Spiel, held in the town of Essen each October, is one of Germany's two major game conventions, the other being the International Toy Fair in Nürnberg each February. While Spielwarenmesse is a trade show – and therefore strictly business – Spiel is open to the public, drawing roughly 150,000 people over four days. Hundreds of new games will be introduced at Spiel 2014, which takes place October 16-19. This preview covers games that publishers plan to release at Spiel or in the months leading up to it. In most cases, these games will be new for most Spiel attendees. Listings for some smaller publishers show all titles released since Spiel 2013.
Details about the Spiel 2014 Preview:
-----• This Preview is organized alphabetically by publisher, with games ordered alphabetically under a publisher's heading. This information is pulled directly from the game pages in the BGG database, so as those pages are updated, this Preview will be updated, too.
-----• In most cases, if a game appears in multiple versions, typically due to it being released in multiple languages, each version will appear under its own publisher.
-----• If you subscribe to this Preview, you'll receive update notices whenever an item is added or edited.
-----• If you don't care to read about a game and are logged in, click the red X to hide the game listing for both now and future visits. Choose "Personal" for the reason when doing so. You cannot hide a publisher due to this Preview's special set-up.
-----• Publisher booth numbers, preorder information, game designer and artist signings, and more will be added once that info comes available.
Note that this information has been cobbled together from dozens, nay, hundreds of sources, so inaccuracies may have crept in despite my best efforts. I will update game pages as I receive additional information.
If you're a designer or publisher with information to share – or if you have details about an upcoming Spiel 2014 release – please send me email (wericmartin @ gmail.com). I'll respond as best as I can given the tidal wave of data flowing through the game world in anticipation of the most exciting game convention in the world: Spiel!
Pay Dirt is an engine-building, worker placement game set in frigid Alaska for 2-5 players. Players are competing to manage and grow their entire mining outfit while acquiring the most gold before the ground is too frozen to dig. The Alaskan countryside is an inhospitable environment, so players will face hardships that affect their entire outfit – not to mention the ever-dropping temperature that will shut down their operation.
In Pay Dirt players start with a small basic crew, an unimpressive claim, mediocre equipment and just a little bit of cash to make a go in one of the toughest competitions this side of the globe. Gold mining isn’t cheap and players will have to sell their gold throughout the game to keep the equipment running and their workers happy. Through clever use of their equipment and workers, players can make their mining outfits more efficient and dialed in to their preference of play. Will you recruit heavily and stack your camp with workers or will you keep your eyes on better and more efficient equipment? Will you have what it takes to hit to strike it rich and hit pay dirt?
The freight is rolling into the yard and it's up to you, the Yardmaster, to organize and manage it making sure everything is where it's supposed to be and readying the trains for departure.
In Yardmaster, 2-5 players compete to build trains comprised of railcars of different goods and values. However, players are restricted in connecting railcars of only the same value or good type, so if you grab a railcar you can't use, it needs to wait in your sorting yard until it can legitimately hook up to your train.
Players start with five cargo cards in hand, and four railcar cards are laid out into the Arrival Yard. Each player has one exchange token, representing one of the five cargo types, and whoever is to the right of the start player has the Yardmaster Token. On a turn, a player takes two actions, repeating an action if desired; whoever holds the Yardmaster Token takes a third action on his or her turn, then passes this token to the right. Players can:
Draw a cargo card from the deck or from the top of the discard pile.
Buy a railcar by discarding 1-4 cargo cards of the same color as the railcar, with the number determined by that railcar's value.
Swap your exchange token for another one; you can discard two cargo cards matching the color of your token to represent one cargo card of the proper color when buying a railcar.
Five cargo cards provide bonus actions during play, such as paying less for new railcars or drawing free cargo cards. The first player to reach 16 points in a 2-3 player game or 18 points in a 4-5 player game wins.
