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Glen More II: Chronicles
City Building
120min
2-4
12+

Glen More II: Chronicles

Glen More II: Chronicles is a sequel to Glen More, expanding the gameplay substantially compared to the original game. In Glen More II: Chronicles, each player represents the leader of a Scottish clan from the early medieval ages until the 19th century, a leader looking to expand their territory and wealth. The success of your clan depends on your ability to make the right decision at the right time, be it by creating a new pasture for your livestock, growing barley for whisky production, selling your goods on the various markets, or gaining control of special landmarks such as lochs and castles. The game lasts four rounds, represented by four stacks of tiles. After each round, a scoring phase takes place in which players compare their number of whisky casks, scotsmen in the home castle, landmark cards, and persons against the player with the fewest items in each category and receives victory points (VPs) based on the relative difference. After four rounds, additional VPs are awarded for gold coins and some landmarks while VP penalties are assessed based on territory size, comparing each player's territory to the smallest one in play. The core mechanism of Glen More II: Chronicles and Glen More functions the same way: The last player in line takes a tile from a time track, advancing as far as they wish on this track. After paying the cost, they place this tile in their territory, with this tile activating itself and all neighboring tiles, triggering the production of resources, movement points, VPs, etc. Then the player who is last in line takes their turn. Improvements over the original Glen More include bigger tiles, better materials, new artwork, the ability for each player to control the end of the game, and balancing adjustments to the tiles for a better suspense curve. The game is designed to consist of one-third known systems, one-third new mechanisms, and one-third improvements to Glen More. The "Chronicles" in the title — a set of eight expansions to the base game — are a major part of these new mechanisms. Each Chronicle adds a new gameplay element to the base game. The "Highland Boat Race" Chronicle, for example, tells the story of a boat race in which the winner needs to be the first to reach their home castle after navigating their boat along the river through all the other players' territories. The "Hammer of the Scots" Chronicle adds a neutral "Englishman" playing piece to the time track that players struggle to control to get an additional turn — if they can afford him, that is, as he is paid using the market mechanism. All Chronicles can be freely combined, although designer Matthias Cramer suggests that players use only one or two unless they want a "monster game". Another major change to the game is the ability to invest in famous Scottish people of the time, who are represented through a new "person" tile type. Persons not only have their own scoring, they also trigger one-time or ongoing effects on the tactical clan board. This adds a new layer of decision making, especially since the ongoing effects allow players to focus on a personal strategy of winning through the use of the clan board. —description from the publisher

120m
2-4
12+
Commodity Speculation Grid Movement Market +3
0 tornei
Dettagli
Genesia
Fighting
100min
1-5
12+

Genesia

Genesia is a quick-playing game of placement and civilization that includes a card-drafting system and a lot of interaction between players. In more detail, the game is played over three ages, which roughly correspond to ancient times, medieval times, and the modern era. At the start of each age, players receive six cards from that age, then draft a hand of five cards for use in the current age. Each age has four phases — growth, expansion, attack, end — and the cards include icons that show when they can be played and when their powers take effect. You also receive 15 coins at the start of an age. Within each phase, players take all the actions they want in player order, eventually passing, and once all players have passed, the next phase begins. At any time during your turn, you can discard a card from your hand and take 4 coins from the reserve. The phases are: • Growth: Play cards that show this phase's icon (paying their cost, if required) and recruit as many clans as you wish, paying 2 coins for each and placing it in your homeland or (in later ages) in one of your cities. Each player has their own game board, with all player boards surrounding a shared "Genesia" board. • Expansion: As before, play cards with the proper icon, recruit clans for 2 coins each, or move your clans as much as you wish, paying 1 coin for each space than an individual clan moves (although in age III you can move a stack of clan tokens for 1 coin per space); when moving, you can pass through occupied regions, paying that player an additional toll of 1 coin, but you cannot stop on those regions, except for a player's homeland, which can house any number of clans from any number of players. • Attack: Simultaneously reveal your war/peace token with all other players. If everyone has chosen peace, this phase ends; otherwise, each player who has chosen war performs exactly one attack, choosing a region that contains your clans and an adjacent region controlled by an opponent that contains fewer clans. Choose a number from 1 up to the number of clans in your attacking region, then remove that many clans from each region. If the defending region has a city and no more clans, you can remove one of your clans to besiege the city and replace it with one of your own. If the opponent has now been removed from that region, you can move any number of clans from the attacking region to this space. Once each "war" player has attacked once, players once again simultaneously reveal their war/peace token, repeating the process above until all players reveal peace. • End: If you have at least two clans in a region without a city, you now place one of your cities in that region. Then you play any cards you wish with an "End of Age" icon, discarding all other cards for 4 coins each. Score progress points for this round's "End of Age" cards as well as all invention cards you've played to date. After three ages, you sum progress points, score 2 points for each region on a foreign continent you occupy, score points for every region you occupy (1-15, with the central Genesia regions being most valuable), and score points if you achieved your secret objective. Whoever scored the most total points wins!

