The druids of different tribes compete within the Sacred Forest, with the aim of being named Archdruid. Each player controls a druid and his animal companion (a wolf) and will have to manipulate the forces of nature (i.e. the 4 elements: water, air, fire, earth), generate magic gems, and activate a series of several druidic runes in order to succeed. The druid who activates the most powerful series of runes will become the Archdruid of the forest.
New Frontiers: Starry Rift
As empires expand into the Starry Rift, they encounter the Xenos, a violent xenophobic race. Historians scour the Alien Archives for how to defeat them. Meanwhile, a flexible Uplift race develops Bio-Terraforming technology. Welcome to The Starry Rift, the first New Frontiers expansion.
New start colonies, developments, worlds, and goals provide lots of variety. Xeno colonies—once explored—must be conquered by game end, adding risk to military paths. Six solo campaigns supply a new play experience.
Your sun is expanding, roasting your planet. Soon all life will die. But hope lies only a stone’s throw away—a new planet, rich in the plant life that will provide food and oxygen for your people. You have the means to get there. Now, it is time to fly. In Evacuation, players lead their nations on a mission to establish civilizations on the New World. Players compete for the best landing sites in a race to see who can build their new home first.
You start the game with a fully functioning economy. But to survive, you must dismantle that economy and relocate it to the New World. Building up the New World requires resources. Maybe you can ship them in. Maybe you can get the planet to start producing resources for itself. Work fast. You only have four rounds. If you can build three stadiums on the New World and increase all production to level 8, you win. Otherwise, players compare scores after four rounds. The game also includes modules for alternative modes of play.
Dice Realms: Trade
As realms recover from the Great Plague, trade resumes, universities are founded, and merchant houses flourish. Can you build the most prosperous realm while contending with fate? Trade expands Dice Realms, adding a new die type, 9 more die faces, 5 lines of related die faces, and 8 events that modify the Fate Die, representing the tumultuous late Medieval world. New cooperative and solo-play options, as well as recommended setups, are also provided.
Chicago & NorthWestern
Robber Barons vie for dominance as they build railroads from Chicago across the vast plains of America’s midwest. Sales of stock raise the capital necessary for these fledgling railroads to drive west through the bountiful heartland in their quest for huge profits. Difficult decisions must be made, balancing future growth versus immediate income. Timing is critical, assessing the best moment to seize opportunities for their maximum value. Money management is crucial; there are no loans in this game to bail you out. Choose your actions wisely, discern your competitors’ interests carefully, and be prepared to act decisively when you must.
There is no luck in this economic battle; you win or lose on your own abilities in this arena. Players start railroads, invest in railroads, and build track across the great plains of America in the late 1800s. Players decide when dividends are paid to stock shareholders. Players decide where to build, how much to build, and when to reap the benefits of opportunities presented. The player with the most cash at the end of the game is the winner. Ties are possible, but extremely rare.
Holland means business. Since the days of the Dutch East India company, Dutch traders have demonstrated their savvy business prowess internationally. Now it is time for The Netherlands to build their railroads. Instead of competing with the British, French, Italians, and Germans, they are competing with the best of the best: other Dutch investors. There is no luck in this short, ruthless game—just shrewd, astute investments that will bring vast wealth. Making money is the goal of this game. Make the most, and you win.
Players invest their starting capital in railroad stocks and then the directors of the railroads build track. Dividends are paid at the end of every track-building round, and then more railroad stock is offered to the investors. The wisest investors will come out on top.
Two rival diplomats plot how to advance their agendas during winter, when a medieval court is confined by bad weather to a single castle. Should you approach the royals directly or should you curry favor with other court members first? Their powers could be useful in influencing the royals to your cause.
Hmm… The Steward’s purse could gain you extra influence, while the Lover could sway that love-sick, sighing Prince to your side. The Knight could be a valuable ally to gain either the Ruler’s favor or the interest of that military-minded Princess. Even the scheming Charlatan or the Fool’s sarcastic tongue could be valuable assets. Where to begin? Whom to approach first?