Theseus: The Dark Orbit

Theseus: The Dark Orbit

Theseus: The Dark Orbit puts players in the heart of a conflict between five factions trapped on the eponymous space station in deep space. Only one can survive…

Command the marine forces! Use deadly weaponry, setting traps and mines in corridors to defend the human race.

Command the alien race! Use secret passages and ventilation ducts to launch surprise attacks and grow small aliens to take control of the station.

Command the scientists! Use computers and technological devices to gather data and record information about other inhabitants of the station.

Command the Greys race! Use their mind powers to control the enemy and use them for your own purposes.

The fifth faction? It’s a mystery. It’s precisely why you made the trek to Theseus, and it’s precisely why you will die…

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.

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Race for the Galaxy: Alien Artifacts

Race for the Galaxy: Alien Artifacts

Race for the Galaxy: Alien Artifacts, is the fourth expansion for Race for the Galaxy, is incompatible with earlier expansions for that game, instead taking the game in a new direction. Race for the Galaxy: Alien Artifacts consists of two parts:

46 new cards including 5 new start worlds to add to the base set, plus a set of action cards and start hand for a fifth player. These can be used without the orb cards.

49 cards used to represent the Alien Orb which players jointly map and explore, gaining artifact tokens of various types that provide powers and VPs. There are also five new Explore action cards used in the orb game (instead of gaining an additional card or greater card selection).

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.

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Viticulture

Viticulture

In Viticulture, the players find themselves in the roles of people in rustic, pre-modern Tuscany who have inherited meager vineyards. They have a few plots of land, an old crushpad, a tiny cellar, and three workers. They each have a dream of being the first to call their winery a true success.

The players are in the position of determining how they want to allocate their workers throughout the year. Every season is different on a vineyard, so the workers have different tasks they can take care of in the summer and winter. There’s competition over those tasks, and often the first worker to get to the job has an advantage over subsequent workers.

Fortunately for the players, people love to visit wineries, and it just so happens that many of those visitors are willing to help out around the vineyard when they visit as long as you assign a worker to take care of them. Their visits (in the form of cards) are brief but can be very helpful.

Using those workers and visitors, players can expand their vineyards by building structures and planting vines (vine cards) and filling wine orders (wine order cards), players work towards the goal of running the most successful winery in Tuscany.

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Rex: Final Days of an Empire

Rex: Final Days of an Empire

Rex: Final Days of an Empire, a reimagined version of Dune set in Fantasy Flight’s Twilight Imperium universe, is a board game of negotiation, betrayal, and warfare in which 3-6 players take control of great interstellar civilizations, competing for dominance of the galaxy’s crumbling imperial city. Set 3,000 years before the events of Twilight Imperium, Rex tells the story of the last days of the Lazax empire, while presenting players with compelling asymmetrical racial abilities and exciting opportunities for diplomacy, deception, and tactical mastery.

In Rex: Final Days of an Empire, players vie for control of vital locations across a sprawling map of the continent-sized Mecatol City. Only by securing three key locations (or more, when allied with other factions) can a player assert dominance over the heart of a dying empire.

Unfortunately, mustering troops in the face of an ongoing Sol blockade is difficult at best (unless, of course, you are the Federation of Sol or its faithless ally, the Hacan, who supply the blockading fleet). Savvy leaders must gather support from the local populace, uncover hidden weapon caches, and acquire control over key institutions. Mechanically, this means players must lay claim to areas that provide influence, which is then “spent” to (among other things) smuggle military forces through the orbiting Sol blockade. Those forces will be needed to seize the key areas of the city required to win the game. From the moment the first shot is fired, players must aggressively seek the means by which to turn the conflict to their own advantage.

While the great races struggle for supremacy in the power vacuum of a dead emperor, massive Sol warships execute their devastating bombardments of the city below. Moving systematically, the Federation of Sol’s fleet of warships wreaks havoc on the planet’s surface, targeting great swaths of the game board with their destructive capabilities. Only the Sol’s own ground forces have forewarning of the fleet’s wrath; all others must seek shelter in the few locations with working defensive shields…or be obliterated in the resulting firestorm.

Although open diplomacy and back-door dealmaking can often mitigate the need for bloodshed, direct combat may prove inevitable. When two or more opposing forces occupy the same area, a battle results. Each player’s military strength is based on the sum total of troops he is willing to expend, along with the strength rating of his chosen leader. A faction’s leaders can therefore be vitally important in combat…but beware! One or more of your Leaders may secretly be in the employ of an enemy, and if your forces in combat are commanded by such a traitor, defeat is all but assured. So whether on the field of battle or the floor of the Galactic Council, be careful in whom you place your trust.

All this, along with a host of optional rules and additional variants, means that no two games of Rex: Final Days of an Empire will play exactly alike. Contributing further to replayability is the game’s asymmetrical faction abilities, each of which offer a unique play experience.

