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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Review: Kingsburg

Review: Kingsburg

Paul: So, you know that Merchants & Marauders game we looked at a couple of weeks back? Well, we didn’t. I was desperate to get my pirate paws on it and Quinns went ahead and played it without me. You know why? His excuse was that I was ill.

That’s not an excuse, that’s just exploiting a good man’s sickness. I could’ve been dying, and there he was, laughing over a game that I could only grasp at in my most moribund of visions.

Kingsburg, then!
Here’s a review of both my first and my favourite dice-placement game, and Quinns isn’t allowed anywhere near it. Come with me, readers, as I take you on a right regal journey around its royal court.

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King of Tokyo

King of Tokyo

In King of Tokyo, you play mutant monsters, gigantic robots, and strange aliens—all of whom are destroying Tokyo and whacking each other in order to become the one and only King of Tokyo.

At the start of each turn, you roll six dice, which show the following six symbols: 1, 2, or 3 Victory Points, Energy, Heal, and Attack. Over three successive throws, choose whether to keep or discard each die in order to win victory points, gain energy, restore health, or attack other players into understanding that Tokyo is YOUR territory.

The fiercest player will occupy Tokyo, and earn extra victory points, but that player can’t heal and must face all the other monsters alone!

Top this off with special cards purchased with energy that have a permanent or temporary effect, such as the growing of a second head which grants you an additional die, body armor, nova death ray, and more…. and it’s one of the most explosive games of the year!

In order to win the game, one must either destroy Tokyo by accumulating 20 victory points, or be the only surviving monster once the fighting has ended.

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Defenders of the Realm

Defenders of the Realm

“Our Liege is in desperate hour! From what grievous cause have these accursed races arisen? Orcs, Dragons, Demons and the Dead make haste towards Monarch City. The King and Countryside of Monarch City is in need of valiant Heroes!”

Will you answer the King’s call?

In the ancient Citadel of Monarch City, the King calls to arms the finest Heroes to defend against a Darkness that engulfs the land. You and your allies must embark on a journey to defend the countryside, repair the tainted lands, and defeat the four creature factions before any of them enter the City. And they approach from all sides! Fast populating Orcs! Fierce Dragons! Undead that bring Fear! And Demons! All tainting the land in their wake. There are several paths to defeat, but only one path to victory, and only the most valiant Hero will be named King’s Champion.

Defenders of the Realm is a cooperative fantasy board game in which 1-4 players take a role as one of the King’s Champions (Choose from Cleric, Dwarf, Eagle Rider, Paladin, Ranger, Rogue, Sorcerer and Wizard). You, as one of the King’s Heroes make use of strategy, special abilities, cooperation, card play and a little luck in Defenders of the Realm for a unique experience every adventure. But be forewarned! There is never time to rest. As each Enemy General is struck down in battle, the remaining dark forces only grow more difficult to vanquish and their march to Monarch City gets faster with each Hero victory!

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Middle-Earth Quest

Middle-Earth Quest

Middle-Earth Quest takes place approximately ten years after Bilbo Baggins leaves the Shire, and several years before Frodo leaves Bag End on his journey leading to the destruction of the One Ring. Thus, Middle Earth Quest will take place in a time of growing darkness. Players will take control of characters such as a Gondorian Captain, a Rider from the Westfold, or numerous other character types. Not only will characters be able to experience new adventure in Middle Earth, but we will carefully seek to tie in the experience with the massive amounts of lore and story that takes place around the edges of the central THE LORD OF THE RINGS storyline.

Middle-Earth Quest is a game of adventure and conflict set in the time leading up to the creation of the Fellowship. One player will adopt the mantle of Sauron and do his best to spread his evil influence across the lands. Up to three players become heroes and will do their best to foil Sauron’s foul plots, and rally the peoples of Middle-earth to their side.

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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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Fortune and Glory

Fortune and Glory

It is the late 1930s, and the world is in turmoil. Humanity is on the brink of war as imperialist nations in the Far East and Europe work aggressively to expand their domination. The Nazis have taken control of Germany and now spread darkness across the globe in their hunt for powerful occult artifacts that can give them the upper hand in the days to come. But the spirit of adventure and freedom won’t be stamped out so easily.

