Country: China

Terracotta Army

Emperor Qin Shi Huang has passed away. To protect him in the afterlife, a great army in the form of statues of faithful warriors must be assembled to stand guard in the Emperor's tomb. You will be among those tasked with building this magnificent army.

In Terracotta Army, you represent talented craftsmen and artists laboring to build the wondrous assembly of statues. During the game, you collect resources, upgrade your workers, and seek favor with the Emperor's advisors. Your goal is to play a crucial role in the process of creating the terracotta army, and your success is measured in victory points (VPs). During the game, you and your fellow players build the army together, but after the fifth round of the game is over, only one of you — the one with the most points — will stand as the winner.

During the game, you place warrior miniatures within the mausoleum, forming groups. A group's miniatures may belong to multiple players as denoted by the player bases on those miniatures. Multiple separate groups consisting of the same type of miniature may exist within the mausoleum.

You will have many opportunities to score points based on domination and presence. To achieve domination, you must be the only player with the most of the specific resource or type of statue currently being scored. (If you are the only player, you have domination.) To have presence, you must have at least one of the specific resource or type of statue currently being scored.

At the end of the fifth round, the player with the most VPs wins.

Dragon Boats of the Four Seas

In Dragon Boats of the Four Seas, Zhong-Guo, the Middle Kingdom, is an island surrounded by the four Dragon Seas. After a long period of strife, Zhong-Guo has once again been unified and the noble houses rise from the ashes, hoping to cross the Dragon Seas and reach the wealthy vassal states of the former Empire. In Zhong-Guo, Dragons are believed to be good luck and sources of celestial power, so the people make offerings to Dragons at temples and cast coins with the images of Dragons on them to bring fortune at the marketplace. Farmers invoke Dragons over their fields for a bountiful harvest and boats are made in the likeness of Dragons for protection on the dangerous waters. As the leader of one of the noble houses of Zhong-Guo, you must build farms, trade, and make offerings for the safe passage of your ships to these forgotten lands. Recapture the glory of the old Empire and ride the Dragon Boats to victory!

Gùgōng

China, 1570. China is under the reign of the Longqing Emperor, of the Ming Dynasty. He inherited a country in disarray after years of mismanagement and corruption. He resided in the Forbidden city, which was the seat of many emperors under the Ming Dynasty. Constructed from 1406 to 1420, the complex consists of 980 buildings and covers 72 ha (over 180 acres). It is also under the Ming Dynasty that the Great Wall of China was rebuilt, fortified, and expanded. Around this period, China was under heavy attack from the Mongols, so maintaining the Great Wall was essential. Most of what we now have left of the Great Wall, we owe to the Ming dynasty.

The country was already famous for its very intricate bureaucracy, but this also led to a lot of corruption. Even though the penalties for corruption were very high, the highest Officials of the Forbidden City would pretend to uphold the ban on corruption, by accepting gifts of petitioners, and returning one of seemingly lower value.

Gùgōng uses this extraordinary custom as its basis. Players take on the role of powerful Chinese families trying to gain influence and power by exchanging gifts with Officials. The gift cards you offer as a player have to be of a higher value than the one you receive, forcing you to make strategic choices regarding which actions you want to take each turn. You will travel around China, sail down the Grand Canal, purchase precious jade, help construct the Great Wall, secure advantages through decrees, influence the game through intrigue, and ultimately, receive an audience with the emperor. If only 1 player succeeds in doing so, he wins. If several players succeed, the player with the most VPs among those players wins the game.

—description from the publisher

(Español)

China, 1570. El país está bajo el reinado del Emperador Longqing, de la Dinastía Ming. Su padre, el Emperador Jiajing, reinó durante muchos años. A pesar de ser un hombre diligente, era también conocido por su crueldad y por la preocupación de sus propios intereses frente a los del país. Aquellos que se oponían a él normalmente no sobrevivían mucho tiempo. Su largo reinado marcó el comienzo de un período de cierta estabilidad, pero sus excentricidades dejaron al país en un estado realmente pobre, dañado por la incesante corrupción.

Los jugadores asumen el papel de poderosas familias chinas que tratarán de ganar influencia y poder sobornando a los funcionarios responsables de ciertas tareas, intercambiando los regalos adecuados, en el transcurso de 4 días. Los jugadores obtendrán puntos de victoria de esta manera, y aquel con mayor número de puntos de victoria ganará el juego. Pero cuidado: sobre todo debes tratar de conseguir una audiencia con el propio Emperador. Si no lo consigues, todos tus esfuerzos habrán sido en vano.

—descripción de la Editorial

Tichu

Tichu took much of its rules and mechanics from Zheng Fen. It is a partnership climbing card game, and the object of play is to rid yourself of your hand, preferably while scoring points in the process.

The deck is a standard 52-card pack with four special cards added: dog, phoenix, dragon and Mah Jong (1). When it's your turn, you may either beat the current top card combination — single card, pair of cards, sequence of pairs, full house, etc. — or pass. If play passes all the way back to the player who laid the top cards, he wins the trick, clears the cards, and can lead the next one. The card led determines the only combination of cards that can be played on that trick, so if a single card is led, then only single cards are played; if a straight of seven cards is led, then only straights of seven cards can be played, etc.

The last player out in a round gives all the cards he won to the player who exited first, and the last player's unplayed cards are handed to the opposite team. Fives, tens and Kings are worth 5, 10 and 10 points, with each hand worth one hundred points without bonuses — but the bonuses are what drive the game. At the start of a round, each player can call "Tichu" prior to her playing any card. This indicates that she thinks that she can empty her hand first this round; if she does so, her team scores 100 points, and if not, it loses 100 points. Cards are dealt at the start of a round in a group of eight and a group of six; a player can call "Grand Tichu" after looking at only her first eight cards for a ±200 point bonus. If both players on a team exit a round prior to either player on the opposite team, then no points are scored for cards and the winning team earns 200 points (with Tichu/Grand Tichu bonuses and penalties being applied as normal).

The first team to 1,000 points wins.

Sun Tzu

In 506, Sun Tzu marched up the Hwai River where he was assaulted by Ch'u armies under the command of King Shao. Sun Tzu and his Wu soldiers were outnumbered and King Shao's armies held the high ground. Sun Tzu feigned retreat and tricked King Shao into spreading out his forces, ready to pursue. With the Ch'u scattered, Sun Tzu crushed their forces in piecemeal fashion at the battle of Bai Ju, routing the Ch'u back to their capital of Ying. King Shao fled Ying seeking refuge and asylum across the borders while Sun Tzu remained the master of strategy and tactics.

In Sun Tzu, a.k.a. Dynasties, players take on the role of Sun Tzu or King Shao, leading these two opposing armies in an attempt to unify China through the deployment of their armies and forces rather than by brute force. Each turn players play cards to specific provinces, then reveal them individually by province. Armies are added or removed from the province depending on who played the higher valued card or who played a special card. Some cards can only be used once, so playing the card at the correct time is critical to a winning strategy. The game has a feel of "tug-of-war" as the scoring marker starts in the middle of the scoring scale and the players attempt to move the marker to their side of the track. The game ends after nine rounds or if either player is able to move the scoring marker to the last space on his side of the scoring track.