Showing posts with label historical. Show all posts
Showing posts with label historical. Show all posts

Thursday, December 15, 2016

New from GMT Games! Comancheria!

Release Date: December 2016


GMT1611
Comancheria

$60.00 SRP
SDI
 


Comanchería – The Rise and Fall of the Comanche Empire is Joel Toppen's second game design which tells the story of the First Nations people of North America. Like Navajo Wars, Comanchería is a SOLITAIRE game in which the player plays the role of the Numunuu, the Comanche people.

Using mechanics similar to Navajo Wars, Comanchería challenges the player to conquer and control the southern plains of North America. It won't be easy, however! Aggressive northern tribes like the Osage, Pawnee, Cheyenne, and Arapahoes will challenge your dominance of the hunting grounds. The colony of New Mexico has expansionist ambitions from the west. To the south lies Mexico and its new colony of Texas. And to the east lies the greatest threat of all: the United States of America.

Heavily outnumbered by the colonial powers, you will need to use your superior mobility and tactical prowess to conquer and then maintain your empire against a relentless tide of hostile encroachment. Along the way you will witness historical events like the opening of the Santa Fé Trail, the Indian Removal Act, the founding of the Texas Republic, and the American Civil War from an entirely fresh perspective: through the eyes of the Lords of the Southern Plains!

Contains:

  • 22" x 34" Mounted mapboard
  • 44 Hexagonal counters
  • 16 Round counters
  • 180 5/8" Square counters
  • 110 cards
  • Rulebook
  • Playbook
  • 1 x 3-fold chart
  • 1 x 6-sided dice 

Friday, August 28, 2015

New from Artana Games! Tesla vs. Edison: War of Currents and The New Science!

Coming Soon!
AAX1001
Tesla vs. Edison: War of Currents
$60.00 SRP
NPI

Nikola Tesla, Thomas Edison, and three other important inventors of the time struggle to determine who will be most remembered as the man who brought light to the masses. In running your electric company you are both a starry-eyed inventor and a ruthless businessman. You feel pride in bringing electricity to the masses and developing miraculous new technologies, even as you file patents, engage in a propaganda war, and roll up your sleeves in the stock market. Balancing both sides of an inventor’s enterprise is required to achieve your victory.

You control a start-up company in the early days of the U.S. electric industry. In the beginning you only have your lead inventor, some shares of preferred stock, and some money. Over the course of the game you will be hiring other famous technicians and business people to work for you. Each luminary in the game has their own unique ratings, and the inventors also have their own special abilities.

The actions that you allocate this team of exceptional historical figures to take will determine the fate of your company. There are four focuses in the game: claiming electric projects on the map, advancing up a tech tree, investing in public relations to improve public opinion of your company or the technologies it uses, and buying and selling stock on a dynamic market. You will need to pay attention to all of them but can win the game by specializing in just a specific one or two of your choice, or trying to build a more balanced company. The path you take is up to you.

Money is tight and players may need to sell shares of their company in order to do everything they need to succeed. But be careful: other companies can buy stock you release, and the winner is the player whose company’s stock is worth the most at the end of the game!

2-5 players
Ages 14+
90 minute play time

Contains:
1 Board, depicting the United States, ca. 1890
5 Inventors: 
  Tesla, Edison, Brush, Maxim, Thomson
35 Stock certificates
102 Wooden markers in 6 colors
36 Luminary & Propaganda cards
1.64 Million dollars in luxurious bills
12-page rule book

____________________________________________________

AAX2001
The New Science
$50.00 SRP
NPI

You are one of the five finest scientific minds of their time: Isaac Newton, the prodigy. Galileo Galilei, the visionary. Johannes Kepler, the stargazer. Gottfried Leibniz, the polymath. Athanasius Kircher, the prolific. Your goal is to be recognized and remembered as the finest scientific mind of your time. To achieve this you will need to be the first to publish on important innovations, as well as hobnob with well-connected people. It’s all about gaining prestige.

The New Science is a game of planning where five different branches of science are represented, but there are limited innovations available to publish. Each innovation has a requirement for its research, experimentation, and finally publishing. Additionally, in order to publish, you must meet a minimum level of influence with the government, clergy, free enterprisers, or the rest of the scientific community. Along the way you might get distracted by some exciting happenings that offer great benefits or worrying threats. Through it all you’ve got to figure out how you can be the first to publish and, in science, whoever publishes first, wins.