100m
1-5
12+
Area Movement Contracts Open Drafting
0 tornei
Dettagli
Gateway Island
Party Game
45min
1-12
6+

Gateway Island

Gateway Island is your Introduction to Board Games! Featuring 21 different games and a variety of game mechanics, Gateway Island is just the game you need to introduce friends to the world of board gaming. The simple and accessible rules are quick and easy to learn. Find out if you (and your friends) like drafting, worker placement, bluffing, racing, party games, dungeon crawlers, and much, much, more! Gateway Island contains 21 beautifully illustrated jumbo cards and other game components like cubes, disks, a die, and everything you need inside of a portable box that can be taken anywhere. It includes a rulebook to cover the rules for all 21 games and also a Supplemental Book that teaches new board gamers a glossary of terms they may hear, or components they may run across. Lastly, and perhaps best of all, after playing a game, the rulebook will recommend 1 or 2 new games for you to try if you liked the mini game! Featuring over 30 game recommendations from a variety of publishers, you'll know exactly what games to add to your collection next based on the fun you had with Gateway Island!

45m
1-12
6+
Action Drafting Area Majority / Influence Auction / Bidding +27
0 tornei
Dettagli
Fruit Cup
Deduction
30min
2-6
6+

Fruit Cup

The Monkey King invited all his jungle friends to taste his favorite dish: fruit salad! It looks easy to prepare, but the King is very hard to please as he has very specific requests about it — and because you must be faster than your opponents in Fruit Cup to prepare it! —description from the publisher

30m
2-6
6+
Deduction Real-Time
0 tornei
Dettagli
Fromage
Economic
45min
1-4
14+

Fromage

You are a French cheesemaker in the early 20th century making, aging, and selling your artisanal cheeses. Become the most prestigious cheesemaker in all of France by running a highly successful creamery and crafting exceptional cheese. Fromage is a simultaneous worker-placement game where players place Workers to make cheese and gather resources from the quadrant of the board facing them. Once all players have placed their Workers, the board rotates, aging any cheese that was made, and presenting each player with a new quadrant to place Workers into. Score Prestige Points by selling cheese to the four locations, and by efficiently managing and upgrading your creamery. -description from the publisher

45m
1-4
14+
Area Majority / Influence Bias Chaining +5
0 tornei
Dettagli
Foxy: Travel
Animals
10min
2-4
8+

Foxy: Travel

Foxy - Travel is a compact memory and observation game. Players reveal cards showing different animals and must keep track of how many of each type have appeared so far. Each turn, they write down an estimate, scoring points if their number is equal to or below the actual count, but nothing if they go over. The game includes small, travel-friendly components and plays quickly in any setting. Its rules are simple, but attention and risk management are key to securing the highest score. —description from the publisher

10m
2-4
8+
Betting and Bluffing Memory Solo / Solitaire Game
0 tornei
Dettagli
Foxy
Animals
15min
1-5
8+