In Yardmaster Express, two to five players compete to have the highest valued train after a set number of rounds. The game starts with the first player drafting a Railcar card from his hand, attaching it to his train, then passing the rest of his hand to the player to his left. This draft continues until all players have added one Railcar to their train for each round of the game. The trick is, while each new Railcar must match the resource type or value of the one previously played, players always have the option to play any card face down as a Wild Railcar; the Wild Railcars don't have much value, but they can be used to save a player in a bind or to thwart your opponents by "hiding" a card they need.
Yardmaster Express plays in ten minutes and consists of just 32 cards (no tokens, no cargo cards).
Galaxy of Trian is a dynamic tile-based sci-fi board game. During the game you take command over one of a few opposing races, fighting over a territory and technology left by a powerful race Trian. You have at your disposal few kinds of basic units and spaceships allowing a great deal of interaction. Different types of ships will come with the new add-ons. Tiles are two-sided and stacked into two piles during the game, which gives more tactical possibilities and, at the same time, limits randomness. Special tiles, like teleport, exmitter or trade station increase level of interaction and give even more tactical possibilities.
We made all possible efforts to give the game its unique, individual character and to distinguish it from others with the specific elements of game mechanisms. The goal was to make a game, which could be different each time it is played. Moreover, it was important that during the match players could decide which game variants they want to play, taking into account variable add-ons. Every add-on is a “module”, which can be combined with the basic version of the game and used to make your own variants. Basic version can be combined with any number of add-ons.
We wanted the game to be dynamic, with the playtime of about 60 min. We reached said time playing the strategic variant with the add-on “Beginning of Conquer”, which really pleases us. In the deluxe version, the game is composed of 84 beautifully illustrated, two sided tiles with 168 diverse graphics. There are no two identical graphics in the game; every nebula, planet and gas looks unique.
GAME MECHANICS AND RULES:
The matches are played in turns, which take place in a clockwise manner. Starting with the first player, every subsequent draws a tile in their turn and places it on the table. This way, planetary systems, nebulas and space (in which the spaceships travel) of different sizes are created. From nebulas we receive a certain amount of resources (crystals) every turn. The basic unit of the game is an emissary, who can fight over nebulas and planetary systems. If the system is won over, the emissary is able to take control of the research stations left by the Trian race. Stations can be leveled up. The points in the game can be obtained in various ways. By means of: closing planetary systems, nebulas, and space; leveling up the stations on nebulas and collecting resources (crystals) from them; conducting research or fights between ships. Game mechanics allow the application of different strategies and tactics. The game also includes tiles allowing special actions.
What defines Galaxy of Trian:
Simple rules which can be explained within few minutes, using clear, illustrated game instruction
Brilliant game mechanics, which will charm everyone and provide a great number of possible tactics and strategies. The game is incredibly exciting, it offers many ways to win and a great deal of interaction between players
Smooth and dynamic matches, without tie-ups and lengthy waiting for your turn. Match lasts 45 – 60 min.
Game variants adjusted to players age and expectations
As one of a few board games it is great for two, three and four players
Beautiful graphics made with great care and attention to details
Tiles construction allows countless combinations. Each time a completely different-looking fragment of the galaxy is formed. You will return to the Galaxy of Trian frequently. Simply, this game is never boring!
Once more, conflict rages across the world of Aerim. You are one of the Eternals, a group of immortals forever waging war from the shadows. Call forth your champions to battle against those of your timeless foes. Harness the legacy of each champion's deeds as they echo across time to empower the next. For the Champions of Aerim, this cycle continues, as it always has and always will. For the Eternals, there is only...strife.
Strife, a two-player strategy card game that plays in around an hour, is a game where you always know your opponent's options. Aside from mastering the unique combo-creating gameplay of your champions, figuring out how to outmaneuver your opponent is where the true challenge lies.
Each player has the same hand of ten champions and will simultaneously play them as they fight over key locations throughout Aerim worth varying victory points. Each champion has a battle ability that's triggered during battles and a legacy ability that can be used only while on top of the legacy pile. This creates an intricate latticework of strategy for the players as each champion must be considered for not only what he can do in the current battle, but for which ability he will add to the next.