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Tash-Kalar: Arena of Legends

Tash-Kalar: Arena of Legends

Tash-Kalar: Arena of Legends is a game played by masters of magic. Two to four summoners encounter each other in the Tash-Kalar arena, either in teams or each on his own, and prove their skill and strategy in a short but intense battle. By clever deployment of their minions, they create magic patterns for summoning powerful beings, and then use those to destroy their opponent’s forces or to prepare patterns for the ultimate legendary beings.

The game includes three different factions (but two copies of one of them), each with a unique deck of beings to summon. There is also a deck of legendary creatures. Players take turns placing their common pieces on the board, and if they succeed in creating the pattern depicted on one of the cards in hand, they may play it. When played, the card summons a specific being and allows the player to perform an effect described on the card.

Tash-Kalar: Arena of Legends offers two game modes. In the standard mode you score points for fulfilling various tasks set by the Arena Masters: controlling certain points or areas of the arena, destroying a number of enemy pieces in a single turn, performing a certain combination of summonings, etc.

In the other mode of play, your only goal is to entertain the crowd. You do that by primarily destroying your opponents.

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Eldritch Horror

Eldritch Horror

Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, brutal encounters, and obscure mysteries will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldly mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction?

Eldritch Horror is a cooperative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One – an elder being intent on destroying our world. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw you deeper into the lore surrounding each loathsome creature.

Discover the true name of Azathoth or battle Cthulhu on the high seas. With twelve unique investigators, two hundred-fifty tokens, and over three hundred cards, Eldritch Horror presents an epic, world-spanning adventure with each and every game.

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Yedo

Yedo

Japan, 1605 – Hidetada Tokugawa has succeeded his father as the new Shogun, ruling from the great city of Edo (a.k.a. Yedo), the city known in present times as Tokyo. This marks the beginning of the golden age of the Tokugawa Shogunate and the so-called Edo Period that will last until 1868. Naturally, the most powerful families in Edo immediately try to curry favor with the new Shogun – and this is the opportunity our clan has been looking for, our chance at power and glory. Our clan will prove ourselves to be indispensable to the new Shogun. We will work from the shadows to acquire information about our rival clans. We will kidnap those who might oppose our ascent and assassinate those who prove a threat. We will use cunning to prevent our adversaries from doing the same to us. We will find glory and honor in the eyes of this new Shogun – or failing that we will end his rule by any means necessary.

In the strategy game Yedo, players assume the roles of Clan Elders in the city of Edo during the early years of the Tokugawa Shogunate. The object of the game is to amass Prestige Points, mainly by completing missions. To do so, players must gather the necessary assets and – most importantly – outfox their opponents and prevent them from completing their missions.

There are several ways to reach your goal. Will you try to complete as many missions as possible and hope that your efforts catch the Shogun’s eye? Or will you choose a more subtle way of gaining power by trying to influence the Shogun during a private audience? You can also put your rivals to shame by buying lots of luxury goods from the European merchants. It’s all up to you – but be careful to make the right choices, for in Yedo, eternal glory and painful disgrace are two sides of the same coin…

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New Amsterdam

New Amsterdam

Nieuw Amsterdam was founded by the Dutch West Indies Company in order to encourage the lucrative beaver pelt trade with the local Native American hunters along the Hudson River. To establish a trading post there, they needed a town and a fort, which was built on the tip of Manhattan Island. To encourage European patrons – that is, settlers of means or noble birth – to populate the colony, they granted them both land and indentured servants. The patrons became the lords of a new feudal system not unlike that seen in Europe.

In Nieuw Amsterdam, players are those patrons, and they bid on action lots in order to build businesses, work land for both food and building materials, compete in elections, ship furs to the Old World, and trade with the Lenape Indians – a process that gets more complicated as players claim more land and push the Lenape camps farther up the Hudson River.

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Suburbia

Suburbia

Plan, build, and develop a small town into a major metropolis. Use hex-shaped building tiles to add residential, commercial, civic, and industrial areas, as well as special points of interest that provide benefits and take advantage of the resources of nearby towns. Your goal is to have your borough thrive and end up with a greater population than any of your opponents.

Suburbia is a tile-laying game in which each player tries to build up an economic engine and infrastructure that will be initially self-sufficient, and eventually become both profitable and encourage population growth. As your town grows, you’ll modify both your income and your reputation. As your income increases, you’ll have more cash on hand to purchase better and more valuable buildings, such as an international airport or a high rise office building. As your reputation increases, you’ll gain more and more population (and the winner at the end of the game is the player with the largest population).

During each game, players compete for several unique goals that offer an additional population boost – and the buildings available in each game vary, so you’ll never play the same game twice!

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Power Grid

Power Grid

The object of Power Grid is to supply the most cities with power from your ever-improving collection of power plants. As each player buys power plants, new and better plants come onto the market, forcing you to upgrade as you and your opponents try to spread your power networks across more and more of the country.

Power Grid is one part territory control, one part plant expansion and one part economic management, as players compete to buy the raw materials they need to fuel their ever more demanding power plants.

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