Medieval

Quacks & Co.: Quedlinburg Dash

It's race day in Quedlinburg, and with the right combination of food and luck, you will ride your mount to victory and claim the golden cauldron.

Mit Quacks & Co. nach Quedlinburg features similar gameplay to The Quacks of Quedlinburg, with each player building their own bag of tokens over the course of play, then drawing those tokens to try to further themselves to victory.

Each player starts the game with their mount at the start of the racetrack and a bag that contains four dream tokens, a yellow 1 token, two red 1 tokens, and a red 2 token. On a turn, you draw a token from your bag, then place it on your animal board. If you draw a colored token, place the token on your animal board, advance your animal on the track as many spaces as the number on the token, then carry out the effect of that color: red tokens earn you 1-3 rubies, yellow tokens let you roll a die for a random bonus, green tokens let you take another turn or return a drawn token to your bag, and blue chips let you move extra or upgrade a token.

If you draw a dream token, place it on one of the clouds on your animal board. After you draw and place a third dream token, use all the rubies on your board to buy new tokens — no two being the same color, mind you — then place these new tokens and all previously drawn tokens in your bag. Keep taking turns until someone reaches the end of the track and wins!

Mit Quacks & Co. nach Quedlinburg includes a double-sided game board for a shorter or longer race; orange and purple tokens that provide new powers, such as advancing as many spaces as the number of rubies you have; and double-sided action boards for each type of colored token, allowing you to play with different sets of actions from game to game.

It's a Wonderful Kingdom

It's a Wonderful Kingdom is a standalone solo or 2-player game in a Low-Fantasy universe. Inspired by the core mechanics of its predecessor "It's a Wonderful World", this new game offers more interaction, a bluff mechanism and new challenges.

The game is played using modules, each different and offering mechanical twists. Each game, players will choose one of the different modules to compete against each other. The game is divided into 4 rounds. Each round having 3 phases.

Split & Trap
Players take turns offering their cards to one another in two areas in the center of the table.

One player picks 2 cards from their hand and either places them in the same area or splits them between the two areas. The other player chooses an area and claims the card(s) in it. The players take turns repeating this step until both players have offered all of their cards. Each player has 2 Trap tokens which can be used to place cards face down, otherwise all cards are played face up.

Planification
Each player chooses which of the cards they have collected to build and which ones to recycle for immediate resources.

Sequential Production
Each player produces their Kingdom's resources sequentially. Since resources are produced in a specific order, it is important to plan ahead to optimize your production and development.

At the end of the fourth round, the player with the most victory points wins the game.

—description from the publisher

Sheriff of Nottingham: 2nd Edition

Will the Merchants get their goods past the Sheriff?

The bustling market in Nottingham is filled with goods from all over the kingdom. Most of it is entirely legal, however, Prince John is looking to make sure no contraband gets sold. He’s tasked the Sheriff to inspect Merchant’s wares, looking for any illicit goods. The Sheriff’s shrewd, but not above taking a bribe to look the other way. Which Merchant will end up getting the best goods through and make the largest profits in the market stalls?

In Sheriff of Nottingham 2nd Edition, players take turns playing the Sheriff, looking for contraband goods, and the Merchants trying to stock their Stall with the best goods. The Sheriff can inspect any bag they want, but they must be careful, as they’ll have to pay a penalty if they find the Merchants were telling the truth. This new edition includes updated rules, as well as expansions such as the 6th Merchant, Black Market, and Sheriff’s Deputies.

The game box contains 110 Gold Coins, 216 Goods cards, 6 Deputy cards, 6 Black Market cards, 2 Deputy standees, 6 Merchant stands, 6 Merchant bags, a Sheriff standee, a Booty tile, and a rulebook

Messina 1347

Messina 1347 takes place during the introduction of the plague epidemic (a.k.a. the "black death") and the spreading of its infection through town. During this time period, merchant ships delivering luxury goods to Europe brought to these countries an unprecedented epidemic — and one of the first affected cities was Messina, Italy.

In the game, players take the role of important Messina families who are leaving town and moving to the countryside out of fear of being infected by the plague. While doing this, they are focusing on saving other inhabitants and helping to fight the plague infection in town. They must also endeavor to prosper in their countryside residence, where they are temporarily accommodating rescued residents. They are all waiting there for the epidemic to subside, then they return to Messina to take over and dominate particular districts in the town.

A War of Whispers

A War of Whispers is a competitive board game for 2 to 4 players. Five mighty empires are at war for the world, but you are no mighty ruler. Instead, you play a secret society that is betting on the results of this war while pulling strings to rig the results and ensure their bets pay off. A War of Whispers is a game of deep strategy, hidden agendas, and shifting loyalties.

You start the game with five loyalty tokens, each corresponding to one of the five different empires, bet randomly on a loyalty value. Your primary goal is to ensure that when the game ends, the empires you are most loyal to control the most cities across the globe. Gameplay consists of turns broken down into four phases:

Deploy agents phase: In player order (starting with the first player and proceeding clockwise), each player removes, then deploys agents to empire councils, the positions on the board marked Sheriff, Steward, Marshall, and Chancellor.
Empire turns phase: Each council position on each empire council will take an action. If a player has acquired cards, they may play them during this phase.
Cleanup phase: Add the turn marker to the next space on the turn tracker, then each player discards down to the hand limit of five cards.
Swap phase: In player order, each player may swap two of their unrevealed loyalty tokens. If you choose to do so, you must reveal both of the swapped loyalty tokens. They remain revealed for the rest of the game.

Gameplay repeats itself in this order four times. When the last space on the turn track is filled, the game ends immediately and scoring commences. The player with the most points based off their empire loyalties and the cities they control wins.