Prehistoric

Settlers of the Stone Age

Based on the award-winning The Settlers of Catan, but presenting players with all-new challenges unique to the dangers and opportunities of the Stone Age.

From the Box:
Man's Epic Struggle. The cradle of modern humans, called Homo sapiens by scientists, was located in Africa more than 100,000 years ago. The first branches of this family began a journey that spanned thousands of years. Eventually leading them to Australia and America. The enormous difficulties of this journey were overcome because of Homo sapiens' unique ability to adapt to its environment. Their highly developed brains and their mastery of crafts enabled them to flourish in even the harshest conditions.

In this exciting game, you will guide the journey of one of these branches. You must strive to spread your people over the whole world. In order to expand your branch of humanity, you must develop certain talents: advances in the preparation of food will allow your people to spread faster and wider, while new hunting techniques can protect them from dangers. And your people will need warm clothes to cross the ice deserts of the north and boats to settle Australia.

Of course, all of this is possible only if you have enough raw materials: meat, hides, bones and flint.

There are many paths that you may follow to victory. But it is certain that the player that settles in the most productive lands, trades for missing raw materials with the other players most skillfully, and is able to best penetrate the lands of Australia and America, will end the game with their nose in front!

Belongs to the Catan Series and is retroactively a member of Catan Histories.

Ugg-Tect

In Ugg-Tect, first released as Aargh!Tect, players work in teams to construct fabulous – well, let's say "functional" – structures out of materials lying around them. All the players are cavemen, however, so you have only rough blocks with which to build and you can communicate only through primitive gestures and sounds. Ugungu!

When you're the architect on your team, you see a building plan that shows how the blocks should be placed in the finished design. To get the builders on your team to do the heavy work, you must tell them which piece to use – through gestures like stomping your feet or raising your arms above your head – and what to do with it. "Manungu" tells them to put the piece at the front of the structure, while "Manungu manungu" means to put it at the back. Moving pieces left or right, up or down, laying them down or rotating them – lots of details need to be conveyed with only a few commands and your trusty (inflatable) spiked club. When you give a command and your team performs well, tap them on the head once to show approval. Hit them twice, though, and they know they messed up and need to pay better attention. I said, "Karungu!!" (stomp stomp stomp)

The fastest – and most accurate – architect/building team will carry the day...

Uchronia

In Uchronia, you are the patriarch of a great Uchronian noble house, competing with the other houses that commit their wealth to building the city, enriching it with new constructions, and striving to win over the people.

In game terms, players start with six resource cards in hand, then each discard a card to the shared forum; each resource card shows the type of resource (with color-coded five resources in the game), an activity icon (with, for example, all yellow clay cards showing a pick), and an order (with yellow showing Production). Five building cards are placed face-up in the Great Works area and can be built by the players; any time a building is taken from this area, reveal another building card.

On a turn, you first move any card(s) played the previous turn to the forum, then you either Command or Plot. To Command, you play one card from your hand with the order you want to carry out or two identical cards, which allows you to take any order. The orders are:

Production: Place one card from the forum into your stock. For each Production activity you have, take the action again.
Exploration: Place one card from your hand into your stock. Repeat for each Exploration activity.
Draconians: Show one card from your hand, then move one card of this type from the forum to your stock; in addition, each player who commanded in his previous turn must give you a card of the same type from his hand, if possible. For each Draconians activity you have, you can show one more card, which lets you claim more from the forum and possibly more from opponents.
Trade: Transform one resource in your stock to an activity. Repeat for each Trade activity.
Construction: Start a new building (by discarding a matching color resource from the forum) or transfer a resource from your stock to a building in progress. Repeat for each Construction activity.

When you complete a building, you gain its special ability for the remainder of the game. You can have only two activities, plus one more for each completed building you own. If you have more of a particular ability than anyone else, you claim the monopoly card for this activity, making each of these activities worth 1 victory point (VP) and allowing you to claim a matching resource whenever anyone completes a building of this color.

If you Plot instead of Command, you first copy one order showing in another player's area (if you have an activity of the same color), then you either draw until you have five cards or draw one card (if you already have at least five).

The game continues until one or more players hits a VP threshold (14-20 depending on the number of players). After completing the round (giving everyone the same number of turns), the player with the most VPs wins.

Origin

Starting from the heart of Africa, players in Origin will determine the course of mankind's expansion on our planet, with the tribes gradually growing more diversified over time while still maintaining links to their ancestors and to all inhabitants of Earth.

The game tokens in Origin come in three colors, three heights, and three thicknesses, and at the start of the game one of the smallest, skinniest pieces is placed in the center of Africa. In addition, you place three technology tiles at random on the tan, orange and violet sections of the tech chart and six random tiles on the brown section; the tech tiles show 1-5 arrows. You also shuffle tan, orange and violet decks of cards and place them in the appropriate places. Tan cards provide an one-shot effect, orange cards give you a permanent power, and violet cards present you with an objective you must meet; if you do so, you can play the objective card on your turn, and immediately draw another. You can play at most one card of each color each turn.

On a turn, a player takes one of three actions:

Place a new piece on a region of the game board, with this piece sharing two of the three characteristics of a piece in a neighboring region; the new piece cannot be shorter than the original piece. Mark this piece with a token of your player color.
Move one of your pieces on the board to an empty region, with short pieces moving only one space, medium height pieces moving up to two spaces, and tall pieces up to three.
Take over a region controlled by an opponent by moving one of your pieces into this region and relocating the opponent's piece to the region your piece left. You can do this only if the attacking piece is thicker than the opponent's piece.

When you place a new piece on the board or move an existing piece, you're rewarded based on the color of the space you occupy. If you place in or move into a tan, orange or violet region, either you take a tile and the top card of this color or you draw three cards of this color and keep one of them. For a brown region, you either draw two tiles from the brown section of the tech board or draw one tile from anywhere. The technology tiles must be acquired from low to high – so you can't acquire a 4 unless you have a 3 – but you can have multiple tech stacks. You must meet a certain technology threshold in order to play the orange cards and acquire their special power.

In addition, you can score points during the game by occupying a grassland on a continent or the two regions on opposite sides of a waterway strait.

Players take turns until either all of the pieces are on the game board or all the tiles have been acquired or all the cards of one color have been drawn. Once this happens, players tally their points for objectives, grasslands, straits, tech tiles, and cards still in hand to see who wins!

Stone Age

The "Stone Age" times were hard indeed. In their roles as hunters, collectors, farmers, and tool makers, our ancestors worked with their legs and backs straining against wooden plows in the stony earth. Of course, progress did not stop with the wooden plow. People always searched for better tools and more productive plants to make their work more effective.

In Stone Age, the players live in this time, just as our ancestors did. They collect wood, break stone and wash their gold from the river. They trade freely, expand their village and so achieve new levels of civilization. With a balance of luck and planning, the players compete for food in this pre-historic time.

Players use up to ten tribe members each in three phases. In the first phase, players place their men in regions of the board that they think will benefit them, including the hunt, the trading center, or the quarry. In the second phase, the starting player activates each of his staffed areas in whatever sequence he chooses, followed in turn by the other players. In the third phase, players must have enough food available to feed their populations, or they face losing resources or points.