游戏
BGG 解析的规范游戏实体
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Red Notice: A Million or Prison
Embark in a thrilling chase across the globe! Play as Angela Farbank, a genius counterfeiter traveling the world to cash $1,000,000 in forged checks, or Jessah Hope, an unyielding FBI agent who dreams of putting Farbank behind bars. Bluffing and anticipation are the key words in this gripping pursuit. Will you be able to thwart your opponent's plans and win before they do? Playing as Angela, you must travel the world and cash counterfeit checks totalling $1,000,000. Use your personal world map to secretly record your movements and your fake identities to escape if you are captured. As Jessah, blow Angela's cover by locating her, then arrest her before she can carry out her plan. Fortunately, you have the FBI's virtually unlimited resources at your disposal: as the checks are cashed, your superiors will give you new means to take action. Regardless of your role, 4 randomly drawn Action cards determine the choices available to both of you each round. Take turns placing your tokens face down to plan when and how to act, then resolve the actions according to their value – travel to a nearby city, cash a check from your hand (if you're in the right continent), draw a new check, or add/remove radars and road-blocks on the map. —description from the publisher
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姬路城
The heron flies over the Himeji sky while the Daimyo, from the top of the castle, watches his servants move. Gardeners tend the pond, where the koi carp live, warriors stand guard on the walls, and courtiers crowd the gates, pining for an audience that brings them closer to the innermost circles of the court. When night falls, the lanterns are lit and the workers return to their clan. In The White Castle, players will control one of these clans in order to score more victory points than the rest. To do so, they must amass influence in the court, manage resources boldly, and place their workers in the right place at the right time. The authors are Sheila Santos and Israel Cendrero, the duo known as Llama Dice who also designed the successful The Red Cathedral with Devir. In this case, we leave the Moscow of Ivan the Terrible behind to explore the most imposing fortress in modern Japan, Himeji Castle, where the banner of the Sakai clan flies under the orders of Daimyo Sakai Tadakiyo. The White Castle is a Euro type game with mechanics of resource management, worker placement and dice placement to carry out actions. During the game, over three rounds, players will send members of their clan to tend the gardens, defend the castle or progress up the social ladder of the nobility. At the end of the match, these will award players victory points in a variety of ways. The central panel shows Himeji Castle in all its splendor, divided into several zones. The largest is inside the castle, with the Room of the Thousand Carpets, where the courtiers must ascend socially until they reach the circle closest to the Daimyo to enjoy his favor. There is also the pond and the gardens, patiently tended by the gardeners where everyone can relax and contemplate its beauty without restriction. Another important area is the wall and the outside of the castle, where the warriors patrol and stand guard. Finally, we find the area of the three bridges, where the three types of dice that can be used to carry out actions are accumulated, and the personal domain of each player, where they will keep track of their resources and where they will have the reserve of workers. With accessible rules and a very careful setting, The White Castle is a very versatile title that will fit in with different gaming groups. As is tradition with Llama Dice titles, its sleek and simple design belies a great deal of strategic depth within the grasp of players. —description from the publisher
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Galactic Cruise
Hello, and welcome to Galactic Cruise. Here, we offer our guests something special: the comfort of a luxury cruise with the innovation of space travel. As the first company to offer extended-stay space vacations, we are excited to have you working for us! As a supervisor of this company, you’ll be expected to not only build these ships and satisfy our guests, but also to help the company thrive by enhancing our company network, inventing new technologies, and growing our workforce. We are a united company, and you’ll often find that what another supervisor does will make your job easier. Let me be clear, though, this is a competition. Our current CEO will be stepping down in three years, and the supervisor who comes out on top will take his place. On your turn, you will either place a worker to take two actions in the ever-expanding network, launch a ship and send one of your workers to space as a pilot, or recall all your earthbound workers to collect funding bonuses. Actions include acquiring blueprints, constructing ships, attracting guests, and building developments–connections between locations that increase action selection throughout the game. You will also be affecting resource markets that ebb and flow with the actions of all the players. Throughout the game, you will also be competing with your fellow supervisors to complete company goals, which will earn you progress cubes throughout the game. Progress cubes are also placed when you launch ships, and when a certain number of cubes are placed onto the company’s progress track, the game ends, and the player with the most Victory Points becomes the new CEO of Galactic Cruise. Do you still think you have what it takes to work for us? You do? Great. Let’s get started. —description from the publisher
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复仇女神号:反击
Nemesis: Retaliation is the third installment of the Nemesis horror board game series. Like the first two, it is designed as a standalone game. This time, players take on the roles of highly trained marines, entering the alien nest with strict orders and the most advanced tools available. But will they be well-prepared enough to face the unrelenting horde that awaits them? In Nemesis: Retaliation, players must survive against overwhelming odds and the possibility of betrayal at every step. Some of the new mechanics are: Reworked health system New character actions Modular map system with special exploration cards Item management track Individual objectives allow for hidden traitors —description from the publisher
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Wingspan Pocket
Wingspan Pocket distills the Wingspan experience down to a lighter, shorter, card-driven game that has each player activate a single row of cards on each of their turns. The cards are all double sided: a food side and a bird side. Bird powers are primarily indicated by icons instead of text, and they include a new type of power, ongoing (green) benefits. Wingspan Pocket is designed to be accessible to novice players yet also compelling for more experienced gamers. This is a standalone game in a small box, not an expansion (the birds in it are not compatible with Wingspan). Wingspan Pocket features birds from around the world. —description from the publisher
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Vantage
Vantage is an open-world, co-operative, non-campaign adventure game that features an entire planet to explore, with players communicating while scattered across the world. With nearly eight hundred interconnected locations on four hundred cards and over nine hundred other discoverable cards, the world is your sandbox. You begin each game of Vantage on an intergalactic vessel heading towards an uncharted planet. After crashing far from your companions, you have complete freedom as to how you explore, discover, and interact with the planet. You view your location from a first-person perspective, and you can communicate with and support other players, but you are separated by vast distances, so only you can see your current location. In addition to a mission victory, a destiny victory, or an epic victory (completing both the mission and a destiny), you may define success in Vantage through anything you pursue and achieve. Vantage is not a campaign game. Each game is a standalone experience; you bring to future sessions only what you’ve learned about the world. It is completely self-contained with no expansions — just a few accessories like metal coins. —description from the publisher
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帝国曙光(第四版)
Twilight Imperium (Fourth Edition) is a game of galactic conquest in which three to six players each take on the role of one of seventeen factions vying for galactic domination through military might, political maneuvering, and economic bargaining. Every faction offers a completely different play experience, from the wormhole-hopping Ghosts of Creuss to the Emirates of Hacan, masters of trade and economics. These seventeen races are offered many paths to victory, but only one may sit upon the throne of Mecatol Rex as the new masters of the galaxy. No two games of Twilight Imperium are ever identical. At the start of each galactic age, the game board is uniquely and strategically constructed from among 51 galaxy tiles that feature everything from lush new planets and supernovas to asteroid fields and gravity rifts. Players are dealt a hand of these tiles and take turns creating the galaxy around Mecatol Rex, the capital planet seated in the center of the board. An ion storm may block your race from progressing through the galaxy while a fortuitously placed gravity rift may protect you from your closest foes. The galaxy is yours to both craft and dominate. A round of Twilight Imperium begins with players selecting one of eight strategy cards that both determine player order and give their owner a unique strategic action for that round. These may do anything from providing additional command tokens to allowing a player to control trade throughout the galaxy. After these strategies are selected, players take turns moving their fleets from system to system, claiming new planets for their empires, and engaging in warfare and trade with other factions. At the end of a turn, players gather in a grand council to pass new laws and agendas, shaking up the game in unpredictable ways. After every player has passed their turn, players move up the victory track by checking to see whether they have completed any objectives throughout the turn and scoring them. Objectives are determined by setting up ten public objective cards at the start of each game, then gradually revealing them over the course of the game. Each player also chooses between two random secret objectives at the start of the game, achievement of which provides victory points--only for the holder of that objective. These objectives can be anything from researching new technologies to taking your neighbor's home system. At the end of every turn, a player can claim one public objective and one secret objective. As play continues, more of these objectives are revealed and more secret objectives are dealt out, giving players dynamically changing goals throughout the game. Play continues until a player reaches ten victory points. —description from the publisher
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星弧航记
Arcs is a sharp, tactical space opera game set in a dark yet silly universe. Players represent officials from a distant, decaying and neglectful Empire who are now free to vie for dominance whether through battle, gathering scarce resources or diplomatic intrigue. Ready yourself for dramatic twists and turns as you launch into this galactic struggle. A deck of cards in 4 suits with ranks from 1-7 (2-6 for fewer than 4 players) defines the action selection system. These cards are played in a trick-taking adjacent system to select actions, take the initiative and declare Ambitions. The 3 declared Ambitions are what will score in that deal. Timing is everything. Bad hands must be mitigated by careful card play and benefitting from other players' card play. Battles are resolved quickly with the attacker choosing their level of risk. The defenders must be prepared with adequate defensive ships and cards in their tableau. Each game contains a hundred wooden ships and agents, 18 custom engraved dice, a beautiful six-panel board, and tons of cards with over 60 pieces of unique art. The base game may be played without the optional Leaders and Lore cards (for an easier teach) or with them for a richer, fuller and asymmetric game. It is also the core of the campaign game (requiring the Blighted Reach Expansion), which provides an epic, more thematic experience.
