[ZMG 78006]This sixth expansion for Carcassonne present players with four mini-expansions. "The Count of Carcassonne" helps players take over sections that are under another player's control. "The River 2" creates an interesting beginning by presenting a winding river that splits into two. "The King and the Robber" awards the player who completes the largest city and longest road. And, the "Heretics & Shrines" tiles introduce heretics who challenge monks, trying to score precious points.
[ZMG 78005]The fifth major expansion to Carcassonne, Abbey & Mayor adds 3 new wooden piece types, 6 abbey tiles, and 12 landscape tiles. The Abbey tiles act as Cloisters but do not have to match adjacent tiles and they complete adjacent features when placed. Mayors can be placed only in cities, with their strength determined by the number of pennants in the city. Barns allow players to score fields during the game rather than just at the end. Wagons are placed on roads, cities, or cloisters, and can move to an adjacent open feature when their current feature is completed.
[ZMG 79001]The Steel Police are a wandering brigade of fanatics who want to ensure that the law is respected. They are equipped with a new experimental power armor. This armor is equipped with many cybernetic enhancements that increase the organism’s abilities, but at what cost ? Steel Police officers will automatically repond to anything they consider a threat. They often appear out of nowhere and try to restore order in the middle of a battlefield. They are rutheless in their application of the law and many year for the days where chaos and anarchy ruled… The Steel Police army introduces a new ability : Reflection. This ability protects army units from all form of attacks directed at it’s side marked with the Reflection icon. A such attack will instead reflect back on the attacking unit.
[ZMG 79000]Neuroshima HEX is a game of tactics, where armies wage continuous battles against each other. Neuroshima Hex 3.0 is the return of the series with new artwork and a new, FIFTH, faction included: Doomsday Machine. This edition also includes material that will allow for SOLO play! The world of Neuroshima Hex is that of a post-apocalyptic world torn apart by a war between humans and machines. The remains of humanity took shelter in the ruins of cities and organized in small communities, gangs and armies. Conflicts between such groups are not uncommon and the reasons of such are numerous: territory, food or equipment. MOLOCH sent from the north constantly patrol the ruined cities. Great wastelands that surround what was left of the greatest cities are home to another enemy - BORGO - an army of gruesome mutants. One of humanity’s last hopes is the OUTPOST, a perfectly organized army that wages a guerrilla war against MOLOCH. Nevertheless, most human settlements, including the HEGEMONY, are not concerned with war until it comes banging at their door…
For eons, Incubi (bad, negative dreams) and Sognae (happy, positive dreams) have dwelled in Equilibrion, opposed but complementary. As the king of this City, you must establish and maintain the delicate balance between those dreams: place them in the various districts, harness their power, and beware of the Chaos -fearsome entities that thrive on discord and hatred....
Equilibrion is a solo/cooperative card game: you (and your partner) must work (together) against the game, and claim all the cards from the City deck -before the Dream deck runs out! Victory is achieved by balancing the twelve City cards: when the sum of all Dream cards played next to a City card is equal to zero, you may claim it. In order to prevail, you must play your Dream cards skillfully, or discard them at the right moment to trigger helpful effects. And you will have to dodge the penalties of the Chaos cards
Two expansions are also included with the basic game:
Arch-Squares and Metas introduces more City cards, and a new type of Dream: the double-sided (positive and negative) Metas.
The Books of Powers , gives you more effects to choose from when discarding a Dream card at the cost of starting the game with fewer Dream cards
[ZMG 7044-E]Dungeon Lords: Festival Season is a big expansion that includes lots of Dungeon Lording goodness. The game is still played over two years, but now each year has five rounds instead of four: winter, spring, summer, autumn and festival season. More time to build your dungeon, but also more time for adventurers to gather a larger party. There are new monsters, rooms, and traps to prepare your dungeon for the battle, but also new nasty spells for the adventurers and sneaky bards who encourage them to perform so-called "heroic" deeds not to mention two paladins each year, now ready to punish the two most evil players. Would you like to push other players toward evil instead of moving yourself toward good when visiting the city? What about making an investment instead of traditional gold digging? Or what about repairing conquered tunnels or rooms instead of digging new ones? Only eight actions are still available to you, but each season one of those actions is replaced by an alternate set of spaces that offer new and intriguing options. And did we mention that it has recently become fashionable for Dungeon Lords to have their own personal pets?
