land and castles. Men-at-Arms and Knights can be purchased, as well as Archers and Bombards. If you feel that other players are not running their Fiefs as well as you can, you may try to invade their territories! But you must risk one of your family members to lead the troops into possible battle, where they might be killed or taken prisoner. If two opposing armies are in the same village square, a Battle may be initiated. The players assess the size and strength of their armies, which determine the number of Battle Dice each may roll. Each “f” rolled is a hit. Men-at-Arms are defeated with one hit, while Knights require three hits to be removed from the battle.

Game Specifications:

  • 3 – 6 Players
  • 60 – 180 Minutes
  • Difficulty Weight 3.92

Fall of the Mountain King

The gnome attack was sudden and relentless. They swarmed our tunnels, defiling our mountain home and driving us from our ancestral caverns. Trolls from every clan rushed to the heart of the mountain to defend our Great Halls. We’ve lost track of how long we’ve been beating back the endless waves of invaders. Soon, it will be time for a final stand. Will we rise up like champions, or be driven out to the wilderness to fight for survival? Sharpen your blades, brothers and sisters! Raise your hammers! If we trolls must fall, we’ll fall fighting like kings!

Fall of the Mountain King is a standalone prequel to In the Hall of the Mountain King, set during the catastrophic war that drove the trolls from their mountain kingdom generations ago. Build your ancestry to drive your actions in the caverns, win the loyalty of the clan Champions, and strive to be trolldom’s greatest defender against the gnomish onslaught.

Game Specifications:

  • 1 – 5 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.58

Dune

Imagine you can control the forces of a noble family, guild, or religious order on a barren planet which is the only source for the most valuable substance in the known universe.

Imagine you can rewrite the script for one of the most famous science fiction books of all time. Welcome to the acclaimed 40-year-old board game which allows you to recreate the incredible world of Frank Herbert’s DUNE.

In DUNE you will become the leader of one of six great factions. Each wishes to control the most valuable resource in the universe – melange, the mysterious spice only found at great cost on the planet DUNE. As Duke Leto Atreides says “All fades before melange. A handful of spice will buy a home on Tupile. It cannot be manufactured, it must be mined on Arrakis. It is unique and it has true geriatric properties.” And without melange space travel would be impossible. Only by ingesting the addictive drug can the Guild Steersman continue to experience visions of the future, enabling them to plot a safe path through hyperspace.

Who will control DUNE? Become one of the characters and their forces from the book and . . . You decide!