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Citadels
In Citadels, players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects their seventh building. Players then tally their points, and the player with the highest score wins. Players start the game with a number of building cards in their hand; buildings come in five colors, with the purple buildings typically having a special ability and the other colored buildings providing a benefit when you play particular characters. At the start of each round, the player who was king the previous round discards one of the eight character cards at random, chooses one, then passes the cards to the next player, etc. until each player has secretly chosen a character. Each character has a special ability, and the usefulness of any character depends upon your situation, and that of your opponents. The characters then carry out their actions in numerical order: the assassin eliminating another character for the round, the thief stealing all gold from another character, the wizard swapping building cards with another player, the warlord optionally destroys a building in play, and so on. On a turn, a player earns two or more gold (or draws two building cards then discards one), then optionally constructs one building (or up to three if playing the architect this round). Buildings cost gold equal to the number of symbols on them, and each building is worth a certain number of points. In addition to points from buildings, at the end of the game a player scores bonus points for having eight buildings or buildings of all five colors. The 2016 edition of Citadels includes twenty-seven characters — eight from the original Citadels, ten from the Dark City expansion, and nine new ones — along with thirty unique building districts, and the rulebook includes six preset lists of characters and districts beyond the starter list, each crafted to encourage a different style and intensity of gameplay.
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The Lord of the Rings: Duel for Middle-earth
A dark rumour rises from Mordor. The Eye turns to Middle-earth. The hour has come. The Fellowship is reunited. The Heroes prepare for battle. Will you play as the Fellowship of the Ring to defend the free races and destroy the One Ring? Or will you play as Sauron and pursue Frodo and Sam while deploying your hordes to the gates of the enemy cities? The destiny of Middle-earth is in your hands! A game plays over 3 successive chapters that unfold similarly. On your turn, strengthen your Skills, hoard your treasure, stretch your presence across Middle-earth, rally Races to your cause, or advance the Quest of the Ring. Turn OverviewIn each chapter players take cards from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's available, that is not partially covered by any other cards. Players can either play the card, paying its cost and placing it in their play area, obtaining its benefit, or discard the card and take as many coins from the reserve as the current chapter. Players can also take a Landmark tile from one of the faceup tiles, paying its cost placing it in their play area. They will be able to immediately place a Fortress pawn on the corresponding region of the central board and benefit from its other effects. Victory ConditionsImmediately win the game by fulfilling one of the 3 victory conditions: Quest of the Ring For the Fellowship: If Frodo and Sam reach Mount Doom, they destroy the One Ring and you immediately win the game. For Sauron: If the Nazgûl catch Frodo and Sam, they seize the One Ring and you immediately win the game. Support of the RacesIf any player gathers 6 different Race symbols on their Green cards, they rally the support of the Races of Middle-earth and immediately win the game Conquering Middle-earthIf a player is present in all 7 regions (with a Fortress and/or at least 1 Unit), they dominate Middle-earth and immediately win the game. If none of these three victory conditions are achieved by the end of chapter 3, the player who is present in the most regions of Middle-earth (with a Fortress and/or at least 1 Unit) wins the game. In case of tie, share the victory.
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茂林源记:森林的权力之战
Root is a game of adventure and war in which 2 to 4 (1 to 6 with the 'Riverfolk' expansion, 2-6 with the 'Underworld', or 'Marauder' expansions) players battle for control of a vast wilderness. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible. The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods. Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root. In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root! —description from the publisher
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展翅翱翔
Wingspan is a competitive, medium-weight, card-driven, engine-building board game from Stonemaier Games. It's designed by Elizabeth Hargrave and features 180 birds illustrated by Natalia Rojas and Ana Maria Martinez. You are bird enthusiasts—researchers, bird watchers, ornithologists, and collectors—seeking to discover and attract the best birds to your network of wildlife preserves. Each bird extends a chain of powerful combinations in one of your habitats (actions). These habitats focus on several key aspects of growth: Gain food tokens via custom dice in a birdfeeder dice tower Lay eggs using egg miniatures in a variety of colors Draw from hundreds of unique bird cards and play them The winner is the player with the most points after 4 rounds. —description from the publisher From the 7th printing on, the base game box includes Wingspan: Swift-Start Promo Pack.
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Enchanted Ivy
Take on the role of Ivy, the courageous new owner of a magical inn. Build your bewitching B&B to best suit your eccentric guests while cultivating the ivy covering your walls. Each turn, carefully place each card in a grid. Assign guests, noting their preferences (things like "diagonally adjacent", "same row", "surrounded" etc.) to score them at the end of the game. In Story Mode, earn rewards for meeting point goals and completing unique challenges. —description from the publisher
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沙丘:帝国 - 起义
In Dune: Imperium Uprising, you want to continue to balance military might with political intrigue, wielding new tools in pursuit of victory. Spies will shore up your plans, vital contracts will expand your resources, or you can learn the ways of the Fremen and ride mighty sandworms into battle! Dune: Imperium Uprising is a standalone spinoff to Dune: Imperium that expands on that game's blend of deck-building and worker placement, while introducing a new six-player mode that pits two teams against one other in the biggest struggle yet. The Dune: Imperium expansions Rise of Ix and Immortality work with Uprising, as do almost all of the cards from the base game, and elements of Uprising can be used with Dune: Imperium. The choices are yours. The Imperium awaits!
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Moon Colony Bloodbath
Cities on the moon! This will be humanity's crowning achievement. At last, no longer bound to the Earth — the moon, a stepping stone to the stars. The rockets are loaded with supplies and colonists; the robots are programmed and ready. Everything has been planned down to the tiniest detail, and there is no chance whatsoever of failure. To the moon! Moon Colony Bloodbath is an engine-building, engine-losing tableau game, with a shared deck the players build that makes things happen, many of them bad things that kill people in your moon colony, but some positive, and some that let you build up. More specifically, each turn one card is revealed from the shared deck, which starts with four work cards, two trouble cards, and two twists. For work, each player takes an action of their choice simultaneously: mining for money, farming for food, research for cards, build a new building, or restock boxes on buildings. Twists vary from one game to the next. Trouble adds a new event card to the deck: hunger, paperwork, glitches, accidents, leaks, power failure — whatever can go wrong will go wrong, then whenever the deck is shuffled, you can prepare for all those events once again. Players can add cards to the shared deck, too, whether perks that are only for you or developments that affect all players. The game lasts until one player's moon colony has no people remaining, or until the players reach the bottom of the event deck. At that point, the player with the most survivors wins.
