variable player powers

Euphoria: Build a Better Dystopia

UPDATE July 1, 2014: 16 of the original recruit cards have been updated and revised for the second edition of Euphoria, due out in Europe in October/November. Those recruit cards are included for free in every copy of our Treasure Chest and will be available for purchase through the BGG store in December. A PnP of those updated recruit cards will be available here: http://stonemaiergames.com/print-play-euphoria/

You find yourself in a dystopian cityscape with a few workers at your disposal to make your mark on the world. Like most people in dystopian fiction, your workers are oblivious to their situation. This world is all they've ever known, and you may use them at your whim.

The world as we know it has ended, and in its place the city of Euphoria has risen. Believing that a new world order is needed to prevent another apocalypse, the Euphorian elite erect high walls around their golden city and promote intellectual equality above all else. Gone are personal freedoms; gone is knowledge of the past. All that matters is the future.

The Euphorians aren’t alone. Outside the city are those who experienced the apocalypse firsthand—they have the memories and scars to prove it. These Wastelanders have cobbled together a society of historians and farmers among the forgotten scrap yards of the past.

There is more to the world than the surface of the earth. Deep underground lies the hidden city of Subterra, occupied by miners, mechanics, and revolutionaries. By keeping their workers in the dark, they’ve patched together a network of pipes and sewers, of steam and gears, of hidden passages and secret stairways.

In Euphoria: Build a Better Dystopia, you lead a team of workers (dice) and recruits (cards) to claim ownership of the dystopian world. You will generate commodities, dig tunnels to infiltrate opposing areas, construct markets, collect artifacts, strengthen allegiances, and fulfill secret agendas.

Euphoria is a worker-placement game in which dice are your workers. The number on each die represents a worker's knowledge—that is, his level of awareness that he's in a dystopia. Worker knowledge enables various bonuses and impacts player interaction. If the collective knowledge of all of your available workers gets too high, one of them might desert you. You also have two elite recruit cards at your disposal; one has pledged allegiance to you, but the other needs some convincing. You can reveal and use the reticent recruit by reaching certain milestones in the game... or by letting other players unwittingly reach those milestones for you.

Your path to victory is paved with the sweat of your workers, the strength of your allegiances, and the tunnels you dig to infiltrate other areas of the world, but the destination is a land grab in the form of area control. You accomplish this by constructing markets that impose harsh restrictions of personal freedoms upon other players, changing the face of the game and opening new paths to victory. You can also focus on gathering artifacts from the old world, objects of leisure that are extremely rare in this utilitarian society. The dystopian elite covet these artifacts—especially matching pairs—and are willing to give you tracts of land in exchange for them.

Four distinct societies, each of them waiting for you to rewrite history. What are you willing to sacrifice to build a better dystopia?

This game is protected due to fragile packaging and requires having a Membership to play. See Game Associate for details.

Tash-Kalar: Arena of Legends

Tash-Kalar: Arena of Legends is a game played by masters of magic. Two to four summoners encounter each other in the Tash-Kalar arena, either in teams or each on his own, and prove their skill and strategy in a short but intense battle. By clever deployment of their minions, they create magic patterns for summoning powerful beings, and then use those to destroy their opponent’s forces or to prepare patterns for the ultimate legendary beings.

The game includes three different factions, each with a unique deck of beings to summon and one deck of legendary creatures. Players take turns placing their common pieces on the board, and if they succeed in creating patterns depicted on one of the cards in hand, they may play it. When played, the card summons a particular being and allows the player to perform an effect described on the card: a giant destroys neighboring pieces, a knight moves through enemy pieces, a warlord orders previously placed pieces to move and fight, an enchantress converts enemy pieces to player's own color, etc. After that, the player discards the card and the summoned being turns into a motionless piece which may be used in patterns for summoning other beings – or even be awakened and moved into combat by the effects of other cards.

Tash-Kalar: Arena of Legends offers two game modes. In the standard mode you score points for fulfilling various quests set by the Arena Masters: controlling certain points or areas of the arena, destroying a number of enemy pieces in a single turn, performing a certain combination of summonings, etc.

In melee mode, your only goal is to entertain the crowd. You do that by destroying your opponents and making them beg (i.e., making them use the catch-up mechanisms) and by summoning legendary beings. After all, people want to see a dragon! Both modes can be played as a two-player duel or as a team game with teammates sharing pieces and legendary cards, but with each controlling his own faction. (The game includes a duplicate of one faction in a different color.) The melee mode can also be played as a fierce free-for-all battle, but don't expect alliances; to achieve a good score, you need to destroy all opponents evenly as you track points scored on each opponent separately, and your lowest score is your final score.

The rules of Tash-Kalar: Arena of Legends are simple and easy to understand, but as you start to discover the tactics and are able to anticipate the opponent's moves and patterns, it turns into a real clash of wits.

Eminent Domain: Escalation

Welcome back, Emperor. The time for unchecked expansion is over. Warmongers raise their flags over weaker empires, while civilized planets take shelter behind peace treaties. Brace yourself for rising tensions in this next chapter of Eminent Domain: Escalation!

This expansion for Eminent Domain, which cannot be played without the base game, puts the following new tools at the Emperor's disposal:

New meaning to the larger-sized ships in Eminent Domain.
Additional Role cards to support a fifth player.
Additional technologies, each with an alternate cost in addition to their normal Research cost.
A new category of technology ("Diverse"), requiring one planet of each type to research.
Optional scenarios for asymmetric starting positions and technologies for each player.

Shadow Hunters

Shadow Hunters is a survival board game set in a devil-filled forest in which three groups of characters – the Shadows, creatures of the night; the Hunters, humans who try to destroy supernatural creatures; and the Neutrals, civilians caught in the middle of this ancient battle – struggle against each other to survive.

You belong to one of these groups and must conceal your identity from others since you don't know who you can trust – at least not initially. Over time, though, someone might decipher who you are through your actions or through Hermit cards, or you might even reveal yourself to use your special ability.

The key to victory is to identify your allies and enemies early because once your identity is revealed, your enemies will attack with impunity using their special abilities like Demolish, Teleport, and Suck Blood or equipment cards such as the Rusty Broad Ax or Fortune Brooch. This ancient battle comes to a head and only one group will stand victorious – or a civilian, in the right circumstances, might claim victory.

The 2011 edition of Shadow Hunters from Z-Man Games includes the Shadow Hunters Expansion Kit, a set of ten new characters previously sold separately.

HeroCard Rise of the Shogun

From the website:

It is the late 12th century. The sun has set on the classical period of Japan. The emperor’s power has waned and a new power is growing on the horizon. Now, through alliances, court manipulation, and hand to hand combat, competing factions will battle in an epic struggle for control of feudal Japan.

Rise of the Shogun is a two player HeroCard game that can be expanded to a three or four player game with additional decks.

Expanded by:

HeroCard Rise of the Shogun Miko Expansion Deck
HeroCard Rise of the Shogun Prince Expansion Deck