Further impacting the critical decisions within the game is the Fatestone tie-breaking system. The Fatestone starts at a value of one, and whoever holds the Fatestone die loses all ties; that player may instead pass the stone to his opponent to claim a victory in that tie, but doing so raises the value of the Fatestone by one each time it is passed. At the end of the game, the player holding the Fatestone adds its final value to his victory point tally. Whichever player has the most victory points at the end of the game wins!
• In addition to what's listed below, at Spiel 2014 Gavin Birnbaum of Cubiko Games will have copies of earlier releases, with each game having from seven(!) to two dozen copies available. The games and prices are Cubiko edition 7 (€30), Hole of DOOM!!! (€30), Snapps (€15, below) and Yellow Jersey (€25/€35 depending on whether you get the board or tile format).
"Jam" is a game where everyone is trying to flick their dice to get them down the hole in the middle. When one player has got all their dice into the hole, everyone scores points for the uppermost faces of any dice they have still in play (any not used yet or knocked off the sides count as a 4). Lowest aggregate score after 1 round per player wins.
"Sumo" is a game where you start with all your dice on the board and try to flick your opponents' dice off the board (or down the hole). When someone has all their dice knocked off, everyone scores for the uppermost faces of dice still in play. Highest aggregate score after 1 round per player wins.
In Typo 2D, you try to play your cards next to cards already on table so that you can say words that start with the letter combinations in the rows or columns. In this game's predecessor, Typo from 2004, players placed letter cards in four separate rows; in Typo 2D, players can build "words" in two directions, crossing words as in crossword puzzles. The first player to play all of his cards wins.
In each game round, all players choose one of their hand cards, then reveal them simultaneously. In alphabetical order, players place their card adjacent to a card on the table to create or extend a row or column of letters. You must then say a word that starts with the letters in this row or column. If you extend a row and a column at the same time, you must say a word for the row and a word for the column. Once five or more rows/columns consist of at least two connected cards, you may place a letter only if you extend the length of a row or column to three cards or more.
If you cannot place a letter card because you can't create a word, then you must remove all cards from the longest row or column and add half of these cards to your hand. (Set the other cards aside as a penalty pile.) If you still can't place a letter in order to create a word, you must remove another word, etc.
If you place a letter card and connect separate areas of the grid — which were separated due to someone needing to remove a word — then you discard one of your penalty cards.
Typo 2D includes icons on some cards that can be used for variants, such as a card that can replace another card or a card you must place behind an empty spot and "fill in" the empty spot by saying a word.
Grab your paper hat and a pair of pocketless slacks! You and your friends just started work at the world's most popular crab-based fast food chain, "McJohny's". In the kitchen, time doesn't stop. We're cranking out crabs at full speed! While you man the grill, your pal is already starting up the bike to deliver his first order on time. You can't afford to be the weak link in this chain!
McJohny's is an action-packed party game for 3 to 6 players that takes about 20 minutes. The game is comprised of different mini-games. Each shift, one player is the manager and decides who has to do what. Together they try to satisfy some of the four customers that come to the restaurant. Employees are allowed to work only one minute because of very strong unions. Also due to the low budget, there aren't always wages for everyone, so not all of the staff wants to cooperate.
In the end you count up your acquired little crabs — the only currency usable at McJohny's — and trade them in at the restaurant gift shop. Maybe you'll earn enough to go on holidays to Crab Island!
• MSRP €25, discounted to €22 for sales at Spiel 2014.
• One of the saucy crabs that await your attention:
In Alchemists, two to four budding alchemists compete to discover the secrets of their mystical art. Points can be earned in various ways, but most points are earned by publishing theories – correct theories, that is — and therein lies the problem.
The game is played in six rounds. At the beginning of the round, players choose their play order. Those who choose to play later get more rewards.
