Caylus
To strengthen the borders of the Kingdom of France, King Philip the Fair decided to have a new castle built. For the time being, Caylus is but a humble village, but soon, workers and craftsmen will be flocking by the cartload, attracted by the great prospects. Around the building site, a city is slowly rising up. The players embody master builders. By building the King’s castle and developing the city around it, they earn prestige points and gain the King’s favor. When the castle is finished, the player who has earned the most prestige wins the game.
Concordia
2,000 years ago, the Roman Empire ruled the lands around the Mediterranean Sea. With peace at the borders, harmony inside the provinces, uniform law, and a common currency, the economy thrived and gave rise to mighty Roman dynasties as they expanded throughout the numerous cities. Guide one of these dynasties and send colonists to the remote realms of the Empire; develop your trade network; and appease the ancient gods for their favor – all to gain the chance to emerge victorious!
Harbour
Dockmaster Schlibble and Constable O’Brady cordially invite you to visit their bustling Harbour town. The denizens of this town are always wheeling and dealing!
collect and trade resources as you visit the various buildings of Harbour, and cash them in to buy your way into the town. Whoever has the most points worth of buildings when the game ends, wins!
Imperial
Europe in the age of imperialism. Internationally operating investors aim for the highest political influence in Europe. By giving credits they gain influence over the six imperial nations Great Britain, Germany, Russia, Austria-Hungary, Italy and France. These nations desperately need money to build up their economy and to buy troops and fleets. With their growing power in Europe, they collect more taxes and pay their rising interests to their investors.
Because the six imperial nations are under changing influence of different investors, strategic alliances and conflicts arise between them. Sometimes this leads even to war!
Imperial Settlers
Romans, Barbarians, Egyptians and Japanese have all moved there to expand the boundaries of their empires. They build new buildings to strengthen their economy, they found mines and fields to gather resources, and they build barracks and training grounds to train soldiers. Soon after they discover that this land is far to small for everybody, then the war begins…
Imperial Settlers is a card game that lets players lead one of the four factions and build empires by placing buildings, then sending workers to those buildings to acquire new resources and abilities.
Istanbul
Hustle and bustle in the bazaar district of Istanbul: merchants and their assistants are hurrying through the narrow alleys attempting to be more successful than their competitors. Good organization is key: wheelbarrows have to be filled with goods at the warehouses and then swiftly transported by the assistants to the various destinations. The goal of the merchants is to be the first to collect a certain amount of rubies.
La Granja
In La Granja, players control small farms by the Alpich pond near the village of Esporles on Mallorca. During the course of the game, the players try to steadily expand their farms into the mighty country estate La Granja. They also seek to deliver goods to the village. Here, speed is everything.
La Granja is a fascinating game that requires careful planning. Successful players must learn to cope with the imponderability of the dice and cards as well.
Le Havre: The Inland Port
Only fools look for calm at the famous inland port of Le Havre. This industrious port is where you will try to amass a fortune with your warehouse and numerous buildings. Uwe Rosenberg’s new two-player game combines the classic flavor of Le Havre and the brilliant production wheel from Ora & Labora.
Mombasa
Mombasa is a tense Euro-style strategy game set in 18th century Africa, where great wealth and fortune await players through multiple paths to victory. The game features a unique rotating-display hand-mechanism that drives game play.
Trading goods reaped from your plantations, you acquire shares of companies based in Mombasa, Saint-Louis, Cape Town and Cairo. However, the value of a company is only as good as its sphere of influence. So expanding into new territories is vital if you want your investments to pay off.
Nations
Nations is an intense historical board game for 1 to 5 players that takes 90-180 minutes to play. Players control the fate of nations from their humble start in prehistoric times until the beginning of World War I. The nations constantly compete against each other and must balance immediate needs, long-term growth, threats, and opportunities.
Ponzi Scheme
Based on the textbook example of financial scams, “Ponzi Scheme” is the term used to describe the technique Charles Ponzi employed in 1919 to operate one of the most notorious financial frauds in history.
