Worker Placement

Harbour

Dockmaster Schlibble and Constable O'Brady cordially invite you to visit their bustling Harbour town! Attend to business at the Trader's Guild or the Masoner's Hall. Break for lunch at the Sushi Shop, or stop off for a drink at the Pub. Don't forget to check out the Wizard's Traveling Imaginarium before you go! But no matter where you go, keep on the lookout for a bargain... the denizens of this town are always wheeling and dealing! Collect and trade resources as you visit the various buildings of Harbour, and cash them in to buy your way into the town. Whoever has the most points worth of buildings when the game ends, wins!

Harbour is a worker placement game where players move their worker from building to building, collecting and trading Fish, Livestock, Wood, and Stone; and cashing those resources in to purchase buildings (which are the worker placement spots) from the central pool. Once a building is purchased, it is replaced from the deck, and the central pool is a small subset of the deck, and is therefore different every game.

The game ends when a player has purchased his fourth building. After that round finishes, the player with the most points worth of buildings is the winner!

At the heart of Harbour is a dynamic market mechanism. Each time a player purchases a building, the value of the resources they used drops, while the value of the other resources rise. You'll have to carefully time your purchases to take advantage of the ebb and flow of market prices, or be prepared to waste some resources!

Romolo o Remo?

Central Italy in the year 753 B.C.: Many new villages have been founded in the region of Latium. This land is prosperous and a strong city here can easily control the trades between the Etruscan cities of the North and the Greek colonies of the South. The region is also rich in salt ponds, and the salt in this period is worth more than gold. There doesn't exist a better place for a new city!

The two grandsons of the King of Albalonga – the twins Romolo and Remo, descendants of Enea of Troy – don't want to miss an opportunity to dominate the region and, acting against each other, try to establish two cities close to the Tiber river. Their enterprise is not easy as the King of Antemnae and the King of Crustumerium will also fight to dominate this area! Who will prevail?

In Romolo o Remo?, players act as Kings of the new cities in the Latium and have to compete with each other in order to gain control of the whole Region. Players must manage their kingdom and their growing settlement. Two aspects are crucial: the citizens, as players act with citizens to take many different actions, and the territory, as players can act only in the territories they are able to control – excluding when they go to war, of course! If the population grows, they can take more actions, but they must feed all of them as well. Money, resources, trades, city buildings, and specialized characters increase a player's possibilites, and soldiers, mercenaries, and war declarations can change the game's storyline at any moment. Who will able to build the strongest city? Who will be the founder of a new civilization – or perhaps even an Empire?

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.

Assyria

In Assyria, players represent tribes living in Mesopotamia, trying to develop on the desert and a limted fertile area located between two rivers that divide the board. In their quest for power (points), players build Ziggurats (permanent outposts), wells, make sacrifices to gods and try to get along with nobles of Assur - the capital of Assyria. The game is a light-weight eurogame, built around the short-term rapid point gains vs long-term investments dilemma. General flow of play is as follows:

Phase 1: Players get resources for expansion and decide on play order

In this phase, players pick cards with resources that enable expansion on the board. In general he/she who gets most food, plays last. First player expands with least food.

Phase 2: Players expand on the board to earn points or money.

Players begin to form strings and/or clusters of huts and pay for placing them with their food cards. Depending on where huts are placed, they either score points or earn camels (money).

Phase 3: Players spend money/camels on various investments.

A player either goes for one-time bonuses from the nobles of Assur, or makes long-term investments by offerings to gods and building Ziggurats.

The game lasts for three eras, made up of 2-3 of such cycles. After each era comes the flood: the board is partially cleaned up, but players also capitalize on their investments from phase 3. Each round, players also score points for huts (those built on fertile land between the two rivers bring more points) and ziggurat tiles.

In comparison to other games from Ystari's series - Assyria is lighter than Caylus, Olympos, Ys or Sylla (in terms of complexity, available choices - represented by numerous tiles, cards, icons, cards etc. that need to be remembered and can be combined during play), but heavier than Yspahan, Mykerinos or Metropolis.

Epic Resort

Players compete to build the best resort for attracting fantasy heroes and tourists looking for fun and relaxation. The more you attract, the more likely monsters will attack!

Overview

Hire and train your workers, build and upgrade your attractions, and convince your battle weary heroes to fight just one more time so without letting too many tourists get eaten! Gain Victory points by upgrading attractions and giving Heroes the rest they need. The highest scoring player when all monsters are defeated is the winner.

Setup

Each player begins with a humble resort consisting of a Beach, a Tiki Hut and a small number of Tourists, placed at each attraction. Each player starts with their own worker Deck consisting of 7 Apprentices, 3 Street Performers, and 3 Lazy Peons.

Gameplay

Each round consists of 4 phases:

Phase I - Get to Work

Each Player draws a hand of 5 Workers from their Worker Deck.
Players simultaneously send worker cards from their hand to do work at each of their Attractions. Any missing units of work (are required by the Attraction) cause Tourists to leave before gathering resources.
Players gain the primary resource of Gold by having more tourists at each attraction, and Flair by having less tourists.

Phase II - Action: Attract, Hire & Upgrade

In order, players take one action per turn or pass. Players will be interacting with common draft areas, as well as using abilities from their own workers and attractions. Possible actions include:

Attract Tourists from the Dock (Spending Flair) - Tourists are placed at attractions, potentially increasing the Gold gained on the subsequent turn.
Attract a Hero from the Dock (Spending Flair) - Heroes start with low health, which is gained at the end of each round. Fully Rested Heroes are scored for Victory Points.
Upgrade an Attraction (Spending Gold) - Providing higher tourist capacity, better Gold payout, better abilities and more Victory Points. Upgraded attractions typically require more workers to keep them fully staffed.
Train or Hire new Workers (Spending Gold) - Upgrade your workers to provide more work, or better abilities. Training locks a worker draft pile, preventing other players from upgrading to that particular worker during the round. Training workers is a 1-for-1 exchange, keeping players' Worker Deck lean by design.
Pass - The first Player to Pass becomes the Start Player for the next round

Any time during a player's turn, he may use abilities from fully-staffed attractions, or discard worker cards to use their unique abilities.

Phase III - A Ship Arrives

The dock is refilled with new Heroes and Tourists from a center pile. While refilling, it's possible to trigger a Monster Attack!

If an Attack! card is revealed, the top Monster from the Monster Pile will choose which player it's attacking; typically by Most Tourists or Most Heroes at their resort, ties broken clockwise from the start player.
If a Hero defends against a Monster Attack, he loses 1 health. Any undefended damage causes tourists to be eaten by the Monster.
Heroes may dodge into, or out of, a Monster Attack up to one time per round.
If an attraction has no Hero or Tourists, a Monster will Damage it, potentially destroying the attraction.
A player may chose (if they have one) to throw a Lazy Peon at the monster, ending the attack and permenantly removing the Worker Card from the game.
The Dock Continues to refill, potentially triggering more Monster Attacks, until it is full.

Phase IV - Clean Up

Used and unused Workers are placed in players' discard piles.
Any fully-rested Heroes are scored - Placed to the side, each worth Victory Points at the end of the game. This Hero also removes the top Monster from the remaining Monster Deck.
Remaining Heroes gain 1 Health each.
Any Locked Worker Draft Piles and Attraction Abilities are made available for the next round.
Any unused Flair is sent back to the supply. Gold carries over to the next round.

Gameplay continues with Phase I

Game End

If at the end of the round there are no Monsters remaining, the game is over and players total Victory Points from Attractions, Scored Heroes, and 1 point for each remaining Hero at their resort. The player with the highest Victory Point total has built the most Epic Resort and is victorious!