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Robin Hood and the Merry Men
Nottingham 1100 A.D.: The True King is away in the Holy Lands and the town is under rule by the evil tyrant, Prince John. He has forced matrimony upon Maid Marian and locked her in his castle against her will. The young princess sends word of her captivity to fabled outlaw and her true love, Robin Hood. He vows to save her with help from his Merry Men — faithful souls who would follow him to hell and back! But this time, Robin sees doubt in their eyes. Little John, Will Scarlet and the other Merry Men deem the mission so perilous—it could plunge Nottingham into turmoil. Torn between love for the princess and his town, Robin devises a plan to save both! He proposes a challenge, betting his men that none can protect Nottingham as well as he. If one of them bests him at this task, he will bestow his mantle of leadership to the victor! They accept his wager, and pledge to rescue Maid Marian, no matter the outcome. Their quest will require bravery, cunning and all the wits they can muster! Will one of the Merry Men become Nottingham’s newest hero, or will Robin live up to his own legend? Robin Hood and the Merry Men is a semi cooperative, but a highly competitive board game set in the folklore we all know and love. It’s a thematic euro style game that perfectly blends worker placement, hand management, set collection and dice rolling into a one big exciting crossover. In Robin Hood and the Merry Men, players take on the role of a famous outlaw such as Robin Hood, Little John, Will Scarlet and Jane Fortune, and their mission is to protect the town of Nottingham from the tyranny of infamous ruler Prince John and the notorious Sheriff of Nottingham throughout 5 rounds of onslaught. If they succeed, a winner is declared-the player with the most VP becomes Nottingham’s greatest champion. Each round consists of two phases: A Merry Men phase and a Hero phase. In the Merry Men phase, you will call upon your faithful friends who are famous for their abilities to build and set various traps. In order to stay one step ahead, you will send The Merry Men to acquire resources and weapons, and lay traps to catch the Sheriff’s endless army of Guards. Assigning Merry Men is done through playing Merry Men cards that offer variable actions. With King Richard being away on the Crusades, Prince John has given the Sheriff of Nottingham power to tax the villages in and around Nottingham, so you must order your Merry Men to build barricades on the roads to prevent the heavily guarded and gold-filled carriages from entering the castle. Before he went on his crusade, King Richard gave you certain tasks. In the midst of his struggles, he would welcome the news that his brave heroes have completed them. In the Hero phase you will send your Hero to fight the Sheriff’s guards, ambush and rob the royal carriages of their treasures, enter archery tournaments, rescue prisoners from the castle’s darkest dungeons and much much more. —description from the publisher
Back to the Future: An Adventure Through Time
Fire up the DeLorean and prepare for 1.21 Gigawatts of fun! In Back to the Future: An Adventure Through Time, 2-4 players compete to move Doc Brown's time-traveling DeLorean between three timelines (1955, 1985, and 2015) in order to make sure that key events from the movie's plotline take place. Maneuver key characters like Marty McFly and Biff Tannen through the different timelines, ensuring they meet at just the right moment to set off iconic scenes. The player who does the best job repairing the timeline wins.
Ready to Rock!
Ready to Rock! is the first party game set at a concert, and everyone wants to be the first rocker who reaches the stage. To maximize the concert feel, pictures taken at real concerts are used on the cards and guitar picks are the player pawns! While Ready to Rock! is a pure card game, it also uses mechanisms of placement games. The rockers play their route cards, which represent the audience, then they move in different directions through the crowd so that in each match rockers will reach the front row through different paths. Moreover to advance in every gig, rockers must obstruct other players' progress, perhaps pushing others back by using a special card or blocking their way with a wall card. What creates walls at a concert? Obviously the Mosh Pit, the Hell's Angels, and the Headbangers! A rocker once blocked should not despair as he can always change the direction of the crowd to open up new paths to move in other directions. In addition, Body Surfing might help you pass the obstacle and run toward the stage! In the game, each rocker starts with four cards and can draw one card each turn. During his turn, he can play at most two cards. Cards are divided in three types: routes and walls – which have already been explained – and instants. The latter are bonuses he can use for himself (e.g., if you get "beer", then you can draw two cards, or with "flashing tits" a player can use three cards in a turn) or against one opponent, such as "ear plug" (which makes him skip a turn), and "smashed beer" (which makes him discard two cards). There are also "Ready to Rock!" card, special cards that activate one of the stage cards to generate unforeseen effects on all rockers: "special guest" forces every rocker to draw one card, while "shitty weather" makes everyone discard one card and "fire explosion" muddles everything up by rotating all the path cards 180º. Ready to Rock! is a game with a unique real setting and is easy to learn, although some strategy tips are essential to win the game. Given the content of some cards, the game is not suitable for children: for instance, in "lots of beer" there's a guy drinking two beers at once and in "flashing tits" a girl shows her tits to the entire stadium. It's perfect, however, by the age of 14!
