Vendor: IDW Games
Type: Board Games
Price:
34.95
Designers |
Henrik Berg Åse Berg |
Publisher | IDW Games |
Players | 2-5 |
Playtime | 30-45 mins |
Suggested Age | 10 and up |
Expansion | Rattus Cartus: Nobilis |
Family | Rattus |
In 1347, The Black Death ravages Europe. The ruler of your land has just succumbed to the plague, and now you, the princes of the land, compete against one another in a struggle to replace him. To do this you travel around the land to gather loyal supporters from among the various classes of the middle ages. Each day you visit a different town, each containing different kinds of buildings and each providing different kinds of benefits. When entering a building belonging to a given class, you recruit followers from that class. Once in a while, you also take a chance on recruiting some of the strangers lurking in the streets. There are a few rats in those streets, too, but a rat or two won't kill you, right?
Rattus Cartus, a card game based on the Rattus board game, includes twelve different buildings with players using all or only some of them each game to provide a wide variety of play. Are you going to play it safe, or will you run the risk of perishing from the effects of the plague?
Vendor: Stonemaier Games
Type: Board Games
Price:
74.95
Designer |
Jamey Stegmaier Alan Stone |
Publisher | Stonemaier Games |
Players | 2-6 |
Playtime | 60 mins |
Suggested Age | 13 and up |
Expansion | Euphoria: Ignorance Is Bliss |
Honors | |
Accessories | Deluxe Token Bundle compatible with Euphoria |
This version includes Game Trayz inside the box and a sticker on the shrink wrap that highlights this addition.
You find yourself in a dystopian cityscape with a few workers at your disposal to make your mark on the world. Like most people in dystopian fiction, your workers are oblivious to their situation. This world is all they've ever known, and you may use them at your whim.
The world as we know it has ended, and in its place the city of Euphoria has risen. Believing that a new world order is needed to prevent another apocalypse, the Euphorian elite erect high walls around their golden city and promote intellectual equality above all else. Gone are personal freedoms; gone is knowledge of the past. All that matters is the future.
The Euphorians aren’t alone. Outside the city are those who experienced the apocalypse firsthand—they have the memories and scars to prove it. These Wastelanders have cobbled together a society of historians and farmers among the forgotten scrap yards of the past.
There is more to the world than the surface of the earth. Deep underground lies the hidden city of Subterran, occupied by miners, mechanics, and revolutionaries. By keeping their workers in the dark, they’ve patched together a network of pipes and sewers, of steam and gears, of hidden passages and secret stairways.
In Euphoria: Build a Better Dystopia, you lead a team of workers (dice) and recruits (cards) to claim ownership of the dystopian world. You will generate commodities, dig tunnels to infiltrate opposing areas, construct markets, collect artifacts, strengthen allegiances, and fulfill secret agendas.
Euphoria is a worker-placement game in which dice are your workers. The number on each die represents a worker's knowledge – that is, his level of awareness that he's in a dystopia. Worker knowledge enables various bonuses and impacts player interaction. If the collective knowledge of all of your workers gets too high, one of them might desert you. You also have two elite recruit cards at your disposal; one has pledged allegiance to you, but the other needs some convincing. You can reveal and use the reticent recruit by reaching certain milestones in the game...or by letting other players unwittingly reach those milestones for you.
Your path to victory is paved with the sweat of your workers, the strength of your allegiances, and the tunnels you dig to infiltrate other areas of the world, but the destination is a land grab in the form of area control. You accomplish this by constructing markets that impose harsh restrictions of personal freedoms upon other players, changing the face of the game and opening new paths to victory. You can also focus on gathering artifacts from the old world, objects of leisure that are extremely rare in this utilitarian society. The dystopian elite covet these artifacts – especially matching pairs – and are willing to give you tracts of land in exchange for them.
Four distinct societies, each of them waiting for you to rewrite history. What are you willing to sacrifice to build a better dystopia?
Vendor: Rio Grande Games
Type: Board Games
Price:
59.95
Two thousand years ago, the Roman Empire ruled the lands around the Mediterranean Sea. With peace at the borders, harmony inside the provinces, uniform law, and a common currency, the economy thrived and gave rise to mighty Roman dynasties as they expanded throughout the numerous cities. Guide one of these dynasties and send colonists to the remote realms of the Empire; develop your trade network; and appease the ancient gods for their favor — all to gain the chance to emerge victorious!