Players declare all their actions by placing cubes on the various action spaces, then each action space is evaluated in order. Players gain knowledge by mixing ingredients and testing the results using a smartphone app (iOS, Android, and also Windows) that randomizes the rules of alchemy for each new game. And if the alchemists are longing for something even more special, they can always buy magical artifacts to get an extra push. There are 9 of them (different for each game) and they are not only very powerful, but also very expensive. But money means nothing, when there's academic pride at stake! And the possession of these artifacts will definitely earn you some reputation too. Players can also earn money by selling potions of questionable quality to adventurers, but money is just a means to an end. The alchemists don't want riches, after all. They want respect, and respect usually comes from publishing theories.
During play, players' reputations will go up and down. After six rounds and a final exhibition, reputation will be converted into points. Points will also be scored for artifacts and grants. Then the secrets of alchemy are revealed and players score points or lose points based on whether their theories were correct. Whoever has the most points at the end of the game wins.
Mandrake root and scorpion tail; spongy mushroom and warty toad — these are the foundations of the alchemist's livelihood, science, and art.
But what arcane secrets do these strange ingredients hide? Now it is time to find out. Mix them into potions and drink them to determine their effects — or play it safe and test the concoction on a helpful assistant! Gain riches selling potions to wandering adventurers and invest these riches in powerful artifacts. As your knowledge grows, so will your reputation, as you publish your theories for all to see. Knowledge, wealth, and fame can all be found in the murky depths of the alchemist's cauldron.
Dungeon Lords: Happy Anniversary includes the Dungeon Lords base game, the Festival Season expansion, stickers for food tokens, metal coins, a new "Dungeon Set-up" mini-expansion, and other items.
In Dungeon Lords, you are an evil dungeon lord who is trying to build the best dungeon out there. You hire monsters, build rooms, buy traps and defeat the do-gooders who wish to bring you down. Each turn, players use a hand of cards to choose where to place their worker imps. Actions vary from mining gold, hiring monsters, buying traps etc. Each action has three spots available - with each spot having different effects (e.g., mining gold lets you mine more gold in each spot). When using the cards, two cards will become locked and will not be able to be used next turn.
The entire game lasts two "game years", and each year consists of four seasons (a.k.a. turns). At the start of each season, players see the heroes and events to come in the following season, allowing them to prepare. At the end of each season after the first, heroes are allocated to each player according to the players' level of evilness. Heroes range from mighty heroes to sneaky thieves. Each hero has its own power for which the player needs to prepare for. At the end of each year, the heroes travel into the dungeons to fight.
Scoring in the game is based upon what you have built, the monsters you have hired and the heroes you have captured.
The Festival Season expansion adds a fifth season to the year: festival season. More time to build your dungeon, but also more time for adventurers to gather a larger party. There are new monsters, rooms, and traps to prepare your dungeon for the battle, but also new nasty spells for the adventurers and sneaky bards who encourage them to perform so-called "heroic" deeds – not to mention two paladins for each year, now ready to punish up to two evil players.
Would you like to push other players toward evil instead of moving yourself toward good when visiting the city? What about making an investment instead of traditional gold digging? Or what about repairing conquered tunnels or rooms instead of digging new ones? Only eight actions are still available to you, but each season one of those actions is replaced by an alternate set of spaces that offer new and intriguing options. And did we mention that it has recently become fashionable for dungeon lords to have their own personal pets?
Tash-Kalar: Arena of Legends – Everfrost consists of a new faction for use with the Tash-Kalar: Arena of Legends, a deck of powerful beings that live in the frozen lands of never-ending winter on snow plains, on cold mountains or in palaces of ice.
The new interesting and unique effects of the Everfrost beings (marked by the little snowflake) introduce a new mechanism: frozen effects. Frozen effects do not have to be performed immediately when the being was summoned; instead a player may store them for later and use them at the right moment to gain a tactical advantage.
