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Apiary
Animals
90min
1-5
14+

Apiary

In a far-distant future, humans no longer inhabit Earth. The cause of their disappearance (or perhaps their demise) is unknown, but their absence left a void ready to be filled by another sentient species. Over the span of untold generations, one species of the humble honeybee evolved to fill that void. They grew in size and intelligence to become a highly advanced society. They call themselves Mellifera, and they have made substantial technological advances in addition to the technology they adapted from human ruins, up to and including space travel. In Apiary, each player controls one of twenty unique factions. Your faction starts the game with a hive, a few resources, and worker bees. A worker-placement, hive-building challenge awaits you: explore planets, gather resources, develop technologies, and create carvings to demonstrate your faction's strengths (measured in victory points) over one year's Flow. However, the Dearth quickly approaches, and your workers can take only a few actions before they must hibernate! Can you thrive or merely survive? —description from the publisher

90m
1-5
14+
Income Multi-Use Cards Solo / Solitaire Game +3
0 tornei
Dettagli
Anunnaki: Dawn of the Gods
Ancient
120min
1-4
13+

Anunnaki: Dawn of the Gods

Your ancient alien civilization is leaving its dying planet in search of a new homeland. The promised land is represented by Gaia, which is home to the magnificent human civilization of Atlantis. But beware, other Houses (factions) of your civilization also have the same goal and only one will be able to dominate Gaia! Anunnaki: Dawn of the Gods is a 4x eurogame by Simone Luciani and Danilo Sabia, set in an ancient dystopian past, where mythology and science-fiction come together. Each player represents a different House whose rulers are viewed by terrestrial population as gods. Players build bases, recruit troops, embody gods, explore the territory, develop their own technology, sign trade contracts, defeat local dominions and other players' armies, trying to conquer Atlantis, which owns huge treasures. Different actions will provide a certain number of immediate Victory Points. Moreover, random setup goals will provide you with sizable Victory Point rewards at the end of the game, based on specific conditions. In the end, the player with the most VPs will be the winner. In addition to having a strong dose of controllability (the luck factor is minimal), the game features an innovative starred action-selection-system that confronts players with interesting choices: players can reincarnate their gods by performing their actions in a precise sequence, on pre-established paths of their starred player board, or they can give up some deities, jumping freely from one action to another of their board, to choose from time to time the situationally best actions. Cover Art by Paolo Vicenzi & Jara Zambrano —description from the publisher

120m
1-4
13+
Card Play Conflict Resolution Contracts End Game Bonuses +4
0 tornei
Dettagli
Altered
Card Game
40min
2-4
0+

Altered

Altered is an innovative TCG which offers a new, refreshing approach to both competitive and casual players. Set in a universe of rich lore and visual design (influenced by Miyazaki's work and Dixit-like illustrations), this game is about exploring a new, reshaped Earth after a mysterious event, the Confluence, profoundly altered it. Shape your own adventure, choose a faction and lead your expeditions through an ever-changing world. Be the first to discover what the universe of Altered has in store for you! What really lies at the heart of this revolution is a ton of expertly tailored details — a new rarity system, deep evolving lore, innovative game mechanisms and design — and a phygital experience that comes along with its myriad of life-quality improvements, both for the players, tournaments organizers and store owners alike. Born and led from the mind of talented game designer Régis Bonnessée (founder of the Libellud studio, which published Dixit, Mysterium, Dice Forge, and Seasons), this project is brought to you by the French studio Equinox, based in Paris, in partnership with and exclusively distributed by Asmodee.

40m
2-4
0+
Card Play Conflict Resolution Deck Construction
0 tornei
Dettagli
Alchimisti
Deduction
120min
2-4
12+

Alchimisti

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. Flavor text: 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.