Concordia is a peaceful strategy game of economic development in Roman times for 2-5 players aged 13 and up. Instead of looking to the luck of dice or cards, players must rely on their strategic abilities. Be sure to watch your rivals to determine which goals they are pursuing and where you can outpace them! In the game, colonists are sent out from Rome to settle down in cities which produce bricks, food, tools, wine, and cloth. Each player starts with an identical set of playing cards and acquires more cards during the game. These cards serve two purposes:
Concordia is a strategy game which requires advance planning and consideration of your opponent's moves. Every game is different, not only because of the sequence of new cards on sale but also due to the modular layout of cities. (One side of the game board shows the entire Roman Empire with 30 cities for 3-5 players, while the other shows Roman Italy with 25 cities for 2-4 players.) When all cards have been sold, the game ends. The player with the most VPs from the gods (Jupiter, Saturnus, Mercurius, Minerva, Vulcanus, etc.) wins the game.
Vendor: REBEL.pl
Type: Board Games
Price:
49.95
Designer | Adam Kałuża |
Publisher | REBEL.pl |
Players | 2-5 |
Playtime | 60 mins |
Suggested Age | 10 and up |
Mount Everest, Earth's highest mountain – to this day it's been climbed by almost 4,000 alpinists from around the world, with more and more coming each year. Most of them are tourists without the experience or skills needed to climb an eight-thousander. Without proper help they wouldn't make it to the Himalayas, let alone brave the mighty Chomolungma.
Fortunately, that's where you come in, an experienced mountaineer and mountain guide. You've got Broad Peak, K2 and other eight-thousanders under your belt, and you've climbed Mount Everest several times. This time you face a far greater challenge: You must lead a bunch of tourists to the peak and safely get them back to base. You gaze at the mountain and you know this to be true – what is child's play for you might be the last adventure of your clients.
You must plan where to set up camp and how to deal with acclimatization, who to take up to the peak and when, and who to lead down the mountain. When you look at your clients' enthusiastic faces, you know that their lives are in your hands.
In Mount Everest players take control of a team of two expert mountaineers who must lead as many tourists as they can to the peak and, of course, safely bring them back. Each player gets an identical deck of cards that are used for moving around the board. Players must decide where to set up camps and how much oxygen to bring to the top; only oxygen lets players get acclimatization cards, which allow tourists to survive the climb. Players must also decide what type of customers they want: the athletic, fairly competent climbers, or the wealthier and more prestigious amateurs. Climbing with one tourist in tow is easy, but the key to victory lies in guiding whole groups. Unfortunately, the more people you take with you, the higher the likelihood is of something going wrong. Also, as it is in the mountains, the weather will be a crucial factor. If a player can coordinate an expedition that avoids a crisis at the peak, he should be able to lead the happy tourists back to base.
Who will become the best Himalayan guide?
Vendor: REBEL.pl
Type: Board Games
Price:
14.95
Designer |
Tomasz Kaźmierski Tomasz Kaznocha |
Publisher | REBEL.pl |
Players | 3-4 |
Playtime | 45 mins |
Suggested Age | 12 and up |
Family | Vikings |
In Vikings: Warriors of the North, players take the roles of Viking jarls, fighting for control over the North and the Konung Crown. The first one to pillage all of the villages and take the daughters of their thanes to his home port as warranty of recognition of jarls authority will be declared the winner. To do this, the jarls will have to brave the stormy northern seas, battling each other along the way, and watch out for the sea monster that lurks beneath the waves! The most cunning and vehement of them all – that is, the one who the Gods favor – will throw a great feast and become the Konung of the North.
Vikings: Warriors of the North is a card-based game. Players draw cards from a common deck. Wind cards are used for moving a drakkar around the board that depicts the cold north sea. Players can move the drakkar to a village (to sack it), to an enemy drakkar (to attack it), or to their own ports, where they can throw a feast for the Gods.
