Area Majority / Influence

Zapotec

The Zapotec were a pre-Columbian civilization that flourished in the Valley of Oaxaca in Mesoamerica. Archaeological evidence reveal their culture going back at least 2,500 years. Remnants of the ancient city of Monte Albán in the form of buildings, ball courts, magnificent tombs, and finely worked gold jewelry testify of this once great civilization. Monte Albán was one of the first major cities in Mesoamerica and the center of the Zapotec state that dominated much of the territory that today belongs to the Mexican state of Oaxaca.

In a game of Zapotec, you build temples, cornfields and villages in the three valleys surrounding the capital to generate resources needed for building pyramids, making sacrifices to the gods, and performing rituals.

Each round, players simultaneously pick a card from their hand to determine their turn order and the resources they collect. Players then perform individual turns and spend resources to build new houses, gain access to special abilities, make sacrifices to the gods and build pyramids. The played action card determines three important aspects of each player's turn:

The resource printed at the top of the card determines the row or column to activate on the resource grid to collect income.

The icon in the middle of the card matches one of the nine properties of the building spaces on the map (one of three building types, one of three regions, or one of three terrain types). On their turn, players may build only on spaces that match that icon.

The number at the bottom of the card dictates the turn order for the round when the card is played.

At the end of the round, players draft new cards from the central offer, with the final undrafted card becoming the scoring bonus card for the following round.

After five rounds, players score points for pyramids, for their position on the sacrifice track, and for their ritual cards. The player with the most victory points wins.

—description from publisher

Eriantys

Hidden by the soft cloudy whiteness is a world where floating islands are home to great schools for young magical creatures from five realms. Cute little red dragons, clumsy pink fairies, spiteful yellow gnomes, small blue unicorns, and green frogs who dream of becoming princes show up at the gates of schools, with the hope of being admitted to the great hall and being able to admire the famous professors of their realm.

In Eriantys, a game full of strategy, tactics, and twists and turns, you run one of these four great schools and compete with other wizards to increase your fame! Carefully plan your moves and try to control your opponents' moves. On your turn, play a card, place three students, and advance mother nature a certain number of steps across the islands. The island on which mother nature lands is evaluated, and whoever controls it can erect one of their own towers, possibly taking control from an opponent. Additionally, adjacent islands controlled by the same player can merge with that one.

The game ends if only three islands remain, if the students run out, or if a player builds all of their towers. At this point, the player who built the most towers wins.

With three different game modes, including team play, Eriantys always offers different and interesting games. In addition, if you play with the expert version, you can use the fantastic skills of the special characters; each adds many possibilities, enriching the fun and beauty of the challenge.

—description from the publisher

Paris: Eiffel

The tower built by architect Gustave Eiffel rises high above Paris, announcing the inauguration of the Universal Exposition. There are those who define it as a monstrous iron cyclops and others as the first step into modern architecture. There is no doubt it will leave very few indifferent.

Paris Eiffel is an expansion of Paris: La cité de la lumière. There are eight new action postcards that provide far more variability in the game. The postcards are accompanied by a series of die-cut figures that will add a spectacular third dimension to your Paris.

In this expansion you will visit Parisian marvels such as the Arc de Triomphe, the obelisk of Luxor, Louvre Museum, and naturally, the Eiffel Tower.

—description from the publisher

Paris: La Cité de la Lumière

Paris is a two-player board game by José Antonio Abascal infused with Parisian aesthetics by the boardgame’s artist Oriol Hernández. The game is set in late 19th century Paris during the 1889 “Exposition Universelle,” or world’s fair, when public electricity was a hot topic. Electricity spread throughout the city, creating today’s beautiful nocturnal Parisian streets and coining Paris’s nickname “La Cité de la Lumiére”, the city of lights.

The most well-lit buildings are admired more highly by passers-by. In the first phase, players can either place tiles or grow their reserve of buildings. The cobblestone tiles are divided into 4 random spaces (their color, their opponents’ color, a streetlight or a mixed-color space where either player can build).

Then, in the second phase, players build on top of their color or the mixed spaces, in effort to position their buildings as close to as many streetlights as possible. More streetlights solicit more adoration and points. The player with the best lit buildings steals the hearts of Parisian pedestrians and wins the game.

—description from the publisher

Jinja

Jinja is colorful worker placement game about building shrines across Japan. You must place workers at key locations around Japan to activate one of thirteen different actions or build at one of seven different territories. To earn the highest honor, you must plan your strategy, time your construction, and be a little bit lucky. Jinja features evocative illustrations and high-quality components, with custom plastic miniatures representing the shrines, painted meeples to represent the workers, screenprinted score trackers, and a custom multi-color Mask die.

The game board is an illustrated map of Japan divided into territories with a limited number of temple sites. Over five seasons, players place workers on one of the thirteen actions or seven territories as they work towards their different goals. Building a Shrine earns honor and special abilities

Jinja adds replayability with variable goals and events. Omikuji, or "fortunes," are secret goals that score you bonus points if your shrines are on key locations. Kitsune cards are randomly chosen for each game, providing different discounts, bonuses, and abilities that change with the seasons.

Throughout the game you can exchange deed cards for territory, leave it up to luck by rolling the mask die for bonuses, and revisit your territories to build up your resource supply. At the end of the game, players also get bonuses for having the most shrines in each region.

—description from the publisher