120m
2-4
12+
Action Drafting Constrained Bidding Deduction +6
0 tornei
Dettagli
Al Rashid
Arabian
100min
2-5
13+

Al Rashid

Harun al-Rashid was the fifth Great Caliph of the Abbasid Dinasty, and he ruled over the Middle East between the years 786 and 809. His reign was full of prosperity in all areas, like culture, science and politics. His life and his famous court are said to be the ispiration for the "One Thousand and One Nights" collection of folk stories. In Al Rashid, players will take the role of the heads of powerful families, and will use the members of their families for trading, travelling, and ultimately trying to exercise influence over the court of the powerful ruler. Al Rashid is a mostly deterministic strategy game – with a slight hint of randomness – based on worker placement, influence, resource management, and the efficient scoring of prestige points (PPs). As heads of families, players will have three different worker types at their disposal: the Sage, the Merchant and the Pasha. The three different types of workers, each with a different influence value, can be placed on the map of ancient Middle East to gain resources, or can be placed on the corporations to get more workers, or on government and imperial offices. The corporations represent several powers at the court of the Caliph: Intrigue, War, Science, Commerce, and Politics. The game takes place over five turns, with turns split into two main phases: the placement phase and the resolution phase. Each phase is split in several rounds. During the placement phase players take turns placing their workers on the board. During the resolution phase they take turns deciding which action will be resolved. Each action, either a zone on the map or a corporation, can hold workers from all of the five players, but only the top three players, identified by influence and placement order will get to resolve the move. During placement workers can be added to the same areas to improve a players's influence. Players with higher influence will get a bigger and better effect out of the action they are resolving. Resolving geographical areas will give a player resources. The resources come in five flavors: Wood, Pottery, Metal, Spice and Silk, and they can be used in trades. The dominating player – that is, the one with more influence, or in case of a tie, the one who placed first – will get three different resources, or all of the resources of one type (resources are distributed unevenly on the map), the second player will get two different resources and the third player just one. The resources gained by resolving geographical areas can be used in the corporations to buy more workers or get government offices. Government offices work more or less like buildings in other placement games. Some give permanent advantages, some have a one-shot effect, and some can be used every turn. As for the geographical areas, having more influence will be advantageous, and dominating players will get cheaper workers or better effects out of the corporations. The game contains no currency, so players will need to be careful when they combine resources to get money because if they pay more than they should, no change will be returned. Every turn raiders will spontaneously appear on random locations on the map, so players will need to use some of their actions to hire mercenaries that can be used to combat the raiders and give them access to resources. Players accumulate PPs when they buy offices and workers, and at the end of the fifth turn the player with more PPs is declared the winner.

100m
2-5
13+
Area Majority / Influence Set Collection Variable Phase Order
0 tornei
Dettagli
Airships: North Pole Quest
Adventure
180min
1-6
12+

Airships: North Pole Quest

Airships: North Pole Quest will take you back to 1924, in the golden years of airships, when nations started aiming for the Arctic, the last inviolate frontier, and for its symbol: the North Pole. Being the "first" was not only a matter of prestige, but also of great opportunities: strategic explorations, lands to be annexed, trade routes to be opened. Beautiful (and highly detailed) airship models, plus abstracted navigational and flying tools, are the hands-on parts of the game, while cards and changing weather will continually deal players new challenges. Each player takes the role of one country's airship commander, having to organize a crew and certain equipment choices, and then beginning a series tertiary flights for fund-raising and prestige. Each team will require a "support ship" and landing equipment, and these have to coordinate with flights as well, especially for the big jump to the North Pole. Players select from a list of "actions" that they can take each turn and must judge which ones are the priority for this turn and what can wait. The game is not just "Start at Point A and fly to North Pole." The tertiary expeditions, for fund-raising and publicity, allow players to better equip their "team" to make the longer journey, and to hire specialists for their crew members who have distinct abilities for extra support. Weather plays a key role and a clever device keeps the weather changing in realistic patterns. Players must factor the current weather and what is anticipated as they make choices of actions and routes. Airships can be damaged and this costs time and money to repair. The campaign game ends-- as expected-- with one airship reaching the North Pole and returning to its support ship. (You have to get back to win!) Shorter scenarios offer the chance to "race" to other locations and deal with different challenges. There is also a solo, "training" mission scenario to help players learn how to coordinate actions for the best performance.