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重塑火星
In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things. As a player, you acquire unique project cards (from over two hundred different ones) by buying them to your hand. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards and actually playing them. Standard Projects are always available to complement your hand of cards. Your basic income, as well as your basic score, are based on your Terraform Rating. However, your income is boosted by your production, and VPs are also gained from many other sources. You keep track of your production and resources on your player board. The game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation and consists of the following phases: 1) Player order shifts clockwise. 2) Research phase: All players buy cards from four privately drawn. 3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table (sometimes several laps) until all players have passed. 4) Production phase: Players get resources according to their terraform rating and production parameters. When the three global parameters (temperature, oxygen, ocean) have all reached their required levels, the terraforming is complete, and the game ends after that generation. Combine your Terraform Rating and other VPs to determine the winning corporation!
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火爆狂飙:全速前进
Based on simple and intuitive hand management, Heat: Pedal to the Metal puts players in the driver's seat of intense car races, jockeying for position to cross the finish line first, while managing their car's speed if they don't want to overheat. Selecting the right upgrades for their car will help them hug the curves and keep their engine cool enough to maintain top speeds. Ultimately, their driving skills will be the key to victory! Drivers can compete in a single race or use the "Championship System" to play a whole season in one game night, customizing their car before each race to claim the top spot of the podium. They have to be careful as the weather, road conditions, and events will change every race to spice up their championship. Players can also enjoy a solo mode with the Legends Module or add automated drivers as additional opponents in multiplayer games. —description from the publisher
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Gaudí
Step into a world where art defies gravity and stone becomes dream. Shape forms, balance light and nature, and bring to life the visionary style that redefined architecture. Antoni Gaudí was a visionary Catalan architect born in 1852, renowned for his imaginative and distinctive style that blended Gothic and Art Nouveau influences. Players will travel through Gaudí's life and work, earning Victory Points in the three pillars that shaped his works: Nature, Catalonia, and Religion. To succeed, players must keep their progress balanced—only their two lowest VP scores among the three pillars will count toward final scoring. Points are gained by playing cards and placing 'Trencadís' tiles on their personal boards. 'Trencadís' is a Catalan word that means "a lot of little broken things". While playing, you’ll discover some of these intricate details depicted on the cards and experience the creative joy of arranging your own trencadís patterns on your personal board. ). Each pillar awards VP differently: Nature points are mainly earned through Nature cards, Catalonia points are mostly scored at the end of each round, and Religion points are primarily tallied at the end of the game. The game unfolds over three rounds. In each round, players take turns moving around the central Chandelier on the main board, carefully choosing where to stop in order to perform key actions—drawing cards and collecting various types of Trencadís tiles. These resources are then used to play cards and progress up the Chimneys on their personal boards. Each round concludes once all players have completed a full circuit around the Chandelier. At the end of the third round, the player with the highest and most balanced combination of VP will be declared the winner! —description from the publisher
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Final Titan
Enter the arena of legends with Final Titan — a Draft Battler where the greatest heroes of all time clash in a fight for supremacy! Who will prove themselves as the "Greatest of All Time" and claim the title of the champion? In this competitive game, players recruit legendary champions from across time, myth, and fantasy, each with unique abilities, stats, and powers. Once recruited, your champions are thrown into the arena, where they'll face off in intense dice duels. Choose your matchups wisely, support your heroes with power-up cards, and outwit your opponents. The last champion standing is crowned the final titan, and the player controlling them is victorious! In addition, the Two-Player Mode will keep you on your toes as you’re always fighting! The game also includes Solo & Coop Trials. Are you ready to take on this unique challenge? —description from publisher
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Spirit Island
In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power - and when they do, the land itself will fight back alongside the islanders who live there. Spirit Island is a complex and thematic co-operative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit's elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek new power, or to spread their presence into new areas of the island. The Invaders expand across the island map in a semi-predictable fashion. Each turn they explore into some lands (portions of the island); the next turn, they build in those lands, forming towns and cities. The turn after that, they ravage there, bringing blight to the land and attacking any native islanders present. The islanders fight back against the Invaders when attacked, and lend the spirits some other aid, but may not always do so exactly as you'd hoped. Some Powers work through the islanders, helping them, for example, to drive out the Invaders or clean the land of blight. The game escalates as it progresses: spirits spread their presence to new parts of the island and seek out new and more potent powers, while the Invaders step up their colonization efforts. Each turn represents 1-3 years of alternate history. At game start, winning requires destroying every last explorer, town and city on the board - but as you frighten the Invaders more and more, victory becomes easier: they'll run away even if explorers or even towns and cities remain. Defeat comes if any spirit is destroyed, if the island is overrun by blight, or if the Invader deck is depleted before achieving victory. The game includes different adversaries to fight against (eg., a Swedish Mining Colony, or a Remote British Colony). Each changes play in different ways, and offers a different path of difficulty boosts to keep the game challenging as you gain skill.
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Kano
In Kano, 2 to 4 players compete to create their own Emakimono—traditional Japanese painted handscrolls—by skillfully arranging vibrant paint pots. The game elegantly blends tactical resource management with spatial optimization as players navigate a shared central mat to collect the pigments needed for their masterpieces. Gameplay Mechanics: Precision and Patience Each turn, artists must make meaningful choices to fill their scrolls: Manipulate the Palette: Players may swap adjacent paint pots on the central mat to set up the perfect move. Pigment Collection: You must take at least one paint pot, but may take several if they are the same color and adjacent in a single row or column. The Rule of Gravity: When placing paint on your board, pots always "fall" to the lowest available space in a column, requiring careful planning to form specific patterns. The "Dry Paint" Limit: Artists must be efficient; if you end a turn with more than four visible paint pots on your board, the excess must be converted into "Cloud" tiles, which fill space but score no points. Achieving Prestige Once a pattern is formed, players replace their paint pots with beautiful Artwork Tiles. Points are awarded based on the complexity of the creations: Standard Artworks: Larger pieces earn higher scores, with 3-space artworks yielding 7 points. Personal Masterpieces: Players hold secret Masterpiece cards worth a significant 12 points each upon completion. The Shogun’s Demands: Common "Red" and "White" goal sheets provide shifting objectives every game, rewarding those who can adapt their style to meet specific artistic requirements. The game reaches its climax when one player completely fills their board, triggering a final round of scoring to determine the Master Artist. —description from the publisher
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Entropy
For aeons, entropy was an inescapable force of nature. But then humanity evolved to understand it, harness it, and even bend it to their purpose. Your life has been devoted to learning how to shape the very workings of the universe to your will… or rather, to the will of your people. You are to become a scientist, a member of the most revered caste. Now the time has come for the final exam. You must prove you can create new solar systems, coax stars into life, shape a range of biomes, and ultimately seed planets with life. It may only be a simulation, there are limits to what you can do here; this is science, not magic. And you are not alone. Across the complex, fellow apprentices step into their own chambers, beginning the same trial. Only one will rise to join the caste. This is your moment of truth. Entropy plays out over a variable number of rounds. Each turn, you must move your Scientist between 1 to 3 spaces clockwise around the Main board. You must end your movement on either an inner Action space on the Main board or an outer space of an Action tile, and resolve it. You will build Solar Systems with Stars, Planets, and Asteroids, then fill them with Life, by playing cards. You may also gain various special abilities by adding Biomes and upgrading your Console. The end game is triggered when any 2 out of 6 Main Objectives are Completed. The player with the most Victory Points at the end of the game is the winner. —description from the publisher
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阿纳克遗迹
On an uninhabited island in uncharted seas, explorers have found traces of a great civilization. Now you will lead an expedition to explore the island, find lost artifacts, and face fearsome guardians, all in a quest to learn the island's secrets. Lost Ruins of Arnak combines deck-building and worker placement in a game of exploration, resource management, and discovery. In addition to traditional deck-builder effects, cards can also be used to place workers, and new worker actions become available as players explore the island. Some of these actions require resources instead of workers, so building a solid resource base will be essential. You are limited to only one action per turn, so make your choice carefully... what action will benefit you most now? And what can you afford to do later... assuming someone else doesn't take the action first!? Decks are small, and randomness in the game is heavily mitigated by the wealth of tactical decisions offered on the game board. With a variety of worker actions, artifacts, and equipment cards, the set-up for each game will be unique, encouraging players to explore new strategies to meet the challenge. Discover the Lost Ruins of Arnak! —description from the publisher
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工业革命:伯明翰
Brass: Birmingham is an economic strategy game sequel to Brass. Brass: Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution between the years of 1770 and 1870. It offers a very different story arc and experience from its predecessor. As in its predecessor, you must develop, build and establish your industries and network in an effort to exploit low or high market demands. The game is played over two halves: the canal era (years 1770-1830) and the rail era (years 1830-1870). To win the game, score the most VPs. VPs are counted at the end of each half for the canals, rails and established (flipped) industry tiles. Each round, players take turns according to the turn order track, receiving two actions to perform any of the following actions (found in the original game): 1) Build - Pay required resources and place an industry tile. 2) Network - Add a rail / canal link, expanding your network. 3) Develop - Increase the VP value of an industry. 4) Sell - Sell your cotton, manufactured goods and pottery. 5) Loan - Take a £30 loan and reduce your income. Brass: Birmingham also features a new sixth action: 6) Scout - Discard three cards and take a wild location and wild industry card. (This action replaces Double Action Build in original Brass.)
