Mexica

Mexica plots the development of the city of the same name on an island in lake Texcoco. Players attempt to partition it into districts, place buildings, and construct canals.

Districts are formed by completely surrounding areas of the island with water and then placing a District marker. The player who founds a district scores points immediately.

Canals and Lake Texcoco act as a quick method of moving throughout the city. Players erect bridges and move from one bridge to the next, which costs 1 action point regardless of the distance. They must also erect buildings. This costs action points, the exact number being dependent upon the building’s size.

In the scoring phases of the game, players score points (El Grande style) based upon their dominance in a District. In the 4 player game, players with the 1st, 2nd, and 3rd most buildings score decreasing numbers of points.

Only districts are scored in the first scoring round.

In the second scoring round at the end of the game, all land areas are scored, not just districts.

The player with the most points wins.

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Arena Rex

Rome, 1253 AUC: This is not the world you know. The Republic and the Empire thrive. Arenas dot the landscape. Warriors from lands both known and unknown perform upon the sands for the chance at freedom, riches, and eternal glory. Many choose this life, some are condemned to it — they will face men, beasts, and creatures of myth, all for the favor of the crowd.

Arena Rex is a game of gladiatorial combat. Battles of 3 to 6 combatants per side are recommended, and take approximately 30 to 40 minutes to play. Simple, intuitive rules offer myriad tactical possibilities. Maneuver and arena terrain play key roles in the game along with a fatigue-based activation system that twists a traditional round structure in new and exciting ways.

Arena Rex is a miniatures line that features high quality 35mm gladiators, and encompasses not just classic styles, but much of the ancient world. Gladiators train together in ludi; the classic styles of Ludus Magnus compete with more exotic fighters from farther afield. Anachronisms are present and intentional — the ability to combine the best aspects of disparate things is just as important as unity of purpose, and this is reflected in Arena Rex not just aesthetically, but mechanically. Players can choose gladiators freely, whether for their look, their playstyle, or because of unique benefits and synergies within a given ludus.

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Above and Below

Above and Below

Your last village was ransacked by barbarians. You barely had time to pick up the baby and your favorite fishing pole before they started the burning and pillaging. You wandered over a cruel desert, braved frozen peaks, and even paddled a log across a rough sea, kicking at the sharks whenever they got too close, the baby strapped tightly to your back.

Then you found it! The perfect place to make your new home. But as soon as you had the first hut built, you discovered a vast network of caverns underground, brimming with shiny treasures, rare resources, and untold adventure. How could you limit your new village to the surface? You immediately start organizing expeditions and building houses underground as well as on the surface.

With any luck, you’ll build a village even stronger than your last– strong enough, even, to turn away the barbarians the next time they come knocking.

Above and Below is a mashup of town-building and storytelling where you and up to three friends compete to build the best village above and below ground. In the game, you send your villagers to perform jobs like exploring the cave, harvesting resources, and constructing houses. Each villager has unique skills and abilities, and you must decide how to best use them. You have your own personal village board, and you slide the villagers on this board to various areas to indicate that they’ve been given jobs to do. Will you send Hanna along on the expedition to the cave? Or should she instead spend her time teaching important skills to one of the young villagers?

A great cavern lies below the surface, ready for you to explore– this is where the storytelling comes in. When you send a group of villagers to explore the depths, one of your friends reads what happens to you from a book of paragraphs. You’ll be given a choice of how to react, and a lot will depend on which villagers you brought on the expedition, and who you’re willing to sacrifice to succeed. The book of paragraphs is packed with encounters of amazing adventure, randomly chosen each time you visit the cavern.

At the end of the game, the player with the most well-developed village wins!

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Evolution: Flight

Evolution: Flight

Evolution: Flight, an expansion for Evolution, introduces avian species into the ecosystem. Now your species can swoop on unsuspecting prey from above, fly away from predators, or soar to a new location when food is scarce. Will the ability to fly propel you to new heights? Or will it bring your downfall? Explore the expanding Evolution world and find out!

