Point to Point Movement

Edo

In Edo, players represent daimyo in mid-second millennium Japan who are trying to serve their shogun by using their samurai to construct castles, markets and houses in Tokyo and surrounding areas.

At the start of Edo – which won "best evening-length game" in the 2010 Hippodice Game Design competition under the name Altiplano – each player has five samurai tokens, seven houses, one market and three square action cards, each of which has four possible actions on it. One card, for example, allows a player to:

Collect rice (up to four bundles depending on the number of samurai applied to the action),
Collect $5 (per samurai),
Collect wood (up to four, with one samurai on the action and one in the forest for each wood you want), or
Build (up to two buildings, with two samurai on the card and one in the desired city, along with the required resources)

Each turn, the players simultaneously choose which actions they want to take with their three cards and in which order, programming those actions on their player cards, similar to the planning phase in Dirk Henn's Wallenstein and Shogun. Players then take actions in turn order, moving samurai on the board as needed (paying $1 per space moved) in order to complete actions (to the forest for wood, the rice fields for rice, cities to build, and so on). Before a player can move samurai, however, he must use an action to place them on the game board; some actions allow free movement, and others allow a player to recruit additional samurai beyond the initial five.

One other action allows you to recruit additional action cards from an array on the side of the game board, thereby giving you four (or more) cards from which to choose for the rest of the game.

Building in cities costs resources and gives you points as well as money; as more players build in a city, the funds are split among all present, with those first in the city receiving a larger share. Players can also receive points or buy stone by dealing with a traveling merchant.

Once at least one player has twelve points, the game finishes at the end of the round, with players scoring endgame bonuses for money in hand and other things. The player with the most points wins.

Edo includes separate game boards for 2-3 players and for 4 players.

Indigo

Indigo is a tile-laying game along the lines of Metro, Tsuro and Linie 1 in which players build paths bit by bit, with no player owning the individual paths and everyone trying to exploit the paths already present. Unlike those earlier games, however, your goal is to move gemstones from their starting locations on the board to your designated goals, with the player who scores the most points winning the game.

To set up the game board, place the central hex tile, then add five green and one indigo gems to it. Place six "u-turn" tiles at their designated locations on the outer edge of the game board, then place a yellow gem on each such tile. Each player places goal markers on goals between these u-turn tiles on the edge of the game board: in a two-player game, the players alternate goals; in a three-player game, each player has one goal to herself, while sharing two others; and in a four-player game, each player shares a goal with every other player.

On a turn, a player places a tile on any space on the game board, with the only restriction being that a player cannot create a route directly from one goal to another. Each tile has three route segments on it, connecting one pair of edges. If a player places a tile next to a gemstone, that gemstone "moves" as far as possible along the route so that all players can see where to place tiles to next move that gemstone. (Thus players avoid the mental gymnastics required in Metro and Linie 1 in which nothing moves until a route is complete.) When connecting to the central tile, the green gems move off first, with the indigo gem moving only with the sixth connection.

If a player places a tile so that one gem would run into another, both gems are removed from the game!

When a gem is moved to a goal owned by only one player, that player keeps the gem. If two players own the goal, then both players collect a gem of that color, taking the extra gem needed from the reserve. Once all the gems have been claimed, the game ends, with players earning 3 points for an indigo gem, 2 for green and 1 for yellow. The player with the most points wins.

Dust

Dust is a strategy board game of conquest and control. Seize power sources and capitals, develop your infrastructure, and build and wield vast, high-tech armies in your bid for global domination.

Players will probably recognize the map as that of Earth, but what they will not see are any borders or nations. In the world of Dust, the unending war and the new technologies have altered the political face of Earth beyond all recognition.

At the beginning of each turn, players select a card from their hand. This card represents their strategy for the coming turn and to a large extent dictates the actions a player can take.

During their production phase, players spend production points to buy additional factories and units. Each individual unit type has its own unique statistics and effects, so players have to carefully consider the composition of their armies.

In combat, players alternate rolling dice and destroying units until one side has been eliminated (either due to casualties or retreats) or a cease-fire is declared.

At the end of each game round, players score victory points for power sources, capitals, and majorities they control. The player who controls the most land areas earns bonus victory points, as does the player who controls the most sea areas and the player who controls the most production centers. The first player to amass a set number of victory points while also controlling a capital is the winner.

Only once a player has amassed at least half the victory points required to win can he or she attack an enemy capital. Once the war has been so escalated, however, then all players are free to attack capitals.

Dust English Rules http://www.fantasyflightgames.com/ffg_content/Dust/Dust_Rulebook_Prem_En...
Backstage http://www.kaleidosgames.com

Atlantis

More than 2,000 years ago Plato told the myth of the splendid city of Atlantis, which was sunk in the sea.

In this family game the players, by skillful placing of cards and the building of bridges, try to leave the city of Atlantis in order to reach the solid ground with as much treasures as possible.

The city of Atlantis and the solid ground are interconnected by land tiles. The players receive cards with several drawings, land tiles with those drawings, all pawns of a color as well as a bridge. In your turn you can discard a card with any drawing and go with one of your pawns to the next tile with the same card drawing. At the end of your turn, you can take the tile left behind and put it in your hand as victory points. The player puts a water tile into the gap created and draws a card from the deck the pile. So every turn there are more water tiles and it's harder to overcome the gaps, players can go forward using their bridges or paying victory points with your collected tiles. When all players have saved his three pawns safe ground there are a recount. Who reaches safe ground with most victory points wins.

Expanded by:

Atlantis - Variante Schiffe
Atlantis - Ikarus Expansion

Letters from Whitechapel

Get ready to enter the poor and dreary Whitechapel district in London 1888 – the scene of the mysterious Jack the Ripper murders – with its crowded and smelly alleys, hawkers, shouting merchants, dirty children covered in rags who run through the crowd and beg for money, and prostitutes – called "the wretched" – on every street corner.

The board game Letters from Whitechapel, which plays in 90-150 minutes, takes the players right there. One player plays Jack the Ripper, and his goal is to take five victims before being caught. The other players are police detectives who must cooperate to catch Jack the Ripper before the end of the game. The game board represents the Whitechapel area at the time of Jack the Ripper and is marked with 199 numbered circles linked together by dotted lines. During play, Jack the Ripper, the Policemen, and the Wretched are moved along the dotted lines that represent Whitechapel's streets. Jack the Ripper moves stealthily between numbered circles, while policemen move on their patrols between crossings, and the Wretched wander alone between the numbered circles.