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Among the Stars takes place in a war-ravaged galaxy where the warring alien races have declared peace in the wake of a threat with the potential to destroy them all. An Alliance is established to build space stations throughout the galaxy in order to promote trade among the races, strengthen diplomatic relations, and defend against this impending threat. Each player takes the role of one of those races trying to build the greatest space station. Through card drafting, the players select locations, and use these to build their station, scoring victory points based on the placement. The construction lasts four years, and alien race with the most points at the end wins.I't a fun space station building card game though I suspect that once you know the cards and most of their cascading effects, some of the game's challenge will be diminished. I'd imagine some expansions for the game, new races and additional space station locations, could increase the overall longevity of the game. I'm still intrigued by this one but I'm not sure how long that intrigue will last.
The game is based on the traditional middle-eastern game of Okey. First created in the 1930s and sold in hand-produced versions until the late 1970s.
Similar to the Rummy that you play with cards - you try to get rid of all your tiles by forming numbers into runs of 3 tiles or more, or 3 to 4 of a kind. The colors of the numbers on the tiles are like card suits. This game may start rather uneventfully, but when the players start putting more and more tiles in play, the options for your upcoming turns can become more complex, challenging, and exciting (from areyougame.com).
Shipwrights of the North Sea is set in the early years of the Viking Age, circa 900 AD. As Viking shipwrights, players compete to build the greatest fleet on the North Sea. Players must collect oak, wool and iron, as well as getting other craftsmen on board to help. Gold is a precious commodity, and must be spent wisely. As you would expect, the township is filled with an array of characters, bad and worse. Better hope they're on your side!
Aim of the Game
The aim of Shipwrights of the North Sea is to be the player with the most Victory Points at the game’s end. Points are gained by constructing various Ships and Buildings. The game ends after the round where 1 or more players constructs their 4th ship.
The game is played over a series of days (rounds). Each day follows the same pattern:
- Morning Phase - Planning (Each player receives 3 cards)
- Afternoon Phase - Working (Players take actions and play or discard their 3 cards)
- Evening Phase - Resting (Players receive Gold and Workers for the next day)
- 128 Cards - Featuring 46 unique and stunning illustrations
- 5 Beautifully Illustrated Player Boards
- 5 Player Reference Boards
- 1 Illustrated Rulebook
- 1 Pioneer Token
- 5 VP Markers
- 5 Gold Ships
- 25 Oak
- 25 Wool
- 25 Iron
- 50 Workers
Prince John is coming to Nottingham! Players, in the role of merchants, see this as an opportunity to make quick profits by selling goods in the bustling city during the Prince's visit. However, players must first get their goods through the city gate, which is under the watch of the Sheriff of Nottingham. Should you play it safe with legal goods and make a profit, or risk it all by sneaking in illicit goods? Be mindful, though, as the Sheriff always has his eyes out for liars and tricksters and if he catches one, he very well may confiscate those goods for himself!
In Sheriff of Nottingham, players will not only be able to experience Nottingham as a merchant of the city, but each turn one player will step into the shoes of the Sheriff himself. Players declare goods they wish to bring into the city, goods that are secretly stored in their burlap sack. The Sheriff must then determine who gets into the city with their goods, who gets inspected, and who may have their goods confiscated!
Do you have what it takes to be seen as an honest merchant? Will you make a deal with the Sheriff to let you in? Or will you persuade the Sheriff to target another player while you quietly slip by the gate? Declare your goods, negotiate deals, and be on the lookout for the Sheriff of Nottingham!
Sheriff of Nottingham is the first game in the Dice Tower Essentials Line from Arcane Wonders.
Ars Victor is a fast-paced, tense, two-player boardgame of tactical combat. You command a furious fighting force OF THE FUTURE against a ferocious foe. Recruit your armies. Scout out a unique map. Draw a hand of Command Cards. Deploy your Vanguard. The battle is joined!
To win, you must reduce your enemy’s Glory to zero before they do the same to you. Your successes on the battlefield chip away at your enemy’s Glory. It never goes up, only down; so it’s always a tense, back-and-forth race to the bottom.
Your turn is simple: play a Command Card to activate one or more of your units. Move them across the battlefield, and try to slaughter the enemy. In the process, try to hold on to the three Capture Points in the middle of the board, and keep your Headquarters alive.
Combat is resolved in a single roll of multiple colored dice. Dice quantity and color can be affected by terrain, as well as unit Special Abilities. Simple icons on the dice show the results.
You are a tiny kingdom with big ambition. You want to expand your population throughout the realms, learn powerful magic, build grand towers, and have your neighbors quiver at the mention of your name. The conflict? All of the other kingdoms want the same thing and there's not enough room for everyone to succeed...
In Tiny Epic Kingdoms, a 4x fantasy game in a pocket-size package, each player starts with a unique faction (which has a unique technology tree) and a small territory. Throughout the game, players collect resources, explore other territories, battle each other, research magic, and work to build a great tower to protect their realm.
Last Night on Earth, The Zombie Game is a survival horror board game that pits small-town Heroes head-to-head against a horde of Zombies. A team of four heroes is chosen by one set of players, and the Zombies are controlled by 1 or 2 players. Each hero has its own special abilities. The board is modular, which changes the layout of the town and start positions of each hero. The game comes with several scenarios, which include simple survival, rescue, or escape. Differing combinations of heroes, scenarios, and board configurations offer a lot of replayability.
A Hero deck and a Zombie deck deliver tactical bonuses to each side. Combat is resolved using 6-sided dice, modified by the weapon cards heroes may be equipped with. Many of the cards include zombie movie tropes to achieve a feel of playing out a horror movie. All the game art is photographic, enhancing the cinematic feel. The game also comes with a CD Soundtrack of original thematic music.
Each hero has its own plastic sculpted miniature. The game also has 14 zombies in two colors. Other objects and effects are represented by high-quality cardboard counters.It's fairly straightforward and not much is required for players to learn the game besides an explanation of combat, as most of the rest of what players need to know is on their player card or the cards they draw as equipment and such. I would caution that some players can get bogged down in the text of the cards so it behooves a GM to keep on top of the players, keep them moving, and swiftly explain the effects of a card if a player is stumbling on their wording.
Just last week, the offspring of the authors of Chainmail (1971) got together at Lake Geneva Games to play the classic Battle for the Brow...