Puckspil
Play according to A or B: A: Players take turns to place one of their pucks (using the elastic) in one of the three scoring areas. The player with the most points after 4 puck throws wins the game. B:The nine pucks are stacked in piles of 3 an placed at the coloured point areas. Players take turns trying to knock down the entire pile in one attempt. Points are rewarded for packs landed inside the point area.
Principi di Firenze
In The Princes of Florence, players attract artists and scholars to their palace while trying to become the most prestigious family in Florence. Over seven rounds, players attempt to score points in various ways, with most points being earned by playing profession cards to generate "work points", which can be exchanged for money or victory points. The game includes a variety of professions, such astronomers, organists, and architects; each profession is attracted to a particular combination of building, landscape feature, and social freedom, and players acquire these items via auctions. The more that a player can match these preferences, the more work points they earn — but the minimum requirement of work points increases each round, and you must meet that threshold in order to convert the work points.
Playa Pirata
This game has been published by dV Giochi as a reward for winning the 2013/2014 edition of the Gioco Inedito – Best Unpublished game contest. Powered by Lucca comics & Games and dV Giochi, the contest aims to identify the best new card game design from all prototypes received and to reward it by publishing the game in a fully professional and high-quality format, overseen directly by dV Giochi. All prototypes submitted must conform to the technical and style requirements, fixed components and a given theme which changes every year. Everybody can join the contest and this is a great opportunity for emerging game designers to see their idea published. For more information: giocoinedito@luccacomicsandgames.com www.luccacomicsandgames.com It's so stressful being a pirate nowadays! It's even worse when you need to retrieve your buried treasures from a beach crowded with tourists... Your only chance is to occupy as much space as you can with your beach towels and wait until nightfall to dig up your loot! 1. Bury a treasure with a value known only to you, or play a pirate card to find out what the others are plotting... 2. Lay you beach towels to cover the most valuable treasures while you wait for nightfall... 3. Then recover the treasures you've captured! But watch out for surprises!
Photosynthesis
The sun shines brightly on the canopy of the forest, and the trees use this wonderful energy to grow and develop their beautiful foliage. Sow your crops wisely and the shadows of your growing trees could slow your opponents down, but don't forget that the sun revolves around the forest. Welcome to the world of Photosynthesis, the green strategy board game!
Patchistory
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.
Paperback
You are a paperback author trying to finish novels for your editor. Complete Westerns, Science Fiction, Romance or even the rare Best-Seller. Live the dream — and maybe pay the bills. Word-building meets deck-building in the unique game Paperback. Players start with a deck of letter cards and wild cards. Each hand they form words, and purchase more powerful letters based on how well their word scored. Most letters have abilities that activate when they are used in a word, such as drawing more cards or double letter score. Players buy wilds to gain victory points. Variant included for cooperative play.
Oros
The Wise One, immortal keeper of wisdom and knowledge, has sent Demigods endowed with earth-moving power to the far reaches of humanity. In Oros each player acts as one of these Demigods. They must instruct their Followers in the wisdom of the mountains through study, worship, and experience. And only in the heights of the mountains can the greatest mysteries be known. Oros is a tile-colliding, volcano erupting, mountain-making, wisdom-gathering, action-economy strategy game. On individual player mats, players move their Followers between action spaces, allowing them to manipulate a shared environment like a giant puzzle of plate tectonics. Action spaces allow players to shift rows of land, move and collide land tiles, form and erupt volcanoes, worship to gain wisdom, journey their Followers around the ever-shifting landscape, and build sacred places of study and worship on mountains. Building sacred places and worshipping in sacred places brings wisdom which is used to improve the abilities available for each action space. Wisdom is also used to improve the end game value of each sacred place built as well as reach other goals worth end game points. When building sacred places, the Demigods of the Wise One ascend a ziggurat which acts as a timer toward the end of the game. When one reaches the top, players finish the round and then tally a final score. At the core of Oros is the unique ability to shift, move, build up, erupt, and reposition the land within an infinitely connected play environment. This mechanic turns every action into a puzzle of creative problem solving, abstract thinking, and a constantly evolving strategy. Another chief aspect of the game is the player mat which uses a minimal worker placement mechanic to govern action opportunity. The mat also maintains an action economy that evolves differently for each player as they invest their gained wisdom into a variety of action improvements. Because of these core aspects, there are dozens of strategies for players to explore, and every game plays out in a different, yet competitive way. —description from the designer
Onitama
Onitama is a two-player, perfect information abstract game with a random starting set-up. On a 5x5 board, both players start with five pawns on their side, with the main pawn in the middle. Each player has two open cards that each display a possible move for any of her pieces. There is a fifth card that cannot be used by either player. On a player's turn, she chooses one of her cards, moves one of her pieces according to the chosen card, then replaces the card she used with the fifth card. The other player then chooses one of his cards, moves accordingly, and exchanges that card with this fifth card — which is, of course, the card the first player just used. Moving onto one of the opponent's pawns removes that pawn from the game. Taking the opponent's main pawn, or moving your main pawn into your opponent's main pawn's starting space, wins you the game.