180m
1-6
12+
Connections Measurement Movement Movement Points +5
0 tornei
Dettagli
Aia Gaia
Animals
0min
3-8
6+

Aia Gaia

Merry Yard is a simple and funny card game. Players are farmers trying to call to their farmyard the best and nicest animals. Each turn, players can draw new cards or play an animal card, making the sound of each animal, and using their unique effects in order to outwit their neighbour. At the end of the game, the animals on the yard will provide players some points, as the cards left in their hand are subtracted to the total. Are you ready to build your Merry Yard?

0m
3-8
6+
Acting Hand Management
0 tornei
Dettagli
Ahoy
Fantasy
75min
2-4
14+

Ahoy

Ahoy is a lightly asymmetrical game where two to four players take the roles of swashbucklers and soldiers seeking Fame on the high seas. One player controls the Bluefin Squadron, a company of sharks and their toothy friends, who patrol these waters and keep order with shot and sword. Another player controls the Mollusk Union, an alliance of undersea creatures and their comrades-in-arms, who fight to reclaim their ancestral home. In games with more people, some players control Smugglers, maverick captains who run blockades to smuggle luxuries and essentials, delivering them to those with the most need — or the most coin. Explore the seas. As you play, you’ll make a unique map full of treasure troves, dangerous wreckage, and mighty sea currents, using deluxe double-layer region tiles. Featuring development from the same team that brought you Root and Oath, Ahoy offers deep, interactive gameplay in a fast-playing and easy-to-learn design with a colorful setting.

75m
2-4
14+
Area Majority / Influence Dice Rolling Modular Board +4
0 tornei
Dettagli
50 Clues: The Fate of Leopold
Card Game
90min
1-5
16+

50 Clues: The Fate of Leopold

Maria has gathered enough strength to confront Leopold, but first, she must track him down. The Fate of Leopold is the third episode of the murderous trilogy about Maria. 50 Clues is an immersive puzzle game that offers the experience of an escape room, but in a format that can be played at home. You combine objects, solve puzzles and decipher codes to complete the story. A smartphone or tablet keeps track of the solutions and provides multistep hints if the need arises. A "How to Play" video is available here: 50 Clues: The Pendulum of the Dead

90m
1-5
16+
Cooperative Game Storytelling
0 tornei
Dettagli
50 Clues: White Sleep
Card Game
90min
1-5
16+

50 Clues: White Sleep

Maria is on the run with her son while also preparing for the big showdown. But will she make it? White Sleep is the second episode of the murderous trilogy about Maria. 50 Clues is an immersive puzzle game that offers the experience of an escape room, but in a format that can be played at home. You combine objects, solve puzzles and decipher codes to complete the story. A smartphone or tablet keeps track of the solutions and provides multistep hints if the need arises. A "How to Play" video is available here: 50 Clues: The Pendulum of the Dead

90m
1-5
16+
Cooperative Game Storytelling
0 tornei
Dettagli
50 Clues: The Pendulum of the Dead
Card Game
90min
1-5
16+

50 Clues: The Pendulum of the Dead

Maria is locked up in a psychiatric ward and must escape finding her son before it’s too late. The Pendulum of the Dead is the first episode of the murderous trilogy about Maria. 50 Clues is an immersive puzzle game that offers the experience of an escape room, but in a format that can be played at home. You combine objects, solve puzzles and decipher codes to complete the story. A smartphone or tablet keeps track of the solutions and provides multistep hints if the need arises.

