Political

Liberté

Liberté covers the French Revolution from 1789 and the meeting of the Estates General to the Directory and Bonaparte’s coup d’état in 1799.
The game is played in four turns. In each turn there will be a variable number of rounds, followed by an election to see which faction becomes the government. There are three factions, the Radicals (red), the Moderates (blue), and the Royalists (white). The most common action is for a player to place faction blocks on the board. He shows he controls these blocks by placing one of his tokens on top of the stack.

The cards are divided into two sets, set 'A' and 'B'. The 'A' deck is used first and tends to favor the moderates and Royalists. Once this deck has been exhausted the 'B' deck comes into play, which tends to favor the radicals.

The election is triggered when all of one type of faction block has been exhausted. The faction blocks will determine which faction forms the next government. Players are attempting to score victory points by having the most influence in the government and opposition. Points can also be picked up in later turns for being the general in charge at a victorious battle, and for winning elections in specific provinces.

Normally the player with the most victory points will win. However, there are two sudden death game end conditions that may alter the outcome. The first is a radical electoral landslide, triggered by the red faction gaining 17 or more votes. The second is successful Royalist counter-revolution, precipitated by Royalist control of seven counter-revolutionary provinces. In both cases, victory is determined by a different set of criteria, in which accrued victory points do not count. The player who is ahead on points must be aware that one mistake could lead to defeat at the hands of the Jacobins or Royalists!

It is likely that you will never have played a game quite like this one and you may find yourself wondering what strategies to employ. Do not despair! Once you have completed your first game you will realize that amongst the apparent chaos of the game of the game there are many opportunities for long-term planning.

Liberté is #6 in the Valley Games Classic Line

El Grande Decennial Edition

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 in the form of colored cubes) 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 pawn. 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 varying 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 stashed there into the region you had 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 (large cube) and in the region containing the king.

Contains these expansions:

El Grande: Grandissimo
El Grande: Grossinquisitor und Kolonien
El Grande: König & Intrigant
El Grande: König & Intrigant – Unverkäufliche Sonderkarten
El Grande: König & Intrigant – Player's Edition (partialy, 3 of 11 cards)

Allows to play expansions:

Grandissimo
Intrigue & the King
Grand Inquisitor & the Colonies
The King & the Colonies (mixed Intrigue & the King and Grand Inquisitor & the Colonies)

Junta

Players represent various office holders in the ruling Junta. Depending upon his office and the various cards he holds, each player has a certain number of votes. These are important as they must first elect El Presidente and then vote on the budget that he proposes. Here's where it can get sticky. El Presidente draws cards face down from the money deck (which varies in denomination from $1 to $3) and must propose a budget for the year, distributing the money as he sees fit amongst the various offices. Of course, loyalty to him is usually rewarded, while those pesky "thorns in his side" are usually cut off completely. The beauty of all this, though, is that El Presidente can — and most always does — keep some of the loot for himself. And since no one but he knows the value of what he drew, no one knows how much he's keeping. Suspicion is always keen.

Players may attempt to assassinate the other players by guessing where they will be from among five locations. Players who successfully assassinate another player take that player's money, as the only safe money is the money that has been deposited in a Swiss bank account, and the only way to get to the bank is to survive the assassination round.

If the players are unhappy, and there is an excuse, they can call for a coup, where the opposition players seek to take control of a majority of the power centers. Rebel players control the forces of the role which they were assigned (e.g. army, navy, air force), and players loyal to El Presidente do the same, seeking to control the strongholds until the rebellion is quelled.

The goal is to amass the greatest wealth secreted away in your Swiss bank account.

Dominare

The City-State of Tempest is a lively metropolis – some say the largest in the world – yet behind the city's cultured exterior, age-old cabals vie for power, fighting one another for dominance in a society ripe with political and economic turmoil. Led by shadowy figures who command a small cadre of loyal followers, these secret societies work in concert to seize the wealth and power of the fabled City-State of Tempest.

In Dominare, you are the puppet master of a conspiracy seeking to control Tempest. Agents are the key to Dominare. Use your agents to spread your influence through the city, building a network of hidden power to control the most valuable districts and blocks.

In the game, players first draft agents they want. Then, each turn, the players reveal one additional layer of their conspiracy. Each agent is a unique person in the City-State of Tempest, with unique abilities. The higher an agent in in your conspiracy, the more powerful that agent is.

Players spread their influence in key city blocks and districts, use agent and district abilities to further their plans, and manipulate the board to their benefit. Use your agents well, and influence and power will be yours. Use them poorly, and... well, you wouldn't be the first would-be ruler to vanish into the inky waters of the city canals....

Number 3 in the Tempest Shared World Game Series

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!