Each player will embody a tourist eager for a nice trip. He will receive his passport on which are registered his two centers of interest, out of the five in the game.
It is by visiting places that belong to these two families and only those that he will be able to score the precious Souvenir points.
Each player around the table will also have chosen a passport with a different combination of interests. At the start of the game, the tourists will agree on the route they will have to follow by successively placing step markers on the board as they see fit.
Thus are materialized the departure, the intermediate stages, and the arrival of the journey. All players must imperatively end their game turn having reached the next stage. But during their turn, it's free time! During their turn, they will be able to move around as they please to visit places that interest them.
They can therefore either visit the places directly listed on the board and visible/known to everyone (which earn decreasing bonus points for the first to stop there!), or by visiting the places that they are the only ones to know because indicated by the cards in their hand which they have drawn from their tourist guide or at a local tourist office and which others therefore cannot see, either (optional rules), by meeting local people who will advise you on a last category of places. (But this is another story).
Each way of knowing a place has its advantages and disadvantages! They will therefore chain the days of travel and try in the allotted time, without getting late, to score the most Souvenir points, to be the one who will have the most at the end of the last stage and be the winner.
But there are four major subtleties that add spice to the game: First: any action (moving or visiting) will gradually lower Curiosity (the gauge visible on the player's passport). You cannot have more cards than Curiosity points in your hand. Otherwise, we must reveal the excess cards by putting them on the edge of the board face up and placing a cube of the color of the card in the box of the board where it is attached (it serves as a reminder, in short) .
Any other interested player can suddenly, in turn, take advantage of the places that the player had jealously kept in his hand for his own profit a few moments earlier, and score the points in his place (after which, the card is withdrawn and will therefore no longer benefit the player who discarded it).
Second: at the end of each stage, players regain Curiosity points to attack the next day, and renew their hand by drawing again. They may end up with cards that do not match their interests and can then trade them for cards from other players.
But this exchange phase opens the door wide to bluffing! We only have the right to indicate to the other the general (and approximate) geographical area where the card is located, and the family of interest associated with it.
Everyone is free to dangle the other that he will give him gold bars when it is a crap, in the hope that the naive gives you the card of your dreams. We need others, but at the same time, it would be a shame if they won in our place...
Third: bonus Souvenir points are offered to those who end their day with zero Curiosity (the satisfaction of a busy day). We can see from here the optimization of the route… (“idiot” trips are obviously prohibited)
Fourth (it was easy): the turn order is determined by decreasing Curiosity, but the problem is that as you have understood everything, it decreases over the course of our visits when our Souvenir points go up!
Combined with the previous rules points, we realize that, if we push it, the game can become one hell of a basket of crabs!
We know who is playing before us, after us, what he likes, we see the cards that the players had to reveal previously and on which everyone risks rushing, the same goes for the places listed on the board, we know where everyone will end up at the end of the round, how many Curiosity points each one has left…
The winner will therefore be the one who has both scored the maximum number of points…but who has also left a minimum of gifts for others!
The icing on the crate, you can play it in teams of 2. Either by managing the two tourists yourself, or with a real player behind each tourist.
In which case, the two traveling companions are two in the same car, with their common points and their divergent interests...
To do this, you must align the cards horizontally, vertically or diagonally so that they have a value of 10.
It may sound easy, but it's not that easy.
Everyone participates in the discovery of all these new islands, suddenly, if you have accidentally left an interesting small island on the table, the other players can take advantage of it!
Each in turn, you have 2 mandatory actions to perform in the order of your choice.
Move your ship to an adjacent card or place a card horizontally or vertically adjacent to the ship you moved.
Well, precisely, how do you recover your famous cards?
To retrieve them, 3 conditions are required: that their value is exactly 10, that they are located on the same horizontal, vertical or diagonal line and that there is no boat on them.
You don't need your maps to be side by side, this sometimes creates holes in island mapping.
You can therefore only collect cards once per turn.