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Greylune
Greylune is a strategic game combining worker placement and adventure, set in a rich and captivating medieval fantasy world. Skillfully manage your villagers by placing them between the cards that form the city of Greylune, then remove them at the right moment to gather resources, recruit companions, acquire items, and visit important locations. But the adventure doesn’t stop there: embark on quests, experience unexpected encounters, and accomplish heroic feats that you can proudly recount in the lively taverns of the city! With its unique mechanics, intense interactions, and constant dilemmas, Greylune delivers a highly tactical experience where every decision matters. —description from the publisher
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星空觅迹:探寻地外文明计划
In SETI: Search for Extraterrestrial Intelligence, you lead a scientific institution tasked with searching for traces of life beyond planet Earth. The game draws inspiration from current or emerging technologies and efforts in space exploration. Players will explore nearby planets and their moons by launching probes from Earth while taking advantage of ever-shifting planetary positions. Decide whether to land on their surfaces to collect valuable samples or stay in orbit for a broader survey. Additionally, by directing your telescopes to gaze into distant star systems, you may detect traces of alien signals or undiscovered exoplanets, and collect promising data to examine and study back home. Back on Earth, you can invest in upgrading your equipment so you can analyze incoming data more efficiently, boost your telescope signal capacity, or increase your supply of resources—all to expand the scope of your search that could lead to a discovery of extraterrestrial life forms. Finding traces of extraterrestrial life is only a matter of time—utilize the resources you have at your disposal strategically and you may well end up being the one to make the biggest scientific contribution towards advancing our understanding of alien life within our galaxy. You will also make use of over 200 cards to aid your efforts or focus your research in a particular direction for additional bonuses and rewards. Each card has unique effects and illustrations and depicts real-life technologies, projects, and discoveries (like the ISS, Large Hadron Collider, Perseverance rover, Voyager probe, and many more). The game is played in five rounds. The player with the starting player marker takes the first turn of the round. Players take turns in clockwise order, skipping any players who have already passed for the round. At the end of round 5, the final score is calculated and the player with the most points wins. SETI: Search for Extraterrestrial Intelligence pays homage to space and planetary exploration, astronomy, the ongoing search for signs of life in the vastness of space, and efforts to understand the nature of life in the universe. —description from the publisher
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A Feast for Odin
A Feast for Odin is a saga in the form of a board game. You are reliving the cultural achievements, mercantile expeditions, and pillages of those tribes we know as Viking today — a term that was used quite differently towards the end of the first millennium. When the northerners went out for a raid, they used to say they headed out for a viking. Their Scandinavian ancestors, however, were much more than just pirates. They were explorers and founders of states. Leif Eriksson is said to be the first European in America, long before Columbus. In what is known today as Normandy, the intruders were not called Vikings but Normans. One of them is the famous William the Conqueror who invaded England in 1066. He managed to do what the king of Norway failed to do only a few years prior: conquer the Throne of England. The reason the people of these times became such strong seafarers was their unfortunate agricultural situation: crop shortfalls caused great distress. In this game, you will raid and explore new territories. You will also engage in the day-to-day activity of collecting goods with which to achieve a financially secure position in society. In the end, the player whose possessions bear the greatest value will be declared the winner. --gameplay description from @StoryBoardGamer's review: A Feast for Odin is a points-driven game, with a plethora of pathways to victory, with a range of risks balanced against rewards. A significant portion of this is your central hall, which has a whopping -86 points of squares and a major part of your game is attempting to cover these up with various tiles. Likewise, long halls and island colonies can also offer large rewards, but they will have penalties of their own. Each year follows a familiar pattern of preparation, worker placement, and then meeting the requirements of your feast. The main phase of each year is a worker placement affair. You start with a selection of Vikings, and a large action board with a whopping 61 different options to choose from. Each of these will be arranged from left to right in one of four columns. Each column requires an additional Viking to activate, but they are proportionally more powerful. At the end of each round, you will need to fill a feast table with food, alternating between plants and vegetable matter. You will also have a chance to lay the valuable green and blue tiles into your main hall. The configuration of these tiles must follow certain requirements, but your main goal is to both cover up a line of coin icons to increase your income, while otherwise encircling certain printed icons to generate those. You will build your engine over time, following an alternating pattern of outward expansion and hunting against development and cultivation. It all comes down to how much you’re willing to take on at any one time, and what risks you’re willing to set yourself up with for their rewards. UPC 681706716909
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Timespan
Timespan is a streamlined, friendly and highly varied civilization game from the designers of Automania and Bad Company. Combine one of six asymmetric civilizations with one of six unique technology boards, and customize your civilization further by recruiting among 175 historic persons, buildings, technologies and wonders. Large parts of the game are played simultaneously, allowing you to lead your civilization from the stone age to the space age in about 90 minutes. There is no warfare: Timespan focuses on the peaceful sides of civilization building, the exploration and on building an economic engine. >>> The game is played over 5 rounds. Each round consists of an exploration phase and an action phase. In the exploration phase players take turns (in order of their positions on the harmony track) to draft cards and discovery tiles from the current age. Then, players move their camels, possibly visiting the other players' wonders for various effects and rewards. Then follows the action phase, which is played simultaneously by all players: Each player has a civilization board with a timeline, where they can play up to 4 cards. As new cards are played, older cards are pushed out of the timeline, and goes into the player's heritage. Players use their workers to activate cards in their timeline, as well as action boxes on their civilization boards and their own wonders. All activations provide various rewards such as resources or advancements on the culture track (to gain wonders and new workers), on the science track (to unlock technologies on the player's technology board), or on the ship track, the flight track or even the space track (giving access to various rare luxury resources). Luxuries can be used to upgrade your cards' effects, and when luxuries are moved into your heritage, they continue to provide permanent passive income. At the end of the second and fourth round, a new age begins, and new cards and discovery tiles are introduced to the players. —description from the designer
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The Old King's Crown
The Old King’s Crown is a game of card-driven conquest, where you play as heirs to a vacant throne, vying for control of an ancient, overgrown kingdom. Wield unique abilities and leverage your followers’ traits to best outwit your opponents across a map that stretches from the teetering heights of the castle to the dappled light of the necropolis. As leader of your faction you will be staking claims with Heralds openly as well as positioning your forces in secret, hoping to claim the locations that fit your designs. However, keep an eye on your rivals, as they too have agents and agendas, poised to undo your best laid plans. Royalty, rebels or ruses. What crown will you wear? In The Old King's Crown, players move their Herald to locations, hoping to claim them. Then simultaneously players play cards from their hand, facedown to regions of the board. These are then revealed and resolved. Winning these clashes will result in different rewards that further their position and grant them the game's primary goal, influence. The player with the most influence by the end of a set number of rounds will be declared the winner.
