Waroong Wars (Second Edition)

Player: 3 – 5

Time: 30 – 45 Minutes

Age: 8 Years

In the card game Waroong Wars, players compete for customers and fame as the owners of traditional food stalls — called waroong — in Indonesia, cooking various Indonesian delicacies such as nasi campur, sate, and nasi goreng.

Each round, players gather ingredients in the shopping phase by drafting simultaneously. After shopping, players try to “cook” by matching ingredient cards with menu cards. If a player cooks a menu, then they gain a customer card that grants them various advantages or allows them to disturb another player’s plan.

When the game ends, player tally the popularity score on their menu cards, customer cards, and VP tokens. Whoever has the highest score wins.

This second edition of Waroong Wars features new artwork, streamlined and balanced rules, more food and customer options, and a new game system with a character card for each player.

Xanadú

Player: 2 – 6

Time: 40 – 70 Minutes

Age: 13 Years

The year is 1252 and the great Kublai Khan has decided to build his summer palace. He has searched for the best architects who are looking to win fame and prestige — and sometimes you have to harm other architects’ prestige to step forward…

Xanadú is a highly interactive card game for 2 to 5 players. Cards can be buildings with four squares of available resources that can be used by any player (including the owner of the card). To be able to retrieve and use those resources, the players assign workers, which are also cards.
 The players compete to earn the most “tong baos”, the money in the game, by selling the constructions to the Khan.

Xanadú is a strategy game of building and sabotage, for casual and experienced players.

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Wildcatters

Player: 2 – 4

Time: 120 Minutes

Age: 12 Years

Wildcatters is a tactical and strategic board game set during the booming business of the 19th century oil industry!

The players are oil barons who develop oil fields; bid for oil rights; and build rigs, oil tankers, trains, and refineries. Your goal is to deliver more oil barrels to the continents than the other players while also collecting more shares and money than them.

The game lasts seven rounds with four players, and the game set-up is the same for each player, with three rigs, two trains, one tanker and one refinery being placed on the board. The game board features a world map divided into eight areas where you can find oil. Players choose an open area card and get money to build rigs, tankers, trains and refineries, after which they can buy oil actions. The players work together in an oilfield to find oil at a lower cost. The players transport oil together to the refineries, using trains and tankers from other players to deliver oil to the refineries – and all with one purpose: deliver more oil than the other players by the end of the game.

Vinhos: Deluxe Edition

Player: 1 – 4

Time: 60 – 135 Minutes

Age: 14 Years

Vinhos (the Portuguese word for “wines”) is a trading and economic game about the business of wine making. Despite its small size, Portugal is one of the world’s leading wine producers. Over six years of harvests, cultivate your vines, choose the best varieties, hire the best oenologists, take part in trade fairs, and show your opponents you are the best winemaker in the game.

As winemakers in Portugal, the players develop their vineyards and produce wine to achieve maximum profit. The object of the game is to produce quality wines that can be exchanged for money or victory points.

The Vinhos Deluxe Edition features new art from Ian O’Toole, all components and improved rules of the original game of Vinhos, and a new simplified version of the game. The board is double-sided and features both versions of the game. Here are the main differences from the first edition of Vinhos:

  • Double-sided player boards can be used in both game versions
  • A ninth region has been added
  • A new estate has been added
  • The Farmer (a new character) has been added
  • The Fair has been streamlined with new mechanisms
  • 18 actions tiles to replace the manager’s actions
  • 22 multiplier tiles to final scoring
  • The bank action has been removed
  • The zero initial Vintage tile has been removed
  • The exportation action has been optimized for 2 players
  • A few small rules like the limit on experts was removed and the action replaced for another vineyards action
  • No exceptions on a number of things you can do in your turn, now you can buy, hire, sell, export 1 or 2 things in every action
  • Explanation of gameplay was reduced a lot
  • New solo rules designed for the new game version

Undaunted: Normandy

Player: 2

Time: 45 – 60 Minutes

Age: 14 Years

June, 1944: Through the D-Day landings, the Allies have seized a foothold on the beaches of Normandy. Now you must lead your troops forward as you push deeper into France and drive the German forces back. You will face intense resistance, machine gun fire, and mortar bombardment, but a great commander can turn the situation to their advantage!

