Area Movement

End of the Triumvirate

Players take on the role of one of three leaders in ancient Rome: Caesar, Pompeius, or Crassus. Each is seeking to dominate the others by various means. You could try a military victory by creating a massive land block... or perhaps a political victory by being elected as Consul twice... or perhaps you can win by sheer skill by raising your talents... Either way, a maximum of three players can participate in this sophomore release by Lookout games.

The turn play consist of 3 phases:
1: Supply phase - Each province supply gold or legion (based on the type of province)
2: Move Phase - The player move his Character to collect gold and move his Legions through out his province or invade province of his opponents
3: Action phase - can be used to do number of actions such as Persuade citizens, produce weapons or increase military or political competence.
The player turn end by moving the calendar stone one step down the track.

The game can be won by three different ways and ends immediately if one of the conditions is achieved:
Political victory: The player collects 6 citizens in his forum
Military Victory: The player conquers his 9th Province
Competence Victory: A player reaches VII on both Competence

Risk: Star Wars – The Clone Wars Edition

A year has passed since the start of the Clone Wars on Geonosis. The Galactic Republic has since become engulfed with all-out warfare against the Confederacy of Independent Systems. The effects of this galaxy-wide struggle have been felt in every facet of the Republic. Take command of the Republic "Clone Trooper" Army or lead the Separatists in their universal conquest to topple the Old Republic as a players wage war on numerous planetary battlegrounds in the galaxy's most unforgettable conflict in the exciting Risk variant.

Gunship: First Strike!

Game description from the publisher:

Gunship: First Strike! is Escape Pod Games' core release in a planned series of tactical space combat games. Players fight to win battles in a futuristic civil war with a variety of ship types. From the agile and speedy Fighters, to lethal Gunships and intimidating Capital Ships, every battle is a well-balanced slugfest that comes right down to the wire. Our new Trinity Mechanic uses boards, cards and dice together in an extremely innovative and easy-to-learn system that lets new players jump right in.

What makes the Gunship series unique are the numerous combinations of ships that the players "build" at the start of each battle. By choosing from an ever-growing selection (through expansions) of available Weapons and Upgrades, players are able to create a custom Gunship that is suited to their particular style of play or battle situation. Some guys are "defensive" minded; they'll choose Heavy Armor, +1 Shield Generators and 4 Blaster Cannons to fend off the enemy Gunship. But another player might prefer to build a "Carrier Killer" complete with wings full of Bombs and an Autoblaster Cannon to shred his way through the enemy Fighter Squadron. While most of the Upgrade cards are geared toward the Gunships (the true star of the show) you can also do some great things to your Fighters and Capital Ships. New kinds of ships will come with every expansion to further add to the possibilities. No two battles are ever the same!

In Gunship: First Strike!, the civil war has just started. Your orders are simple: Command a task force of one Assault Carrier and its Gunship and Fighters on a mission to destroy the enemy's Carrier. Guess what? He has the very same orders! Dogfights will ensue, Torpedoes will strike home and Thruster Bombs are going to pound the Capital Ships mercilessly. If your Gunship takes too much damage for comfort, or if the battle situation changes and you want a different weapon load, land inside your Carrier for a quick "pit stop". Make sure that you defend it with all your might because once your Carrier is gone, the only option left to you is to flee the battlespace and hope to take revenge another day.

As the Gunship universe grows, players will be able to fight bigger and bigger battles. Soon the objectives will include breaking through the enemy picket line to drop troops on the planet below. The Gunships will be called upon to not only assault other ships, but also to go dirtside and give air support to the land battle raging below A free Campaign System is planned where players can keep track of a fleet of ships and territories. Lose your Carrier in today's battle and you might lose a critical Outpost next week. Don't let the enemy find the Shipyard where your damaged Destroyers limped home last time – if he does, they're toast!

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

Mystery of the Templars

For 200 years, the Knights Templar were a powerful political and economic force, helping to shape Europe during the Middle Ages. Founded to protect pilgrims on their journeys to the Holy Land, the "poor comrades-in-arms of Christ and the Temple of Solomon" would eventually grow a network of strongholds ("Commanderies") throughout the Christian world, where novice knights were trained, and trade goods could be managed and exchanged. By 1307, the “poor comrades-in-arms” were one of the richest organizations in Europe: one that would attract the covetous eyes of the French king.

In The Mystery of the Templars, players become the masters of this secretive organization. They must assign their knights to the critical task of escorting pilgrims, but also to seek out and discover long-lost artifacts of Christian lore. Using their holdings in the Holy Land, they procure valuable trade goods, which must then be transported to the hungry markets of Europe, using the profits to expand the Order’s holdings. But along the way brigands and pirates threaten the flow of goods and wealth, and must be challenged by valorous knights to safeguard the precious caravans and trade ships. To be successful, the players must balance the needs of trade, development, and battle.

In time, the powerful enemies of the Templars will strike, beginning the Persecution which will eventually cause the destruction of the Order. In those last desperate days, the players must flee from their Commanderies with all the wealth and relics they can carry, seeking refuge in the farthest corners of the world. The player who can best manage the resources of the Order during the days of wealth, and who can rescue the most important relics from the Persecution, will be the victor in The Mystery of the Templars.