Vendor: Matagot
Type: Board Games
Price:
87.95
Designer |
Christian Martinez |
Publisher | Matagot |
Players | 2-4 |
Playtime | 90 mins |
Suggested Age | 14 and up |
Following Inis, Galactic Renaissance is the second installment of the "Political Trilogy" by designer Christian Martinez and publisher Matagot.
Throughout Galactic Renaissance, you build your team, adding new specialists — each one unique — to the core in your deck of cards. With this team, you discover new planets and systems, reconnect with lost civilizations, expand your influence, build embassies, and sow disorder in opposing factions — all in an effort to score victory points faster than your opponents. Sending emissaries to new planets, for example, allows you to discover new civilizations or cement relationships on known planets. Opponents may try to convince a planet to join them instead with their own emissaries, causing disorder in the process.
Vendor: Matagot
Type: Playmat
Price:
34.95
Ruination neoprene playmat ( 1025x691 mm )
Vendor: Matagot
Type: Playmat
Price:
17.95
Neoprene playmat for Galactic Renaissance. Replaces the cardboard senate board.
Vendor: Matagot
Type: Board Games
Price:
29.95
Designer |
Christian Martinez |
Publisher | Matagot |
Players | 2-5 |
Playtime | 90 mins |
Suggested Age | 14 and up |
Expansion For |
Galactic Renaissance |
Components to add a fifth player to Galactic Renaissance.
Vendor: Matagot
Type: Board Games
Price:
169.95
Designer |
Christian Martinez |
Publisher | Matagot |
Players | 2-4 |
Playtime | 90 mins |
Suggested Age | 14 and up |
Following Inis, Galactic Renaissance is the second installment of the "Political Trilogy" by designer Christian Martinez and publisher Matagot.
Throughout Galactic Renaissance, you build your team, adding new specialists — each one unique — to the core in your deck of cards. With this team, you discover new planets and systems, reconnect with lost civilizations, expand your influence, build embassies, and sow disorder in opposing factions — all in an effort to score victory points faster than your opponents. Sending emissaries to new planets, for example, allows you to discover new civilizations or cement relationships on known planets. Opponents may try to convince a planet to join them instead with their own emissaries, causing disorder in the process.
Vendor: Matagot
Type: Board Games
Price:
92.95
Designer |
Christian Martinez |
Publisher | Matagot |
Players | 2-4 |
Playtime | 90 mins |
Suggested Age | 14 and up |
Expansion |
Galactic Renaissance Expansion: 5th Player |
Following Inis, Galactic Renaissance is the second installment of the "Political Trilogy" by designer Christian Martinez and publisher Matagot.
Throughout Galactic Renaissance, you build your team, adding new specialists — each one unique — to the core in your deck of cards. With this team, you discover new planets and systems, reconnect with lost civilizations, expand your influence, build embassies, and sow disorder in opposing factions — all in an effort to score victory points faster than your opponents. Sending emissaries to new planets, for example, allows you to discover new civilizations or cement relationships on known planets. Opponents may try to convince a planet to join them instead with their own emissaries, causing disorder in the process.
Vendor: Matagot
Type: Board Games
Price:
69.95
Designer |
Stefano Di Silvio |
Publisher | Matagot |
Players | 1-4 |
Playtime | 60-120 mins |
Suggested Age | 14 and up |
It's Evenfall, and the Clans of Magic are preparing for a new era. Evenfall is the time when the boundaries of reality collapse and the supernatural awakens. The World-Tree opens its glowing gateways to unknown distant regions. Send Witches from your clan to discover and control new Places of Power. Use them for arcane rituals and battle for the favor of the Powerstones. But there is only one seat on the Enchanted Throne! Do you have the skills to lead the world into a new era?
Evenfall is a card-driven, engine-building game with both novel and familiar mechanisms for 1 to 4 players. Manage your resources, execute your actions in an efficient order, and discover card and action synergies that generate victory points. The game ends after three rounds, then the player with the most points wins.
—description from the publisher
Vendor: Matagot
Type: Board Games
Price:
17.95
Designer |
Fabrice Puleo |
Publisher | Matagot |
Players | 2-4 |
Playtime | 10-20 mins |
Suggested Age | 8 and up |
Players take turns clockwise. On their turn, they either place a face up tile OR place a face down tile. If they cannot do neither, they show their tiles and pass (draw 2 tiles).