Undaunted: Normandy is a deck-building game that places you and your opponent in command of American or German forces, fighting through a series of missions critical to the outcome of World War II. Use your cards to seize the initiative, bolster your forces, or control your troops on the battlefield. Strong leadership can turn the tide of battle in your favor, but reckless decisions could prove catastrophic as every casualty you take removes a card from your deck. Take charge amidst the chaos of battle, hold fast in the face of opposition, and remain undaunted.

Three Kingdoms Redux

Player: 3

Time: 135 – 165 Minutes

Age: 14 Years

The Han Dynasty, founded in 206 BC, ruled the central plains and much of modern day China for nearly four hundred years. However, by late second century, court politics and poor governance has left it in rapid decline. The government was dominated by corrupt eunuchs and officials who levied heavy taxes on the peasants, resulting in public discontent. This culminated in the Yellow Turban Rebellion led by Zhang Jiao in 184 AD during the reign of Emperor Ling (168-189 AD).

Although the Yellow Turban Rebellion was eventually put down, many surviving followers went on to become bandits and continued to create problems for the government. The Han army was unable to control the bandits and Emperor Ling granted direct administrative power over provinces and command of regional military to local lords. Many feudal lords took the opportunity to sever ties with the Han government and ruled independently. The more ambitious lords annexed neighboring territories to expand their power bases. This led to the emergence of the three power blocs of Wei, Wu and Shu, and ushered in the Three Kingdoms period.

Three Kingdoms Redux is a board game that seeks to recreate the tripartite between the states of Wei, Wu and Shu. You assume the role of one of the three lords – Cao Cao leading Cao Wei, Sun Jian leading Eastern Wu or Liu Bei leading Shu Han. Players start the game from asymmetrical positions, reflecting the manpower advantages Wei enjoyed in the early part of the period. The weaker states of Wu and Shu protect themselves by forming an alliance. As a feudal lord, you manage the different aspects of running a state whilst guarding your borders against both rebellious border tribes and external enemies. Managing each aspect well earns victory points for your state. But beware, for the balance of power shifts constantly during the game. Understand and take advantage of the power shifts, and you will fulfill your grand ambition of re-unifying China!

In more detail, Three Kingdoms Redux is played over a number of rounds, up to a maximum of twelve. Players bid for various actions with their general tokens. The highest bidder of each action space obtains the right to carry out the actions.

These actions allow players to improve your state’s domestic development, gain military strength, construct state enhancements, increase popularity with your people, improve relationships with border tribes and gain promotion for the lord, to the next higher rank.

The actions available to each player are:

  • develop your state’s farm or marketplace,
  • recruit or train army units,
  • produce weapons,
  • trade resources,
  • construct state enhancements,
  • control the Han emperor,
  • demand tributes from your vassals,
  • win support from your people,
  • import technology,
  • improve your relationship with your border tribe, or
  • wage battle against other states to expand your borders.

The winner is the player with the most victory points (VPs) at the end of the game.

The Networks

Player: 1 – 5

Time: 60 – 90 Minutes

Age: 13 Years

In The Networks, you and your opponents are new television networks, and you need new programming. For this, you’ll need Shows, Stars, and Ads.

Shows need Stars and Ads. Stars give you bonus viewers (points), and Ads give you extra money. You’ll need everything you can get; you’ll have a small amount of resources and time, and you must grab the latest hot show before your opponents.

And some Stars will give their best effort only if you put them on in the proper conditions. For example, some Stars only want to be put on dramas. Other Stars want to be the only Star on the show. And your Ads will give you the most money only if you put them on in the correct time slot.

