Centuries before the first universities, the internet and the modern era of scientific discovery there was the Great Library of Alexandria. Created to store the world?s knowledge, its scribes would copy every book found on every ship that entered Alexandria, and would go on to accumulate untold volumes of history, mathematics, geography, politics and more. And now it's burning! The Great Library, the world's most complete archive of knowledge and wisdom is on fire!
As books and relics are consumed by the flames, you must make a choice over what to save - some artifacts are more valuable to you than others, and your fellow heroes may have different priorities than you - and some may even be trying to burn books!
In Alexandria, 2-4 players must use a limited supply of time to move through the burning corridors of the Great Library, looking for scrolls, items and even scholars that they can save. Each of the four Heroes in the game has a different reason for being in the library at the time, and each one has different skills and motivations. Each round, up to four rooms of the library will surrender to the flames, and anything in them will be lost!
Alexandria is a eurogame that takes 45-60 minutes to play, albeit a more unconventional one. With asymmetrical gameplay and a shrinking gameplay area, parts of the library are slowly consumed by fire as Heroes seek the treasures within it.
Axia ? a land with a glorious past, a most uncertain present, and an even more unpredictable future. Populated by what has been described as a fervent and warm-blooded people, Axia is in crisis ? economic, social, and political: the longest-running recession in its modern history, the highest inequality in years, and a political system teetering on the brink of collapse.
In more ways than one, Axia is fighting against itself. Old divisions of the past have given way to new ones, and this generation ? along with the next ones ? has the most to lose.
Will you, along with your fellow industrialists, do your part to help Axia? Will you sacrifice short-term gain in the present for a brighter future? Can you do that, and survive? Perhaps you can, and perhaps you can even thrive ? and you will, if you see opportunity where others only see crisis!
CRISIS is a turn-based game for 1-5 players who assume the roles of businessmen, trying to rebuild their businesses and create value at a particularly challenging time. By skillfully placing their managers in a position to invest in companies, trade resources, and navigate the local bureaucracy and regulations, they can thrive and prosper in a time when others might struggle and decline.
Behind hidden alleys and in dark basements, a new underground league of robot combat has begun. Engineers bring their latest creations to the arena, and battle with each other for money, glory, and power!
In Diesel Demolition Derby the players compete in a series of quick arena matches by fielding their robotic contraptions in battle against each other. Each match is composed of several rounds where the mechanical warriors fight for the right to remain in contention for the final showdown. In each round, the players secretly choose a card and place it face-down in front of them. They then simultaneously reveal the cards, and the ability of each card is resolved. Whatever cards remain in play are then added to each player's lineup. At the end of the match, the player with the most power in their lineup is the winner. The first player to win 3 matches wins the league and becomes the champion!
The Queen is dead! Long Live the Queen!
After a terrible epidemic, the Queen has passed on, leaving behind her twin daughters: the determined Princess Black Rose and the ambitious Princess White Rose. The Queen expected to live for a very long time and had not taken the time to declare which of the two would succeed her. Thus, the battle lines are drawn; each Princess has gathered her courtiers around her and is prepared to risk it all in pursuit of the throne. Will prestige be enough to rule the kingdom, or will it take intrigue and violence? As a loyal servant for their Princess, each player must manipulate her supporters and use their abilities effectively to gain enough prestige to dominate the proceedings or humiliate the opposing Princess into relinquishing her claim to the throne.
In Long Live the Queen, each princess is placed opposite the other, with five character tiles placed face down on either side. Beginning with the starting player, the game takes place in turns, during which a player rolls the dice to determine which position is activated, reveals or activates characters, then may reposition a tile. To win, a player must guide their Princess to victory, either by accumulating enough of each type of prestige or by causing the opposing Princess tile to be turned face down.
[microfilms] is a microgame set in the world of [redacted]. Using only 25 cards, players try to deduce each other?s identities and objectives. [microfilms] features some of the same mechanisms as [redacted], most notably the double-blind interrogation. The first spy to collect the right item and the correct information wins.
Pocket Imperium: Prosperity adds yet another layer of strategy to Pocket Imperium's minimalist gameplay. You must now guide your star empire to take advantage of changing new opportunities appearing across the galaxy.
At the beginning of the game, players set the Prosperity cards face-down in a row, which represents the new opportunities and bounty available to those who dare seize them. Each round of the game, the next round's Prosperity card is revealed, allowing for players to plan to occupy specific systems, raise fleets or take over Tri-Prime, all of which reward the player with additional points. Each card will also reward players with additional actions, depending on if they played a command card at a certain time in their turn, representing certain actions being more efficient due to market conditions.
Prosperity is meant for those who are looking for more of a "gamer's game" out of Pocket Imperium. It is appropriately sized for a microgame, and offers additional choices at both the tactical (action timing) and strategic (changing goals for bonuses) levels.
[redacted] is a game of spycraft, intrigue, betrayal, and bluffing set in the golden age of the cold war, when men knew how to drink a Martini, and women knew not to trust a man who claimed to know how to drink a Martini.
In the game, spies must infiltrate the embassy during the reception that the ambassador holds every year to show how important he is. Moving from room to room, they have to recover files and escape in the helicopter, or make sure that the other side's pilots have a really bad day.
While interacting with each other, the players seek to interrogate, steal or injure when they can. With a double-blind interaction mechanism that never really lets the tension ebb, a skilled agent will need to do a lot more than see through a bluff...
Money makes the world go round. It also helps secret agents pay their rent.
In [redacted]: Mercenaries, a whole new level of spycraft is necessary, not for the glory of the revolution or to defend fast food and reality TV, but to end your career with a nice chunk of change. With a variety of conflicting missions, players must use the skills they picked up during the base game of [redacted] to work together (or not) and complete assignments for their shadowy employers.
Changing loyalties, shifting objectives, conflicting assignments. Nothing ever stays the same, and players must balance short-term gain and long-term strategy to win, in this advanced expansion to [redacted].
Gods and Goddesses are mercurial beings, given to jealousy and treachery, but they can also possess compassion and valor. Who among the pantheon can win enough glory among their believers, so that their story of mythic victory can be passed down through the generations?
They Who Were 8 is a game for 2-4 players where each player serves two Gods, seeking to praise them for their Glory, and trying to avoid stories of their Infamy.
In Town Center, players build a city ? in particular, the town center. They add cubes on their personal board and try to arrange them as best as possible in order to score the most victory points. Each cube represents a different type of module. Flats, shops, offices, generators, lifts, car parks, town hall can be built and stacked during the course of the game. Each module generates influence on adjacent land and on cubes directly below or above.
Each round, players will gain two cubes of different colors through a non-random mechanism, build them on their game board, then eventually stack them in order to make towers according to the building rules. If the players have done their job well, some modules will be able to evolve, becoming bigger in three dimensions. The last phase is an income phase in which players gain money from the shops and parking lots if they are supplied with electricity.
The bigger and higher your city is, the more victory points players will have at the end of the game, which lasts ten rounds ? but do not forget to provide electricity to all your flats, shops, and lifts to make them more efficient.
Town Center: London / Hong Kong is comprised of 4 double-sided player boards, with the all-new London expansion map on one side, and the also all-new Hong Kong expansion map on the other. There's also an A5-sized rulesheet/cover that explains the special rules of each map.
Both maps are something new and challenging (in fact, very challenging), as players will have to manage their budget (London), and their building plans (Hong Kong) very, very carefully.
Expertly designed by Alban Viard and beautifully illustrated by Todd Sanders, these highly thematic maps were developed to showcase just how deep this game can be, while taking advantage of each city's unique characteristics.