A player can also use cards to drastically change the gameplay: He can increase his chances in an attack, re-roll the dice, sail further with his drakkar, or steal cards from an enemy's hand. All of those cards represent story events that have tangible effects within the game. Some cards represent heroes who can become part of a drakkar's crew. As long as a hero stays on the ship, he grants his owner a permanent effect. Each drakkar has three open slots for heroes. Daughters of the thanes are also considered heroes, so they also occupy drakkar slots. With only three slots, players have to think hard about their crew composition.
On a turn, a player can play any number of cards from his hand and take one action: attack, sack a village, throw a feast, etc. Attacks are resolved by a roll of a six-sided (d6) die, although many cards influence the combat result, so each battle is exciting.
When a player take three daughters of the thanes (each of a different, opposing player color) and brings them to his own port, the game is over and that player wins. The gameplay is fast, furious and fun, full of twists and comebacks; it really lets you feel like a Viking chieftain!
Vendor: Instytut Pamięci Narodowej
Type: Board Games
Price:
31.95
Designer | Karol Madaj |
Publisher | Instytut Pamięci Narodowej |
Players | 2-5 |
Playtime | 60 mins |
Suggested Age | 12 and up |
Honors |
Get in a queue with your family in front of a store and experience a rush of genuine emotions!
The board game Kolejka (a.k.a. Queue) tells a story of everyday life in Poland at the tail-end of the Communist era. The players' task appears to be simple: They have to send their family members out to various stores on the game board to buy all the items on their shopping list. The problem is, however, that the shelves in the five neighborhood stores are empty.
The players line up their pawns in front of the shops without knowing which shop will have a delivery. Tension mounts as the product delivery cards are uncovered and it turns out that there will be enough product cards only for the lucky few standing closest to the door of a store. Since everyone wants to be first, the queue starts to push up against the door. To get ahead, the people in the queue use a range of queuing cards, such as "Mother carrying small child", "This is not your place, sir", or "Under-the-counter goods". But they have to watch out for "Closed for stocktaking", "Delivery error", and for the black pawns – the speculators – standing in the queue. Only those players who make the best use of the queuing cards in their hand will come home with full shopping bags.
On the product cards are photos of sixty original objects from the Communist era. The merchandise includes Relaks shoes, Przemysławka eau de cologne, and Popularna tea, as well as other commodities that were once in scarce supply. The neighborhood also has an outdoor market but the prices there are steep – unless, of course, you manage to strike a deal with the market trader. In this realistic game you really have to be savvy to get the goods.
Are you brave enough to confront the everyday life of the 1980s?
Vendor: REBEL.pl
Type: Board Games
Price:
36.95
Designer | Łukasz Woźniak |
Publisher | REBEL.pl |
Players | 3-5 |
Playtime | 60 mins |
Suggested Age | 10 and up |
The East India Company grows quickly through the delivery of exotic goods from New World and Far East – but to operate on such a large scale, the company needs money, so the first world stock market is opened in Amsterdam. Rich citizens see the opportunity to acquire even more riches, so they invest in the stock market, while also wanting to take part in even more opportunities to make profit. Thus, much wanted exotic goods can be bought and sold, too, and with no secure routes a player can make even better profits by trading them.
In Mercurius players take on the role of rich citizens in Holland in the 17th century. They invest their money in stocks of different branches of the East India Company or try to earn much more profit through risky trade in exotic goods. Players have their own information about activities in the far lands and about events which can influence prices at the market, but each of them sees only part of the picture, so they have to look at what other players are doing and which prices are influenced by them.
Players have starting cash at the beginning of the game, along with five "changing prices" cards and four cards which allow them to take special actions during play. The game board shows prices for stocks of six branches of the East India Company and for six goods those branches trade. On a turn, a player can make up to three purchases or sales of stocks or goods as he wishes. He then plays one "changing prices" card from his hand. Each card changes the price of one stock and one good. Each card changes the prices three times, once on the turn it's played and on two consecutive turns. The tricky part is that cards move the value of goods twice as much as the value of stocks, so players can earn more by trading goods – but doing so is far more risky.
Who will become the richest citizen of Holland and win the game?
Vendor: REBEL.pl
Type: Board Games
Price:
20.95
In Slavika, players are the heads of powerful families in the fantastic world of Slavika. Each player has six heroes, who will be sent to different regions, where they will fight monsters threatening the villagers. The more a player's heroes help defeat the monsters, the more glory is won for their family. The game lasts several months, until the princess is able to complete the ritual and renew the power of the amulet. At that time the family with the most glory points earns the right to the hand of the princess and wins the game.
