Which game would you rather play?

You are battling in the category: Thematic Games

Thematic Games icon


    
History of the World

History of the World

History of the World works under the assumptions that all empires eventually fade and that the only things differentiating great empires from lesser ones is how much territory they conquer and how long it takes for their civilizations to disappear. ... SHOW MORE 
History of the World works under the assumptions that all empires eventually fade and that the only things differentiating great empires from lesser ones is how much territory they conquer and how long it takes for their civilizations to disappear. The game is played out over 7 epochs or rounds, from the ancient 3000 B.C. Sumerians to the pre-WW1 Germany, with every player controlling a new rising empire from history. Some empires are stronger than others (like the Romans), but the game's clever mechanisms can help balance that out. At the end of each epoch, players score points for all units of their color (from both the current and any previous empires) remaining on the board. Before the start of their turn a player may play up to two Event cards from their hand. The Events played are resolved before the player starts his Empire's actions. If the player's active Empire has navigation a ship token is placed in each sea or ocean listed (if an ocean is listed all adjacent seas to the ocean have ship markers put into them). A Reallocation Greater Event allows an Empire with Navigation to exchange Fleets in seas and oceans for Coins that can be used to buy back defeated troops (1 coin per troop). If the active Empire has a capitol it is taken and placed in the Empire's starting land with one unit of the Empire's available troops. Since each land space may only contain one troop the player begins expanding from their starting land by placing troops in any adjacent land space that they wish to occupy or conquer. To conquer a land the attacker moves one unit into the land space either from adjacent land or through a sea with a ship in it. Then dice are rolled, the attacker gets 2 dice and the defender only one, unless the attacker traveled across a strait or the defender's land has either a forest, the great wall of China, or mountains on the border of the land that the attacker came from. In this case the defender receives 2 dice as well. If the attack comes from the sea the defender gets 3 dice for defense. Highest score wins with ties killing off both the defender and attacker. In this case the attacker can merely place the next troop, if he has any left, in the now-empty land space. At any time the active Empire player may exchange an unplaced troop for a fort. On later turns, a fort gives the player a +1 to defensive rolls in that land. Also, if the defender in a fort loses or ties with an attacker only the fort is removed and the battle continues. Whenever an army conquers a land with a capitol the capitol mini is flipped reducing it to a city (if it was a city to begin with it is removed from board when conquered). After the active player's Empire is finished with it's actions check to see if it conquered to land spaces with resource symbols, if so it can build a monument. Then scoring takes place. Each area (Middle-East, Northern Europe, Eurasia, etc...) has a tile with 3 values for the current Epoch. One value is for having a presence in the area (at least one land). Another value is for having Dominance in the area (at least 2 lands and more than any other player in area). The last value is for having Control of an area (at least 3 lands and no other player has any in area). These values vary from Epoch to Epoch and Area to Area (Middle-East is more valuable in early Epochs and fades in later Epochs, for example). Total the scores from each area for all pieces of the player's color from all Empires controlled that remain on board. Then add 2 points for each capitol controlled, 1 point per city and one point for each monument controlled. After all areas are scored the next Empire called takes its turn. After all players have taken their turns and scored, for the first Epoch, the player with the highest score gets to take a pre-eminence marker and places it in front of him. These are secret bonus points (worth somewhere from 3 to 6) for the end of the game and may not be examined till then. This bonus to leader helps balance the Empire-draw mechanic and makes it valuable to score maximal points even early in the game, rather than tanking to get a better draw later. Then drawing begins for the next Epoch with the player having the lowest score drawing first on up to the person with the highest score drawing last (and likely being given a less than optimal Empire by another player). After the last player has scored for Epoch 7 and the leader has drawn a pre-eminence marker, all players reveal their pre-eminence markers and add them to their scores. The player with the highest score wins. ... SHOW LESS 
Board Game Battle VS icon
Refresh games icon

Click to Battle Again!

Ghost Stories

Ghost Stories

Ghost Stories is a cooperative game in which the players protect the village from incarnations of the lord of hell – Wu-Feng – and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life.... SHOW MORE 
Ghost Stories is a cooperative game in which the players protect the village from incarnations of the lord of hell – Wu-Feng – and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life. Each Player represents a Taoist monk working together with the others to fight off waves of ghosts. The players, using teamwork, will have to exorcise the ghosts that appear during the course of the game. At the beginning of his turn, a player brings a ghost into play and places it on a free spot, and more than one can come in at the same time. The ghosts all have abilities of their own – some affecting the Taoists and their powers, some causing the active player to roll the curse die for a random effect, and others haunting the villager tiles and blocking that tile's special action. On his turn, a Taoist can move on a tile in order to exorcise adjacent ghosts or to benefit from the villager living on the tile, providing it is not haunted. Each tile of the village allows the players to benefit from a different bonus. With the cemetery, for example, Taoists can bring a dead Taoist back to life, while the herbalist allows to recover spent Tao tokens, etc. It will also be possible to get traps or move ghosts or unhaunt other village tiles. To exorcise a ghost, the Taoist rolls three Tao dice with different colors: red, blue, green, yellow, black, and white. If the result of the roll matches the color(s) of the ghost or incarnation of Wu-Feng, the exorcism succeeds. The white result is a wild color that can be used as any color. For example, to exorcise a green ghost with 3 resistance, you need to roll three green, three white, or a combination of both. If your die rolls fall short, you can also use Tao tokens that match the color in addition to your roll. You may choose to use these after your roll. Taoists gain these tokens by using certain village tiles or by exorcising certain ghosts. One of the Taoists has a power that allows him to receive such a token once per turn. To win, the players must defeat the incarnation of Wu-Feng, a boss who arrives at the end of the game. There are also harder difficulty levels that add more incarnations of Wu-Feng, in which to win, you must defeat all of them. There are many more ways to lose, however. The players lose if three of the village's tiles are haunted, if the draw pile is emptied while the incarnation of Wu-Feng is still in play, or if all the priests are dead. ... SHOW LESS 

Choose a battle category...