Variable Set-up

Horizons of Spirit Island

Horizons of Spirit Island features the core mechanisms of Spirit Island, but features a new double-sided game board with a streamlined set-up, punchboard components, and five new Spirits designed to be ideal for those playing a Spirit Island game for the first time. These new Spirits are compatible with all existing Spirit Island components, but to play with expansions like Jagged Earth, you would need a copy of Spirit Island itself.

Terracotta Army

Emperor Qin Shi Huang has passed away. To protect him in the afterlife, a great army in the form of statues of faithful warriors must be assembled to stand guard in the Emperor's tomb. You will be among those tasked with building this magnificent army.

In Terracotta Army, you represent talented craftsmen and artists laboring to build the wondrous assembly of statues. During the game, you collect resources, upgrade your workers, and seek favor with the Emperor's advisors. Your goal is to play a crucial role in the process of creating the terracotta army, and your success is measured in victory points (VPs). During the game, you and your fellow players build the army together, but after the fifth round of the game is over, only one of you — the one with the most points — will stand as the winner.

During the game, you place warrior miniatures within the mausoleum, forming groups. A group's miniatures may belong to multiple players as denoted by the player bases on those miniatures. Multiple separate groups consisting of the same type of miniature may exist within the mausoleum.

You will have many opportunities to score points based on domination and presence. To achieve domination, you must be the only player with the most of the specific resource or type of statue currently being scored. (If you are the only player, you have domination.) To have presence, you must have at least one of the specific resource or type of statue currently being scored.

At the end of the fifth round, the player with the most VPs wins.

Terraforming Mars: Ares Expedition

Terraforming Mars: Ares Expedition is an engine-building game in which players control interplanetary corporations with the goal of making Mars habitable (and profitable). You will do this by investing mega credits (MC) into project cards that will directly or indirectly contribute to the terraforming process. In order to win, you will want to accumulate a high terraform rating (TR) and as many victory points (VP) as you can. Players raise their TR by increasing global parameters: oceans, oxygen, and temperature. TR also determines each corporation's basic income, and, at the end of the game TR counts as VP. Additional VP and production capabilities are awarded for building project cards and other actions taken during the game.

The game is played in rounds, and each round the players will choose one of five phases, which determines which activities will take place during that round. This means every round is different, but can consist of building new project cards, taking general and project-specific actions, producing income and resources (plants and heat), or researching to draw more project cards. Every player will take all the phases selected for the round, and will receive a special bonus during the phase that they selected. To speed up the game, within each phase, players can act simultaneously without waiting for each other!

The game board has tracks for oxygen, temperature, and terraform rating, as well as a place for all of the ocean tiles that will be flipped over the course of the game. The game ends when there is enough oxygen to breath (14%), oceans enough to allow Earth-like weather (9), and the temperature is well above freezing (+8°C). It will then be possible, if not comfortable, to live on the surface of Mars!

The winner is the player with the most VP at the end of the game.

Anno 1800

In Anno 1800, a board game based on the popular PC game from Ubisoft, you continuously build up your own industry to develop your home island.

Ship fleets allow for lively trade and the development of new islands in the Old and New World. You have to fulfill the wishes of your own population. While the inhabitants are initially satisfied with bread and clothing, they soon demand valuable luxury goods. You must plan production chains sensibly and keep an eye on the specialization of your population. The goal: A wise distribution of farmers, workers, craftsmen, engineers, and investors — but the competition never sleeps and can snatch the new achievements from under your nose at any time! Who can create the most prosperous island?

—description from the publisher (translated)

First Ascent

First Ascent is a rock climbing-themed strategic board game. The goal in this medium weight, competitive game is to gain the most points by climbing the best route up the mountain and becoming the most skilled climber! Each player assumes the role of a unique asymmetric character, and throughout the game they will be building their route up the mountain, managing resources, achieving objectives, and increasing their efficiency by accumulating skills and gear! This game is for 2-5 players and takes 45-90 minutes to play.

Gameplay overview:
In First Ascent, the goal is to gain the most points by creating the best route! Points are gained in four ways:
1) Climbing pitches — use your climbing skills, gear, water, and psych to pay the requirements to move on to a tile "climb the pitch". Draw a climbing card and resolve the events that may involve resource management, board manipulation, or selfish vs altruistic decisions. Each tile is worth 1-5 points with higher point value tiles requiring more resources.

2) Objectives — achieve shared and personal objectives that relate to the path of your route. Plan carefully and manage resources to execute the path that will contribute towards achieving your objectives.

3) Technique bonuses — the climbing skills and gear cards contain symbols representing climbing techniques of precision, power, balance, and pain tolerance. Match three technique symbols on the cards you play to climb a tile and earn +2 bonus points. These can add up significantly, so choose your resources wisely.

4) Summit — reaching the top of the mountain is great, but climbing is about the journey. Gain +1 summit bonus point for reaching a peak.

If you don't have the required resources to climb, you can "risk it" by rolling the risk dice to climb a tile for one less resource. You may get away with a check mark and succeed without consequence, roll minus two cards and give them to another player, or roll minus one card and one psych which you give to another player. As long as you have the assets to lose, you will climb the tile, but at a price.

When you begin to ascend the mountain start in any tile on the first row. Next climb to any adjacent tile and leave your rope behind to mark the route you've climbed. Two climbers can not occupy the same tile, except for a summit, so you may compete with other climbers on the mountain for the prime locations.

As you climb the mountain you will practice your skills and become a more efficient climber. The engine building component of this game grants you an "earned asset" after you play four cards of a specific skill type or gear. These tokens stay on your climber asset board and count towards fulfilling the required assets of future tiles.

This isn't a race to the top, its about creating a strategic route that will reward your cunning and planning. The game ends when a player has used all seven rope lengths and climbed their eighth tile.

Do you have what it takes to create the greatest First Ascent?