Vendor: Portal Games
Type: Board Games
Price:
42.95
Designer | Michał Oracz |
Publisher | Portal Games |
Players | 2-4 |
Playtime | 45 mins |
Suggested Age | 8 and up |
Expansion |
Theseus: The Dark Orbit – Bots Theseus: The Dark Orbit – Hunters |
Theseus: The Dark Orbit puts players in the heart of a conflict between five factions trapped on a space station in deep space. Only one can survive...
In Theseus: The Dark Orbit, players move their pawns around the space station and activate the abilities of different rooms. Every move you take changes the movement possibilities of your opponent. On your turn, you need to think about which room you want to reach and (in addition) how to mess your opponent's movement, which leads to great choices and meaningful decisions.
Rooms abilities change during the game as players install trait cards that give rooms new abilities and skills. Players create Theseus during gameplay by placing traps, smart guns, secret passages and many other features. In every game Theseus looks different; in every game it's deadly for you in a new way...
Rules for team play allow players to engage in incredibly emotional 2-vs-2 battles. With perfectly balanced factions, players will be able to fight engaging and deadly battles as a teams. Each faction has a unique deck of cards, and before the game starts, you discard ten cards from the deck. In basic mode you discard at random, while in tournament (master) mode you choose cards and build your deck. With five factions and 110 cards, the game can provide years of unique experiences.X
Vendor: Robert Burke Games
Type: Board Games
Price:
41.95
Designer | Robert Burke |
Publisher | Robert Burke Games |
Players | 1-4 |
Playtime | 60 mins |
Suggested Age | 12 and up |
Honors | 2013 Golden Geek Best 2-Player Board Game Nominee |
Battle For Souls is a card game pitting the seven archangels of heaven versus the seven princes of hell in a fight for the eternal souls of humankind.
In the game, 1, 2 or 4 players choose the side of heaven or the side of hell. Each side will battle for 28 souls, which are worth victory points. Players add holy or unholy points on the souls in play based on how they use temptation, virtue, sin, intercession, holy relic, unholy relic, angel and devil cards. Earn enough holy points, and when the soul is reaped it goes to heaven, earning the side of good victory points; earn enough unholy points, and when the soul is reaped it goes to hell, earning the side of evil victory points. If a soul does not earn enough holy or unholy points and is reaped, it goes to purgatory where its victory points are not counted.
Guiding a soul to complete purity or complete darkness before death and final judgment adds a new archangel or prince of hell to a player's arsenal. Influence on souls can be spent for more powerful cards that have special abilities, and allow a player to gain souls more quickly.
Many strategic decisions impact play. Strategies include focusing on gaining more help from heaven or hell to increase your power, working to reap souls quickly from the start with little intervention from the angelic and demonic hordes, or balancing your play to ensure victory.
Sin, Intercession and Relic cards can be purchased for beneficial effects at the cost of holy and unholy points. These help to make for deep gameplay and excellent risk/reward scenarios. Invest in these cards to strengthen your position.
Vendor: Touch Paper Press
Type: Board Games
Price:
11.95
Designer | Trevor Cram |
Publisher | Touch Paper Press |
Players | 2 |
Playtime | 10 mins |
Suggested Age | 12 and up |
"Use superpowers to recreate the back-and-forth struggle between Hero and Villain! Pitting Brawn, Speed, and Wits against one another as you chase mayhem around the city-grid."
This is a small box 'filler' game.
The game starts by randomly dividing the 18 cards, of which there are 9 green villain cards and 9 white hero cards. Whichever color you get a majority of will determine which Super you are. (You play cards of both colors, and you always know exactly which cards your nemesis has remaining in hand)
The Board is a 6x6 grid and each round the dice are used to find a space on it where 'Mayhem' happens. Players move and play a card face down after the first die roll (before the exact location of Mayhem is known), and then move again after the second die roll.
Players can end in 3 configurations- Sharing a space, one player at the mayhem, or neither player at the mayhem. Each configuration results in 1 of 3 showdowns (Brawn, Speed, and Wits, respectively) where cards resolve differently.
-Sometimes the high card wins, sometimes a Decoy wins, and sometimes cards of the same color are lost.