Foxy

In Foxy, you'll put your memory and observation skills to the test while looking at a sequence of large, full-color cards. Each card shows one of four environments, as well as 1-2 animals that live in that environment — although a cat can show up anywhere, so sometimes a card will feature three animals. To set up, shuffle 19 of the 40 cards into a deck, then shuffle the fox card into this deck. Each player takes a dry erase board and a marker. Flip the top card; for the types of animals depicted on this card, everyone secretly writes the total number of animals of these types that they've seen on all cards revealed so far. For the first round, this is easy — write the number of animals on this card! But you'll start seeing cards of many environments, and wait, how many chickens have I seen so far? How many cats? You can write only a single numeral for each round, with no reminders of which animals were which. When the fox card appears, write a numeral showing how many different animals you've seen total. Once during the game, you can circle a number to take a chance on doubling that score. Once you've finished the deck after twenty rounds, flip it over, then go through the cards again, this time keeping a public tally of how many animals of each type have been seen. If the number you wrote for a round is equal to or less than the total number of animals seen, you score that many points; if the number is larger, then cross it out and score nothing for that round. For the circled number, if you correctly wrote the exact number of animals, score twice that many points; if you guess higher or lower, score nothing. Whoever scores the most points wins.

15m
1-5
8+
Betting and Bluffing Memory Solo / Solitaire Game
0 tornei
Dettagli
For Northwood! A Solo Trick-Taking Game
Animals
30min
1-1
12+

For Northwood! A Solo Trick-Taking Game

For Northwood! Is a solo hand management and precision trick-taking game. Your objective is to peacefully unify the kingdom of Northwood through conversations with their rulers. Over eight rounds, you must visit eight animal fiefs and engage their rulers in dialogue (tricks). Each ruler's suit represents the trump for that fief. Each ruler also requires you to win an exact number of tricks to join your alliance, so the game gets harder as your options dwindle. You start with four allies, each with an ability that you can use once per visit. These abilities can make you draw, discard, or otherwise manipulate your hand to help you hit the target score. Once you've won a ruler over, you can pull them in to substitute temporarily for one of your allies, if you need a more specific set of abilities to tackle the harder fiefs. With multiple difficulty levels, 24 rulers (12 used per game), and a 16-scenario challenge booklet, For Northwood! offers hours of gameplay with a new puzzle every time! Winner of *Best Overall Game* and *Jury Prize* in the 2021 BGG 54-card contest. Also winner of *Best Art*, *Best Solo Game*, and *Best New Designer*! -description from designer

30m
1-1
12+
Hand Management Predictive Bid Scenario / Mission / Campaign Game +2
0 tornei
Dettagli
Foldris
Video Game Theme
15min
1-7
8+

Foldris

A pen and paper game inspired by Tetris. Players draw shapes on their paper, folding it when a line is fully filled in. Use this to your advantage to fill out previously inaccessible lines! At the start of the game, a block card is revealed. This indicates the shape, and the column that the block "falls" down. Players can rotate the shape before filling it in using their pencil. The active player draws the shape in the indicated column, and each player to the left moves the column to the right once. With the starting block drawn, the game proceeds with players drawing a block card on each turn, rotating and filling it in on their sheet. When a row is fully filled in, the page is folded twice - so that only the filled in row disappears. This allows players to access rows that were previously blocked off. You get bonus points for folding a row - additionally, if no other player filled the row during the same round, they place an obstruction block on their sheet. You can spend points acquired from filled rows to rotate the shapes, or to remove one square from the shape. The game ends when there's only one player remaining. If multiple players survive, the player who folded the most rows is the winner!