In the game Ponzi Scheme, players are scammers trying to trick investors into funding fraudulent investments with the promise of extremely high returns. you need elaborate trading skills to keep your operaton afloat as long as possible, and as time goes on the dividends you need to pay every turn will only pile higher and higher! When someone declares bankruptcy, the remaining fraudsters who forged the biggest shell corporation wins the game!
Power Grid
Players mark pre-existing routes between cities for connection, and then vie against other players to purchase the powerplants that you use to supply the power. However, as plants are purchased, newer more efficient plants become available so you’re potentially allowing others to access to superior equipment merely by purchasing at all. Additionally, players must acquire the raw materials, like coal, oil, garbage, or uranium, to power said plants(except for the highly valuable ’renewable energy’ wind/solar plants), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.
Puerto Rico
Prospector, captain, mayor, trader, settler, craftsman, or builder? Which roles will you play in the new world? Will you own the most prosperous plantations? Will you build the most valuable buildings? You have but one goal: achieve the greatest prosperity and highest respect! This is shown by the player who earns the most victory points. He will win the game!
Race for the Galaxy
In Race for the Galaxy, players build galactic civilizations by game cards that represent worlds or technical and social developments. The player who best manages his cards, phase and bonus selections, and card powers to build the greatest space empire, wins.
Roll for the Galaxy
Roll for the Galaxy is a dice game of building space empires for 2-5 players. Your dice represent your populace, whom you direct to develop new technologies, settle worlds, and ship goods. The player who best manages his workers and builds the most prosperous empire wins!
This dice version of Race for the Galaxy takes players on a new journey through the Galaxy, but with the the feel of the original game.
Scythe
Scythe is a “4x” game, which means “eXplore, eXpand, eXploit, and eXterminate,” that’s set in an alternate-history 1920s. It is a time of farming and war, broken hearts and rusted gears, innovation and valor.
The ashes from the first Great War still darken the snow in 1920s Europa. The capitalistic city-state known simply as “The Factory,” which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries. With characters from five factions converging onto a small but highly desired swath of land, who will gain fame and fortune by establishing their empire as the leader of Eastern Europa?
Terra Mystica
Terra Mystica is a strategy game with a simple game principle and very little luck involved: You govern one of 14 factions trying to transform the landscape on the game board in your favor in order to build your structures. On the one hand, proximity to other players limits your options for further expansion, on the other hand though, it provides some benefits during the game. This conflict is the source of Terra Mystica’s appeal.
The 14 artfully designed factions, each having unique special abilities, as well as the exchangeable bonus cards allow for a large number of possible game plays that constantly keep this game entertaining!
Terraforming Mars
In the 2400s, mankind is forced to terraform Mars. To do this, giant corporations, sponsored by the World Government on Earth, initiate huge projects.
The goal is to raise the oxygen level and temperature and to create enough ocean coverage that the planet is habitable.
In Terraforming Mars, you play one of those corporations. You earn prestige by contribution to the terraforming process and for advancing infrastructure in the solar system. Significant mmilestones will also help to determine who becomes the most dominant for ce on Mars.
Tesla vs. Edison: War of Currents
You control a start-up company in the early days of the U.S. electric industry. In the beginning you only have your lead inventor, some shares of preferred stock, and some money. Over the course of the game you will be hiring other famous technicians and business people to work for you. Each luminary in the game has their own unique ratings, and the inventors also have their own special abilities.
Tzolk’in: The Mayan Calendar
The Maya were a highly developed civilization known for its unique art, complex architecture, sophisticated mathematics and advanced knowledge of the stars. At the heart of their society was a mysterious calendar – Tzolk’in. With a length of 260 days, it could predict the right time to plant seeds, the time to build monuments, the day a new baby would be born as well as the movement of the planets.
Harvest crops now, or wait for them to grow a little more for higher yield? All will be clear to see on the wheels of time.