With this expansion, you may now choose between creating a normal species and creating a flying species! The expansion changes tactics and strategy dramatically, but it doesn’t change the base game’s core mechanics, so it’s a snap to learn.

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Samurai

Samurai

Samurai is a much-beloved tile-placement game for two to four players by renowned designer Reiner Knizia. You and your opponents assume the roles of ambitious daimyo, vying for dominance in feudal Japan.

Through the strategic placement of tiles, you establish your sway over lesser lords, the production of rice, and the region’s religious leaders. Sometimes, though, even these won’t be enough to establish your dominance, and to cement your position, you must send in your samurai!

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T.I.M.E Stories

|T.I.M.E Stories

Time Stories offers a unique blend of role-playing and boardgaming experience. It is a decksploring game, and each deck of 120+ cards is a new story to explore.

The players are agents in a futuristic TSA (Time Survey Agency) that detects time discrepancies and sends you on mission, usually to prevent temporal rifts. Each mission is different, being set in a different atmosphere and illustrated by a different artist, with each mission having a core mechanism that differs from the next.

You usually take possession of local hosts to navigate in a given environment, but who knows what you’ll have to do to succeed? Roam a med-fan city, looking for the dungeon where the Syaan king is hiding? Survive in the Antarctic while enormous creatures lurk beneath the surface of the ice? Solve a puzzle in an early 20th century asylum? That is all possible, and you might even have to jump from one host to another, or play against your fellow agents from time to time…

Time Stories is a decksploring game in which each deck makes anything possible!

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Roll for the Galaxy

Roll for the Galaxy

Roll for the Galaxy is a dice game of building space empires for 2–5 players. Your dice represent your populace, whom you direct to develop new technologies, settle worlds, and ship goods. The player who best manages his workers and builds the most prosperous empire wins!

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Imperial Settlers

Imperial Settlers

Settlers from four major powers of the world have discovered new lands, with new resources and opportunities. Romans, Barbarians, Egyptians and Japanese all at once move there to expand the boundaries of their empires. They build new buildings to strengthen their economy, they found mines and fields to gather resources, and they build barracks and training grounds to train soldiers. Soon after they discover that this land is far too small for everybody, then the war begins…

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Elysium

Elysium

Mythic Greece. As an upstart demigod, you want to earn the favor of the Olympians and become a figure of legend yourself. Gather heroes and powerful artifacts, please the gods and bear their power to write your own epic tale.

Let your allies achieve their destiny and enter the Elysium, home of the glorious and the brave. Once the stories are written, only one demigod will be chosen to stand at the side of Zeus. Elysium is a game of set collecting and combinations in which players recruit cards representing heroes, items, powers and gods. These cards have many different powers and you can create powerful combination to earn gold (the help of the gods) and victory points (the favor of the gods). Each card belongs to one of the eight Olympians gods (a family), and shows a level (1 to 3).

During the five turns of the game, players will try to transfer their cards to the Elysium and write their own Legends, which are series of cards from the same family or from different families of the same level. The more epic the Legends, the more favor from the gods they’ll earn. But as they go to Elysium, most cards lose their power and players will therefore have to renounce some of their combinations !

A game of balance and opportunity with simple action, but constant dilemmas and complex strategies.

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Dogs of War

Dogs of War

Dogs of War is an elegant game set in a steampunk-influenced renaissance universe. Noble houses engage each other in a series of fierce battles, and it’s up to the players and the Dogs of War they control to deploy their private armies in support of whatever house they wish to favor. Clockwork knights and imposing war machines shift the tides of war as they enter the battlefields, but the interest of their Dog of War captains actually lie in the rewards offered by each noble house to its supporters. Each Dog of War has a special ability that helps them claim influence, win battles, or betray the house to which they’ve sworn allegiance!

Dogs of War is not a game of pure military power, but rather a game in which deception and betrayal often lead the way to a decisive victory. The goal for the Dogs of War is to earn the most power by the end of the game. Thanks to thoughtful game design and development, there are many ways to achieve this, like defeating other captains in battle, getting rewards from the Houses you help, amassing gold and troops, and most importantly, gaining influence with the most successful Houses.

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