Environmental

Neoville

Neoville is looking for architects to build a city that is a combination of human habitation and the natural world. Are you up to the challenge? Position tiles strategically to build skyscrapers and utilities in your 4×4 city. Skyscrapers will be worth harmony points at the end of the game based on their value and district size. Utilities will be worth harmony points when their position in the city fits their own requirements. However, skyscrapers or utilities that do not meet their requirements will count as negative points! Who will design the most harmonious city with nature?

—description from the publisher

Subastral

We need only lower our gaze from the stellar night skies to the planet below to see that beauty surrounds us! The biomes of planet Earth are as diverse and wondrous as the living creatures that populate them, and ideally you'll see more than your fair share of them in the strategic card game Subastral.

In the game, you collect cards that represent your notes on eight different biomes: subtropical desert, savanna, tropical rainforest, chaparral, temperate grassland, temperate forest, taiga, and arctic tundra. You start the game with three random cards in hand; each card depicts one of the eight biome types and is numbered 1-6. Eight cards are placed onto six clouds in the center of the table, with the deck to the left of the #1 cloud and a sun card to the right of #6.

On a turn, play a card from your hand onto the matching numbered cloud, then collect any pile of your choice to the left or right of the pile on which you played. If you choose a cloud to the left toward the deck, you add the cards on that cloud to your hand, then draw an additional card from the deck and add it to your hand. If you choose to the right toward the sun, you add those cards to your "journal", which is your collection of cards. Cards from the same biome go in the same pile, and you build piles from left to right in your journal as you collect cards from new biomes, with those piles being numbered 1-8. To end your turn, you draw a card from the deck to fill the empty cloud space.

When you hit the "game end" card in the deck, complete the round, then play one additional round. Each player then scores for their journal in two ways: Score for your two biomes that have the most cards, with each card in those biomes worth as many points as the number of the pile. (In other words, whatever two biomes you start collecting last, you want to collect a lot of them since those cards will be worth the most points.) Next, you remove one card from each biome left to right until you hit an empty space or run out of biomes; the set is worth 1-36 points depending on the number of cards in it. Then you create another set collecting cards from left to right, etc. until your leftmost biome is empty. Whoever has scored the most points wins!

Will your journal of research notes on the planet's biomes be deep and diverse enough to stand out amongst your peers?

Meadow

Meadow is an engaging set collection game with over two hundred unique cards containing hand-painted watercolor illustrations. In the game, players take the role of explorers competing for the title of the most skilled nature observer. To win, they collect cards with the most valuable species, landscapes, and discoveries. Their journey is led by passion, a curiosity of the world, an inquiring mind, and a desire to discover the mysteries of nature. The competition continues at the bonfire where the players race to fulfill the goals of their adventures.

In this medium-weight board game for 1-4 players, you take turns placing path tokens on one of the two boards. Placing a token on the main board allows the player to get cards, but playing them requires meeting certain requirements. Playing a token on the bonfire board activates special actions (which helps to implement a chosen strategy) and gives the opportunity to achieve goals that provide additional points. Throughout the game, players collect cards in their meadow and surroundings area. At the end, the player with the most points on cards and on the bonfire board wins.

Meadow also includes envelopes with additional cards to open at specific moments...

The Manhattan Project: Energy Empire

From the ashes of war, nations rise to power in the atomic age. Each player takes control of a nation struggling for power in the latter part of the 20th century. They build up their nation’s industry, commerce, and government by acquiring resources, building structures, and tapping sources of energy. The price of oil is going up, and nuclear energy is the wave of the future. The Manhattan Project: Energy Empire is set in the same "universe" as The Manhattan Project, but it's a standalone game, not an expansion.

The major threat in Energy Empire is not war, but uncertain global impacts, that result from side effects of industrialization and pollution. Many actions come with a cost. So, as nations become more industrious, they also increase the amount of pollution in the environment. Careful use of science can mitigate the harmful effects of industry, and can also help avert global crises.

Energy Empire uses worker placement, tableau-building, and resource management mechanics. On each turn, a player can choose to either work or generate. On a work turn, a player plays a single worker on the main board, then uses workers and energy to activate cards in their tableau. Players may spend energy to use an occupied space on the main board, so no spaces are ever completely blocked. On a generate turn, players get to renew their supply of energy by rolling "energy dice" that represent nuclear, coal, oil, solar, and other forms of energy.

Mariposas

Every spring, millions of monarch butterflies leave Mexico to spread out across eastern North America. Every fall, millions fly back to Mexico. However, no single butterfly ever makes the round trip.

Mariposas is a game of movement and set collection that lets players be part of this amazing journey.

Mariposas is played in three seasons. In general, your butterflies try to head north in spring, spread out in summer, and return south in fall. The end of each season brings a scoring round, and at the end of fall, the player with the most successful family of butterflies — i.e., the most victory points — wins the game.

—description from the publisher