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Harmonies
In Harmonies, build landscapes by placing colored tokens and create habitats for your animals. To earn the most points and win the game, incorporate the habitats in your landscapes wisely and have as many animals as you can settle there. Starting with the first player and proceeding clockwise, each player will choose a set of 3 terrain tokens from the central area to place on their personal board. They may optionally choose an Animal card from the 5 displayed and/or place an Animal cube from their Animal card(s) on any completed patterns on their board that match their personal Animal cards. There is a 4-card limit per player. After their turn, refill with a new set of 3 tokens and a new Animal card if needed. Placement of the terrain tokens will depend on the personal Animal card goals, and scoring rules for the various terrain types (mountain, field, forest, etc). For example, mountain tiles score based on how high they are (1 tile scores 1, while 3 tiles stacked score 7), but the mountain scores zero if it is not adjacent to at least one other mountain. If all the cubes on a given Animal card have been placed, the card is set aside and a new card can be drawn. The cards are scored at game end based on the highest number that isn't covered by a cube. The games ends when there are no tokens left in the bag to refill the central area, or at least one players has 2 or fewer empty spaces on their player board. Play continues until all players have had an equal turn that round. The player with the highest points is the winner. Optionally, you can use Nature's Spirit cards for richer gameplay. During setup, each player chooses 1 of 2 spirit cards and places a Spirit cube on the card. They follow the same placement rules as Animal cards, but tend to have an ongoing effect once completed. The spirit card does count towards the 4-card hand limit. —description from the publisher
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永恆牌
Eternal Decks is a limited communication co-operative game in which players try to complete the stage objectives before any one player cannot take an action. Players start the game with five cards in their deck, but will quickly look to acquire more cards from the various Eternals (characters within the game) who each have their own unique eight-card deck. On your turn, you must perform one action: Play a card (on the field, on the river, or by using an ability) Generate a jewel Give a card to a teammate There are restrictions when playing a card. All three rows in the field cannot have cards of the same color or same number next to each other. Additional restrictions are applied to a row based on the stage you are playing. Jewels are used to negate the negative effects brought on by the Eternals. The game has six stages, and the various stages will have you collect points, survive a ghost town, navigate a labyrinth, defeat a boss, and more to win the game!
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方舟动物园
In Ark Nova, you will plan and design a modern, scientifically managed zoo. With the ultimate goal of owning the most successful zoological establishment, you will build enclosures, accommodate animals, and support conservation projects all over the world. Specialists and unique buildings will help you in achieving this goal. Each player has a set of five action cards to manage their gameplay, and the power of an action is determined by the slot the card currently occupies. The cards in question are: CARDS: Allows you to gain new zoo cards (animals, sponsors, and conservation project cards). BUILD: Allows you to build standard or special enclosures, kiosks, and pavilions. ANIMALS: Allows you to accommodate animals in your zoo. ASSOCIATION: Allows your association workers to carry out different tasks. SPONSORS: Allows you to play a sponsor card in your zoo or to raise money. 255 cards featuring animals, specialists, special enclosures, and conservation projects, each with a special ability, are at the heart of Ark Nova. Use them to increase the appeal and scientific reputation of your zoo and collect conservation points. —description from the publisher
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Excursions
Hi there, and welcome to an exciting new chapter of Galactic Cruise. While the scientists, engineers, and architects are hard at work on Earth, you and your fellow cruise directors will be stationed here on the new, state-of-the-art Galactic Cruise space station. This will be your base of operations, where you’ll be carefully crafting specialized trips, upgrading your fleet, and making sure that our esteemed guests have the time of their lives! I have it on good authority that the cruise director who impresses the board of directors the most will receive the coveted Cruise Director of the Year bonus! When you are the active player, you choose one of the seven actions around the outside of the space station. These actions include building developments, advertising to guests, adding new excursions to your itineraries, upgrading your ships and player board, and sending guests on the vacations of their dreams! All players will take this action simultaneously, but as the active player you will also gain a bonus, the potency of which fluctuates as the space station rotates. Once a player reaches the requisite number of victory points, the game comes to an end and final scoring commences. The player with the most points is crowned cruise director extraordinaire and will receive the Cruise Director of the Year bonus (and the victory!). Are you ready to leave some guests starstruck? —description from the publisher
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Medico
In medieval Europe, trained physicians were a rarity. Traveling barbers did their best to care for the health of the people, and more than one of them may have dreamed of one day attaining the knowledge and reputation of a learned Medicus. In this game, you take on the role of such barbers, striving over the course of your journeys to acquire the knowledge needed to be worthy of the title of Medicus. To do so, you travel from city to city and perform a wide variety of tasks: Along the way, you gather rare remedies that you can sell at the markets. You deliver letters on behalf of the Church, earning the goodwill of the clergy. In monastic libraries, you search for healing recipes. In the great cities, you can acquire medical instruments, send your apprentices to train at the bathhouse, or heal the city lord and gain his favor. You may even meet the famous Medicus himself and receive his instruction. In the end, it will become clear which of you truly has what it takes to become a Medicus! GAMEPLAY In Medico, each round you simultaneously and secretly choose 1 of 7 locations to travel to. On your turn, you reveal the chosen destination in order to perform a main action there at the end of your turn. Along the way, you can perform secondary actions at waypoints you pass—if you’ve planned your route well in advance. Since you only have 8 or 9 rounds available, depending on the number of players, every turn is important. In the final scoring, you tally up and compare the points you’ve earned in various categories, such as recipe books, instruments, apprentices, and more. —description from the publisher
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An Infamous Traffic: Second Edition
An Infamous Traffic is about the opium trade in the nineteenth century and the wars of imperialism that opened Chinese markets and set the stage for the collapse of the Qing dynasty. The game begins in the 1820s. For decades, demand for opium for both medical and recreational use has been building within China. The drug is one of the only effective painkillers available, and, in response to global demand, the East India Company has begun monopolizing its production in India. Some think that it may be the perfect product for breaking the longstanding trade deficit with China. At this time, the drug is strictly prohibited within China. Early discussions about its regulation and taxation have yielded increasingly draconian policies. However, the Qing government has grown dysfunctional. The southern coastline is rife with pirates and smugglers. Though the East India Company dare not trade the drug directly with China, it’s clear that others might be able to do so without provoking a response. That’s where you come in. In the game, you take the role of an enterprising merchant, eager to take advantage of the clear demand for opium in Qing China. Over the course of the game, you’ll develop business contacts, help construct critical supply chains with rival trading firms, and manage your domestic affairs while China teeters on the brink of social and political collapse. It is a brutal, interactive game of fragile partnerships and daring business maneuvers that takes about 20 minutes to learn and 1-2 hours to play. The new edition of the game has been rebuilt from the ground up with deeper gameplay, improved historical detail, a complete graphical overhaul, and a custom solo mode designed by Richard Wilkins.
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Black Flag!