Victorious cards are set by one side of the board, and defeated cards are set by another. Win when there are 5 victory cards of your color, or 5 defeated cards of your nemesis' color.
The object of the game is to anticipate what your opponent will do, and to trick him into thinking he knows what you're up to.
Vendor: Mayday Games
Type: Board Games
Price:
15.95
Designer | |
Publisher | Mayday Games |
Players | 3-6 |
Playtime | 120 mins |
Suggested Age | 14 and up |
Expands | Bootleggers |
This much anticipated expansion has been in the works for several years.
Projected Game Components in Expansion:
At any point in the game, should a player have the money, a speakeasy may be redeveloped into an upscale casino. That player abandons their trucks and stills to operate the casino for the rest of the game. Minor enhancements to the original rules integrate casinos into the gameplay of Bootleggers.
Vendor: Mayday Games
Type: Board Games
Price:
56.95
Designer |
Don Beyer Ray Eifler Steve Gross |
Publisher | Mayday Games |
Players | 3-6 |
Playtime | 120 mins |
Suggested Age | 14 and up |
Expansion | Bootleggers: The Boardwalk |
It's January 1921. Prohibition has been in effect for a year, and it looks like the 18th Amendment is here to stay. The problem, however, is that outlawing the "manufacture, sale, or transportation of intoxicating liquors" hasn't done anything to reduce the demand for booze! As a result, illegal stills dot the countryside and secret (or not-so-secret!) speakeasies are popping up all over in cities large and small. Local law enforcement may look the other way (especially if they're properly motivated) but Elliot Ness' G-Men are harder to convince. With this much money at stake, organized crime is sure to take an interest.
In Bootleggers, players take on the role of enterprising bosses seeking to make a name for themselves in the illegal alcohol trade at the height of the 1920's prohibition era. Deceit, lies, and alliances of convenience are the norm as players attempt to control distribution through money and corruption by muscling in on the competition, paying off the local law authorities, building underground speakeasies, and shipping trucks of "hooch"!
Tentative plans for the 2012 edition of Bootleggers include two double-influence cards, four blank cards, more cash, a revised rulebook, colored dice for each player, additional variants (including a two-player scenario), and improved trucks with easier-to-read numbering.
Vendor: Golden Egg Games
Type: Board Games
Price:
25.95
Designer | Elad Goldsteen |
Publisher | Golden Egg Games |
Players | 2-4 |
Playtime | 45 mins |
Suggested Age | 8 and up |
Includes Means of Power Expansion.
In Alliances, you will play a superpower nation seeking world domination along with its ally. The game is mainly based on trick-taking mechanisms, with each trick representing a local struggle to control a country in the world. The world is composed of a vast number of countries, each one represented by a tile on the table. Each country also has its own defensive attributes: a certain military strength, economic strength and political strength which need to be overcome. In order to win, your alliance has to dominate the world by gaining control over the most countries.
Alliances includes three different games in one box:
Vendor: White Goblin Games
Type: Board Games
Price:
24.95
Designer |
Henrik Berg Åse Berg |
Publisher | White Goblin Games |
Players | 2-5 |
Playtime | 45 mins |
Suggested Age | 10 and up |
Expansion | Rattus Cartus: Nobilis |
Family | Rattus |
Note: Multi-languages including English.
In 1347, The Black Death ravages Europe. The ruler of your land has just succumbed to the plague, and now you, the princes of the land, compete against one another in a struggle to replace him. To do this you travel around the land to gather loyal supporters from among the various classes of the middle ages. Each day you visit a different town, each containing different kinds of buildings and each providing different kinds of benefits. When entering a building belonging to a given class, you recruit followers from that class. Once in a while, you also take a chance on recruiting some of the strangers lurking in the streets. There are a few rats in those streets, too, but a rat or two won't kill you, right?
Rattus Cartus, a card game based on the Rattus board game, includes twelve different buildings with players using all or only some of them each game to provide a wide variety of play. Are you going to play it safe, or will you run the risk of perishing from the effects of the plague?