2-5 players
Ages 14+
60 minute play time

Contains:
54 Happening cards
6-sided die for attempting experiments
15 Energy markers (3 in each of 5 colors)
50 Discovery markers (10 in each of 5 colors)
35 Track markers (7 in each of 5 colors)
5 Scientist mats
1 Game board
1 Instructions

Thursday, December 18, 2014

New from Passport Games! Progress: Evolution of Technology, [redacted], Versailles and more!

Coming in January!
PGSLDR00101
Gear & Piston
$55.00 SRP
SDI

It is 1888, and everywhere you turn, people are talking about the horseless carriage. They are also talking about Jenatzy and Cugnot, Benz and Diesel, Atkinson and Butler – visionaries now remembered for their passion to create, to progress, and to succeed.

But this game is not about them, these giants of engineering. No, in Gear & Piston, you play one of the unsung heroes of history, an engineer of meagre means but great ambition, trying to build a prototype for picky investors seeking to profit from the future of transport. Will you make a name for yourself as an automotive pioneer, change the history of motorized transportation, and win the race that is Gear and Piston? With a lot of skill and a little luck, maybe. If nothing else, try not to blow yourself up in the process.

In the game, each player builds an automobile prototype by taking actions in different locations. You may patent brand-new parts in the Patent Office, look for rejected, volatile pieces of machinery in the chaos of the Junk Yard, try to gain an edge through the Back Alley, and finally build your prototype in the Workshop. All this just to please the two investors who are doing the rounds of the different engineering outfits, and who will be evaluating your rickety mess of an automobile. Good timing, keeping an eye on your competitors, and even a dash of luck are all you need to succeed in this business. So grab a wrench, some elbow grease, and your wits, and put some gears and pistons together!

2-6 players
Ages 8+
30-60 minute play time

PGSLDR00102
Byzantio
$55.00 SRP
SDI

Byzantio is a game of medieval intrigue in the east in which players take the role of the heads of the main Byzantine dynasties, and scheme to choose the successor to the imperial throne.

In the 11th century A.D. the empire is torn between four factions, two of them provincial, military aristocracies (the houses of Comnenid and Phocas) and two of them urban, secular aristocracies (the houses of the Dukes and Angels). It is 1025, and the emperor Basileios II has ascended into the heavens without providing for an heir. In Constantinople, representatives from the most important aristocratic families vie for their favored to inherit the Emperor’s ring and throne.

It is a futile and petty dispute as each family is not about to surrender the throne to any of the others, but they ultimately decide that the winner will be the one who’s supported by most of the wealthiest cities of the empire. Every ambitious successor raises the banner of his dynasty and begins the struggle to win over the cities that will secure him the throne.

Each family secretly chooses seven imperial cities that they will seek to control through the actions available to them: Commandment, Diplomacy, Exile, Trade, Garrison, Espionage, and Corruption. May the rightful heir arise!

2-4 players
Ages 10+
30-60 minute play time

PGSNSK006
Progress: Evolution of Technology
$59.00 SRP
SDI

Progress: Evolution of Technology is a card game about researching technologies. Each player takes his civilization from early antiquity and learns various technologies, moving progressively to the Middle Ages, the Industrial Revolution, and Modern Times and ending with today’s Internet or Social Welfare.

Unlike other civilization games, Progress focuses on a single aspect of civilization building: researching technologies that help a society advance. The 210 technology cards in the game are divided into three ages (Ancient, Middle Ages, Industrial) and three types (Military, Science and Culture). With every advancement on a path, you gain easier access to its more advanced technologies and you’ll end up opening the door to the next age.

Each tech card provides one bonus, which can vary from one extra knowledge to a larger hand size. Even though most tech cards in the game come in multiple copies (usually one per player), the key technologies occur less frequently, forcing players to specialize and granting them unique advantages. Every technology you research decreases the cost of up to three more advanced technologies, accelerating the race towards the end of the game.

The game play is streamlined, with players usually taking two actions, thus making each turn short and ensuring that you use the time when the others are playing for planning rather than seeing it as downtime.

1-5 players
Ages 12+
90 minute play time

PGSLDR145000
[redacted]
$55.00 SRP
SDI

[redacted] is a game of spycraft, intrigue, betrayal, and bluffing set in the golden age of the cold war, when men knew how to drink a Martini, and women knew not to trust a man who claimed to know how to drink a Martini.

In this cold war game, spies must infiltrate the embassy during the reception that the ambassador holds every year to show how important he is. Moving from room to room, they have to recover files and escape in the helicopter, or make sure that the other side’s pilots have a really bad day.

