The 7 pirates from the base game of Dead Men Tell No Tales come to life with this great add-on 28mm miniatures product.
Minutes to Midnight is a standalone game. It is part of The Manhattan Project line from Minion Games.
20 years after the end of The Manhattan Project, the superpowers of the world are embroiled in another vicious arms race. Manufacturing nukes is no longer an obstacle; all nations are now capable of churning them out at a rapid pace. The challenge of this era lies in the development of various delivery systems called the "Nuclear Triad:" strategic bombers, ballistic subs, and land-based ballistic missiles.
Each player represents one of the superpowers in the arms race. At staged intervals, scoring is conducted in one of 4 categories:
In addition to earning points for deploying nukes during the scoring rounds, players can also earn defensive bonuses for mitigating the risks imposed against them.
The game ends after all of the scoring events have been completed. The player with the most points is the winner.
To help along the way, you will recruit 4 different kinds of workers:
You will also construct and operate 6 different kinds of buildings:
From the ashes of war, nations rise to power in the atomic age. Each player takes control of a nation struggling for power in the latter part of the 20th century. They build up their nation?s industry, commerce, and government by acquiring resources, building structures, and tapping sources of energy. The price of oil is going up, and nuclear energy is the wave of the future. Energy Empire is set in the same universe as The Manhattan Project, but is a stand-alone game, not an expansion.
The major threat in Energy Empire is not war, but uncertain global impacts, that result from side effects of industrialization and pollution. Many actions come with a cost. So, as nations become more industrious, they also increase the amount of pollution in the environment. Careful use of science can mitigate the harmful effects of industry, and can also help avert global crises.
Energy Empire uses worker placement, tableau-building, and resource management mechanics. On each turn, a player can choose to either WORK or GENERATE. On a work turn, a player plays a single worker on the main board, then uses workers and energy to activate cards in their tableau. Players may spend energy to use an occupied space on the main board, so no spaces are ever completely blocked. On a Generate turn, players get to renew their supply of energy by rolling ?energy dice? that represent nuclear, coal, oil, solar, and other forms of energy.