There is a bustle in Istanbul's Grand Bazaar as merchants and their assistants rush through the narrow alleys in their bid to outsell their competitors.
Everything must be well organized: wheelbarrows must be filled with goods in the warehouses, then quickly transported by the assistants to various destinations.
Your goal?
Be the first merchant to collect a certain number of rubies.
In Istanbul, you lead a party of a merchant and four assistants through 16 bazaar locations.
At each of these locations, you can perform a specific action.
The challenge, however, is that in order to take action, you have to move your merchant and an assistant there, and then leave the assistant behind (to handle all the details while you focus on more important matters).
If you want to use this helper again later, your trader must return to this location to pick it up.
Thus, you must plan carefully in advance to avoid finding yourself without assistants and therefore unable to do anything...
In more detail, on a turn, you move your merchant and his retinue of assistants one or two steps through the bazaar, either leave an assistant there, or pick up an assistant left earlier, then perform the action .
If you meet other traders or certain people there, you may be able to take a little extra action.
Possible actions include:
-Pay to increase the capacity of your wheelbarrow, which starts the game with a capacity of only two for each good.
-Fill your wheelbarrow with a specified good to its limit.
-Acquire a special ability, and the earlier you come, the easier they are to collect.
-Buy rubies or exchange goods for rubies.
-Sell special combinations of goods to earn the money you need to do everything else.
When a merchant has collected five rubies in their wheelbarrow, players end that turn, then the game ends.
If this player is the only one to have achieved this objective, he wins immediately; otherwise, the ties are severed by the money in hand.
There is a bustle in Istanbul's Grand Bazaar as merchants and their assistants rush through the narrow alleys in their bid to outsell their competitors.
Everything must be well organized: wheelbarrows must be filled with goods in the warehouses, then quickly transported by the assistants to various destinations.
Your goal?
Be the first merchant to collect a certain number of rubies.
In Istanbul, you lead a party of a merchant and four assistants through 16 bazaar locations.
At each of these locations, you can perform a specific action.
The challenge, however, is that in order to take action, you have to move your merchant and an assistant there, and then leave the assistant behind (to handle all the details while you focus on more important matters).
If you want to use this helper again later, your trader must return to this location to pick it up.
Thus, you must plan carefully in advance to avoid finding yourself without assistants and therefore unable to do anything...
In more detail, on a turn, you move your merchant and his retinue of assistants one or two steps through the bazaar, either leave an assistant there, or pick up an assistant left earlier, then perform the action .
If you meet other traders or certain people there, you may be able to take a little extra action.
Possible actions include:
-Pay to increase the capacity of your wheelbarrow, which starts the game with a capacity of only two for each good.
-Fill your wheelbarrow with a specified good to its limit.
-Acquire a special ability, and the earlier you come, the easier they are to collect.
-Buy rubies or exchange goods for rubies.
-Sell special combinations of goods to earn the money you need to do everything else.
When a merchant has collected five rubies in their wheelbarrow, players end that turn, then the game ends.
If this player is the only one to have achieved this objective, he wins immediately; otherwise, the ties are severed by the money in hand.
Today we are going to talk about Carta Impera Victoria!
CIV: Carta Impera Victoria is a game of CIVilization and diplomacy in which you develop your own civilization.
Be the first to achieve supremacy in a field to go down in history, but keep an eye on your opponents' progress.
Forming a temporary alliance can be the best way to prevent a player from winning… and remember that sometimes offense is the best defense!
In more detail, a player wins when he achieves supremacy in a field; if this does not happen, when no more cards can be drawn, the game ends and the players go through majority scoring to determine the winner.
The CIV includes six areas of competition: Military, Religion, Economy, Science, Culture, and Utopia.
The game's 104 cards are divided into three ages, which represent the natural evolution of world civilization through the timeline, but the cards for each realm are not evenly distributed.
Once the second age is over, for example, if you haven't yet reached the supremacy of Religion, it's time to think about another strategy.
