Kingsburg

Kingsburg

In Kingsburg, players are Lords sent from the King to administer frontier territories.

The game takes place over five years, a total of 20 turns. In every year, there are 3 production seasons for collecting resources, building structures, and training troops. Every fourth turn is the winter, in which all the players must fight an invading army. Each player must face the invaders, so this is not a cooperative game.

The resources to build structures and train troops are collected by influencing the advisers in the King’s Council. Players place their influence dice on members of the Council. The player with the lowest influence dice sum will be the first one to choose where to spend his/her influence; this acts as a way of balancing poor dice rolling. Even with a very unlucky roll, a clever player can still come out from the Council with a good number of resources and/or soldiers.

Each adviser on the King’s Council will award different resources or allocate soldiers, victory points, and other advantages to the player who was able to influence him/her for the current turn.

At the end of five years, the player who best developed his assigned territory and most pleased the King through the Council is the winner.

Many alternate strategies are possible to win: will you go for the military way, disregarding economic and prestige buildings, or will you aim to complete the big Cathedral to please the King? Will you use the Merchant’s Guild to gain more influence in the Council, or will you go for balanced development?

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Arkham Horror

Arkham Horror

The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the war to end all wars.

Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the gates between worlds. These gates have begun to open and must be closed before the Ancient Ones make our world their ruined domination.

Only a handful of investigators stand against the Arkham Horror. Will they Prevail?

Arkham Horror is a cooperative adventure game themed around H.P Lovecraft’s Cthulhu Mythos. Players choose from 16 Investigators and take to the streets of Arkham. Before the game, one of the eight Ancient Ones is chosen and it’s up to the Investigators to prevent it from breaking into our world. During the course of the game, players will upgrade their characters by acquiring skills, allies, items, weapons, and spells. It’s up to the players to clean out the streets of Arkham by fighting many different types of monsters, but their main goal is to close portals to other dimensions that are opening up around town. With too many portals open the Ancient One awakens and the players only have one last chance to save the world. Defeat the Ancient One in combat!

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Cold War: CIA vs KGB

Cold War: CIA vs KGB

World War II has left the world in upheaval, and many nations’ futures are filled with uncertainty. The USA and the USSR are the only Superpowers who can lead the world toward a better future.

Cold War: CIA vs. KGB puts you in charge of a spy network during the post-war era. Your purpose: to “persuade” foreign governments to embrace the “proper” ideology, by any means necessary. Manipulate local factions of influence to get your coup d’etat up and running. Double-cross and eliminate your opponent’s leaders. Gain prestige for your side by winning the Space Race, dominating the Olympic Games, or ensuring that one of your countrymen wins the Nobel Peace Prize.

In this decades-long conflict, victory will go to the side with the resources, conviction, and commitment necessary to ensure that their world view shapes the future.

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A Few Acres of Snow

A Few Acres of Snow

A Few Acres of Snow is a two-player, deck-building game about the French and British conflict in North America.

The card-play contains a focus on a deck-building mechanic similar to Dominion, each card will have multiple uses like card-driven game. The players have to choose only one aspect of the card to use when it is played. Each space captured by a player will add another card to the capturing player’s deck.

From the box description:

A war fought at the edge of two mighty empires. For over one hundred and fifty years Britain and France were locked in a struggle for domination of North America. Thousands of miles from their homes, settlers and soldiers were faced with impenetrable forests, unpredictable American tribes, and formidable distances. Despite these obstacles they were able to engage in bitter warfare, with the British ultimately taking the prize of Quebec. A Few Acres of Snow is a two-player game that allows you to recreate this contest. You can change the course of history by your decisions.

A Few Acres of Snow takes an innovative approach to the subject, using cards to represent locations and manpower. As the game progresses you add to your selection of cards, increasing the range of actions available to you. There are many strategies to be explored. How quickly should you build up your forces, do you employ Native Americans, what energy should be expended on your economy?

The game is about more than just fighting – you must successfully colonize the land to have a chance.

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Quarriors!

Quarriors

In Quarriors, each player plays as a Quarrior competing for Glory in the eyes of Quiana, the Empress of Quaridia. Each player starts with an identical set of 12 dice in their dice bag. At the start of the game, Creature and Spell dice (Quarry) are dealt at random to form “the Wilds” in the center of the table. As play progresses, players roll their dice to attempt to summon Creatures, cast Spells, and harness the magical power of Quiddity (the in-game resource) to capture Quarry from the Wilds to add to their repertoire and into their dice bag. Players draw and roll 6 dice a turn from their bag, making that controlling bag composition is key to victory.Quarriors is a fast-paced game where players must strategically balance their choices each turn. Do I use my Quiddity to summon Creatures in the hopes of scoring Glory or should I spend it all to capture more powerful Quarry from the Wilds? Players must outmaneuver their opponent’s through strategic Spell use, the acquisition of powerful Quarry, and ultimately, by striking down opponent’s Creature in combat. If your Creatures survive until your next turn, you will score Glory points and move closer to victory!

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