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Attila

Attila

In 375 A.D., Attila's mounted Huns overran Europe causing the Germanic tribes in their path to flee and penetrate the outer provinces of the declining Roman empire. In Attila, the players influence the migrations of the Germanic tribes to the Roman e... SHOW MORE 
In 375 A.D., Attila's mounted Huns overran Europe causing the Germanic tribes in their path to flee and penetrate the outer provinces of the declining Roman empire. In Attila, the players influence the migrations of the Germanic tribes to the Roman empire. The winner is the player who has exerted the best influence on the most successful of the tribes. Players have a hand of cards which correspond to the invading tribes. A turn consists firstly of playing a card and placing the matching tribal marker onto an area of the board, expanding from their start areas, then secondly either repeating this or increasing their influence in that tribe. If a province now contains 5 tribal markers in total, war breaks out between the tribes. The basic strength of each tribe is the number of markers there, but each player can add matching cards from their hand to boost this. The weakest tribe is eliminated (or rather, all tribes with the lowest total), leaving the province at peace and with no possibility of further tribal markers being added. Scoring occurs four times during the game at the end of each century; the first century ends after one war, the second after a further two and so on. The player with the most influence in each tribe scores 1 point for each tribe marker, the player in second place scores one point per area the tribe is in (thus if there is only one tribal marker of one sort in each area both 1st and 2nd will score the same). The influence a player gains increases in each century, so large swings in control are possible. Players are thus aiming to expand tribes in which they have the most influence (and conversely, are gaining influence in the tribes they expand) whilst at the same time trying to manipulate the timing and provinces where wars happen with a view to protecting their own favoured tribes and eliminating others. Gameplay is therefore not just about playing out as many of 'your' tribes as you can as you will need matching cards to defend with, and in any case may simply not have the right cards in hand. And sometimes you will want to provoke a conflict, for example by adding a tribe you don't have much influence in to finish an area where one of your favoured tribes is strong. ... SHOW LESS 
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Starship Merchants

Starship Merchants

4049: The galaxy hums with prosperity and peace two millennia after the dawn of space travel. But as mankind and its neighbors colonized the stars, the burgeoning need for resources was apparent. One by one, new geological discoveries revolutionized ... SHOW MORE 
4049: The galaxy hums with prosperity and peace two millennia after the dawn of space travel. But as mankind and its neighbors colonized the stars, the burgeoning need for resources was apparent. One by one, new geological discoveries revolutionized terraform, construction and energy technology. The sub-temperature properties of the mineral Ice-9 allowed life-giving water to flow on uninhabitable planets. Crystallized Cobalt was accidentally found to be incredibly strong, resistant to extreme pressure. And a single chunk of Deuterium could power a sprawling metropolis for a month! As a plucky entrepreneur you must explore the edges of space searching for precious minerals. Will you buy the fastest ship in the sector or hire the best pilot in the galaxy? Purchase the latest state-of-the-art gadgets, invest in planetary refineries, or pay off your rising debt? The cargo you haul could be worth fortune, so grab your helmet and suit up! The cosmos and a mountain of credits call! In Starship Merchants, each player runs a fledgling corporation looking to stake a claim in the lucrative mining business. Player will buy starships, explore the galaxy and deliver cargo for interstellar credits, all the while expanding their operations. Starting at the shipyard and ending at the dock, players will move clockwise around the four quadrants on the board to complete an entire Business Cycle. During each turn, a player either performs one action at the current quadrant or advances to the next, performing an action there. As players take actions or advance they spread apart across all four quadrants while completing individual Business Cycles. The Shipyard is where you can buy a speedy scout or a heavy load bearing tug. The Market is where Gear, Pilots, Refineries, and claims can be purchased. In the belt, starships are run by spending energy points to explore, pickup mines, or fly to another destination. The final quadrant is the Dock where delivered cargo is traded for credits. A player that ends his turn at the Dock with 100+ credits can declare the Final Run, ending the game. But after completing the Final Run, the player with the most credits wins! ... SHOW LESS 

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