Economic

For Glory

For Glory is a game of gladiatorial combat and deck building for 2 players. Players take on the role of gladiator school owners, or lanistas, in ancient Rome. The game utilizes a two-phase system for deck building and combat. During the Machinations Phase, players recruit gladiators, secure the support of influential patrons, increase their income, and train their gladiators in a multitude of tactics. When the crowd’s bloodlust becomes insatiable, the game shifts to the Arena Phase, during which players control their gladiators in various arenas to battle their opponents’ gladiators for glory. Each gladiator has a unique set of stats and a unique ability. Having the right synergies between gladiators often means the difference between death and glory. During arena battles, players also play tactic and reaction cards from their hand to support their gladiators, or turn the tides of battle. The first player to gain six glory by winning arena battles is the victor, and will be remembered for all time as the greatest lanista of Rome.

Honey Buzz

The bees have discovered economics. The queens believe that if they sell honey to the bears, badgers, and woodland creatures, they will find peace and prosperity. Spring has arrived and it's time to build the hive, find nectar, make honey, and, for the first time ever, set up shop.

Honey Buzz is a worker bee placement game where players expand a personal beehive by drafting various honeycomb tiles that grant actions that are triggered throughout the game. Each tile represents a different action. Whenever a tile is laid so that it completes a certain pattern, a ring of actions is triggered in whatever order the player chooses. A tile drafted on turn one could be triggered up to three times at any point during the game. It all depends on how the player places their beeples (bee+meeple) and builds their hive. After all, in the honey business, efficiency is queen.

As you continually expand your hive, you'll forage for nectar and pollen, make honey, sell different varieties at the bear market, host honey tastings, and attend to the queen and her court. There's only so much nectar to go around, and finding it won't be easy. Players will have to scout out the nectar field and pay attention to other players searches to try to deduce the location of the nectar they need for themselves.

Mint Delivery

Mint Delivery is a mint tin-sized, pick-up-and-deliver board game designed to be quick-to-play and easy-to-learn.

In the game, players take the role of a mint delivery truck driver, driving around the area taking orders for mints, then delivering them. Each player has two actions on their turn, such as moving, loading their truck, and upgrading the mints they are carrying.

Once enough orders have been fulfilled, the game ends. Whoever has fulfilled the highest value of orders will be deemed the employee of the month and win.

7 Wonders (Second Edition)

Make the right decisions to lead your civilization to prosperity!

Lead one of the seven greatest cities of Antiquity. Develop your civilization on a military, scientific, cultural, and economic level. Once built, will your Wonder bring you glory for millennia to come? No downtime, renewed fun in each game and perfect balance regardless of the number of players.

- description from the publisher

The Magnificent

The Magnificent is a tightly designed Eurogame from the creators of Santa Maria set in a mystical world beautifully illustrated by French artist Martin Mottet.

In the game, players are competing to attract the largest audiences to their shows, featuring magnificent performers. In the process, you must expand your camp by placing Tetris-style tiles on your player board, gather elements needed for the shows, and set up performances in your tents.

On your turn, you take one die from the supply. The value of the chosen die is your strength. Add to this the value of all dice of the same color that you have already collected, then use this strength to carry out one of three main actions: build, travel or perform. The more strength you have, the better the action will be, but at the end of the round, you must pay — in coins — the total of your highest-valued dice color. Thus, taking dice of the same color makes for better actions, but will cost more coins.

After each player has taken four turns, the round ends. Each player must discard one of their ringmaster cards and score points according to its requirements. After three rounds, the game ends, and the player who has collected the most points wins.

In more detail, players start the game with four ringmaster cards and a unique trainer tile. Each ringmaster card provides a special ability (which is triggered when you place a die on it) and a unique end-of-round scoring opportunity. When you choose a ringmaster card to discard and score at the end of the round, you must therefore also take into consideration which special abilities you want to keep.

In addition to your main action, you may use trainers on your personal unique trainer tiles or on common trainer spaces on the game board for various benefits.

At the end of each round, in order of the players' highest-ranked performances, players choose a new ringmaster card and a trainer tile, providing new abilities and scoring opportunities for the next round.