Territory Building

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

Fealty

The king has died with no clear successor! The players—potential heirs all—are scrambling to put together their power bases by dispatching trusted agents and allies to garner support across the breadth of the kingdom. Nobody wants open warfare, but some conflict is sure to break out.

Fealty is a game of positioning and territory control. Each turn, all players add one piece to the game board, with increasing constraints on placement as time goes on. Some pieces have an effect when brought into play. At the end of the game, all pieces place influence in order of speed, claiming territory and blocking slower opposing pieces. The player who has maneuvered his or her pieces to place the most influence onto the board wins.

Shogun

Shogun is based on the Wallenstein (first edition) game system. The game is set in the Sengoku period (approx 1467-1573) which ends with the inception of the well-known Tokugawa Shogunate.

The game is an international edition with language-independent components and five language-dependent rule booklets.

Japan during the Sengoku or “Warring States” Period: each player assumes the role of a great Daimyo with all his troops. Each Daimyo has the same 10 possible actions to develop his kingdom and secure points. To do so he must deploy his armies with great skill. Each round, the players decide which of the actions are to be played out and in which of their provinces. If battle ensues between opposing armies, the unique Cubetower plays the leading role. The troops from both sides are thrown in together and the cubes that fall out at the bottom show who has won immediately. Owning provinces, temples, theaters, and castles means points when scores are tallied. Whichever Daimyo has the highest number of points after the second tally becomes – SHOGUN!

Re-implements:

Wallenstein (first edition)

Rumis

In the game Rumis, the players construct an Inca building with their stones. All players receive three-dimensional pieces made of wood, which they will try to position adjacent to their already placed pieces of their own color. All of their own pieces are of different shapes, which is a challenge to the three-dimensional imagination.

Cubic, wedge-shaped, or pyramidal volumes are different building limitations, which are imposed by the various building scenarios. Playing RUMIS, you will find that no game is similar to any previous one. Once your mind has mastered the puzzling shapes of the RUMIS pieces, you will explore the depth of tactical and strategic possibilities offered.

The rebrand by Educational Insights is labelled 1 to 4 players on the box, adding solitaire puzzles such as building a 3x3 cube with one color and building the various shapes using all the colors, following the rules of the multiplayer games while leaving no gaps in the structure.

Expanded by:

Rumis+

Key Harvest

Key Harvest is the fifth game in the key series of games published by R&D Games.

The object of the game is to score the most points. Players score points by placing tiles on their own country board. One point is scored for each field tile in the player's largest group of connected field tiles and two points for each tile in their second largest connected group.

Points are also scored for the worker tiles a player places on their country board. The number of points scored for each worker is equal to the number on the worker tile. Worker tiles do not count as connecting tiles when calculating the largest group of tiles. When played, a worker enables a player to take a special action. Each player has their own team of six workers, known as farmhands. There are also six townsfolk who can be acquired by any player.

There are usually six field tiles available at any time from the registry. On their turn a player may bid for up to two tiles using crop counters. The field tile being bid for and the bid in crop counters are placed in the player's store. On their turn the other players may match the store owner's bid in both the number and type of crop counters. If they choose to do so, then they place the field tile on their country board and pay the crop counters to the store owner. If no other player has matched the store owner's bid, then on their next turn the store owner may place the field tile(s) from their store onto their country board and pay their bid in crop counters to the general stock.

When deciding how much to bid for a field tile, players will need to consider how important the field tile is to them and whether other players are likely to bid for the tile. It is usually beneficial for a player to place field tiles into their store as that player will either obtain the field tile or receive additional crop counters.

When played, a worker tile must be adjacent to at least the number of field tiles as the number on the worker tile. A worker tile cannot be adjacent to another worker tile. If a player obtains a field tile for a space where they have already placed a worker tile, they must remove the worker tile. However, if the worker tile can be replaced immediately (next to the required number of field tiles), then the player can benefit from the worker's ability again. Getting these extra benefits is one of the keys to doing well in the game.

Players have two actions per turn. There are four possible actions. Each action can only be performed once per turn. As described above, the actions include placing field tiles from the stores onto their country board - action (c), placing field tiles from the registry into their store - action (d), and placing a worker tile onto their country board - action (b). Action (c) cannot be performed after action (d). A player may also harvest crops by turning over some unharvested field tiles on their country board - action (a).

Field tiles taken from the registry are replaced immediately with field tiles from the bag. The bag also contains a number of event tiles. The event tiles, when drawn, affect all of the players, not just the player who drew the event tile. When the tenth event tile is drawn, the game ends after two further rounds have been played.

One point is also awarded to the players who have the most of each of the types of crop counters at the end of the game. No points are awarded for ties. Points are tallied using the scoring track on the town board. The player with the most points is the winner.

Nr. 4 in the QWG Master Print Edition series, as Demetra