exploration

Infiltration

It is the future, and beneath the flickering glow of the sprawling New Angeles skyline, immense corporations seek every advantage in the burgeoning field of synthetic humanoid technology. On the brink of a revolutionary innovation, CyberSolutions Inc. is poised to become the next global powerhouse, threatening the profits of well-established conglomerates Haas-Bioroid and Jinteki – but unfortunately for CyberSolutions, security at their New Angeles branch has just been compromised.

Set in the dystopian future of Android, Infiltration is a tense card game of futuristic larceny in which two to six players take the roles of thieves, competing to steal valuable secrets from a highly secured corporate facility.

The most vital information lies deep within the complex, but each step inward takes you farther from escape. Worse yet, corporate mercenaries are closing in! How long will you push your luck as you avoid security patrols, surpass rival thieves, and try to download the most data before the building is locked down?

Game description above from the publisher

The layout of the complex is different every game, choosing 6 of the possible 18 first floor cards, 6 of the 18 second floor cards, and 1 of the 3 secret room cards. These rooms are revealed to the players over the course of the game, usually by one of the players entering the room. The rooms contain traps, NPCs, valuable data and items, and even secret exits.

Each turn, players secretly choose actions they will take, then in turn reveal and resolve their actions. Advancing into the complex or retreating towards the exit, downloading valuable data, interfacing with the current room, or using an item are the actions available to players. After the players have had their turn, any active NPCs have a turn, then the proximity dial is increased. Once the dial reaches 99, or all players have left the complex, the game ends. The players who have escaped the complex add up the value of the data they have extracted; the highest value wins!

Lost Dutchman

Over a hundred years of legend awaits you and your skills as you vie to be the lucky prospector to hike out of the Superstition Mountains with The Lost Dutchman's Gold. However, this expedition for lost gold isn't for the faint of heart. You will face grizzly creatures and dastardly disasters around every corner and even the ghost of The Lost Dutchman himself while contending with your opponent's thirst for gold that grows with every nugget uncovered.

In this treacherous treasure adventure, prospectors must balance their skills to take on fierce creatures and dangerous disasters with their search of gold. Will you find the most treasure by prospecting or will the map lead you to victory? No one path guarantees victory but with the right amount of skill and a little bit of luck you can be the first prospector to uncover the famed Lost Dutchman's Gold!

Are you up to the challenge of uncovering the legendary gold of the Lost Dutchman?

The Lost Dutchman is a treasure mining game for 2-5 players in which players are competing to mine as much of the Lost Dutchman's Gold as they can before the water supply runs short bringing the hunt for treasure to a parching halt. Players can also win by successfully navigating the Community Treasure Map and finding the ever illusive Lost Dutchman's Gold Mine.

Sid Meier's Civilization: The Boardgame

This entry covers the 2002 release of Sid Meier´s Civilization: The Boardgame by Eagle Games. This game is unrelated to the similarly named 2010 FFG game Sid Meier's Civilization: The Board Game.

A boardgame version of the award-winning PC strategy game. Create a civilization to stand the test of time! The game begins in 4000 BC where the players found a pair of villages of a fledgling people.

Each player’s civilization :

Explores the world around them, discovering resources and the native people that defend them.
Expands by sending settlers out to create new cities.
Researches new technologies to gain advantages over the other players.
Builds unique “Wonders of the World”.
Increases the size of their cities (4 sizes from village to metropolis) to increase production.
Builds military units to defend what’s theirs, and to conquer what’s not.

Features:

2 sets of rules (standard, and advanced) allow anyone to play the game.
784 plastic pieces featuring 22 different, professionally sculpted playing pieces that represent cities, settlers, armies, navies, artillery, and air units from 4 different eras.
Over 100 full color Technology and Wonder cards.
A giant 46” x 36” gameboard featuring the artwork of Paul Niemeyer.

This game has been reimplemented in 2007 as Civilization CHR ("open source" project)

Munchkin Quest

From the Publisher:
Kill the monster, grab the treasure, stab your buddy. That's what it's all about. Now, Munchkin comes to the boardgame.

Cooperate with the whole group, adventure with a partner, or strike out on your own. You don't know what's behind a door until you open it . . . then another tile is added to the dungeon. Battle monsters for power and treasure, or send them after your friends. Reach Level 10, and then get out alive if you can!

Components:

200 Cards
27 Health Tokens
69 Gold Pieces
12 Dropped Item Tokens
15 Move Tokens
12 Search Result Tokens
4 Level Counters
4 Munchkins
12 Monster Bases
24 Room Tiles
1 Entrance Tile
73 Links
38 Monster Standies
8 6-Sided dice, two for each player
1 10-Sided die
1 six-colored Monster Die
1 20-page rulebook

Part of the Munchkin series

Africana

In Africana, players travel through Africa, taking part in expeditions and trying to be the first to reach various destinations. With the money they earn, they can buy adventure cards that earn them precious antiques. Africana features the "Book of Adventures" game system from Schacht's Valdora in which players can acquire cards that are laid out like books, with players "turning the pages" to find the adventure cards they most want.

The game board in Africana shows the continent divided in half at the equator, with the cities in the north half colored brown and the cities in the south white. Adventure cards with a brown border can be acquired only in the south and must be delivered to the north, while white-bordered adventure cards take the opposite route. Five expedition cards – each showing the starting and ending location and a reward for completing the expedition – are laid face-up on the game board.

Each player has one researcher token that will travel around the board, and on a turn a player takes one of three possible actions:

Draw two travel cards. (A player can have no more than five travel cards in hand at turn's end.)
Buy one or more adventure cards, for five coins each. A player can flip one page in the book for free, with each additional flip costing one coin. (A player can have no more than three adventure cards to be fulfilled at turn's end.)
Move the researcher by paying travel cards that match the color of the space being traveled to. Each player has a joker in hand, which will be retained at the end of each turn. If a player moves onto the start space of an expedition, he can mark that expedition card with a marker; if he reaches the destination for an expedition he's on, he receives the reward depicted and claims the card, while anyone else on the expedition receives nothing. A new expedition card is then revealed.

When a player reaches the destination shown on an adventure card, that player scores that card by placing it under his player mat. Some cards show helpers, which are represented by helper cards in a player's hand. These cards allow travel on the color shown on the card and return to the player's hand after use, but a player who employs many helps will lose points at the end of the game.

Once the expedition cards run out, the game ends and players score for the expeditions they completed, sets of identical and different adventure cards, money in hand, and a few other things. The player with the most points wins!