2212: Ginkgo Biloba, the oldest and strongest tree in the world, has become the symbol of a new method for building cities in symbiosis with nature. Humans have exhausted the resources that the Earth offered them, and humanity must now develop cities that maintain a delicate balance between resource production and consumption. Habitable space is scarce, however, and mankind must now face the challenge of building ever upwards. To develop this new type of city, you will gather a team of experts around you, and try to become the best urban planner for Ginkgopolis.
In Ginkgopolis, the city tiles come in three colors: yellow, which provides victory points; red, which provides resources; and blue, which provides new new city tiles. Some tiles start in play, and they're surrounded by letter markers that show where new tiles can be placed.
On a turn, each player chooses a card from his hand simultaneously. Players reveal these cards, adding new tiles to the border of the city in the appropriate location or placing tiles on top of existing tiles. Each card that you play goes to your left-hand neighbor, so keep in mind how your play might set up theirs!
When you add a new tile to the city, you take a "power" card of the same color, and these cards provide you additional abilities during the game, allowing you to scale up your building and point-scoring efforts.
Players: 1 - 5 Playing Time: 60 minutes
[ZMG 70980 ]
Alcatraz: The Scapegoat is a game about conflicted loyalties. On one hand, the players work together to bust out of the famous prison; on the other hand they all know that one of them will be left behind as the scapegoat.
Alcatraz is a peculiar game because while it is cooperative in some aspects, with players needing to work together to complete tasks, the game has loads of negative interaction as one player will always be the scapegoat. You don't want to be that guy. You don't "go all in", you don't always keep your promises, and you don't do "what's best for the group". Instead you do everything you can to become indispensable, and "everything" is literal here even if it means stealing from, betraying, and blackmailing other players.
In order to escape from Alcatraz, the players need to complete six parts of a plan. Each part is a "pick-up and deliver" task requiring specific items obtained in different parts of the prison. Once each part of the plan is completed, every player but the scapegoat moves a little closer to escaping, with the scapegoat being voted on each round by all the players most likely the player who contributed the least to completing that particular task, but you never know. Thus, you could say that Alcatraz is a cooperative game but with a twist.
The map of the prison constituting the play area is generated randomly each game, providing high replayability. Alcatraz is designed for 3-4 players, and due to its theme and complex gameplay is best suited for mature players.
Battle Beyond Space is a massive, multi-player free-for-all space battle with 60 80 ships slugging it out IN SPACE.
In 45-60 minutes. And 9 turns. In an asteroid field.
The combat system is diceless and extremely deadly. On a turn, you choose one of your three squadrons, move and fire with it, then get to move one of your two capital ships.
The big difference between the players is the super-secret alien power of technology which they can spring on another player at any time. Some are one-use, amazingly powerful items (aka Death Blossom), some are more subtle, long-term effects.
Will you send your Atlanteans to mine the untapped veins of precious resources at the very tip of the island, hoping to reap great rewards before the oncoming waves smash into the shores? Or will you remain in the relative safety of the island's center, where resources have grown scarce? Perhaps you will tap into the power of the mystic energy source - the lifeforce of Atlantis and key to its advanced technology. You may even seek refuge in the vast libraries of the Lost City, hoping to find some tome which will lead to salvation for the doomed isle. Beware though - even as the island sinks into the sea, the Athenians continue to assault Atlantis, hoping to plunder its riches before it disappears beneath the waves.