90m
1-5
16+
Cooperative Game Storytelling
0 tornei
Dettagli
1347: De Nigrae Pestis Ludo
Bluffing
180min
2-6
14+

1347: De Nigrae Pestis Ludo

The year of our Lord 1347: The Black Death has arrived via Eastern trade routes, bringing suffering and misery to the towns and countryside. The sole hope for relief from a slow and painful death lies in the hands of the plague doctors. Dressed in black cloaks, and masks stuffed with vinegar-rags and spice, the surgeons roam the Burgus streets searching for the infected. To these they offer salvation, saving their flesh from death, while gaining prestige with the princely court and — why not? — one or two shiny coins! Will you prove yourselves as valorous surgeons, up to the tasks you're called to resolve? Will you expand your influence with good works, draining infected swamps and building plague hospitals? Or will you give in to the facts of life, and death, raking in whatever coins you happen to find? 1347 is a strategic game in which players are plague doctors with the aim of gaining as much fame and prestige as possible to become the most important of the town. Each player has resource cards, money, grave diggers, and five influence tokens at their disposal to invest in order to defeat the plague and enrich themselves. There are three stages that will repeat for three periods (that will vary from 6 to 9 game rounds): Investments -> Each player, turn by turn, will invest one influence token (from 0-4 influence points) in one of the six areas of the board, each one with different actions allowed. All the investments are hidden. Investments go on until all players remain with no tokens. Actions -> Starting from Area 1, all invested tokens are revealed. The player who invested the most is the only one who can exploit the actions allowed from that area. The other players who invested can convert their "unused points" in money or grave diggers. So losing is also a strategy. In case of tie, the first player, or the nearest one in clockwise has priority, in any case the first player will change at the end of each round. Upkeep -> In this stage players collect money from the Agrus (the country), can heal their recruited plagued commoners, or can maintain their healed commoners. Healed commoners give players new influence tokens to invest and an ability to exploit as long as they remain healed. There are many kind of actions players can do: recruit commoners, transform grave diggers in peasants to collect money, build expansions to enforce their influence to specific areas, etc. At the end of the game, the players obtain 1 wealth point (victory points) for: Each influence point (the value shown on each influence token held); Every five coins; Each subject card; Each development held; Every three gravediggers held (including the player's reserve and those assigned to the Agrus). —description from the publisher

180m
2-6
14+
Area Majority / Influence Auction / Bidding Auction Compensation +2
0 tornei
Dettagli
Plastic Fighters
Strategia
40min
2-4
8+

Plastic Fighters

In Plastic Fighters, i giocatori collaborano guidando associazioni ecologiste per pulire l'oceano dalla plastica, costruire strutture e salvare le specie marine prima che scadano i round.

40m
2-4
8+
Cooperative Deck Building
0 tornei
Dettagli
Spellbook
Strategia
45min
2-4
12+

Spellbook

In SpellBook, i giocatori gestiscono la Materia per nutrire il familgio e combinare incantesimi nel grimorio, creando effetti sempre più potenti per accumulare punti e vincere.

45m
2-4
12+
Hand Management Set Collection
0 tornei
Dettagli
Splendor Marvel
Strategia
30min
2-4
10+

Splendor Marvel

In Splendor: Marvel, i giocatori reclutano eroi e raccolgono Gemme dell'Infinito per creare combinazioni di carte, attivare bonus speciali e raggiungere i requisiti per conquistare il Guanto dell'Infinito

30m
2-4
10+
Set Collection Contracts
0 tornei
Dettagli
Empire's End
Strategia
50min
2-4
13+

Empire's End

In Empire's End, i giocatori usano un'asta al ribasso per gestire i disastri: sacrificare territori fornisce risorse e abilità per ricostruire l'impero e accumulare punti vittoria.

50m
2-4
13+
Auction Hand Management
0 tornei
Dettagli
Flamecraft
Tematico
60min
2-5
10+

Flamecraft

In Flamecraft, i giocatori gestiscono draghi artigiani e incantano i negozi della città per raccogliere risorse, compiere azioni speciali e guadagnare la massima reputazione.

60m
2-5
10+
Hand Management Contracts
0 tornei
Dettagli
Sulle orme di Darwin
Strategia
30min
2-5
8+

Sulle orme di Darwin

In Sulle orme di Darwin, i giocatori aiutano Darwin a completare il suo libro selezionando tessere animale e personaggio sul Beagle per sviluppare teorie e raccogliere punti.

30m
2-5
8+
Drafting Engine Building
0 tornei
Dettagli
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