Vendor: FryxGames
Type: Board Games
Price:
7.95
Designer |
Jonathan Fryxelius Benjamin Fryxelius |
Publisher | FryxGames |
Players | 2-3 |
Playtime | 20 mins |
Suggested Age | 10 and up |
The king encourages all barons to expand their domains as new land is conquered. To gain favor in his eyes, each baron must show his worth by constructing buildings and thus increase the splendor of the kingdom, or by supporting the king in the war with military units. With the king's eyes fixed on the frontlines, he probably wouldn't notice your sharp elbow in your neighbour's side... right?
Brawling Barons is a tactical card game consisting of 54 cards. From this deck of cards each player draws cards and collects resources. Units (peasants and squires) can then be played from the hand. The peasants can be upgraded (rotated) to buildings, and squires can become various military units. The military units can be sent to the frontlines to gain victory points (VPs), or they can attack opposing towns. When the last card is removed from the deck, the game ends and VPs are counted.
Tactical options include choosing units to play, waiting for the perfect timing to play them, optimizing the actions, and playing the right events. At first glance, it may seem too simple, but new depths can certainly be discovered.
Brawling Barons can be played in 10-20 minutes by two experienced players. Three-player games take about 30 minutes. By combining two decks, up to six players can play, either in a deathmatch or in team play.
Vendor: FryxGames
Type: Board Games
Price:
18.95
Finally, the international space industry is beginning to grow! To encourage the development, global funds are awarding prizes to companies that are outstanding in different areas. You control one of those companies and want to compete for the biggest, best and most beautiful space station the world has ever seen. But the competition is hard...
In Space Station you start your space station with a core module card on the table, then over six years (rounds) you expand it by paying and placing new module cards. Each year you start with a five card hand, crew tokens and new MegaCredits (money), with the amount of crew and money determined by the structure of your space station. You use money primarily to pay for new modules, and the crew gives you special effects on many of your modules.
During the year, the players take turns doing actions such as building, using module actions, playing event cards, repairing or passing. When everyone passes, the year ends and victory points are awarded: There are six kinds (colors) of modules and for each kind, the player(s) with the most modules of that kind is awarded a victory point. Players' crew tokens are then reset, and player may discard a card beore refilling their hand and getting money for the next year.
At the end of the sixth year, the player with most victory point wins.X
Vendor: Rio Grande Games
Type: Board Games
Price:
12.95
Designer | Vlaada Chvátil |
Publisher | Rio Grande Games |
Players | 2-5 |
Playtime | 90 mins |
Suggested Age | 13 and up |
Expands | Galaxy Trucker |
Galaxy Trucker: Latest Models consists of new game boards for 2-5 players with model C spaceships. Class 1C and 2C come on the same game board with color denoting spaces that can be used in 2C but not in 1C. Asteroids that approach the spaceship from the front or from behind sometimes swoop around to hit the ship on the side, and asteroids that approach from the side sometimes split in half and hit the ship twice! A structural rift down the center of the spaceship requires universal connectors to connect only with other universal connectors when bridging this rift. So much for their universality!
Class 3C is a toroidal spaceship with the top of the 6x6 tile grid wrapping around to the bottom and the left side wrapping around to the right. Since lasers require an empty space in front of them – and engines an empty space behind them – your ship must have holes in it to accomodate those building requirements, and the larger and more numerous the holes, the more you must pay in insurance costs prior to launching your spaceship.
Class 4C has space to build four separate spaceships, but when the sand timer is flipped the first time, someone rolls a die and players can now build in additional areas of the game board in order to connect some of the ships. When the sand timer is flipped a second time, the die is rolled once more, possibly providing additional building sites.
Vendor: Rio Grande Games
Type: Board Games
Price:
32.95
Designer | Vladimír Suchý |
Publisher | Rio Grande Games |
Players | 2-5 |
Playtime | 75 mins |
Suggested Age | 13 and up |
Expands | Last Will |
Note: This is not a standalone product and you'll need the base game Last Will to play.
In Last Will: Getting Sacked, the lawyers have found a hidden clause in your uncle's last will. Spending money faster than all your relatives will not be enough. To inherit your uncle's fortune, you must also lose your job! After all, your uncle's heritage can't go to someone who's employed!
With this expansion added to Last Will, each player begins the game with a job card that provides him with a regular income each turn and details a number of things the player must do in order to get fired. Unlike in real life, it can be difficult to persuade your employer to give you the old heave-ho. When you miss work, he's inclined to be charitable because he liked your uncle and he's sorry for your loss. To make him angry, you need to get caught living it up when you should be working. He won't sack you straight away, but he will at least dock your salary.