• In addition to the Everfrost expansion, CGE is taking preorders for a new printing of the Tash-Kalar: Arena of Legends base game (€25) and a Tash-Kalar upgrade pack (€5) for those who own the first edition of the base game; the upgrade pack is free with purchase of the Everfrost expansion.
• In addition to what's listed below, at Spiel 2014 Days of Wonder will have new printings of Small World: Necromancer Island and Leaders of Small World (with leader tokens through the Royal Bonus expansion), both of which sell for €5 each. These expansions should be available through retail outlets in November 2014.
Crossing into the Land of 1001 Nights, your caravan arrives at the fabled Sultanate of Naqala. The old sultan just died and control of Naqala is up for grabs! The oracles foretold of strangers who would maneuver the Five Tribes to gain influence over the legendary city-state. Will you fulfill the prophecy? Invoke the old Djinns and move the Tribes into position at the right time, and the Sultanate may become yours!
Designed by Bruno Cathala, Five Tribes builds on a long tradition of German-style games that feature wooden meeples. Here, in a unique twist on the now-standard "worker placement" genre, the game begins with the meeples already in place – and players must cleverly maneuver them over the villages, markets, oases, and sacred places tiles that make up Naqala. How, when, and where you dis-place these Five Tribes of Assassins, Elders, Builders, Merchants, and Viziers determine your victory or failure.
As befitting a Days of Wonder game, the rules are straightforward and easy to learn. But devising a winning strategy will take a more calculated approach than our standard fare. You need to carefully consider what moves can score you well and put your opponents at a disadvantage. You need to weigh many different pathways to victory, including the summoning of powerful Djinns that may help your cause as you attempt to control this legendary Sultanate.
• Price €54
• At Spiel 2014, Days of Wonder will offer the single card expansion Five Tribes: Dhenim to anyone who asks nicely. DoW notes that this card will "be available in retail stores worldwide, at BGG.CON, and from the Days of Wonder website in November 2014."
Small World: A Spider's Web is a mini-expansion for Small World that contains three Races (Ice Witches, Skags and Slingmen) and three Special Powers (Copycat, Lava and Soul-Touch).
This expansion comes complete with a plastic storage tray designed to store all the badges and tokens from A Spider’s Web, plus it includes room for all the additional recent Small World expansions. It also includes leader tokens for the 3 new Races.
A Spider’s Web features entries from Andrew Capel, Alex and Bill Gurski, and Randy Pitchford, “Spiderine” backers from the Small World 2 Kickstarter campaign.
• Price €14
• Available in seven languages — English, French, German, Italian, Japanese, Polish and Spanish — when released in stores in November 2014, but probably available only in English, German and French at Spiel 2014.
Small World: Royal Bonus is a mini-expansion for Small World that contains three Races (Fauns, Igors and Shrubmen) and three Special Powers (Aquatic, Behemoth and Fireball). Royal Bonus was first released only to Kickstarter backers of the digital version of Small World.
• Available in seven languages — English, French, German, Italian, Japanese, Polish and Spanish — when released in stores in November 2014, but probably available only in English, German and French at Spiel 2014.
Mesopotamia in the year 4000 BC. Along the banks of the rivers Euphrates and Tigris, the first advanced civilization of mankind is prospering. The Sumerian people are known as the cradle of human civilization. They were the first tribe to develop writing and many more achievements. In Uruk II, players are travelling back to the time of the first civilizations. Each player develops their own people over a period of five epochs, aiming to gain achievements and to set up villages and towns. Uruk II – The development continues is the newest addition to the line of Uruk-games. It is based on the rules of Uruk – Cradle of Civilization but many enhancements will provide a completely new and exciting gaming experience.
Game Components: 147 playing cards, 5 summary cards, 130 wooden tokens, 1 rule book, several leaflets with general information.