While interacting with each other, the players seek to interrogate, steal or injure when they can. With a double-blind interaction mechanism that never really lets the tension ebb, a skilled agent will need to do a lot more than see through a bluff if they want to win.

2-6 players
Ages 12+
45-90 minute play time

PGSNSK007
Versailles
$55.00 SRP
SDI

In Versailles, players become master builders competing over the favor of King Louis XIV and the title of main architect of the legendary palace. On every turn, a player moves their workers through a network of locations. Each location provides valuable resources, or a way to spend those resources on tiles. These tiles represent parts of the palace, its surrounding gardens, and decorations and technologies to bolster gathering and building abilities. A unique movement and location activation system requires clever workforce management, which makes every move count and makes every game tense right to the end...when a single master builder is chosen to be the King’s personal architect.

2-5 players
Ages 12+
45-75 minute play time



Street Date: February 13th!
PGSARG0015
Yunnan
$50.00 SRP
SDI

Yunnan - home of the delicious (and hard to get) Pu’er tea. For more than 1000 years, the tea dynasties have been providing this sought-after good via their horse caravans to faraway Tibet. A network of paths and roads leading through the jungles of Yunnan, the steppes of Sichuan and over the peaks of the Himalaya - the Tea-Horse Road is the traditional travel route of the tea traders.

In Yunnan, players control the fate of their tea dynasties. Their main goal is to establish a broad and secure trading network to deliver the tea to the farthest provinces...and doing it better than their opponents. The main work behind the scenes is done in Pu’er, their home location: New traders need to be trained, better horses need to be acquired, and a good number of border passes need to be requested to be able to reach the farthest provinces.

However, mere trading is not enough to beat the competition. Great social influence and building a prestigious tea house may come in handy to sway the province inspector. Bridges provide shortcuts and trading posts in faraway places secure the own path along the Tea- Horse Road.

Yunnan is perfect for players who like tactical development games. Due to the interleaving game mechanisms, the players are involved in the game at all times. The great variety of available actions allows for different strategies. Only the player who calculates really tough, goes against the proper opponents and reacts to the actions of the other players swiftly and effectively will win this game -- which uses no elements of chance.

3-5 players
Ages 12+
90 minute play time

PGSARG1003
Hansa Teutonica
$50.00 SRP
SDI

The Hanseatic League (also known as Hansa Teutonica) was a spectacular medieval alliance between merchant guilds of cities in lower Germany, which quickly exploded into the North Sea and Baltic Sea as well. Many of the participating cities became very fabulously wealthy and powerful, and proudly proclaimed themselves “Hansa cities.”

Players compete for wealth and prestige as merchants in the Hanseatic League. Players may set up a network of branch offices in as many cities as possible in an effort to expand their base of power, but they must also develop their talents and trading skills if they wish to be the best and take down the opposition.

Developing trading skills allows players to become more efficient in their activities. They may gain additional actions, higher income, new privileges, and improved prestige point return. Developing a preferred profile will create an advantageous position that will be paramount in developing a winning strategy against the other players.

Hansa Teutonica is very open to players’ preferred strategies, and gives players the freedom they need to maneuver their way to the top. Clever use of traders, perpetual observation of opponents’ activities, continuous improvement of skills, and the well-timed use of prestigious activities are key to becoming the most successful merchant in the history of the Hanse.

2-5 players
Ages 12+
45-90 minute play time

PGSARG1002
El Gaucho
$50.00 SRP
SDI

In El Gaucho, you take the role of a cattle baron bent on sending your gauchos to the Pampa to collect as many of the best-looking cattle they can find.

Gauchos exercise their abilities at the dice rodeo. The better they do during training, the easier they’ll catch cattle in the field. Players must be smart and get in their opponents’ way with mean tricks -- snatching the most valuable cattle from under their noses, or swinging a lasso to abduct their animals.

Back at the ranch, players must sort their cattle and assemble them in herds in order to sell them for as many Pesos as possible!

2-4 players
Ages 10+
60 minute play time

Thursday, June 5, 2014

New from Passport Games! Praetor!

Street Date: June 27th!
PGSNSK005
Praetor
$59.00 SRP
SDI

It’s the year 123 CE and the Roman empire is at the peak of its glory. Caesar Hadrian is no longer waging war against the barbarians, but building cities and fortifications to ensure a lengthy domination of the Roman culture and wealth.