15m
1-7
8+
Paper-and-Pencil Player Elimination Simultaneous Action Selection +1
0 tornei
Dettagli
Fog of Love
Bluffing
120min
2-2
17+

Fog of Love

Fog of Love is a game for two players. You will create and play two vivid characters who meet, fall in love and face the challenge of making an unusual relationship work. Playing Fog of Love is like being in a romantic comedy: roller-coaster rides, awkward situations, lots of laughs and plenty of difficult compromises to make. Much as in a real relationship, goals might be at odds. You can try to change, keep being relentless or even secretly decide to be a Heartbreaker. It’s your choice. The happily ever after won’t be certain, but whatever way your zigzag romance unfolds, you’ll always end up with a story full of surprises – guaranteed to raise a smile!

120m
2-2
17+
Communication Limits Hand Management Role Playing +4
0 tornei
Dettagli
Florenza: X Anniversary Edition
City Building
180min
1-5
14+

Florenza: X Anniversary Edition

Originally released in 2010, Florenza is a high complexity resource management game, in which accurate planning and precise management of workers and resources are crucial to victory. No mistake will be forgiven. Description: In this new edition you’ll find: NEW RULES New Workshops for an increased strategic diversity Addition of Captains of Fortune for an increased tactical diversity Smoother and more elegant management of different aspects of the game Reduced duration compared to the original game, with no loss in game depth SOLO MODE Option to play against one or more virtual opponents Four difficulty levels: Easy, Normal, Hard, Masterpiece NEW GRAPHICS AND MATERIALS Modern and captivating style Improved visibility of key elements on the table Upgraded game materials More than 500 game elements —description from the publisher

180m
1-5
14+
Delayed Purchase Hidden Victory Points Income +5
0 tornei
Dettagli
Florenza Dice Game
City Building
90min
1-4
12+

Florenza Dice Game

Do not be deceived by the fact that this is a roll-and-write game: Florenza Dice Game is a fully-fledged resource management game. Not a quick little game, but a deep tricky title however pocket-sized, inexpensive, and with zero set-up time! The game in short: 1: Each player in turn rolls six dice. The active player can choose three dice, then the other players pick one of the remaining dice each. 2: With your chosen dice you can: Gain Resources Gain Money Hire Artists Advance on the City Prestige Track in order to obtain different bonuses... and thus maybe become Bishop or Captain of the People! 3: Manage everything you gained from the dice to realize artworks in your district's palace or church, or choose to construct buildings which can grant you useful effects during the game!

90m
1-4
12+
Dice Rolling Income Paper-and-Pencil +3
0 tornei
Dettagli
Feed the Kraken
Bluffing
90min
5-11
12+

Feed the Kraken

Feed the Kraken is a hidden role deduction game, with three asymmetric factions. All players may be sitting in the same boat, but they want to navigate in different directions! The loyal sailors must bring the ship safely to mainland, whereas the pirates crave to secretly maneuver the ship into the Bermuda Triangle. Meanwhile a crazy cultist is busy convincing parts of the crew to help him summon their dark lord —the Kraken— from the depth of the sea to save them all. The goal of the game is to navigate the ship towards your final destination, which would be easy if only players weren’t divided into three different factions. Each secret faction wants to reach a different area of the board. Every turn the ship will sail in one of the three possible directions —but which one will it be? The current captain and their chosen lieutenant will study ancient sea maps and pass their often conflicting orders onto the chosen navigator, who has to make the final decision. Meanwhile the rest of the crew is busy drinking rum, gambling and telling each other tales of ancient sea monsters. After each navigation, the lieutenant and navigator go off duty, and the captain has to find somebody sober enough to take their spot instead. Everyone can discuss, how well that last navigation went, who is to blame for the current course, and who should be in charge in the future instead. Convince your enemies that it is in their best interest to make you the next lieutenant, or navigator! You can even draw your guns and become the new captain in open mutiny! But for how long will you be able to keep the trust of your crew? The next mutiny might already be waiting for you if your decisions don’t please your fellow sailors. —description from designer

90m
5-11
12+
Acting Betting and Bluffing Grid Movement +8
0 tornei
Dettagli
Faraway: Under Starry Skies
Expansion for Base-game
30min
2-6
10+