In the Caribbean, waves crash under cannon fire: Great Brittonia and the Kingdom of Ibberia battle for dominance of the seas. In disguise, pirates and privateers prepare to strike and seize victory. Hoist the sails and load the cannons: Rule the seas or go down with honor! Each player secretly takes on a hidden role with their own objective – attack your enemies, defend yourself, and use your special abilities to outwit your foes. Pirates, treasure, and surprises keep the game constantly shifting, so bluff, form temporary alliances, and figure out who you can trust. Eliminate your rivals and seize the treasure to win! —description from the publisher
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魔戒:命运同盟
As members of The Fellowship and the allies who rise to aid them, you must embark on a journey that may either save or doom Middle-earth. Navigate a world beset by shadow, where every choice forges a new path. The threads of destiny weave together, and the fate of The Free Peoples lies in your valor, friendship, and resolve. Will the One Ring be cast into the fire, or will the bearer be lost to despair? The Lord of the Rings: Fate of the Fellowship is a co-operative game in which each player controls two characters, lending their unique abilities to protect Frodo, battle enemies in pivotal locations, and evade the menacing Nazgûl and Sauron's searching Eye. Each playthrough presents new challenges with 24 different objectives, 14 events, and 13 playable characters. The game is won if the group destroys the One Ring before Frodo loses all hope. A solo adventure is included. —description from the publisher
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Drillers
In Drillers, players explore an abandoned mine using their mechs, trying to find and excavate anything useful or valuable left behind by a forgotten mining corporation. Each level of the mine brings new opportunities and new challenges—as fuel runs low and decisions become tighter. By collecting cards, players improve the drilling capabilities of their unique mech, unlock new actions, and push their operation further underground. Mined minerals can be sold for profit also by use of drones, allowing players to refine their strategy and invest in better tools. Every decision affects everyone, often creating new opportunities for players. Drillers is a game about planning ahead, tough decision-making, and knowing just how far you can afford to drill. Will you be the first to extend the horizons and uncover what the depths hide? —description from the publisher
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《重生》
Following a series of calamities that left civilization in shambles, societies around the world are being rebuilt anew in harmony with nature. Scotland lies in ruins, and the ancient clans have taken it upon themselves to restore the land. As clan leaders, you will compete for strategic control of the land by rebuilding its prestigious castles. Rebirth is a new tile-laying game from Reiner Knizia. The game revitalizes this classic genre by combining Knizia’s elegant mechanics with Mighty Boards’ evocative world building. The result is a eurogame with smooth gameplay set in a lush and hopeful future. Each turn, players draw a tile from their supply and place it strategically on the board. These tiles represent your clan’s contribution to rebuilding the land. Rebirth rewards strategic foresight and clever tactical play, with tougher decisions emerging over the course of the game. —description from the publisher
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Greenwood
The beautiful peninsula of Greenwood is run by a circle of druids and advertised as a sanctuary for magical animals and ideal vacation spot. But that version of Greenwood is a lie. In Greenwood, you play as Primal Spirits and lead your companions to save Greenwood. On each turn, you face the difficult decision of whether to use the abilities of your own companions, to use the abilities of other players’ companions, or to send one of your companions into the forest to improve your wayfinding and rescue mystical creatures. In the advanced game, each clan has a unique ability – a small additional rule that has a major impact on the game. What makes this special is that players can use the unique ability of any clan currently in play, not just their own. The game is played over the course of 3 nights and whoever scored the most victory points wins. —description from the publisher
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Fragments: Fungataï
Your brother is in danger! His pendant has been found in the heart of the ancient forest, where ancient spirits and shamans have lived in harmony for generations. Will you dare to venture into the woods to search for him? Be careful: there are many secrets lurking in the shadows Fragments is a new line of narrative games with innovative mechanic and material consisting of jigsaw puzzle pieces. Narrative will be the guiding thread of your adventure but it is through the use and manipulation of jigsaw pieces that the adventure will unfold. The game can be played solo or in small groups of 2 to 4 players for optimal gameplay. Fungataï is a 4 chapter campaign offering an experience around 7 hours long. Ready to piece the story together? —description from the publisher
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Avalon: The Riven Veil
Arthur and Mordred fell at Camlann field. Arthur's body has been taken to Avalon, and unknown to the fey, Mordred followed - for the shattered son of King Arthur is not dead. By way of forbidden lore, his body endured the wounds of Excalibur and followed along the hidden ways to Avalon. Now the veil between the magical and the mundane has been pierced, and the wound calls like a beacon. The way is open, and all those with the sight now see it, so they come — some to defile the land, some to defend it. In Avalon: The Riven Veil, an Arthurian-based area-control and exploration game, you lead mighty factions through the misty veil to discover what awaits on the mystical isle of Avalon. Explore the mists, discover legendary items of power, bond mythic beasts, hunt for the grail, and prepare for war. The game ends when you reach the end of the final season (season 2 or 3 depending on your selected game length). Each player gains the Victory Points from the revealed settlement slots of their Faction Board then whoever has the most Victory Points at the end of that Season, wins the game. —description from the publisher
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胡闹运动会
Magical Athlete is a racing game of pure chaos! Roll a die and move your racer that many spaces — but all the racers have wacky, game-breaking abilities. Race four times, then whoever has the most points wins! Before the racing begins, players will draft the four racers they will have in the game and choose before each race which to use. Races alternate between the "mild" side of the board and the "wild" side of the board. A race ends once two racers have crossed the finish line — with, generally, only these two players receiving points. —description from the publisher
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-60°
At 11pm on the 23rd of September, 1971, all over a world very much like ours, people noticed a strange light in the sky. Three hours later, it struck somewhere in Antarctica. Several research teams just landed on the shores of Antarctica. Your objectives are clear: establish a highly efficient network of stations, scout the unforgiving landscape, reach the mysterious meteorite impact site and be the most successful research team to go down in the history books. Combine scarce resources with your technological expertise to gear up for expeditions and launch groundbreaking scientific projects. When temperatures drop far below freezing, through the storm-swept landscape, balancing risk and bravery will decide between triumph and disaster. —description from the publisher
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Kingdom Come: Deliverance – The Board Game
It is 1403, and the prosperous Kingdom of Bohemia stands in the midst of a political crisis. Kings and nobles wage their wars of power and intrigue, while ordinary people seem powerless in the grand scheme of things. But change is in the wind.‍ Clothed in homespun garb, with naught but a simple dagger to hand, you have lived your whole life as a commoner, in the village where you were born. But must things remain that way? Embark on an adventure filled with peril, but also opportunity. Deal with unpredictable locals, train to become a skilled archer, a silver-tongued orator, or even a cunning thief. Whatever path you choose, let it be your own. Kingdom Come: Deliverance – The Board Game is an epic adventure game mixed with euro elements, set in 15th-century Medieval Bohemia. Over the course of several in-game days and nights, players will try to leave their mark, whether by helping the local nobility, making important connections, fighting enemies, or stealing everything from tiny items to horses. While the game is competitive, it doesn’t pit players against one another, but instead allows them to succeed through their own achievements. It uses a deck-building system and emphasizes player freedom, creating narratives through its mechanics. The starting setup may provide some direction, but the game’s open-world nature encourages players to pursue their own goals and shape their stories as they wish. In Kingdom Come: Deliverance – The Board Game, iconic designers Tomáš Holek and Vlaada Chvátil join forces for the first time to bring Warhorse Studios' award-winning Kingdom Come: Deliverance video game to the tabletop in an epic official adaptation. Hero Progression Develop your character through the decisions you make along the way. Exchange experience for skill cards, allowing you to specialize and prepare for card tests needed to perform main actions. Tests will determine whether you succeed in stealing, fighting, befriending others, hunting, training your skills, or even picking herbs. Acquiring and playing suitable skill cards for their main effects will get you off to a good start. Equipment matters as well. Weapons, armor, clothing, or various other items can significantly help you. Hunting deer without a bow is rarely a good idea, and making a strong impression is much easier when you’re not wearing dirty rags. City Storylines & Side Quests Before you even set out, you’ll choose three major storylines—one for each city on the map. During the game, you can take part in developing these storylines, influencing