Mesopotamien im Jahre 4000 v. Chr. Die erste Hochkultur der Menschheit entwickelt sich entlang der beiden Flüsse Euphrat und Tigris. Das Volk der Sumerer gilt als Ursprung der menschlichen Zivilisation, das als erstes eine Schrift entwickelte und viele weitere Errungenschaften hervorbrachte. In Uruk II tauchen die Spieler in die Zeit der ersten Hochkulturen ein. Jeder Spieler entwickelt sein eigenes Volk über insgesamt fünf Epochen. Es gilt, Errungenschaften zu machen sowie Dörfer und Städte zu gründen. Uruk II – Die Entwicklung geht weiter ist ein neues Spiel aus der Uruk-Familie, das auf den Mechanismen von „Uruk – Wiege der Zivilisation“ basiert und diese konsequent zu einem vollkommen neuen Spielerlebnis weiterentwickelt. Neben zahlreichen neuen Mechanismen wurde Uruk II komplett grafisch neu gestaltet und mit individuellen Holzteilen üppig ausgestattet.
Material: 147 Spielkarten, 5 Übersichtskarten, 130 Holzteile, 1 Spielregel, diverse Faltblätter mit Übersichten
In 7 Kingdoms, players are royal agents who want to collect as many followers as possible. Whoever does this best will win the game.
The deck in 7 Kingdoms consists of 49 cards in seven types, with each type having seven cards in a particular number range: king (1-7), bishop (8-14), etc. up to peasant (43-49). Each number range has seven cards in it, with each being a different color and bearing a crest of that color. Each player starts with three cards in hand, and one crest card of each type is laid in a row, with one card placed face up next to each crest.
Each round, players take turn laying one card face up in front of them, then they resolve the cards from high to low. Whoever played the highest card places it on the opposite side of the leftmost crest card, then takes 1-4 cards from those on display next to the crests as determined by the power of the card played. Then the player with the next highest card goes, etc. Any cards unclaimed are placed to the right of played cards, then the row is filled with cards from the deck until seven cards are on display once again.
With each card claimed, the player can either add it to his hand (up to a maximum of three cards in hand) or place it in his scoring pile. Kings, for example, let you take any four cards on display, while generals let you take cards from three consecutive spaces, princesses let you take any two cards, and peasants let you take one of two cards from specific spaces. Thus, the low cards let you claim first, but put more restrictions on what you claim or have you claim fewer cards. The bishop scores himself, then let you place one of two bonus tokens on the leftmost crest card, reveal another bonus token, then claim one card.
When the deck runs out or each crest card has a bonus token, the game ends and players score any cards remaining in hand. Each card claimed is worth 1 point (except for kings, which are worth 2), and whoever has the most cards of a crest claims the bonus token on that crest, thereby earning bonus points or doubling his score.
If you hear the title DoReMi, you can't help but think of music, and in practice DoReMi is akin to a musical Jungle Speed, with players trying to rid themselves of cards in hand as quickly as possible — but they can do so only by listening to the scale.
The deck in DoReMi consists of eight cards each of the seven notes — Do, Re, Mi, Fa, Sol, La, Si — and six bonus cards in three types: Mute, Stereo and Doremi (keyboard). Shuffle the deck and deal it out facedown to all players.
Each player takes his deck in hand, and on a turn she says the next note in the scale while revealing a card and slapping it on the table (ideally revealing the card away from her). Thus, the first players says "Do" and reveals, the next player "Re" and reveals, etc. If the note being said matches the card being revealed, players must race to slap the card stack, with the last player to do so gaining all of the cards. When a keyboard is revealed, everyone must slap, regardless of the note. With "Stereo", the two players on the immediate right and left of the player must slap, regardless of the note. Once a "Mute" has been played, everyone must quietly track the notes in their hand and slap the stack at the right time.
If you slap the card stack at the wrong time, you must take all of the cards, with the next player starting again with "Do". Whoever first rids herself of cards wins.
Despite the Food Chain name, in this game animals don't eat one another, but they do take actions depending on their place in the predator/prey menu chain.
