The Black Death claimed many lives and survivors from all walks of life are now looking to the future and coming together to build new communities.
Each player is responsible for populating a new village with the aim of becoming the most prosperous.
The game revolves around a central path of cards.
During the recruitment phase, the players take in hand a number of village cards which depends on the amount of food produced by their village.
This step is followed by a placement phase in which cards can be played in their village, depending on the number of builders living there.
The cards are played by respecting a production chain, starting with the cards producing basic resources, which can take over chains of workers linked to these resources.
Some villagers produce tools and materials that others need, using an interactive mechanism, to take advantage of what other players are building.
This strategy game features a single player mode where an isolated village struggles to thrive despite the dreaded Countess and her evil machinations.
On each round of the Thieves' Market, you roll the loot dice and divide them, then use your winnings to buy sneaky blueprints, henchmen, and adornments to become the most notorious thief of all!
When the display of cards available for purchase cannot be filled, the game ends.
The players with the most henchmen and gold score bonus points, then the player with the most notoriety in cards, tokens and bonuses wins!
You are looking to be elected at the head of Portyl, a medieval city made up of various more or less powerful guilds who will have to convert to your cause in order to recover their votes.
The election takes place in three rounds, with a count of the votes in each round.
At the end of the third round, the player with the most votes will be named the head of the city and will win the game.
The guilds that will have to be courted are 10 in number and are more or less powerful.
The more powerful they are, the more votes they bring, but the more they can be wooed.
To find out how powerful a guild is, just look at the top of a guild card. - The first number indicates the number of cards available for this guild, and therefore, so to speak, the "power" of the guild.
But this number also indicates the number of votes distributed during the first ballot. - The two values in the middle indicate the number of votes that will be distributed during the 2nd ballot. –
And finally the values to the right of the card give the number of votes that will be distributed during the last ballot.
Exception to all this, the "Militia", which gives its owner 3 votes per card on each ballot. There are 15 "Militia" cards in the game.
Each ballot takes place in the same way in 5 phases:
Today we're going to talk about the Knights of the Round Table!
The principle of the game is that you can win in two ways: either you kill the opponent with your strength (F), or you manipulate him with your charm (C).
For the Celts, the warriors are the Knights of the Round Table and those who manipulate are magicians (Merlin, Viviane).
Before starting to play each player draws 3 heroes and shuffles their other cards.
Then, the game is divided into two phases:
1. Laying phase: you can pose a hero, grant an object (sword, shield, magic staff) and an animal (horses, but also lion, dogs).
2. Attack phase: Each player must have one of his characters attack.
During the fight: The defender has two solutions: fight or try to charm his opponent.
Characters who are not very powerful at the warrior level can use their charm rating to refuse combat (C> M) or outright turn their opponents (C> 2xM).
So you have to be careful before attacking the famous Merlin the Enchanter, the mighty Morgana or the beautiful Guinevere.
Especially since magic (destiny cards) helps them, in addition to their charm, to achieve their goal.
If you are bewitched you have to kill your own heroes ... it's very funny when you are charmed but much less when your Lancelot has to kill your Gauvain!
Hello everyone! Today we are going to talk about Bosk!
From majestic maples to ancestral oaks, players tend their trees with the goal of thriving over the course of a year in a beautiful national park.
In the spring, players carefully grow their trees, scoring points while hikers enjoy hiking the trails in the summer.
When fall arrives, the leaves fall in the ever-changing direction of the wind, guided to cover the pitch and leaves of other players.
Points are awarded in the winter for the greatest coverage of each region of the park.
Gain ground in the park to achieve victory in Bosk!
Bosk is played over 4 seasons, 2 game seasons, 2 scoring seasons - each unique!
Spring The players grow each of their 8 trees (numbered 1 to 4) at the intersections of the grid lines on the park board.
Summer Hikers visit, walk the trails.
Players score points for having the highest total value (or second place) of trees in each row and column.
2 points for the 1st, 1 for the second.
Autumn
The wind begins to blow and the leaves are falling.
Each player takes turns blowing the leaves of one of their trees.
The wind board determines which tree (1 tree on the first turn) and in which direction the wind is blowing.
Players choose a tile from their hand of tiles (2 to 8 and a squirrel) to determine the number of leaves to blow off their tree.
The leaves are placed in a winding path in the direction of the wind, covering the different squares of land.
Players can cover other players' leaves by returning 1 leaf to the supply for each leaf to be covered.
The squirrel can jump up to 3 squares in the direction of the wind, cover any size pile and cannot be covered.
Winter The players score again, this time to have the majority (or second place) depending on the coverage of each of the 8 regions of the table - 5 points for the 1st, 3 points for the 2nd.
Add a comment