Snowdonia is a competitive or solitaire worker placement game, lovingly crafted around the idea of building railways in Wales, and ? with multiple other scenarios ? around the world.
Snowdonia: Deluxe Master Set contains the Snowdonia base game as well as all previously released promo cards and scenarios, along with five new scenarios: The Bluebell Railway, The Qinghai-Tibet Railway, The Mount Hakone Electric Railway, The Wye Valley Tourer, and The Malta Railway. This set also includes an automa (Botdell), designed by Dÿvid Turczi, along with a number of designer trains which are new to the Deluxe Master Set.
With 715 high quality cards, 380+ wooden peices, a custom double layerd insert for all components, a scenario book and promo guide book all contained inside a special edition box with a sleeve featuring the beautiful artwork of the game, this really is the ultimate edition of one of the most critically acclaimed modern board games.
Also includes promo cards that were previously print and play only (these were Kickstarter stretch goals):
AND everything else...EVERYTHING Tony ever published/designed for campaigns/scribbled on envelopes etc!
2nd Edition is a new version of The Cousins' War with larger components. The 2nd Edition contains an optional variant, Times of Change. This variant adds in the cards originally published as the Events expansion to the 1st edition. There is 1 extra card, Jura Belli, in the Times of Change variant over and above the Events expansion.
The Wars of the Roses were fought between the Houses of York and Lancaster for over three decades during the 15th century in England. The houses were both branches of the royal family, therefore the Wars were originally known as "The Cousins' War". Each player represents one of the houses as they fight battles and gain influence to control England.
The Cousins' War is played over a maximum of five rounds, with each round representing between five and ten years of the conflict. Each round involves gaining influence across England and preparing for a climactic battle.
In each round, the players decide where the current battlefield will be, playing action cards to deploy troops to the battlefield, while also increasing or decreasing their influence in the regions, after which they fight. Players resolve the battle by engaging in bluff and counter-bluff, using three dice, until only one side has troops remaining on the field. Winning the battle helps to consolidate your house's influence on the board.
You win The Cousins' War either by dominating all the regions of England or by controlling the most regions at the end of the fifth round.
Your goal in The March of Progress is to control countries through the playing of action cards so that you generate victory points (VPs) during scoring. Whoever has the most VPs at the end of the game wins.
In the game, each side has a hand of eight action cards, ranging from Move to Attack to Recruit. Each player simultaneously chooses one card to play each turn, then reveals and carries out the action. Cards stay discarded until a player plays their score card after which they regain all played cards.
The March of Progress includes an introductory scenario based on The Thirty Years War to set out the core rules of the game. The game includes four additional historical scenarios: The Age of Marlborough, Vive l?Empereur, World War 1 in the West, and World War 2 in the West. Each scenario changes the set-up and tweaks the rules to give a flavor of strategy in different time periods. The scenarios create a varied and challenging two-player game.
"The Ming Voyages" are the seven journeys made by the Chinese treasure fleet of oceanic junks between 1405 and 1433. The Yongle Emperor constructed the fleet during a period of outward-looking expansion of Chinese influence overseas, and its commander was Admiral Zheng He. The maritime power of the Ming Empire was used for political purposes, not just for trade. The immense fleet was technologically far in advance of European counterparts until at least the 18th century. While it is purported by some that the fleet circumnavigated the world and discovered all its continents save Europe, the voyages certainly reached Calicut in India and Hormuz in the Persian Gulf, while making landfalls in the Arabian Peninsula and East Africa ? but on the landward side of the Empire, border troubles were always brewing.
In The Ming Voyages, one player will be the Ming Emperor who is trying to complete all seven treasure voyages, in addition to protecting the Chinese borderlands from invading barbarians. The other player controls the three disparate barbarian factions who are trying to settle on the borderlands with China. Battles can occur in these borderlands, with players use their three dice to roll for triples, doubles, and singles that are better than their opponent's rolls. Reserved cards can be used for re-rolls.
The game uses multi-function cards (as in The Cousins' War) to provide actions for players to reinforce their armies and attack the enemy and for the Emperor to complete voyages. Play of a card may provide an out-of-turn action for the opponent, so players must be careful of timing. Only the Emperor draws new cards. Players swap hands at the end of each turn, so the Emperor always knows what the Barbarian Overlord holds, and each player tries to exploit the out-of-turn actions.