Each face up tile must be placed adjacent to an already placed tile as long as it remains within a 4x4 grid or 5x5 grid. If you place a new Front tile, you draw 2 Tiles, these can be covered by Back tiles.
If you place a back tile it must "beat" a face-up tile by respecting Rock Scissor Paper. You do not draw and these tiles are “blocked”, because you cannot cover them.
You have 2 different possibilities to win: by aligning 3 Front tiles of your colour or by aligning 3 Back tiles of your colour.
Do not underestimate your opponents and pay attention to the game. Remember to cover all your fronts as victory comes in 2 different ways !
Linx also has a team game mode, in which two teams of 2 players compete.
—description from the publisher
Vendor: Matagot
Type: Board Games
Price:
57.95
At the bottom of the ocean, no one will hear you scream!
In Captain Sonar, you and your teammates control a state-of-the-art submarine and are trying to locate an enemy submarine in order to blow it out of the water before they can do the same to you. Every role is important, and the confrontation is merciless. Be organized and communicate because a captain is nothing without his crew: the Chief Mate, the Radio Operator, and the Engineer.
All the members of a team sit on one side of the table, and they each take a particular role on the submarine, with the division of labor for these roles being dependent on the number of players in the game: One player might be the captain, who is responsible for moving the submarine and announcing some details of this movement; another player is manning the sonar in order to listen to the opposing captain's orders and try to decipher where that sub might be in the water; a third player might be working in the munitions room to prepare torpedoes, mines and other devices that will allow for combat.
Captain Sonar can be played in two modes: turn-by-turn or simultaneous. In the latter set-up, all the members of a team take their actions simultaneously while trying to track what the opponents are doing, too. When a captain is ready to launch an attack, the action pauses for a moment to see whether a hit has been recorded — then play resumes with the target having snuck away while the attacker paused or with bits of metal now scattered across the ocean floor.
Multiple maps are included with varying levels of difficulty.
Vendor: Matagot
Type: Board Games
Price:
30.95
Designer |
Fridtjof Buvarp Maija Buvarp Pauline Buvarp Eilif Svensson Åsmund Svensson |
Publisher | Matagot |
Players | 3-7 |
Playtime | 15-20 mins |
Suggested Age | 10 and up |
Honor | 2021 Golden Geek Best Party Game Nominee |
Vendor: Matagot
Type: Board Games
Price:
15.95
Designer |
Stéphane Beaume |
Publisher | Matagot |
Players | 3-6 |
Playing Time | 25-30 mins |
Suggested Age | 10 and up |
Vendor: Matagot
Type: Board Games
Price:
16.95
Designer | David Harding (II) |
Publisher |
Matagot |
Players | 2 |
Playtime | 20 mins |
Suggested Age | 10 and up |
The Japanese tea ceremony is a tradition centred on spirituality and servitude. Preparing and presenting a beautiful matcha (tea) for your guest is the ultimate expression of culture, ceremony and respect.
In Matcha, players attempt to collect the utensils (chadogu) they need to perform a tea ceremony by matching tea ceremony (otemae) cards on the table by either their number (1-4) or suit (tea, water, bowl & scoop.) Cards are played secretly, and sometimes it will be to your advantage not to match at all.
With just 18 otemae cards and an assortment of chadogu tokens, Matcha provides plenty of strategy for players who must decide when and where to play their cards to the table.
Vendor: Matagot
Type: Board Games
Price:
33.95
Designers |
Roberto Fraga Yohan Lemonnier |
Publisher | Matagot |
Players | 2-4 |
Playing Time | 30 mins |
Suggested Age | 8 and up |
Vendor: Matagot
Type: Board Games
Price:
76.95
Designers |
Eilif Svensson Kristian Amundsen Østby |
Publisher | |
Players | 1-4 |
Playing Time | 60-90 mins |
Suggested Age | 14 and up |
Expansion |
The Magnificent: SNØ |
Vendor: Matagot
Type: Board Games
Price:
35.95
Designer | Julian Allain |
Publisher | Matagot |
Players | 1-6 |
Playtime | 20 mins |
Suggested Age | 10 and up |
Expansions |
Dungeon Academy: The Lost Forest Dungeon Academy: The Desert of Illusions Dungeon Academy: The Forbidden Mountain |
Vendor: Matagot
Type: Board Games
Price:
21.95
Designer | Roberto Fraga |
Publisher | Matagot |
Players | 2 |
Playtime | 15-30 mins |
Suggested Age | 8 and up |
Vendor: Matagot
Type: Board Games
Price:
81.95
Designers | |
Publisher | Matagot |
Players | 2-5 |
Playtime | 60-90 mins |
Suggested Age | 13 and up |
Honors | |
Expansions | |
Accessory | Folded Space - Cyclades and Expansions |
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.