Finally, Shows age and viewers lose interest, so you have to keep your line-up fresh by canceling shows and sending them into reruns. Fortunately, you can get viewers from your reruns, and you’ll get bonuses if you get a lot of shows of the same genre throughout the game.

If you need a special push, Network Cards can give you special powers — but will a Network Card be better than another action? You’ll have to make that call.

The player with the most viewers after five seasons wins!

The Manhattan Project

Player: 2 – 5

Time: 120 Minutes

Age: 13 Years

From the back of the box:

Global Power Struggle Begins
Which nation will take the lead and become world’s dominant superpower?

The Manhattan Project makes you the leader of a great nation’s atomic weapons program in a deadly race to build bigger and better bombs. You must assign your workers to multiple projects: building your bomb-making infrastructure, expending your military to protect it, or sending your spies to steal your rival’s hard work!

You alone control your nation’s destiny. You choose when to send out your workers–and when to call them back. Careful management and superior strategy will determine the winner of this struggle. So take charge and secure your nation’s future!

Additional description:

The Manhattan Project is a low-luck, mostly open information efficiency game in which players compete to build and operate the most effective atomic bomb program. Players do not “nuke” each other, but conventional air strikes are allowed against facilities.

The game features worker placement with a twist: there are no rounds and no end-of-round administration. Players retrieve their workers when they choose to or are forced to (by running out).

An espionage action allows a player to activate and block an opponent’s building, representing technology theft and sabotage.

Stockpile

Player: 2 – 5

Time: 45 Minutes

Age: 13 Years

Stockpile is an economic board game that combines the traditional stockholding strategy of buy low, sell high with several additional mechanisms to create a fast-paced, engaging and interactive experience.

In Stockpile, players act as stock market investors at the end of the 20th century hoping to strike it rich, and the investor with the most money at the end of the game is the winner. Stockpile centers on the idea that nobody knows everything about the stock market, but everyone does know something. In the game, this philosophy manifests in two ways: insider information and the stockpile.

First, players are given insider information each round. This information dictates how a stock’s value will change at the end of the round. By privately learning if a stock is going to move up or down, each player has a chance to act ahead of the market by buying or selling at the right time.

Second, players purchase their stocks by bidding on piles of cards called stockpiles. These stockpiles will contain a mixture of face-up and face-down cards placed by other players in the game. In this way, nobody will know all of the cards in the stockpiles. Not all cards are good either. Trading fees can poison the piles by making players pay more than they bid. By putting stocks and other cards up for auction, Stockpile catalyzes player interaction, especially when potential profits from insider information are on the line.

Both of these mechanisms are combined with some stock market elements to make players consider multiple factors when selling a stock. Do you hold onto a stock in hopes of catching a lucrative stock split or do you sell now to avoid the potential company bankruptcy? Can you hold onto your stock until the end of the game to become the majority shareholder, or do you need the liquidity of cash now for future bidding? Do you risk it all by investing heavily into one company, or do you mitigate your risk by diversifying your portfolio?

In the end, everyone knows something about the stock market, so it all comes down to strategy execution. Will you be able to navigate the movements of the stock market with certainty? Or will your investments go under from poor predictions?

Sweetlandia

Player: 2 – 6

Time: 30 Minutes

Age: 8 Years

Have you ever dreamed of a place made entirely of delicious treats? Now you can realize that dream by becoming a city planner for the beautiful and tasty, Sweetlandia!

Use Bidding Cards to acquire building areas from a delectable collection of locations: Gumdrop Garden, Rocky Road, Marshmallow Mountain, Lemonade Lake, Candy Cornfields, and many others. Choose the right locations to achieve your goals and earn the most Donuts from Mayor McSweet. Make good choices, and watch Sweetlandia grow!

It’s fun. It’s unpredictable. It’s…sweet! And you don’t need a sweet tooth to win!