The southern part of Britain is under Roman domination, and Caesar has already begun the construction of Hadrian’s Wall to protect the empire from invasions from the North. Together with the wall Caesar has ordered the founding of a new city which will remind the locals of the glory of Rome. He has appointed six of his most trusted men to take resources and workers from Rome and to build the city together but in the end only one of them will be appointed Praetor and rule the Province in the name of Caesar.

2-5 players
Ages 12+
60-90 minute play time

Sunday, May 18, 2014

New from Asmodee! Madame Ching!

Coming in June!
ASM711101
Madame Ching
$39.99 SRP

It is the year 1808, and the Sea of China is ripe with plunder. Command a pirate junk as you sink the Emperor’s ships, loot the port of Hong Kong, and learn the skills to take command of The China Pearl, the grandest ship in the fleet of the infamous Madame Ching.

Players will manage hands of navigation cards and match symbols to gain skills, play increasing numbers to complete missions, sack Hong Kong, and reach the end of the world. To win the respect of Madame Ching, you’ll need to carefully play your cards and outwit your opponents.

2-4 players
Ages 8+

45 minute play time


Friday, May 9, 2014

New from Academy Games! Fief!

Coming in July!
AYG5410
Fief
$65.00 SRP

Diplomacy, chivalry, and dastardly deceit in 15th century France! Fief is a game of dynastic ambition, where players assume the robles of nobles in the 15th century Kingdom of France.

Each player strives to become the most powerful ruling force in the Kingdom by gaining control of Fief and Bishopric territories. In turn, they acquire Royal and Ecclesiastical (church) titles which give their families influence to elect the next Pope and King. Players strengthen their positions by negotiating marriage alliances between their families, setting the stage for love, treachery and deception!

Ages 12+
3-6 players
2 hour play time

Saturday, April 19, 2014

New from Asmodee Editions! Unita, Desperados of Dice Town and Archipelago: War & Peace!

Coming in May!
ASMUNIT01
Unita
$49.99 SRP

A civil war is sweeping the mythical land of Helvetia, and only by seizing control and ruling the country can you put an end to the war. Maneuver, battle and outwit your foes to claim leadership of the nation!

Unita is an abstract war game of fantasy warfare. Each player has armies represented by dice and moves those soldiers toward the gateway to gather the most powerful warriors and claim the throne. Battle your opponents, weaken their troops, and move on to victory.

2-4 players
Ages 13+
60 minute play time
ASMDDT01US
Desperados of Dice Town
$24.99 SRP

You’ve hired the most ruthless gang of desperados you could find, but before they could take care of your opponents, the sheriff went and locked ‘em up. Now it’s up to you to spring those banditos and send them after your foes, before they do the same to you!

Players will roll a handful of specialized dice, hoping to see the symbols that will advance their outlaws to the keys that will get them out of jail. Underhanded tricks, surprise cards, and the abilities of the bandits themselves will help you push your luck and execute your cunning plan – bankrupt the others and become the criminal mastermind of Dice Town!

2-4 players
Ages 8+
25 minute play time
ASMARCH03
Archipelago: War & Peace
$24.99 SRP

The exploitation of the New World continues, but new challenges and opportunities await. Rescue Robinson Crusoe, imprison unruly natives, and take your chances in the colonial lottery. Challenge the corrupt governor or use him for your purposes. But be careful in your maneuvering - the Archipelago survives on a knife-edge balance of war or peace.

War & Peace is an expansion for the hit game Archipelago. It contains 40 new cards and a special box designed to speed up play. New evolution cards and character cards add variety and new dimension to this exciting game, and three new play modes will make for exciting and diverse games every time you play.

2-5 players
Ages 13+
30-240 minute play time

Don’t Forget the Base Game -
Available Now!
ASMARCH01US
Archipelago
$90.00 SRP

Are you ready to take-on your discovery mission to the archipelago?

Each player takes on the role of an explorer and their team, mandated by a European nation to discover, colonize and profit from the archipelagos. These missions are supposed to happen diplomatically, by answering the needs of the local population as much as the regular demands from the continent. You’ll have to respect the archipelago and its natives as otherwise, they’ll begin to revolt and that might end up with a war for independence. That’s not taking into account that among you a separatist and a pacifist might be hidden, who will both tip the scales toward revolt or peace, respectively!

Archipelago combines exploration, resource management, optimization, cooperation, strategy, negotiation, corruption, commerce, suspicion, alliances and betrayals, even a hint of investigation!