Components 40 Atlanteans 14 Gold 10 Crystals 10 Ore 20 Atlantium 24 Mystic Energy 12 Courage Tokens 6 Mystic Barrier Tokens 31 Knowledge Cards 58 Misfortune Cards 21 Component Cards 6 Councilor Sheets 37 Island Tiles 1 Atlantean Navy Board 1 Athenian Galley 3 Dice 1 Attack Die 1 Starting Player Marker 1 Rulebook
In Africana, players travel through Africa, taking part in expeditions and trying to be the first to reach various destinations. With the money they earn, they can buy adventure cards that earn them precious antiques. Africana features the "Book of Adventures" game system from Schacht's Valdora in which players can acquire cards that are laid out like books, with players "turning the pages" to find the adventure cards they most want.
The game board in Africana shows the continent divided in half at the equator, with the cities in the north half colored brown and the cities in the south white. Adventure cards with a brown border can be acquired only in the south and must be delivered to the north, while white-bordered adventure cards take the opposite route. Five expedition cards each showing the starting and ending location and a reward for completing the expedition are laid face-up on the game board.
Each player has one researcher token that will travel around the board, and on a turn a player takes one of three possible actions:
Draw two travel cards. (A player can have no more than five travel cards in hand at turn's end.) Buy one or more adventure cards, for five coins each. A player can flip one page in the book for free, with each additional flip costing one coin. (A player can have no more than three adventure cards to be fulfilled at turn's end.) Move the researcher by paying travel cards that match the color of the space being traveled to. Each player has a joker in hand, which will be retained at the end of each turn. If a player moves onto the start space of an expedition, he can mark that expedition card with a marker; if he reaches the destination for an expedition he's on, he receives the reward depicted and claims the card, while anyone else on the expedition receives nothing. A new expedition card is then revealed. When a player reaches the destination shown on an adventure card, that player scores that card by placing it under his player mat. Some cards show helpers, which are represented by helper cards in a player's hand. These cards allow travel on the color shown on the card and return to the player's hand after use, but a player who employs many helps will lose points at the end of the game.
Once the expedition cards run out, the game ends and players score for the expeditions they completed, sets of identical and different adventure cards, money in hand, and a few other things. The player with the most points wins!
Goa, a strategy game of auctions and resource management, is set at the start of the 16th century: beautiful beaches, a mild climate, and one of the most important trading centers in the world. Competing companies deal in spices, send ships and colonists into the world, and invest money. Are you on top or at the bottom? It depends on how you invest your profits. Will you make your ships more efficient? Enhance your plantations? Recruit more colonists? Only a steady hand in business will help.
Each turn begins with an auction phase, where each player gets to auction one item (and the starting player two items). The first item being auctioned gives the right to go first the next turn (along with a card that gives an extra action). If you buy your own item, you pay it to the bank. If someone else buys the item you sell, they pay you.
After the auction, players get three actions to improve their plantations. Actually, plantations are one of the things that can be bought at the auctions, and doing so is necessary to get anywhere. There are five different types of spice plantation, and different spices are needed for different things.
Each player has a board showing their advancement for various things: getting ships, planting new spices, getting colonists, etc. The more a player advances along one track, the better one is doing that particular action. The further you get along a certain track, the more points that track is worth at the end, and there are also rewards to the first player who reaches the last two levels along each track. On the other hand, each player normally needs to perform the actions for all the tracks at some point, so it's not necessarily a good idea to concentrate on just a couple of them. Goa is a game that gives plenty of opportunity for tough decisions, since a player always has at least one action too few.
The 2012 edition of Goa includes four new tiles and a new play variant, as noted on the cover of the Z-Man Games edition.
Agricola: All Creatures Big and Small is a new take on Uwe Rosenberg's Agricola designed for exactly two players and focused only on the animal husbandry aspect of that game. So long plows and veggies!
In Agricola: All Creatures Big and Small, you become an animal breeder of horses, cows, sheep and pigs and try to make the most of your pastures. Players start with a 3x2 game board that can be expanded during play to give more room for players to grow and animals to run free. Sixteen possible actions are available for players to take, with each player taking three actions total in each of the eight rounds.