Each field gives powers to the player who manages to reach the limit of cards in his playing area (depending on the number of players).
There are different types of powers, two levels of permanent effects, and a sacrifice effect for each field.
Using these powers in combination will be necessary to be the first to achieve supremacy - but using these powers is also a way to prevent competitors from achieving victory.
You will need all your diplomacy skills to enlist the help of others and prevent the leader from winning, but today's friend could be tomorrow's enemy, so be careful everyone and think about what combination of powers could lead to a surprise victory!
Today we are going to talk about Sultan of Karaya!
Sultans of Karaya will sound familiar to Werewolf/Mafia fans as the players each have a secret role and (most of them) belong to one of two teams, with each team having a specific way of winning the game .
The two teams are:
• Sultan and Guards (Loyalists) – to win, they must eliminate all Assassins and have no more than two Slaves still in play, or the Sultan must survive for one turn after being revealed.
• Assassins and Slaves (Rebels) – to win they must kill the Sultan or have three Slaves sitting next to them with their identities revealed, in which case a Slave Revolution brings down the Sultan.
The number of Role cards in play is equal to one more than the number of players, with exactly one Sultan, as many Guards as Assassins (including at least one in play), and at least three Slaves in the mix.
Zero to four neutral characters will also be in play, each unique and each with the ability to win with one team or the other. The Slave Driver, for example, wins with the Rebels if face down at the end of the round and wins with the Loyalists if face up, while the
Fortune Teller must correctly predict the team winning. At the start of the game, each player is secretly given a role card, with one card placed face down in the middle of the table.
During a turn, a player can peek at another player's role card, swap/hide (if your role is face down, swap cards with another player or reserve; if face-up, make other players hide their eyes, then secretly trade with any other face-down role card), or use a character action: guards can detain other players, forcing them to lose their turn; The slaves try to provoke a revolution; Assassins can eliminate any player at the risk of a guard stepping in and killing them instead.
Neutral characters have more complex actions. The Belly Dancer, for example, overpowers adjacent guards, preventing them from detaining others or warding off an assassination, but only if revealed. (If revealed and using her powers, she works for a Rebel victory; otherwise she can stay hidden and score if the Loyalists win.)
The Vizier can force another player to reveal himself and use his special action. Players on the winning team score one or two points depending on whether they were face up – ie working publicly for the cause – or face down.
At the end of a round, redistribute all Role cards. The player with the most points after five rounds wins the game.
In Dungeon Lords, you are an evil dungeon lord trying to build the best dungeon there is.
You hire monsters, build chambers, buy traps, and defeat benefactors who wish to bring you down.
Have you ever ventured with a group of heroes to conquer dungeons, gain pride, experiences and of course rich treasures?
And have you ever realized how difficult it is to build and manage such an underground complex full of corridors and creatures?
No? Well now you can try.
Put yourself in the role of the master of the basement, summon your minions, dig a complex of tunnels and rooms, set traps, engage creatures and try to prevent dirty heroes from conquering and plundering your precious creation.
We can guarantee that you will look at dark corners, lairs and their inhabitants from a completely different perspective! Each turn, players use a hand of cards to choose where to place their worker.
Actions vary from mining gold, hiring monsters, buying traps, etc. Each action has three available slots - each slot having different effects (for example, gold mining allows you to mine more gold in each slot). When using the cards, two cards will be locked and cannot be used in the next turn.
There are 4 turns to place actions for each game "year" and two game years in an entire game.
Each round is identified as a "season". Each season, players will be able to see the heroes and events coming up in the following season.
Allowing them to prepare.
At the end of each season (after the first), heroes will be assigned to each player based on their evil level. Heroes range from mighty heroes to sneaky thieves.
Each hero has its own power which the player must prepare for. Finally, at the end of each year, the heroes will descend into the dungeon to fight.
The in-game score is based on what you've built, the monsters you've hired, and the heroes you've captured.
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