Strategy

Mint Works

Mint Works is a light and straight forward worker placement game. Its compact size makes it easy to put in your pocket and take it anywhere. Its simple rules make it easy to introduce new players to the genre of worker placement.

During the game each player will have a limited amount of Mint Tokens, which represent their workers.

Players will use these mint tokens to earn more tokens, take first player or buy and build plans.

Plans are how players earn points. Some plans will give only points, others will give extra powers to the owner.

Once any player has at least 7 points earned (or if there are not enough plans to refill the stock) the end of the game is triggered. The game will then be over at the end of the current round.

Whoever has the most points provided by plans they have built wins!

Amun-Re

Everyone knows of the pyramids on the Nile - eternal monuments of a powerful and beautiful culture, that can still take our breath away. The pharaohs choose their sites, build their pyramids, and thank Amun Re and the other Gods for their bounty.

Each player wants, as pharaoh, to build the most pyramids. To accomplish this, he must first acquire a province, where he can trade and farm. With his profits, he can buy new provinces and building stones to erect pyramids. For all his actions, the player must make clever use of his power cards, and always offer appropriate sacrifices to Amun Re. Players must always keep their eyes on the goal of the building of the eternal pyramids or risk falling behind in points.

Constantinopolis

In the 6th century A.D., ruled by Emperor Iustinianus (commonly called 'Justinian'), Constantinopolis was the largest emporium in the East Roman 'Byzantine' Empire. Built on the shore of the Marmara sea, at the entrance of the Bosporus (Hellispontus), its position let it take on the role of one of the most important harbors. Its quickly expanding trade and exports to close cities were great opportunities for the local businessmen to expand their riches.

Take on the role of an ambitious merchant during this golden era of trade. The task set before you is to become the most successful entrepreneur in the city of Constantinopolis. Compete against your rivals and earn the most renown by completing contracts and establishing viable trade; your fame will be measured by your ability to expand your trade district while managing your delivery contracts.

Constantinopolis is a board game of resource management, economy, and trade for 2-5 players. With a moderate game time of 1 to 2 hours and intuitive rules, Constantinopolis strikes the perfect balance of accessibility and depth.

Tiles in Latin, consistent with Giustiniano's time, are both a reference to the high period of Constantinopolis and a way to make the game entirely language independent.

Pandemic: Iberia

Description from the publisher:

Welcome to the Iberian Peninsula! Set in 1848, Pandemic Iberia asks you to take on the roles of nurse, railwayman, rural doctor, sailor, and more to find the cures to malaria, typhus, the yellow fever, and cholera.

From Barcelona to Lisboa, you will need to travel by carriage, by boat, or by train to help the Iberian populace. While doing so, distributing purified water and developing railways will help you slow the spread of diseases in this new version of Pandemic.

Discover a unique part of the world during a historically significant time period: the construction of the first railroad in the Iberian Peninsula during the Spring of Nations.

The game comes with two variants that can be added :

patient flow : the cubes, representing patients, will tend to flock to hospitals to try to get cured. Hospitals also are a bit more powerful.
historical illnesses : instead of being generic, each illness has a specific power to better represent what it is (Malaria, Cholera, Yellow Fever etc.)

Fallen City of Karez

The city of Karez was once the crowned jewel in the vast kingdom of King Tyrial, but as he lost grasp on his kingdom, the city fell to ruins at the hands of the dark forces surrounding it. Now the king has died, and his heir, King Tyrial II, has decided to dispatch his finest lords to raise the fallen city and stand ground against all its enemies, within and outside the city walls.

In Fallen City of Karez, each player will take the role of a lord of one of the guilds who seek to tighten their grasp on the rising city. The players will strive to maintain a balance between keeping the city safe for its citizens by sending exploration parties to defeat any threats, and at the same time attracting to the emerging city new adventurers wishing to fill their pockets with fortunes and their names with glory.

In the action phase at the start of each of the eight turns, players can assign two citizens or one adventurer to act on their behalf in the various buildings of Karez, send an exploration party to remove any threats that lurk near Karez, or buy new equipment to reinforce their parties of heroes. Some guild houses may choose to erect their own private Dungeons (!) in an attempt to inflict havoc and dismay on the other houses. After everyone performs their actions, the players must check how these actions affected migration to Karez; the results of this phase will reflect on the growth of Karez towards a city state, which is the common aspiration of all players.

Players start with different initial possessions and owned buildings. In addition to the common goal of raising the city, each house also has some unique goals (ambitions), which will eventually determine the sole winner. That said, the game is semi-cooperative in that while each guild has its own ambitions, all players must succeed in raising the city by the end of the game or else everyone loses.