Faraway: Under Starry Skies

Meteorite season is now for Alula, and with it come meteor showers. This festive time attracts plenty of colorful visitors and excited pilgrims. Legends say these meteors change the physics of the continent in strange ways… The 15 new Meteor cards are just shuffled with Region cards from the base game (and possibly from the first expansion). They don't have an effect during the game, but can dramatically change the scoring phase: All Meteor cards in front of you stay face up for scoring (just like Sanctuaries), as well as all your Region cards which share a last digit with them. They will all be taken into account when scoring each of your Region cards. Meteor cards also feature new scoring requirements, like acquiring 4 cards of the same biome, or throwing away one of your Sanctuary cards. —description from the publisher

30m
2-6
10+
Constrained Bidding End Game Bonuses Hand Management +6
0 tornei
Dettagli
Faraway: People From Below
Expansion for Base-game
25min
2-7
10+

Faraway: People From Below

The continent Alula always has more surprises in store! Two ancient people come to meet you: the Guides and the Three-Eyed Ones. They both bring new ways of acquiring fame... By adding this expansion to the base game, you may even play Faraway with 7 players. —description from the publisher This expansion features 5 Region cards with a new gray Biome, Mystical Havens (with a band of icons across the center), which were already present on 25 Sanctuary cards in the base game (and 4 Sanctuary cards in this expansion). One new Region card scores 4 VP per Mystical Haven card (and requires 2x of each resource icon as a prerequisite - 6 total).

25m
2-7
10+
Contracts Open Drafting Set Collection +1
0 tornei
Dettagli
Faraway
Card Game
30min
2-6
10+

Faraway

Welcome to Alula, a mysterious continent with ever-changing geography, shaped after the rhythm of the seasons. Beyond the Sea of Mists lies the mysterious continent of Alula. Roam across the land in search of its secrets, meet its inhabitants, and list its wonders in order to gain more fame than your opponents. Throughout a game of Faraway, you will play a row of 8 cards in front of you, from left to right. These cards represent the regions you will come across while exploring the lands. Characters on these cards will grant you victory points if you later fulfill the conditions they demand. At the end of the game, you walk back the same way, scoring cards in the opposite order you played them. There lies the heart of the gameplay. Throughout the game, the cards you play will serve both to set new objectives, and to meet the ones you played previously. Each turn, you play a card from a hand of 3. Then you pick a new card from a face-up river. As play is simultaneous in Faraway, you must take into account a clever priority system in all of your choices – being last to pick a card leaves you with fewer options and often less profitable choices for the next turns. —description from the publisher Related Microbadges

30m
2-6
10+
Constrained Bidding End Game Bonuses Hand Management +5
0 tornei
Dettagli
Emblems
Card Game
30min
3-5
10+

Emblems

Emblems is a card game that blends strategic thinking, opportunistic placement and sneaky moves! At the start of each turn, choose a card, taking into account its value and effect, before placing it face down in front of you. Then, one after another, reveal your card and place it in one of the three locations: the Castle, the Village or the Port. At the end of each round, gold coins are awarded to the players whose cards have the highest value in each location. Simple and surprising, with just the right amount of chaos, Emblems often favors the cleverest (or boldest) players! —description from the publisher

30m
3-5
10+
0 tornei
Dettagli
Dungeon Exit
Deduction
min
1-2
8+

Dungeon Exit

Dungeon Exit is a solo or two-player duel mode logic game. In Dungeon Exit, the goal is to find a path from the door to the exit of the dungeon, passing by the key, the chest, and then the monster. In solo mode, solve all the levels one by one, progressively. With 2 players, be the fastest to find a path to win the game. Optimize the placement of your tiles to find the path to the dungeon exit. The tiles must connect only at their ends by one and only one side of a square to form a path. Ready to take on the challenge?

m
1-2
8+
Connections Deduction Solo / Solitaire Game +1
0 tornei
Dettagli
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