Open Drafting

AQUA: Biodiversity in the Oceans

In AQUA, your starting point is a hot spot that gradually becomes surrounded by expanding coral formations. These corals serve as habitats for small marine animals. By fostering biodiverse habitats, you can then create ideal conditions for attracting the largest marine animals.

AQUA plays over 17 rounds. On your turn, you must take a new coral tile from the market and add it to your reef, then you may also attract animals to your ecosystem if you create the correct patterns of coral.

At the end of the game, the player who grew the best coral formations and attracted the most large and small sea animals will score the most points and win.

AQUA invites you to dive into the beauty and wonder of the ocean, delivering an incredible variety of gameplay experiences for the whole family.

-description from publisher

Wyrmspan

You are an amateur dracologist in the world of Wyrmspan, a place where dragons of all shapes, sizes, and colors roam the skies. Excavate a hidden labyrinth you recently unearthed on your land and entice these beautiful creatures to roost in the sanctuary of your caves.

During a game of Wyrmspan, you will build a sanctuary for dragons of all shapes and sizes. Your sanctuary begins with 3 excavated spaces—the leftmost space in your Crimson Cavern, your Golden Grotto, and your Amethyst Abyss. Over the course of the game, you will excavate additional spaces in your sanctuary and entice dragons to live there, chaining together powerful abilities and earning the favor of the Dragon Guild.

Wyrmspan is inspired by the mechanisms of Wingspan, though its unique elements make Wyrmspan a standalone game (not compatible with Wingspan).

—description from the publisher

Knarr

In Knarr, you are the leader of a band of Vikings that you send to new destinations. Manage the recruitment of your crew, and choose the best territories to explore. Depending on the destinations reached (for trading or influence) and the Vikings who accompany you, you can increase your reputation to gain even more wealth. Each turn, you:

Place a new member in your Viking crew, activate the effects of all of them with the same icon, and get another one from those available under the matching color on the central board, or

Explore new destinations, with the opportunity to trade with those places and get more gains or reputation.

Shipyard (2nd Edition)

We’re in 19th century, sea transport is more and more important. Both corporations and naval forces require newer and newer ships. Try to put yourself in the role of their manufacturers. Hire employees, buy accessories, get favour of evaluating committees. Don’t forget to rent a canal and you can heave anchor.

Players take turns, beginning with a randomly selected player and continuing around the table clockwise. On their turn, they will choose one of the available actions from the Action Track. The action will get the player something they need to help build their ships. On the player's next turn, they will move that Action Card ahead of all the others and choose a different action.

If a player completes a ship on their turn (ships consists of little cards depicting bows, sterns, and (preferably several) middle pieces with several options to add equipment or crew), it is taken out for a shakedown cruise in a canal, during which they may score points for speed, crew, equipment, or safety.

As players take their turns, the line of Action Cards will advance around the Action Track. When the lead Action Card reaches the Starting Space again, the countdown marker moves down one space, and play continues.

The game ends when the countdown marker reaches the finish space. (It can also end early if the players run out of Ship Cards.) Bonus points are scored for Government Contracts, and the player with the most points wins.

The game lasts about 30 minutes per player.

—description from the publisher

El Grande

In this award-winning game, players take on the roles of Grandes in medieval Spain. The king's power is flagging, and these powerful lords are vying for control of the various regions. To that end, you draft caballeros (knights) into your court and subsequently move them onto the board to help seize control of regions. After every third round, the regions are scored, and after the ninth round, the player with the most points is the winner.

In each of the nine rounds, you select one of your 13 power cards to determine turn order as well as the number of caballeros you get to move from the provinces (general supply) into your court (personal supply).

A turn then consists of selecting one of five action cards which allow variations to the rules and additional scoring opportunities in addition to determining how many caballeros to move from your court to one or more of the regions on the board (or into the castillo - a secretive tower). Normally, you may only place your caballeros into regions adjacent to the one containing the king. The one hard and fast rule in El Grande is that nothing may move into or out of the king's region. One of the five action cards that is always available each round allows you to move the king to a new region. The other four action cards vary from round to round.

The goal is to have a caballero majority in as many regions (and the castillo) as possible during a scoring round. Following the scoring of the castillo, you place any cubes you had there into the region you secretly indicated on your region dial. Each region is then scored individually according to a table printed in that region. Two-point bonuses are awarded for having sole majority in the region containing your Grande and in the region containing the king.