exploration

Incan Gold

Incan Gold is a quick, fun and tense game in which you and other adventurers explore an old Incan temple in search of gold and treasure. In each of the five rounds, you secretly choose if you want to continue exploring the temple in search of more treasure or retreat to the safety of your camp with your share of the treasure that has been discovered so far.

Each time that an explorer braves new territory, more treasure or a danger appears. When a second card of the same type of danger is turned over, all exposed treasure is buried, leaving the remaining adventurers with nothing. Do you flee the dangerous temple with your portion of the treasure that has been uncovered so far or do you venture into the exciting temple in search of more hidden valuables?

After five rounds of exploration, whoever has the most treasure is the ultimate explorer and winner!

From the publisher: "You and your fellow adventurers travel to Peru to find a ruined Incan temple and its treasures: turquoise, obsidian and gold. There are also rumors of valuable Incan artifacts. Will you chance dangers like giant spiders, mummies and fire during your search, or will you escape back to camp and safety, carrying out your loot?"

Re-implemented by:

Risco Total (Released as an unauthorized game. An agreement has since been made between the authors and the publisher)

Anno 1503

A boardgame based on a computer game (instead of the other way around) and designed by Klaus Teuber, Anno 1503 views the era of colonization strictly from the home country perspective. Two to four players send ships to explore islands scattered about a 5 x 12 square ocean (the more players, the more islands). The settlement of the new lands is, however, strictly abstract.

Each player's turn begins with the roll of one 6-sided die. A "6" is a random event (pirates, fire or good fortune - bad twice as often as lucky, and most likely to damage players who are doing well). On other results, each player gains a commodity from one of his five workshops. The player who rolled may then buy commodities from the bank, sell them to his colonists for gold (no trading among players), or use them in various combinations to recruit new colonists, promote existing ones, or build ships. After that, ships can sail for the unknown lands.

Each island bears on its hidden side an outpost, a treasure or a trade agreement. After being discovered, these items are brought back to the home country (and the ship is removed from play, requiring the player to build a new one in order to keep searching). Outposts increase the productivity of workshops. Treasure yields either gold or free colonist promotions. Trade agreements reduce the gold needed to buy commodities from the bank.

Besides being useful in these ways, outposts, gold and agreements are among the game's victory conditions. A player wins by being to first to attain three out of five objectives, namely, four outposts, 30 gold, three trade agreements, three colonists promoted to the top rank of "merchant" and the construction of four public buildings. The buildings (8 types, each bringing some advantage) cost nothing but don't become available until a player has recruited at least four colonists. After that, each new colonist adds a building (unless they've been preempted by other players; there aren't enough for everyone).

Overall, the game falls squarely into the "simultaneous solitaire" category. Except in the race for islands, the players scarcely interact at all. They do, however, have a great many choices to make in the course of play.

Armada

A board game with a nicely realized island group, which offers protection for either four nations or four pirate bands (depending on the edition) and indigenous people. Components: 300 plastic markers, 150 tokens, 8 ships made of metal with 2 masts, 55 cards (3rd edition only), 3 six-sided special dice, 1 rules booklet.

Between the second and third edition, the theme of the game changed. The first and second have a theme of four nations exploring and colonizing new land, while the third edition has a pirate theme. The third edition also adds 55 action cards, resulting in more chaos and - possibly - less strategy (at least that's what is suggested in the rules).

The board shows an island group composed of five smaller island groups separated by ocean. There is a large island group in the middle and four smaller ones in the corners. The four smaller island groups are the homelands of the four nations in editions 1 and 2 and the pirate bases in edition 3. Nations / pirates set out to explore and conquer the big island group in the middle (or each others' homelands).

Every round, each nation / pirate group has 10 action points. With these you can accomplish various actions: move, load ships, explore unknown areas, attack your opponents, etc. Most important action is probably exploration, in which you roll two special dice which determine how many natives and how much gold there is in a neighboring, unexplored land. You'll have to fight the natives to conquer that land and get the gold. The gold itself you use to muster new armies / pirates. Conquest ultimately decides the winner.

In the 3rd edition, you can use special cards to optimize your course or counter the actions of opponents. Thus you have a large freedom of movement, unfortunately your opponents do also.

A winner of the 1986 Concours International de Créateurs de Jeux de Société.

Dungeons & Dragons: Wrath of Ashardalon Board Game

From Wizards of the Coast website:

A cooperative game of adventure for 1-5 players set in the world of Dungeons & Dragons.

A heavy shadow falls across the land, cast by a dark spire that belches smoke and oozes fiery lava. A cave mouth leads to a maze of tunnels and chambers, and deep within this monster-infested labyrinth lurks the most terrifying creature of all: a red dragon!

Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play.

Each player selects a hero; a rogue, thief, warrior, cleric, or wizard. On their turn, each player can explore further into the dungeon (turn over new tiles), move through the already explored parts of the dungeon, and fight monsters. When a new dungeon tile is revealed, there is typically an encounter of some sort, and new monsters to fight are added. Slain monsters reward the players with treasure, and experience points, allowing them to level up and increase their skills during play. Players must cooperate to stay alive, slay the monsters, and achieve the goal of their quest. Each scenario has a different goal - from retrieving a relic, to slaying a vampire lord.