The 36-card deck in Food Chain consists of six animals in six colors with each color having 1-6 animal icons on it. At the start of a round, each player receives a hand of six cards. In the first round, each player simultaneously reveals a card and places it in the center of play. For rounds #2-4, players then do the following: Simultaneously reveal one card from their hand, take turns claiming one card from the center of play in food chain order (tigers, wolves, raccoons, snakes, frogs, butterflies, with more animals of the same type beating fewer), then they all place their cards in the center of the table.
After each has claimed three cards, they use their final two cards in hand to try to make poker combinations using either animal type, number of animals, or card color. Players score 1 point for a single pair up to 15 points for a five-of-a-kind. The best combination earns 3 bonus points, and each butterfly card is worth 1 extra point. If someone has reached fifty points, the game ends and this player wins; otherwise shuffle the deck for a new round.
To win in Magic Cat, you need to complete potions and you need to do it quickly — sort of.
Each player starts the game with an empty potion bottle and a magic spell card, while all of the ingredients, other potion bottles, magic potion tiles and curse tiles are shuffled together face down, then placed in four stacks, with the top of tile of three stacks being turned face up.
One player starts as the first magician and says a spell of some kind starting with the word "Start" and ending with whatever she wants to say, e.g., "(werewolf howl)". The other players, in any order, try to say "First (werewolf howl)", "Second (werewolf howl)", etc., but they can't say something at the same time as another player; if they do, or if someone says that wrong thing, then the round ends and those magicians receive a curse token worth -1 point.
As magicians answer correctly, they throw their magic spell cards into the box in the center of the table. Once the round ends, in the order that they threw their cards in the box they claim one ingredient from a stack, revealing the next ingredient if they took a face-up tile. If someone reveals a curse tile, then she must take that, too.
When two stacks are empty or all of the curse tokens have been taken, the game ends. Players then score 3, 7 or 10 points for their completed potions (which take 3-5 ingredients), 1 point for each magic potion, and -1 for each curse (with an additional -4 points for whoever has the most). Whoever has the high score wins.
Patchistory is a strategy board game with cards that symbolize historical heroes and wonders, with the whole game being divided into three eras. During the game, you acquire these cards through auctions and expand your territory by placing cards so that they overlap one another in a 5×5 space in the first era, a 6×6 space in the second era, and a 7×7 space in the third era. When your land—that is, the layout of your cards—is well built, the card functions are activated. You can earn victory points with diplomatic actions, domestic politics, war movement, the actions of production, etc., and at the end of the game, the person with the highest score after the third era wins.
Because you can make combos with lots of features on historical cards and you can score in various ways, Patchistory will give you another new exciting play every time it hits the table.
패치스토리는 역사테마의 전략보드게임입니다. 본 게임은 유구한 인류사에 있어서 역사적인 영웅, 기념비적인 건축물에 대한 역사카드가 각각 1,2,3시대로 구성되어 있습니다. 이런 역사카드들을 경매로 가져와 1시대에는 5*5, 2시대는 6*6, 3시대는 7*7 칸의 범위 내에서 겹치게 배치하여 자신만의 역사를 만들어 갑니다. 이렇게 완성된 자신만의 역사에서 그 카드들의 기능들이 발동하게 되고 외교, 내정, 이동 전쟁, 생산 등등의 액션으로 점수를 얻게 되는데
이때 3시대까지 점수를 가장 많이 얻는 사람이 승리하게 됩니다.
패치스토리의 매력은 다양한 역사카드의 여러 가지 기능들에 의한 콤보가 발동되고 그로인한 점수 획득방법이 다양하여 게임 할 때마다 매번 새로운 재미를 준다는 점입니다.
• In addition to what's listed below, at Spiel 2014 dlp games will have the final fifty copies of its 2013 release: Jeffrey D. Allers' Citrus (€35). You can reserve a copy for pick up on Thursday, Oct. 16 by writing to email@example.com; if you want to pick up the game on another day, you must pay in advance.
During the medieval goings-on around Orléans, you must assemble a following of farmers, merchants, knights, monks, etc. to gain supremacy through trade, construction and science in medieval France.