Vendor: Matagot
Type: Board Games
Price:
44.95
Designer |
Bruno Cathala Ludovic Maublanc |
Publisher | Matagot |
Players | 1-5 |
Playtime | 30 mins |
Suggested Age | 8 and up |
Honors | 2014 Spiel des Jahres Recommended |
Note: This game is in French, but BoardGameGeek rated the game is language independent and English rules can be found here.
At 23:40 on April 14, 1912 in the North Atlantic, the R.M.S. Titanic strikes an iceberg. Water immediately floods into the liner's compartments and the ship is listing to starboard in a worrying way. There is no hope about the outcome. On board, there is widespread panic.
Alone, or co-operating with other crew members, you must show presence of mind and do the right thing to save as many passengers as possible. Time is short...
The card game SOS Titanic uses a mechanism similar to Patience, with the cards representing passengers who must be arranged on the decks, then placed in the lifeboats in a particular order. As one of the crew members, you and your teammates need to move and arrange these passengers as quickly as you can. Each section of the Titanic holds a pile of cards of which only the first is available.
On his turn, a player draws a few cards from the main deck and tries to move passengers out of the sinking ship onto the lifeboats. Failing to move at least one passenger or needing to reshuffle the main deck might cause one section of the ship to sink, thus reducing the number of piles available as well as the hopes of those still on board. Players can also use action cards to step in at fateful times when things otherwise seem lost. The game ends when the ship has sunk completely or when all remaining passengers have been saved.
Vendor: Matagot
Type: Board Games
Price:
44.95
Designer |
Bruno Cathala Ludovic Maublanc |
Publisher | Matagot |
Players | 2-5 |
Playtime | 60 mins |
Suggested Age | 8 and up |
Honors | |
Expansion |
Dice Town Extension |
Each player gets a cup with five poker dice and eight dollars. Each turn a player will put together a poker hand and depending on the roll, take control of various key places in Dice Town that will allow him to perform the corresponding action of the location.
In a turn, all players shake their cup and take out all but one die which is kept apart. They repeat the process with the remaining dice until all five dice are on the table. Players may want to keep more than one die; they pay one dollar for each additional die.
Now the locations are checked...
Nines: In the gold mine, the player with the most 9's may take one nugget from the mine for each nine he has thrown.
Tens: In the bank, the player with the most 10's may rob the bank and take all bills there - each two bills represent one victory point at game end.
Jacks: The player who has the most J's goes to the general store and draws as many cards as he had thrown J's, keeping one. These cards may give from one to eight points, or entitle a player to perform the saloon or general store action twice in a row, place a die with a result of a player's choice under the cup without rolling, or steal 4 dollars from another player. There are many more cards of this kind that spice up the game.
Queens: The player with the most Q's in his roll wins the favor of the girls, and takes advantage of their charm to steal from an opponent. He may take as many cards from his opponent as he has thrown Q's, keeping one and giving back the others.
Kings: The player with the most K's becomes the new sheriff; he decides who wins in any ties, but the sheriff can be influenced with nuggets, cards or money.
Aces/Poker hand: In the town hall the player with the best poker hand gets a property claim worth from one to five victory points. Having aces in the best poker hand permits taking additional cards.
Finally, if a player did not win anything during a turn, he might visit Doc Badluck where he can choose any one of the following:
- equip oneself with barbed wire - the player has two property claims that cannot be stolen;
- draw the first card from the general store pile;
- all other players must give the player two dollars;
- an ace will bring a nugget from every other player.
The game ends when there are no more gold nuggets in the mine or when all property claims have been issued. Players count their points: 1 for each nugget, 1 for every two dollars, 5 for whomever is currently sheriff, and each general store and property card for its value.