Area Control / Area Influence

Revolution!

Blackmail the printer. Threaten the innkeeper. Bribe the priest. Welcome to Revolution!

Secretly bid against your opponents to gain victory points, control territories (worth victory points at the end of the game) and collect more Gold, Blackmail, and Force tokens for the next round of bidding! Will you try to control the tavern or the fortress? The harbor or the plantation? Knowing where to push for points – and where to back away and let your opponents fight – is the key to victory. Whoever has the most victory points at the end of the game wins. It's a game of bluff, counter-bluff, and surprise!

Bidding tokens have different shapes and colors for easy identification. Colorful cardstock shields keep your bids private, and also provide a handy rules reference during the auction. Brightly-colored wooden blocks allow players to see, at a glance, who controls which colonial-themed territories.

Revolution! is for three or four players. The rules can be taught in minutes, and a complete game takes less than an hour. Each new game lets players find new strategies and tactics.

Get ready for Revolution!

Ideology: The War of Ideas

From Pyramid's Industry News, October 10, 2003:

Ideology is a 2-5 player game where each player symbolizes one of the 20th Century's most powerful Ideologies -- Capitalism, Islamic Fundamentalism, Imperialism, Communism, or Fascism. Starting with one global region completely under its sway, each Ideology attempts to influence and control the independent regions of the earth.

Each Ideology will use economic, cultural, and military influence to bring countries under control. If a player has influence in a country in which you have influence, you can both engage in economic, cultural, and military conflict (depending on your diplomatic stance toward each other) to knock out your opponent's influence. You can also purchase Advancements like Propaganda, Tactics, etc. to make it harder for an opponent to conflict you or to make it easier for you to influence a country.

The goal is to posses a Global Influence of 12 or more.

Components:
12" × 24" color world paper map (used as reference mostly.Deleted from the second edition)
5 Ideology cards
43 Region cards
225 Influence cards
85 Advancement cards
125+ counters

Ys

In remote times, King Gradlon had the magnificent city of Ys erected for his daughter Dahut. Gargantuan sea-walls protected the city from the violent waves. Dahut decided to make Ys the most powerful place in Brittany; thus, she dispatched dragons to seize merchant ships loaded with jewels which sailed on the open sea…

Each turn, ships filled with gems land in the city's ports. The players, embodying merchant-princes of Ys, set their team to work, two at a time, in the 4 neighborhoods of the city; deciding which area of each neighborhood to focus on. Controlling the port to claim special black jewels, the commercial area to gain a financial advantage or the palace to influence characters of influence. However it is the player who dominates the neighborhood as a whole who has the first choice of the precious stones carried in the hold of the ship docked there. Don't overlook the gem market as other players may send their brokers to influence the value of the different types of jewels, making your collection less valuable.

Each player has a team of 11 brokers of varying skill levels. These brokers are placed on the players turn, one face up and one face down. Bluff your opponents on where your intentions lie, misdirection is the key to victory.

At the end of the game, the winner is the player who has accumulated the most gold (represented by victory points).

Mecanisburg

Mecanisburgo is a Sci-Fi 2-6 player themed game that lasts 120-150 min. It's set in an alternate present in which all the predictions of classic sci-fi (Asimov, Conan Doyle, Clarke, etc) have turned true. Mecanisburgo is the megalopolis capital of the world, where the struggles of the biggest corporations take place. Players control these different corporations, each with different special abilities.

The game lasts 4 turns and whoever has more victory points is declared winner, unless a sudden victory has happened before. This can happen because of fulfilling alternate victory conditions that change from one game to another, or satisfying some character's victory conditions. A third path to victory is for the last corporation (in VP) to become a global threat that must be stopped by the rest of the players.