Onitama: Way of the Wind
Once again, rival schools have come to Onitama to see who has the dominant Art — but something is different this time: Their activity has attracted the attention of a wind spirit! This indomitable force will interfere with the students, but it may on occasion grant an unforeseen benefit as well! Onitama: Way of the Wind, an expansion for Onitama, includes a wind spirit, a neutral game piece that creates a new layer of interaction in the game. Two new move cards are included, as well as eight wind spirit cards. Includes 8 New Wind Spirit Cards: Bat Eagle Hawk Lion Octopus Rhinoceros Scorpion Spider 2 New Move Cards: Goat Sheep 1 Wind Spirit Miniature
Oathsworn: Верные клятве – Тайны Темнолесья
Oathsworn is a Twisting Tales Game for 1-4 players where play is focused on narrative choices and rich miniature combat encounters. The game is set in the Deepwood where a Free company (the Oathsworn) fights for humanity's survival against unnatural horrors and the Deepwood itself. Each gaming session sees the players participate in a multi path game book where the story unfolds to an inevitable encounter. The encounters are multi phase scripted boss fights on the encounter board where players have to outwit and outplay the AI driven monsters and enemies. As the sessions unfold the group is taken into a deep legacy campaign where they gain levels, loot and new allies to join them in their journey. Oathsworn boasts a unique push your luck combat system of exploding dice where players are always having to decide between hitting harder and potentially missing the attack. This coupled with a euro style cooldown system called 'Battleflow' makes for a vibrant and engaging play session. —description from the publisher
Oak
In the center of a vast, but secret forest stands the Arch-Oak — a majestic tree that was already a sapling when the world was still young. It is even said that from its wood, the Gods crafted the first humans and animals. Druidic orders from far and wide flock together around its roots to bathe in its glory. Arch-druids sanctify sacred places and erect rune-etched monoliths, while bards tell the tallest tales to recruit a greater following. Ovates read the omens to gain a glimpse of the things to come, while sacrificers use force to defend their Order's beliefs. Oak puts you in the role of the leader of one of four different druid orders, with you attempting to establish that your order deserves to be chosen by the Arch-Oak's spirit to stay and learn its secrets. Your order starts out small and insignificant, but if you choose your actions wisely and use your druids efficiently, you will see it grow in power and stature. You will gain the friendship and help of otherworldly creatures like the mischievous brownie, the terrible merrow, and the magical pixies. You will learn powerful spells of the wild and uncover mighty artifacts. You might even risk upsetting the natural balance by creating new sacred places in the forest to house your growing flock of druids. Will you be able to prove to the Arch-Oak that your order is worthy? Will you be able to unlock the secrets of the ancients? —description from the publisher
Nucleum
When Elsa von Frühlingsfeld presented her invention to King Frederik Augustus II of Saxony, people thought it was trickery. She used the recently isolated element Uranium to heat up a jar of water and used the resulting steam to power an engine that kept the Uranium active via a process she called “atomization.” Her device, the Nucleum, ushered in a new era of energy and prosperity over the next decades. Saxony went from a minor regional power to the hub of European science and engineering. Now, a generation later, factories are still hungry for more power, demanding bigger and more Nucleums to be built, more Uranium imported from the nearby country of Bohemia, and railways and power lines built across the country to carry the tamed power of the atoms to Saxony’s great cities. Inventors, engineers, and industrialists flock to the Saxon court, vying to be the leader in this new industrial revolution. Nucleum is a heavy euro board game in which players take role of industrialists trying to succeed during the economic and technological boom of 19th-century Saxony, fueled by the invention and spread of the Nucleum (a nuclear reactor). Players earn victory points by developing their networks, building and powering urban buildings, securing contracts, and meeting milestones (randomized endgame goals). Each player also gets unique asymmetric technologies, giving them special powers when unlocked. Gameplay is continuous; players take turns one after another with no rounds or phases. —description from the publisher
Niente da dichiarare
