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.
...and then we held hands. is a co-operative game about finding balance. To win, the two players must complete objectives and reach the center of the board.
The players take turns trying to fulfill the current common emotional objective by discarding emotion cards to move from node to node. They must do this without verbal communication, empathizing and always considering each other's situation when making a move.
A player can use their own cards or their partner's, but if their move causes their partner to be unable to move, the players lose and the game ends. While moving from node to node, their balance shifts, and they are not able to refill their hand.
The game features a card-splaying mechanism in which players change their "perspective" to reveal a new set of options.
The players win by meeting in the center while in a balanced state and within one turn of each other - something quite difficult, and therefore very rewarding when achieved.
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!
Dynasties of Ancient Egypt rise and fall. Will your rule be strong enough to survive? Build your society, feed your people, and please the gods. Protect your citizens from invaders and secure their places in the afterlife!
IUNU (uh-wah-noo) is a game for 2-4 players set in the ancient Egyptian city of the same name, the city of pillars. Also known as Heliopolis, it was a center for Egypt?s political elite and their machinations.
Plan carefully, expand your influence, gather citizens around you, and your dynasty may just stand the test of time. Welcome to IUNU!
KUNE v LAKIA: A Chronicle Of A Royal Lapine Divorce Foretold is a game for two players, each acting for the Duke or the Princess during the divorce proceedings.
A starting hand of five assets (manors, jewelry and abundant wealth) is drawn, and the players use those assets to influence members of the royal lapine court (the abbot, the sorceress, the duke's sister, the king, and the knight). The favors gained and plots hatched are represented by cards added to each player's deck. These cards can be used to further influence courtiers, hide property, and hinder the opponent's ability to do the same. Much like in a real-life divorce, this is a highly interactive process, and not an easy one at that. In a game of behind-the-scenes plotting and intrigue, only the most clever player will emerge victorious in the struggle for prestige, property and power!
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.
The Queen is dead! Long Live the Queen!
In the criminal underworld of Axia, a dystopian nation torn by economic Crisis, someone took out a hit on The Queen, who until now has ruled the crime syndicates with an iron fist. Now it's up to the upstart leaders of two rival gangs to fill the power vacuum, taking out any opposition. Will prestige be enough to rule the underworld, or will it take intrigue and violence? Each player must manipulate thier supporters and use their abilities effectively to gain enough prestige to dominate the proceedings or humiliate the opposing gang into relinquishing thier claim to leadership.
In Long Live the Queen, each gang leader 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 leader to victory, either by accumulating enough of each type of prestige or by causing the opposing leader 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.
The peaceful kingdom of Mythe has been unexpectedly raided by the evil red dragon and his monster companions!
The red dragon has taken away the golden Sacred Cheese, the symbol of the kingdom's prosperity and unity, and the fate of the kingdom is now in peril. The brave young heroes of Mythe must now set out on a desperate journey to the dragon's castle and recover the Sacred Cheese!
War has erupted across the Imperium! Four spacefaring races struggle for supremacy, launching fleets of starships across the galaxy to battle for control of the most prosperous systems. Only one race will successfully Expand, Explore, Exploit and Exterminate their way to victory!
Pocket Imperium is a 4X microgame. Players will need to use the opportunities to expand, explore, exploit and exterminate to their best advantage. The timing of when to build fleets, when to explore the stars, and when to invade systems controlled by opponents will be crucial in their quest to rule the Imperium.
What's more, in a crowded galaxy, players must choose wisely when to make alliances to bring down powerful enemies ? and when to break those pacts to critically weaken their former allies!
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...
All the paranoid 60s spy fun of [redacted], now in the open air, and for up to 7 players!In [redacted]: Garden Party, the action moves outside. The added board allows for more space, enough for a 7th player to enter the embassy. The added locations also allow for even more cool actions and feints to be done, in addition to more ways to reach critical parts of the building.The added space to maneuver, additional missions, and new ways to escape with the intel actually make the game even faster by using the expansion. For example, using the Garbage Drop allows for an agent to look at discarded items and grab the gear necessary to escape a sticky situation.
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.