Once per round, you are able to reduce your income by completing one of the things listed on the job card, earning you a demotion. Even your kindly old boss has his limits, though; when you earn enough demotions to cancel out every line of income, you can discard your employment card. Congratulations: You have been sacked and are one step closer to winning the game!
You will also have a chance to find yourself a good, demanding wife. A wedding is such a romantic way to spend piles of money in a hurry, right? The expansion has six nuptial cards, so get down on one knee and ask the question!
Also, with this expansion, each game can have a different planning board to bring additional variety to the game. When you set up the game boards, you randomly select the eight plan tiles that will be used in the game.
X
Vendor: Asmodee
Type: Board Games
Price:
64.99
Designer |
Antoine Bauza Ludovic Maublanc |
Publisher | Asmodee |
Players | 2-4 |
Playtime | 45 mins |
Suggested Age | 8 and up |
Honors |
In Terror in Meeple City (formerly known as Rampage), you arrive in Meeple City as a gigantic, famished, scaly-skinned monster! Your goal: Dig your claws and dirty paws into the asphalt, destroy buildings, and devour innocent meeples – in short: sow terror while having fun. The monster who has caused the most damage after the carnage finally ends wins the game.
The buildings in Meeple City are comprised of floor tiles and meeples, with the meeples serving as pillars that support the floors. Four wooden vehicles are on the ground in the eight neighborhoods in the city. Each monster, which consists of a wooden paws disc and a wooden body, starts in one corner of the game board. On a turn you take two actions from four possibilities, repeating an action if desired:
Monsters tend to be messy when obtaining meals, but if you knock meeples off the city board, you might be punished for letting food go to waste, costing you a tooth or letting other players take an additional action. After your two actions, you can eat unprotected meeples on the ground in your neighborhood, but you can eat only as many as the number of teeth you have. If you knock another monster to the ground, you break off one of its teeth, thereby keeping it from stealing your food! Meeples come in six colors, with the colors representing different types of inhabitants: blue (journalists), green (military), yellow (blondes), grey (old people), red (heroes), and black (businessmen). For each set of six you collect in your stomach, you score 10 points at game's end. You score points for collecting floors and teeth, too, and you can also score for achieving the goal on your character card.
In addition to the character card, each player has a power card and a superpower card unique to his monster, with the former lasting the entire game and the latter being a one-shot effect that's revealed only upon use.
Rampage' includes rules for monsters that evolve over the course of the game, that lose points for meeples not in sets, and that want to combine two game boards to allow for play with up to eight players.
Vendor: Steve Jackson Games
Type: Board Games
Price:
17.95
Designer |
David Blanchard Brian Frodema John Jacobsen |
Publisher | Steve Jackson Games |
Players | 2-4 |
Playtime | |
Suggested Age | 8 and up |
Turn out the lights and try to be the last mammal standing in this survival dice game based on Latin American folklore. Can you survive the night?
In Chupacabra: Survive the Night, which includes 24 glow-in-the-dark dice, each player rolls six dice at the start of the game and uses their rolled Chupacabra to steal other players' chickens, goats, and bulls. One Chupacabra can capture up to two chickens or one goat, and two Chupacabra can capture a bull – but animal packs are immune to Chupacabra so be sure to roll a lot of the same animal! (As if you have the power to control your dice rolls...)
Once a player is down to three dice, he becomes "Chupacabra Loco" and can capture all of one type of another animal from a player.
Vendor: AEG
Type: Board Games
Price:
18.95
Designer | Seiji Kanai |
Publisher | Alderac Entertainment Group |
Players | 3-6 |
Playtime | 30 mins |
Suggested Age | 12 and up |
Vendor: Rio Grande Games
Type: Board Games
Price:
23.95
Designer | Thomas Lehmann |
Publisher | Rio Grande Games |
Players | 2-5 |
Playtime | 45 mins |
Suggested Age | 12 and up |
Honors | 2013 Golden Geek Best Board Game Expansion Nominee |
Expands |
The orb game is optional and provides a new RFTG experience, as players have to balance how much effort and actions they wish to put into exploring the orb versus developing their empires.