Heroic adventurers from around the world answer the call, racing against time to hunt down ancient artifacts, explore deadly temples, and fight back the powers of darkness from engulfing the world in flames. It is a race of good versus evil, and only a cunning and agile explorer can claim the ultimate prize of… Fortune and Glory!

Fortune and Glory: The Cliffhanger Game is a fast-paced game of high adventure, vile villains, edge-of-your-seat danger, and cliffhanger pulp movie action. Players take on the role of a treasure hunter, traveling the globe in search of ancient artifacts and fending off danger and villains at every turn in a quest for the ultimate reward of fortune and glory!

Featuring a beautifully rendered adventure map of the world as the game board, eight pulp adventure heroes to choose from (such as Jake Zane the Flying Ace, Li Mei Chen the Night Club Singer and Martial Artist, or Dr. Zhukov Master of Science), an army of ruthless villains and thugs (including the Chicago Mob and the dreaded occult-hunting Nazis), ancient Mayan temples to explore with a zeppelin hovering overhead, a wealth of coins to horde as heroes collect fortune and glory throughout the game, and a unique mechanism of dangers to overcome and the classic cliffhanger moments of suspense that can result. Fortune and Glory is designed to create a pulp serial cinematic feel as the story and game unfold.

So strap on your adventure boots and goggles, fire up the engines on the seaplane, and grab some extra ammo for your revolver…the Nazis already have a head start and in this race for fortune and glory, and there’s no prize for second place!

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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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Phantom Leader

Phantom Leader

Phantom Leader places you in command of a US Air Force or US Navy Tactical Fighter squadron in Vietnam between 1964 and 1972. You must not only destroy the targets but you must also balance the delicate political repercussions of your attacks. If you strike too hard, your air offensive might be put on hold, strike too light, and you’ll be blamed for losing the war.

Welcome to the Vietnam Air War!

Each of the campaigns can be played with either an Air Force or Navy squadron. The targets assigned to each service are different and change the complexion of the campaigns. Each campaign can be played with three different durations of: Skirmish, Conflict, or War.

Each mission takes roughly 30 minutes to set-up, plan, and resolve.

Each of your pilots has their own skills. Selecting the right pilots and weapons for a mission is vital to its success. As you fly missions, your pilots will gain experience and fatigue. With experience, their skills improve, but as their fatigue increases, their skills decrease and they might not be able to fly for several missions.

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Dungeon Lords

Dungeon Lords

In Dungeon Lords, you are an evil dungeonlord who is trying to build the best dungeon out there. You hire monsters, build rooms, buy traps and defeat the do-gooders who wish to bring you down.

Have you ever ventured with party of heroes to conquer dungeons, gain pride, experiences and of course rich treasure? And has it ever occurred to you how hard it actually is to build and manage such underground complex filled with corridors and creatures? No? Well now you can try. Put yourself in role of the master of underground, summon your servants, dig complex of tunnels and rooms, set traps, hire creatures and try to stop filthy heroes from conquering and plundering your precious creation. We can guarantee you will look on dark corners, lairs and their inhabitant from completely different perspective!

Each turn, players use a hand of cards to choose where to place their worker. Actions vary from mining gold, hiring monsters, buying traps etc. Each action has three spots available – with each spot having different effects (e.g. mining gold lets you mine more gold in each spot). When using the cards, two cards will become locked and will not be able to be used next turn.

There are 4 turns to place actions for each game “year” and two game years in a whole game.
Each turn is identified as a “season”. Each season, players will get to see the heroes and events to come in the following season. Thus allowing them to prepare.

At the end of each season (after the first), heroes will be allocated to each player according to their level of evil. Heroes range from mighty heroes to sneaky thieves. Each hero has their own power for which the player needs to prepare for. Finally, at the end of each year, the heroes will travel down into the dungeon to fight.

Scoring in the game is based upon what you have built, the monsters you have hired and the heroes you have captured.

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