In the United States, during the 1920s, the Volstead Act forbids the manufacturing and sale of alcohol. Nevertheless, prohibition is going to represent a gold mine for smugglers who dare to challenge the authorities. From the hooligan to the respected politician, many people have tried their luck on this lucrative market, yet it remains a dangerous activity since the agents of the prohibition — the Prohis — roam around... In Prohis, each player embodies a smuggler who tries to make a fortune by transporting illegal goods — a highly precarious activity since the other players have the opportunity to check your cargo or even seize it if they find suspicious items. Each player starts with an Inspector, a Captain, and a hand of four cards, with the deck being comprised of legal goods, illegal goods, and Lieutenants. Four cards are placed face-up on the table. On a turn, a player either draws 1-2 cards from those on display or from the deck, or attempts to smuggle a convoy of 2-4 cards by placing them on the table face down. When smuggling, each other player gets the chance to throw a cargo controller at the smuggled goods, with the highest valued controller taking charge of the inspection. The cargo mover can try to bribe the controller to make this trouble go away, but if that doesn't work an Inspector, the highest rating, can look at three cargo cards, a Captain two, and a Lieutenant one. If the controller reveals an illegal good, the owner of that card gets to seize all of the cargo, placing it and her controller in her warehouse; if all the goods are legal, the shipper claims the cargo in the warehouse and the controller in hand. If a controller awaits among the cargo, then this informant has been revealed and the inspection fails. When the deck runs out or players all pass on drawing cards, the game ends, with players scoring $4k for each illegal good in the warehouse, $1k for each legal good, and $1-5k for controllers in hand and in the warehouse. Illegal goods in hand cost money, and whoever has the most money wins.
New Angeles
Description from the publisher: The largest, richest, and most diverse city on Earth, New Angeles is home to the Space Elevator that rises along its buckyweave tether and connects us to Luna and its invaluable Helium-3 deposits. It is here, in New Angeles, that you'll find the global headquarters for the worlds' most powerful megacorps: Haas-Bioroid, Globalsec, Jinteki, Melange Mining, NBN, and the Weyland Consortium. And it is here, in this shining beacon of human achievement and advancement, that these powerful megacorps enjoy a uniquely fertile breeding ground for their projects and their rivalries. In New Angeles, you gain control of one of these megacorporations, then you use your wealth and influence to create more wealth and more influence. To do this, you cut deals and forge temporary alliances. You leverage your credits and assets to gain financial superiority over your corporate rivals. All the while, you also need to keep an eye toward the masses, striking deals with the other corps as necessary in order to keep a lid on crime, disease, and unrest. If you want to maximize your profit, you need to keep New Angeles open for business!
Mythomakya
Mythomakya is a card game about greek mythology designed by Luca Feliciani and illustrated by Mirka Andolfo. In the box, You'll find 110 cards that allow you to play two different games based on a similar game-play. The aim of the game is to gain more golden apples than your opponents. When the first player plays a card, the opponents have to play a card of the same color. The one with the highest strenght, wins and puts all the cards in his treasure. If a player cannot play the same color, he has to play another color and will always lose unless the color played is the moira, the dominant color choosen at the beginning of the game by one of the players. In the version “Triumph of Heroes” you’ll use heroes as Hector, Aeneas, Jason and Perseus to conquer more golden apples than your opponents. Cards are placed in front of the players in ten 3-card stacks. Only the first card of each stack is visible. When it's played, the card below can be revealed. In the version “God’s Challenge” deities from the Olympus will join the fight, such as titans, muses and orrible monsters with particular skills. In this version, indeed, each player can activate abilities of 30 special cards by eliminating from the treasure a number of golden apples. These abilities can change the game, since their effects are very strong. Moreover, each player has some divinity cards in his hand. As per the abilities, a player has to eliminate golden apples from the treasure to play the divinity cards. In this version, all the cards are displayed but only the first one of each stack is playable.
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