In the city of Orléans and the area of the Loire, you can take trade trips to other cities to acquire coveted goods and build trading posts. You need followers and their abilities to expand your dominance by putting them to work as traders, builders, and scientists. Knights expand your scope of action and secure your mercantile expeditions. Craftsmen build trading stations and tools to facilitate work. Scholars make progress in science, and last but not least it cannot hurt to get active in monasteries since with monks on your side you are much less likely to fall prey to fate.
In Orléans, you will always want to take more actions than possible, and there are many paths to victory. The challenge is to combine all elements as best as possible with regard to your strategy.
• MSRP €50, discounted to €45 for sales at Spiel 2014
• At Spiel 2014, with purchase of the game you'll receive an Orléans: Depot/Taverne promotional postcard that features two additional place tiles for the game:
The Roaring Twenties were a rousing period full of opportunity. Whether the starlet in the bar around the corner, the greedy miser in the bank, or the Casanova three streets down, everyone had only one goal: to amass mountains of money, then squander it again in the most spectacular way.
In Scheffeln — a German word meaning to make a lot of money — players choose characters to conduct business for them. Using your hand of cards, you move these characters to the different businesses to earn bucks in the gambling business, smuggle alcohol, or act as a film industry mogul. You can move not only your own character, but also those of your opponents to mess up their strategy.
On a turn, a player has two options. Either play one of the four movement cards and move one of the eight characters, or play a card face down and take another character card from the middle of the table. Through the skillful placement of their characters, the players get money based on the street and business of their representative. And money is everything in Scheffeln! The winner is determined after one of the business spaces is empty of money.
Also included is the variant Speed Scheffeln. Up to 7 players may compete. 7 movement cards are revealed and players must determine, as fast as possible, which character will earn the most money after the movement cards are evaluated. Think quickly, and you'll be able to choose the best character. Too slow, and you'll be stuck picking from the leftovers!
€uro Crisis is a tactical as well as a satirical game for 3-4 players about the financial crisis in Europe. The players take the roles of banks with the goal of enriching themselves at the expense of the struggling states.
One game lasts for three years, with each year divided into four quarters. In each quarter, all players choose their action simultaneously and resolve them in turn order. As an action you can borrow money from the European central bank just to lend it in another action to the struggling states. You'll get good interest rates, especially when the state is nearly broke! But always be aware of the possibility that a state might have to restructure its debts.
From your earnings, you can buy gold and weapons. Gold is used to bid on privatizations of state property, which is the one thing that will truly be worth something at the end of the game. Your weapons can be used to defend your privatizations from an angry mob — or you can give them to decent citizens, just to see how the new privatization of another bank becomes public again. Last but not least, you have to be a good lobbyist to gain exactly the government or the reforms you want.
In the end, the player with the most points wins. Beside the privatizations, mainly income, but also gold, weapons and money add a few points.
€uro Crisis is entertaining, with a lot of interaction and invites everyone to gamble with borrowed money — just like the euro crisis...
Telin's cruel blade has long been writing the history of Shaqua Maertis, the Empire of Elements. The peaceful people of the land came to terms with Telin's rule and dared not give voice to their sinister thoughts and unabated fears. And so long as they did not speak of those thoughts and fears in public, Telin's iron hand was kept at bay, his reach away from their homes and children. Years went by , and decades followed — until there came a day when Helloder, a creature made of darkness, with plans darker still, discovered magic, a long-forgotten magic that offered him the opportunity to claim power for himself.
Which side will prevail? Will Telin's rule end, or will Helloder be another name to be buried under the pen of history that is Telin's sword?
In Spells of Doom, each player controls a hero with a unique deck of spells and skills cards, and he uses those to try to capture magic crystals and damage opponents. The game takes place over three rounds, with each round consisting of six turns; a turn consists of the upkeep phase, the hero phase, and the end phase. The game is played as a PvP two-player game or a 2-on-2 four-player game.