how they progress and ultimately conclude. Each city offers three different storylines that can be mixed and matched, creating a wide variety of possible combinations across multiple playthroughs. Will you help with the wedding preparations, investigate the brutal attack in Neuhof, or race against time before a life-threatening disease wipes out the whole village? The choice is yours, and so are the consequences. It’s not only about the big events but also about the local people. Embark on side quests to help villagers with their problems, and gain experience and resources you’ll surely find useful. An Open World of Opportunities and Challenges There will be times you might need to visit the armorer, sell freshly gathered herbs, or wash your dirty shoes. City merchants aren't just waiting out in the open; you'll have to venture inside the walls. Watch your step, though! Encounters with guards, drunkards, and locals might cause you some hassle, but they can also surprise you with interesting opportunities. Need a rest? Have your food supplies gone bad? Visit inns to spend the night, fill your hungry stomach, and eavesdrop on the latest local gossip and rumors. There might be some quests waiting for you. And if you got dirty doing who knows what, find the nearest bathhouse to get cleaned up. You could also consider a church visit, if you’re feeling guilty… In Kingdom Come: Deliverance – The Board Game, no two playthroughs will be the same. The choices you make, the people you meet, and the opportunities you pursue will always create a unique and unforgettable adventure. —description from the publisher
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Queen Alice
Queen Alice is a Mid-Heavy Eurogame all about building engines to improve your actions. Alice has received a strange call for help. Some words written backwards have appeared on the mirror in her living room: "Alice, we need a new queen". Surprised, but without hesitating for a moment, she touches the mirror and realises that her hand can pass through it. Following her hand, the rest of her body is pulled to the other side of the mirror… In Queen Alice, you belong to the ‘Court on the Other Side of the Looking-Glass’ and your mission is to prepare Alice's coronation banquet. Whoever does the best job will become the new Queen's right-hand person and therefore win the game. To achieve this, you must convince the different chess pieces that inhabit this world to help you with the preparations. You will have a key influence on Alice's coronation. Depending on the color of the pieces that help most with the banquet, Alice will be crowned the White Queen or the Red Queen, or maybe even both! Will you manage to pull the kingdom's strings in your favor and have Alice crowned with the color that best suits your interests? Will you become the most influential person in the new era of Queen Alice? Queen Alice is a game inspired by Lewis Carroll's Through the Looking-Glass, and What Alice Found There, using some of its characters and part of its narrative centered on chess and its pieces. However, we have created our own story and it is not intended to be a representation of the one Lewis Carroll presents in his book. In your turn you will activate the different actions using chess pieces and their well-known movements with a card-driven system. During the game, you will obtain passive and instant benefits and take enhanced cards to your hand, which you will use to improve the actions when activating them. This is what we call the "Chess-building" system. But you will find the most thrilling part of the game in the "race" for the color crown: only part of Alice’s Wishes (objectives which will score you victory points) will be accomplished (and scored) during and at the end of the game, so you will have to choose your actions wisely and advance accordingly the Influence on Alice to become Red or White Queen, while keeping an eye on your opponents who may choose to influence the opposite color! —description from the publisher
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Fragments: Solara
Right before you leave your settlement in the Solara desert, you notice your companion is nowhere to be found. How will you adapt to this inhospitable environment to reunite with your friend Could it be beginning of a greater story? Fragments is a new line of narrative games with innovative mechanic and material consisting of jigsaw puzzle pieces. The narrative will be the guiding thread of your adventure but it is through the use and manipulation of jigsaw pieces that the adventure will truly unfold. Fragments Solara is a short standalone adventure consisting of a single chapter. This is the introductory box to this new universe. It lasts around 90 minutes. —description from the publisher
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Braided Skies
In Braided Skies, you take on the role of an airship captain in the Shallows, seeking to build the greatest magical travel company in the Northlands. Your mission involves exploring land and sky for new wonders, upgrading your travel company operations, and picking up tourists—all while maintaining a steady supply of tapstones, the magical gems that fuel the Northlands. Gather the most fame to be the most successful Commodore of the Clouds! This is the first in a series of game set in the Smoking Bones universe created and illustrated by Andrew Bosley (Everdell, Tapestry, etc). Set sail on airborne drop ships to shepherd tourists and harvest tapstones from locations on an unlockable topographical map. Experience a strong sense of progression by adding outposts, crewmates, and harvesters, plus outfittings for powerful recall turns. Discover magical Wonders for instant benefits, track advancements, and ongoing upgrades. —description from the publisher
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Rebirth II
Far from Scotland, the old world fell into greater devastation. Survivors make their way back to their ancient homelands to found self-governing city states in place of the nations that failed them. Lead an Order of Oracles dedicated to serving them all: restore the farmland, settle the cities and uncover ancient mysteries buried beneath the ravaged lands. Rebirth II presents two new standalone maps: Greece and Italy. The tile laying heart of Rebirth remains the same; players draw a tile and then place it on the board, but each map takes the Rebirth spirit into a new direction. Both maps make use of the new City-State system, where the map is split into various self-governing regions. Greece focuses on open-endedness and flexibility. The map features no distinct spaces defining where food farms and energy farms must be placed. Players, through the new "Exploration tokens" system, have the opportunity to modify the map as the game plays, creating varying play scenarios each game. Players exert influence on the City-States, establishing Temples, and scoring a large number of points for being the only ones with a significant hold within each City-State. Italy focuses on the individual powers of each city state. When players place settlements within a city-state, they are able to elect an Arbitrer within that city-state's government, gaining the ability of that particular state. In the meantime, visiting monasteries across the map grants players a blessing, granting them a one time effect. Both blessings and Arbitrers' positions refresh and reset dynamically through player's actions, creating a player-controlled cadence for the progress of play. —description from the publisher
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The Danes
In 825, a band of Vikings set off on a journey that took them much longer than expected. Starting with a small group of Vikings, your band and possibilities will grow with each round. But the demand of your community for food and taxes will grow alike. In this worker placement game, you will explore and trade with new territories. You will also engage in the day-to-day activity of breeding animals, collecting goods and hunting with which to achieve a steady income and victory points. In the end, the player with the most victory points will be declared the winner. —description from the publisher
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Stormlight: War for Roshar
Command the forces of Honor and Odium in Stormlight: War for Roshar! Designed by John D Clair, this strategic board game captures the epic war across Roshar, the setting of Brandon Sanderson's best-selling Stormlight Archive novels. Take control of iconic leaders like Dalinar, Kaladin, Raboniel, and Taravangian. Lead your armies into battle while managing champions, resources, and alliances. You'll begin with two leaders that determine your starting deck, then gain cards over the course of the game that unlock new armies, allies, and Surgebinding powers. Play cards and use cube actions to move around the board, command armies, and use diplomacy with the nations of Roshar. Grow your hand by gaining new cards, then play those cards at the cost of stormlight before using an action to redraw your played cards. But be wary of focusing too much on combat! Your opponent can advance on the diplomacy track to steal allies away from you. Goal cards can shift the balance of power, while storms sweep across the board, refreshing Stormlight and triggering new abilities. Gain points through objectives, character abilities, and controlling capitals. Gain an Oathgate score from holding Oathgate regions, with variable point values as determined strategically by the players. Once your points and oathgate score cross, you win the game. Will you spread your troops to rapidly gather resources and Oathgates? Will you mass your armies to roll across the continent, crushing all armies in your path? Will you build a dynamic force able to claim temporary objectives? Or will you focus on diplomacy, turning nations to your cause and claiming their armies as your own? Whatever your strategy, remember your oaths and speak the words. This is the War for Roshar! —description from the publisher
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曙光计划
Daybreak is a co-operative game about climate action. Each player controls a world power, deploying policies and technologies to both dismantle the engine of global heating and to build resilient societies that protect people from life-threatening crises. If the global temperature gets too high, or if too many people from any world power are in crisis, everyone loses. But if you work together to draw down global emissions to net-zero, you all win!
