In 1884, the major European imperialist powers ? Great Britain, France, Germany and Belgium ? were busy struggling to get a piece of the cake that was colonial Africa. At first they sent missions dedicated to exploration, but this quickly changed to vying for favorable concessions, treaties, and even settlements. This race for supremacy and the desire to be the first to establish a foothold in Africa provoked an endless series of confrontations and conflicts.
In Expedition: Congo River 1884 ? the first title in Rivero's "Expedition"-series, which will take place all around the world ? a paddle-wheeler steamboat is about to leave Leopoldville (now Kinshasa) and sail up the Congo River bound for the remote village of Kindu in the heart of deepest Africa. While the travelers aboard the steamer are of many different nationalities and professions, they all share the same spirit of adventure. Each player controls a group of these travelers and must compete with their opponents to take command of the colonial stations found at each stop along the steamer's trip upstream. Players gain victory points for each station under their command. The player with most points at the end of the game wins.
Rattus: Africanus, a new expansion for the 2010 release Rattus, introduces a caravan and diplomats to add more strategic possibilities to the game. What's more, with the introduction of region cards, players will have more control on possible outbreaks of the Black Death.
In addition to making Rattus feel like a completely new gaming experience, Rattus Africanus makes it possible to play the game with up to six players.
Revolver: Hunt the Man Down ? the second in a series of expansions for Revolver ? introduces two new icons to the game; a new winning condition for the McReady player; and a new location, the prison, from which the Colty player may decide to free his compadre.
The method for resolving the jailbreak is unique compared to the other battlefields and does not lengthen the game. Also included are new cards for both players which give them the opportunity to customize their decks, bringing new variety and replayability to each game.
Welcome to Saqqara (Egypt), the date is about 2125 BC, just before the Heracleopolis revolt.
Set in ancient Egypt in a time of chaos and revolts, Saqqara is a game with lots of bluffing, speculation and development for 3-5 players. The players assume the role of monarch in ancient Egypt and attempt to influence the country's government and economy. They send merchants to the market to collect goods to develop their province, recruit workers to build pyramids, and claim fertile land on the banks of the Nile. The player who succeeds in developing his province best by cunningly making use of the privileges of the pyramids and claiming a large area on the banks of the Nile wins the game and becomes Egypt's new leader.
Watch out for beggars, thiefs and sneaky bluffing monarchs from other provinces. They want the same as you: power over Egypt.
Sir Stamford Raffles has established a post at the southern tip of the Malay Peninsula and is inviting merchants to take ownership of certain plots of land as long as they develop those locations.
In Singapore players are rich merchants who are trading to develop that small outpost into a metropolis. Players own one building at the start of the game, and each round they take ownership of a new lot ? with the player who has the fewest points determining who gets which land ? and erect a new building. Each building has one or more streets connecting it to adjacent locations, and after building you can move 1-2 workers along the streets to take actions in up to three buildings; these buildings provide a small amount of resources or allow trades of resources/VPs/money for some better combination of resources/VPs/money.
A number of the buildings are black market locations that tend to be more powerful than legit businesses, but carry the possibility of stinging you in the end. Each time you build or use a black market building, you draw a chip from a bag. If the chip is black, keep it; if white, the player who has the most black chips and opium is fined and loses half his opium stash. Opium can be quite profitable, but will the cops catch you with dirty hands before you unload the goods?
In the end, the player with the most victory points wins so find the right balance of aboveboard business and criminal doings.