Tile Placement

Fantasy Frontier

Fantasy Frontier is a fantasy board game of airships and exploration for 2 to 4 players with a playing time of 45 to 90 minutes. Each player controls a unique airship with a crew of pioneers. Players manage the actions of these pioneers each turn in an effort to scout the land, gather resources, construct townships, and even battle it out in aerial combat. Creating geographic patterns via tile placement, the players will develop a new world each time they play. Players compete to be the first to score the required number of victory points to win the game. Points are scored by building townships, completing geographic patterns, and fighting their rivals in airship battles!

Every turn, players must carefully manage the actions of five workers, which can be assigned the following tasks:

Piloting the Airship - Moving their airship token around the board.
Research & Development - Drawing map cards with geographic patterns and discovering development cards to improve their airships.
Scouting the Land - Drawing terrain tiles to place on the map to expand the community game board.
Gathering Resources - Landing the airship and exiting the workers to collect food, wood, stone and gold, with these resources being used to improve the performance of workers and to build townships.
Construct a Township - Landing the airship and disembarking the workers to build a township, which provides a reoccurring resource stream and is worth victory points.
Aerial Combat - Engaging in airship battles with other players to slow their progress and potentially score victory points.
Repair Ship Damage - Repairing the damage taken in battle.

Fantasy Frontier is a unique gaming experience, blending a peaceful Euro play-style with the optional take-that element of combat, creating a game unlike any other.

Subdivision

Subdivision mimics the city-building feel of Bézier Games' Suburbia, but differs in scope as now each player has been allocated a specific area in which to create the best possible subdivision, filling it with residential, commercial, industrial, civic, and luxury zones, while balancing various improvements to the area, including roads, schools, parks, sidewalks, and lakes. By the end of the game, each player will have created a unique, custom neighborhood with areas that interact with each other, hoping to outscore the competition by having the best subdivision.

In the game, each player starts with a subdivision player board and a hand of hex-shaped zone tiles. A parcel die is rolled to indicate the type of parcel where a zone tile may be placed, and all players simultaneously place one of their tiles. If a zone tile is placed next to existing zone tiles, those existing tiles have the ability to create new improvements, which may also be placed at this time. Those improvements provide money and points, while slowly covering up as many parcels as possible. Players pass the remaining zone tiles in hand to their left, then someone rolls the parcel die once again. This continues until only one zone tile remains in hand, which is discarded.

Players then play another round, but at the start of the second, third, and fourth rounds, players first check to see whether they've achieved bonuses, which give them extra cash or allow for extra activations of certain zone tiles.

After four rounds, the game ends, and scores are tallied, with players gaining points for parks being adjacent to other tiles, sidewalks passing through as many different zones and improvements as possible, schools ranking the best in the city, and zones connecting to the highway that runs around (or through) your subdivision.

Quilt Show

Award-winning quilt makers devote considerable effort to collecting fabrics for their stashes. They shop for specific colors, often ranging into neighboring hues to achieve a nuanced, scrappy look. Quilters love a sale, where they may buy fabric just to have it on hand. If they can't find the colors they want, they sometimes hand dye their own fabric. They use their time and skills converting fabric into blocks, which they combine to make quilts. Often, quilters work on more than one quilt at a time to keep things interesting. They may embellish their quilts with intricate quilting stitches. The best quilters make good color choices, combine blocks skillfully, use their time well, and win generous purchase awards when they enter their quilts in shows.

In Quilt Show, "quilters" collect fabric cards, which can be exchanged for block tiles. The quilters race the clock as they amass block tiles that they can combine into one or more quilts at a time. They can mix block tiles of a single color or a single pattern to make a quilt. Three times during the game, when the clock reveals it is time for a quilt show, quilts are entered and prize money is awarded. At game's end, the quilter with the most prize money wins!

For The Win

Overview

For The Win is an abstract strategy game in which each player gets ten tiles, two of each character representing Monkeys, Zombies, Pirates, Aliens, and Ninjas. The objective is to connect five (or more) of one's tiles, including at least one of each type, together (sides and corners count). Additionally, all five (or more) tiles must be face-up, or unactivated. The game ends immediately when a player achieves this goal. Each character type has a specific ability to help you toward the objective.

Gameplay

Players take turns using either 1 or 2 actions within 5 action rounds. Once one player's actions are consumed for a round, the other player(s) get to use any of their remaining 5 actions at once. Judicious action management is key; if one budgets one's actions wisely, one can play several actions in a row for game-winning combinations. The available actions are as follows:

Add a tile to the Grid
Move one of one's tiles
Refresh or flip a tile face up
Shove a tile or column/row of tiles
Activate an ability (the chosen tile turns face down; see below)

Characters & abilities

Alien — The Alien uses her tractor beam to pull any tile in the Grid to a space that is adjacent to her.
Monkey — The mischievous Monkey uses a banana peel to flip over all of the tiles it is touching.
Ninja — The sneaky Ninja can move from his current spot to any other unoccupied space in the Grid.
Pirate — The Pirate uses his trusty cannon to blast an adjacent tile to any unoccupied space in the Grid.
Zombie — The Zombie can infect any adjacent tile. The infected tile is removed from the Grid and replaced with a Zombie tile that has not yet been added to the Grid. If all of the Zombie tiles have already been added to the Grid, the Zombie may choose one adjacent tile and deactivate it (that is, flip it face down).

Eclipse: Rise of the Ancients

While the galactic conflict escalates and several new factions are trying to get a foothold on the galaxy, the adversaries suddenly need to find allies among themselves to face the rising threat. The systems previously thought to be empty are suddenly swarming with Ancients – whole worlds of them, with ship capabilities way beyond anything seen before.

They are not willing to negotiate.

Eclipse: Rise of the Ancients, the first full-size expansion for Eclipse, introduces several new additions to the base game, such as Rare Technologies, Developments, Alliances, Ancient Homeworlds and Warp Portals. There are also three new player boards with four new different alien species to choose from. New components allow up to nine players in one session.

Due to the modular design, you can use all of these additions or just some of them in any game of Eclipse, according to your preferences and play style.

The Ancients are rising. Will your civilization rise to the occasion and emerge victorious?