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Bella Vista
You are architects, striving to offer your residents the best possible view of the city’s parks. To achieve this, you must construct buildings of eight different heights, always aiming to be the tallest in the neighborhood to score the most points! Find the perfect location to meet City Hall’s requirements and complete your objectives… but beware: you surely won’t be the only one who has spotted it! Choose your place in the turn order wisely, and be ready to pay a high price if you want to be the first to build! The game ends once you have constructed all eight of your buildings. Be the richest architect to claim victory! —description from the publisher
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Satisfactory: The Board Game
A 1-4 player, Competitive, Sandbox, Engine-Builder tabletop experience based on the global video game phenomenon. As a Pioneer for the FICSIT Corporation, you are tasked with exploring an alien planet and extracting its resources to build the most efficient factory network. Be the first to finish the Space Elevator to save humanity and, more importantly, become Employee of the Month. —description from the publisher
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Fadenfroh
In Fadenfroh, you place fabric cards in your display. You receive victory points for the colors and symbols on the fabric cards in your display. When and for what exactly you receive victory points depends on the scoring cards of the current round. However, your opponents are competing with you for fabric cards and useful materials. So, every round you have to decide anew: How long can I take materials before someone snatches up the ideal fabric cards? Whoever has the most victory points at the end of the game wins! —description from the publisher
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Orlando
Welcome to Orlando! Build your own theme park and turn it into the place everyone wants to visit. Every round, eight dice hit the table – each with 16 faces offering two actions apiece. Pick a die, take its two actions, then pick another: four actions a round to out-build the competition. Attractions are your bread and butter – pay two coins, place one, and cluster same-colored rides into bigger, more valuable zones, boosted by plateaus and your castle. But a park needs a crowd: lay transportation routes to help visitors find the attractions they want to experience for coins, or steer them to the Grand Theater with advertising columns for a bigger points payoff instead. Along the way, expand your railway, construct your castle, build plateaus, and work through your personal checklist. Jokers give you more freedom, Doublers repeat your best move, and the white and black scoring markers keep triggering alternate ways to score. After eight to ten rounds, the park with the most victory points wins Orlando. Will it be yours?
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Tidal Blades 2: Rise of the Unfolders
The Tournament of Heroes has ended and you have been named as one of the Tidal Blades, elite guard and champion of our island realm. But you have no time to rest on your laurels as the Fold, the frozen section of space and time that protects Naviri from the sea monsters, is becoming ever more erratic. The High Engineers of the Citadel have entrusted you with the Nexus, a device that will let you venture into the Fold, unfreezing time. With your fellow Tidal Blades, you must enter the Fold to unlock its mysteries as you attempt to recover the old guard Tidal Blades who were trapped inside when the Fold was created. On your journey to become a true Tidal Blade you will explore throughout the isles of Naviri to find a way to save the island realm. In Tidal Blades 2: Rise of the Unfolders, each player takes the role of a new Tidal Blade. In this cooperative, narratively rich, board game, players will work together through 18 scenarios. Each hero is equipped with a Nexus grid, allowing them to build up actions and create powerful combos. Each turn you will choose one card to play, add it to an open space in your Nexus grid, and then activate all spaces in either the row or column containing the played card. Throughout the campaign you will grow and enhance your character by adding cards to your action deck, leveling up your traits of Spirit, Focus, Resilience and Synergy, unlocking powerful skills, and gaining specialized Items to boost your action cards. Featuring 18 scenarios with unique maps and 40+ hours of gameplay, Tidal Blade 2: Rise of the Unfolders invites you on a quest through the lush and vibrant lands of Naviri. Along the way, you will meet valuable allies, have chance encounters with Golfins, Iota, and other denizens of Naviri. Battle a seemingly endless army of monsters and enemies as you fight your way to the center of the Fold. Will you solve the mystery of the Fold in time and save Naviri, earning your place among the Tidal Blades of legend? -- description from the publisher
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托什
In Gunsen: The Battle for Toshi Ranbo, Rokugan teeters on the brink of upheaval as the Great Clans—the Crab, Crane, Dragon, Lion, Phoenix, Scorpion, and Unicorn—clash for control of the legendary fortress, Toshi Ranbo. Once a strategic gem on the borderlands, the castle now stands at the heart of a war-torn battlefield, its banners contested by rival warlords seeking glory and vengeance. The air hums with the tension of drawn steel and elemental magic, as ancient shrines smolder and village alliances shift like the wind. In this strategy game, players take on the role of ambitious daimyō representing one of the seven Great Clans: recruiting samurai heroes, drafting powerful orders, and building their clan's military might and strategic influence. Through tactical maneuvers and clever engine-building, they strive to fulfill seven victory objectives—from capturing and holding the coveted castle to completing secret missions and claiming sacred locations. Only one clan will write its legend in the blood-soaked chronicles of Toshi Ranbo. —description from the publisher
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伟大的洛伦佐
Lorenzo de' Medici, also known as "Lorenzo il Magnifico" (Lorenzo the Magnificent), was one of the most powerful and enthusiastic patrons of the Italian Renaissance. In Lorenzo il Magnifico, each player takes the role of the head of a noble family in a city during the Italian Renaissance to gain more prestige and fame — that is, victory points (VP) — than anyone else. To do so, you send your family members to different areas of town, where they can obtain many achievements. In one location, they get useful resources; in another development cards that represent newly conquered territories, sponsored buildings, influenced characters, or encouraged ventures; and somewhere else they activate the effects of their cards. Family members are not identical. At the beginning of each round, you roll three dice to determine their value. You must choose carefully where to send your most valuable family members... You can gain VP in several ways, and you must also pay attention to your relations with the Church. The game is divided into three periods, each formed by two rounds; at the end of each period, players must show their faith, and whoever hasn't prayed enough will suffer hard penalties. After six rounds, you calculate your final score, and the player with the most VP wins.
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Not Alone: Remastered Edition
The 25th century. After discovering the coordinates of a planet erased from all official charts, you assemble an expedition aboard the ZAROFF and set course for Artemia. The first surveys look promising: a Class M world, lush and breathable. But as you enter the atmosphere, a magnetic field tears through the ship's systems. Crash landing. Distress signal sent. Now you wait for rescue on an alien world that may not want you here. Something is watching from the jungle. Something ancient. Something territorial. You are not alone. Not Alone is an asymmetric card game pitting one player against the rest of the table. The Hunted use Place cards and Survival cards to explore Artemia and hold out until rescue arrives, advancing the Rescue counter each round. The Creature hunts them, pushing the Assimilation counter forward with every successful catch. Whoever's counter reaches the Victory space first wins. Each turn, the Hunted secretly choose a Place card from their hand and place it face down. They can talk freely, but each survivor must choose alone. Then the Creature places up to three Hunt tokens across the ten locations of Artemia. All cards are revealed: survivors on safe locations trigger powerful place abilities, while those caught lose Will counters or suffer Hunt card effects. Lose your last Will counter and the Assimilation counter surges forward. At the end of each round, the Rescue counter advances one space. Managing your hand is key. Place cards accumulate in a visible discard pile, making your next move predictable. Spend Will counters to Resist and reclaim discarded cards, or Give Up to fully reset at a heavy collective cost to the whole team. This Remastered Edition also includes Frozen Lands, an alternative version for 4 to 7 players. It introduces 55 new Place cards and 14 Contamination tokens. Giving up or losing your last Will counter now risks drawing a hidden Contamination token. When rescue finally arrives, every survivor must be clean. One infected player means defeat for the entire team.