Century: Spice Road

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Century: Spice Road is the first in a series of games that explores the history of each century with spice-trading as the theme for the first installment. In Century: Spice Road, players are caravan leaders who travel the famed silk road to deliver spices to the far reaches of the continent for fame and glory. Each turn, players perform one of four actions:

Establish a trade route (by taking a market card)
Make a trade or harvest spices (by playing a card from hand)
Fulfill a demand (by meeting a victory point card’s requirements and claiming it)
Rest (by taking back into your hand all of the cards you’ve played)

The last round is triggered once a player has claimed their fifth victory point card, then whoever has the most victory points wins.

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Space Base

In Space Base, players assume the roles of Commodores of a small fleet of ships. Ships begin docked at their stations and are then deployed to sectors as new ships are commissioned under your command. Use cargo vessels to engage in trade and commerce; mining vessels to build reoccurring base income; and carriers to spread your influence. Establish new colonies for a new Commodore in a sector to gain even more influence. Gain enough influence and you can be promoted to Admiral!

Space Base is a quick-to-learn, quick-to-play dice game using the core “I roll, everyone gets stuff” mechanism seen in other games. It’s also a strategic engine builder using a player board (your space base) and tableaus of ship cards you can buy and add to your board. The cards you buy and the order you buy them in have interesting implications on your engine beyond just the ability on the card you buy, making for a different type of engine construction than seen in similar games. Players can take their engine in a number of directions: long odds and explosive gains, low luck and steady income, big end-game combos to launch from last to first, or a mix-and-match approach. Ultimately, Space Base is a game you can just start playing and teach everyone how to play in the first round or two and has a satisfying blend of dice-chucking luck and challenging strategic choices.

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Battle for Rokugan

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Conquer the realm and bring honor to your clan in Battle for Rokugan! This turn-based strategy game of conquest and mayhem puts players in the role of Rokugan daimyō struggling for control over the rich land of the Emerald Empire. Leaders must balance their resources, plan their attacks, and outwit their enemies to ensure their clan’s victory. The land is there for the taking. The most honorable daimyō will win the day!

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Meeple Circus

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You only have one goal: to entertain! To dazzle the audience! The competition is tough, so bring your best acts! Acrobats, horses and many accessories are at your disposal. After a good rehearsal and with your remarkable dexterity, you’ll give them all the show of a lifetime!

Meeple Circus is a balancing dexterity game with little wooden clowns and animals, in addition to barrels, and planks of wood!

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Millennium Blades

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Millennium Blades is a CCG-Simulator — A game in which you play as a group of friends who play the fictional CCG “Millennium Blades”.

In this game you will build decks, play the meta, acquire valuable collections, crack open random boosters, and compete in tournaments for prizes and fame. The game takes you from Starter Deck to Regionals in about 2-3 hours.

The game draws heavily on Manga/Anime inspiration for its art, and parodies Magic: the Gathering, Yugioh, and many other collectible games.

At its heart, it’s a commodity trading game, except that instead of cubes or stocks, the things you’ll be buying, selling, and speculating on are trading cards that can be used throughout the game in periodic tournaments. By trading wisely, playing the market, working together with friends, building collections, and winning tournaments, you’ll secure points and become the Millennium Blades World Champion.

The game features a system of card pods, where you will play with about 400 of the base game’s 600 cards every game.

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Quartermaster General: 1914

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Quartermaster General: 1914 is the next title in the critically acclaimed Quartermaster General series by Ian Brody and creates a narrative of the First World War in Europe, reflecting the military, technological, and social changes that occurred over the following four years.

In Quartermaster General: 1914, each card has two different uses: one when played, and another when prepared. On your turn, you have the opportunity to both play and prepare a card. You can also spend cards to draft more troops, or use cards to attrition your opponents. However, your deck represents your overall resources, so moving too quickly through your deck early might result in your unsupported armies being swept away in the final rounds of the game. This is worth it if you can capture Berlin or Paris in 1915, but if your gambit fails, you may have a tough road ahead.

The game ends after 17 rounds of play, or earlier if one side has a commanding lead.

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Honshu

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Honshu is a trick-taking, map building card game set in feudal Japan. Players are lords and ladies of Noble houses seeking new lands and opportunities for fame and fortune.

One game of Honshu lasts 12 rounds, and each round is divided into two phases. First, Map cards are played in a trick and the player who played the highest value card gets to pick first from those played. Then the players use the Map cards picked to expand their personal maps. Each player must expand their personal maps to maximize their scoring possibilities.

Manipulating your position in the player order is crucial for mastering Honshu!

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Conan

Conan

Conan, designed by Fred Henry and based on the Conan universe by Robert E. Howard, is a scenario-based semi-cooperative asymmetric miniatures board game. One player is the Opponent, playing the Opposition forces, and the other players (1 to 4) play Conan and his companions: Shevatas the thief, Hadrathus the Priest/Sorcerer, Belit the pirate queen, Valeria the warrior, etc. The game is based purely on Robert E. Howard’s novels and short stories (and not the movies or other non-Howardian material). The publisher has hired Patrice Louinet, a Howard expert, to make sure the art and the scenarios are compatible with Howard’s vision.

Each game is a scenario, played on a map. There will be several maps — Pictish Village, Underground temple, Tavern, Pirate ship, etc. — and each map can have several scenarios set on it. The game is fast, one hour approximately. It’s possible to play several scenarios in a campaign, but you can also play each scenario individually. There is a dozen playable scenarios in the base box.

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Istanbul

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In Istanbul, you lead a group of one merchant and four assistants through 16 locations in the bazaar. At each such location, you can carry out a specific action. The challenge, though, is that to take an action, you must move your merchant and an assistant there, then leave the assistant behind (to handle all the details while you focus on larger matters). If you want to use that assistant again later, your merchant must return to that location to pick him up. Thus, you must plan ahead carefully to avoid being left with no assistants and thus unable to do anything…

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Lancaster

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From the designer of Glen More comes a new title published by Queen Games: Lancaster. In 1413, the new king of England, Henry V of Lancaster, has ambitious plans: The unification of England and the conquest of the French crown. Each player takes the role of an ambitious aristocratic family. Who will be the best supporter of this young king, and the most powerful Lord of his time? In Lancaster the players want to proceed from simply being a Lord to the most powerful ally of the king. They may achieve this by developing their own knighthood as well as by clever deployment of individual knights in the counties of England, at their own castle, and to conflicts with France. In parliament, they try to push laws from which they will benefit themselves most. The player with the most power points at the end of the game is the winner.

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