variable player powers

Lord of the Rings

This game should not be confused with Reiner Knizia's children's game (Lord of the Rings) with the same title, or with his very different two-player Lord of the Rings: The Confrontation.

Lord of the Rings is a co-operative game where the object is to destroy the Ring while surviving the corrupting influence of Sauron. Each player plays one of the Hobbits in the fellowship, each of which has a unique power. The game is played on a number of boards: the Master board indicates both the physical progress of the fellowship across Middle Earth and the corrupting influence of Sauron on the hobbits, and a number of scenario boards which detail the events and adventures of particular locations. Progression across the boards is determined by playing cards (many of which represent the characters and items of Middle Earth), and the effects of corruption are represented by a special die. The game is lost if the ring-bearer is overcome by Sauron, or won if the ring is destroyed by throwing it into the volcanic fires of Mount Doom.

Lord of the Rings - Limited Edition

A special edition limited to 500 copies in the English language and 250 in German published by Sophisticated Games and Kosmos in November 2001. The Limited Edition has a silver 22 carat gold plated ring, pewter Hobbit playing pieces, and a signed and numbered John Howe print. Box signed by Reiner Knizia.

Mercante

A city as large and crowded as Tempest depends on the daily arrival of supplies and foodstuffs, and the wealthiest echelons of society demand the latest goods and luxuries almost as frequently. Domination of this bustling trade is the ultimate goal of every merchant house in the city.

In Mercante, you control one of these merchant houses. Deploy your trusted agents to purchase goods from arriving ships and sell them into the most profitable markets. You must also do more – from "enticing" senators to outright skulduggery – to claim your rightful place at the pinnacle of Tempest's merchant class. Do you have the business acumen and ruthlessness required to claw your way to the top?

Designed for 3–5 players, Mercante is a game of economic warfare. At the beginning of the game, each player controls one warehouse and two agents. On each turn, goods are purchased at auction and stored in the warehouse to be sold at the various markets when the time is right.

Players compete to accumulate crowns to finance their operations, and senatorial favors (victory points) to win the game. The player who accumulates the most money and favors will control all trade and profit in the City-State of Tempest!

Number 2 in the Tempest Shared World Game Series

Urbanization

Game description from the publisher:

In Urbanization, the players follow the development of a rural area, from the beginning of the industrial revolution to modern times. They guide their villages through hard times and try to attract citizens by building houses. Later, factories are erected and the villages grow into prospering cities.

The player who develops his city most efficiently will be victorious in the end.

Game play in Urbanization includes no random elements, and the game comes packaged with an expansion, "the inventions".

Moby Dick, or, The Card Game

Moby Dick, or, The Card Game is an adventure card game designed for 2-4 players, with additional rules for solitaire play. Based on Herman Melville's classic novel, Moby Dick combines cooperative and competitive play in an attempt to loosely simulate life on a 19th century whaleship.

The game is centered around three decks of cards: the Sea, the Sailor, and the Whale. After receiving an initial crew of sailors, players take turns at the topmast, where they draw Sea cards to advance the game. These cards contain various creatures and events, compelling actions between players or triggering the secondary phase of the game – the whale hunt. During a whale hunt, each player begins by choosing a small group of their sailors to lower after the whale. Play progresses much like the primary gameplay, with players taking turns defending against the whale's assaults and returning the favors.

As the game unfolds, players gain oil from defeating whales or from certain events, which can be used to hire new sailors after others are lost at sea. Over time, key events (Chapters) will be drawn, and after a certain number Moby Dick will cease evading the ship and engage when sighted. This last battle is to the death, and only one player will survive. Call him the winner, or simply, Ishmael.

Terra Mystica

In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups.

Terra Mystica is a game with very little luck that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities.

Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources. Dwellings allow for more workers. Trading houses allow players to make money. Strongholds unlock a group's special ability, and temples allow you to develop religion and your terraforming and seafaring skills. Buildings can be upgraded: Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers. The groups in question, along with their home landscape, are:

Desert (Fakirs, Nomads)
Plains (Halflings, Cultists)
Swamp (Alchemists, Darklings)
Lake (Mermaids, Swarmlings)
Forest (Witches, Auren)
Mountain (Dwarves, Engineers)
Wasteland (Giants, Chaos Magicians)

Proximity to other groups is a double-edged sword in Terra Mystica. Being close to other groups gives you extra power, but it also means that expanding is more difficult...