Built by the Romans during the first century in Belgian Gaul, Tournay experienced most of its growth along the Scheldt river. Unfortunately, the river also contributed to its troubles, because in 881, the Normans traversed its watery path, easily capturing the city and stunting Tournay's prosperity. Tournay invites you to participate in the reconstruction of the city and help your district flourish by cleverly coordinating the work of the city's three domains - military, religious, and civil - in order to establish a glorious era that will last for centuries!
In Vinhos (a Portuguese word meaning "Wines") you will play the role of wine producers in Portugal.
Over a period of 6 years, you will expand your business by establishing Estates in the different regions of Portugal, buying vineyards and building wineries. Skilled enologists will help you increase the quality of your wine, while top Wine Experts will enhance it's features at the "Feira Nacional do Vinho Portugu s", the Wine Tasting Fair.
Selling your wines to Portuguese local hangouts, will establish a market presence for your company and will help you secure the funds to expand your company, and to pay your enologists' salaries.
But, as everyone knows, prestige cannot come from money alone. To ensure a good reputation on international markets you must meet the requirements of various Countries, by consistently exporting high-quality wines.
Periodically, a Wine Tasting Fair will be held. It is up to you to decide the best time to announce which wine you intend to present. The choice of the best wine by value and features is essential to the prestige of your company and will definitely make all the difference!
The ancient armies of Macedonia and Persia are yours to command in Pocket Battles: Macedonians vs. Persians, a tile-based war game. You'll fight on three fronts with armies you create for each battle, making every battle a new experience.
Each Pocket Battles game depicts two armies. The rules for combat are the same in each Pocket Battles game so you can have armies from different series fighting: Elves vs. Romans! WW2 soldiers vs. Napoleonic forces! It's all possible with Pocket Battles.
The second in the Pocket Battles series. This time we go fantasy as elves and orcs clash for supremacy.
To play Pocket Battles, first you must agree on the size of the armies. Then you create your own army from among the available troop tiles: this is a very strategic part of the game. Combat comes next and it is fast and bloody. There are three sectors comprised of 15 zones that one can fight in. Thee are range and melee attacks, charges and some units even have special abilities (which are described on the player aids).
You can also use the armies here to fight armies from other Pocket Battle games: Elves vs. Romans, Orcs vs Celts!
Pocket Battles is a wargame that easy to learn, inexpensive, fast, portable and requires minimum table space! It is also compatible with other Pocket Battle games in the series!
Future series will feature armies from different eras and even different genres.
The WM-Deck for Agricola is a new set of cards for Uwe Rosenberg’s boardgame hit. The 60 Minor Improvements and 55 Occupations are divided into 5 Mini-Decks and were created for the first Agricola World Championship 2011 in Vienna.
Play Agricola with a new thematic setting set in the Netherlands! Discover the Netherlands - a small country with more than just the stereotypical windmills, cheese, and tulips. The 60 Minor Improvements and 60 Occupations in the 120-card NL-Deck Expansion can be played as a stand-alone deck or shuffled into other decks.
A long time ago in Europe, ages were pretty dark. The distribution of wealth back then left a lot to be desired. Greedy people banded together to take things from other people so that the rich could get richer and the poor could have even less. Twas ever thus. Step into the middle of the normal state of human affairs as a Baron or Baroness somewhere almost in Europe a long time ago. Thanks to your birth you have a lot of little people working to make you richer, and you, in turn, are doing your best to make your king even more prosperous. If you do things right, you might someday be king.
Each player starts with a Fiefdom Management card, divided into 64 squares (49 of which can have tiles played on them. Into four of these squares you deploy your Keep, in which you will put your fortification of some sort, and your soldiers. Elsewhere in your land you deploy assorted resource gatherers and buildings in an effort to grow, prosper, and score victory points. Along the way there may be wars, invasions, tournaments, taxes, and a lot of other nonsense.