Cyclades: Titans
Cyclades: Titans, the second expansion for Cyclades, includes a new game board with large islands on which ground attacks can be carried out as well as the Titans of Greek legend, who can conduct attacks without the help of Ares.
Cyclades: Titans, the second expansion for Cyclades, includes a new game board with large islands on which ground attacks can be carried out as well as the Titans of Greek legend, who can conduct attacks without the help of Ares.
The mythical realm of Hyperborea was ruled by an ancient civilization that used magical crystals as their main source of energy. With time, the Hyperboreans became greedy, and their search for power in the deep made the crystals unstable, causing earthquakes, mutations, droughts and floods. Hyperboreans just dug deeper, and only a few wise mages, foreseeing the inevitable, built an unbreakable magical barrier. When the unharnessed magical energy was unleashed from the deep, the Hyperborean civilization was destroyed in a single day, only the magical barrier preventing the disappearance of life from the whole land. The survivors living in the small outposts outside Hyperborea were now sealed out by the barrier. The knowledge of crystals was declared forbidden it was because too dangerous, or simply forgotten.
Over centuries, six rival realms were born from the ashes of the Hyperborean civilization: the militarist Red Duchy; the Emerald Kingdom and its death-delivering archers; the Purple Matriarchy fanatically worshipping the goddess of life; the skilled diplomats and merchants of the Golden Barony; the Coral Throne with its efficiently organized society and finally the secluded and enigmatic Celestial Reign.
The fragile peace between the different realms was not intended to last. One day, the magical barrier suddenly collapsed. A whole new land stood in front of the six kingdoms, still haunted by the old Hyperboreans turned into harmless but ominous ghosts, full of ruins to discover and cities to explore. Each realm is now sending its best warriors and explorers to Hyperborea in order to achieve dominance over their rivals, but which will prevail? Brutal strength or deep understanding of science? The discovery of valuable artifacts in the lost ruins or the retaking of long, lost cities? Only you, as the leader of one of the factions, can lead your people to the ultimate dominance over Hyperborea!
Set in a mythical land of the same name, Hyperborea is a light civilization game for 2 to 6 players that takes 20-25 minutes per player. The game begins at the time when the magic barrier protecting access to the mythical continent of Hyperborea suddenly falls.
Each player takes the role of the leader of a small kingdom situated just outside the now open to be conquered and explored land. Her kingdom has limited knowledge of housing, trade, movement, warfare, research, and growth, but new and exciting powers are hidden in Hyperborea. During the game, this kingdom will grow in numbers and raise armies, extend its territory, explore and conquer, learn new technologies, etc...
The game's main mechanism, which can be described as "bag-building", involves you building a pool of "civilicubes". Each cube represents specializations for your kingdom: war, trade, movement, building, knowledge, growth. Grey cubes represent corruption and waste, and players will acquire them by developing new technologies. (Power corrupts by its own definition, and the more complex a society becomes, the more waste it generates.) Each turn, players draw three random cubes from their bags, then use them to activate knowledge (technologies) they own.
While the galactic conflict escalates and several new factions are trying to get a foothold on the galaxy, the adversaries suddenly need to find allies among themselves to face the rising threat. The systems previously thought to be empty are suddenly swarming with Ancients – whole worlds of them, with ship capabilities way beyond anything seen before.
They are not willing to negotiate.
Eclipse: Rise of the Ancients, the first full-size expansion for Eclipse, introduces several new additions to the base game, such as Rare Technologies, Developments, Alliances, Ancient Homeworlds and Warp Portals. There are also three new player boards with four new different alien species to choose from. New components allow up to nine players in one session.
Due to the modular design, you can use all of these additions or just some of them in any game of Eclipse, according to your preferences and play style.
The Ancients are rising. Will your civilization rise to the occasion and emerge victorious?
Game description from the publisher:
It is 1926, and the museum's extensive collection of exotic curios and occult artifacts poses a threat to the barriers between our world and the elder evils lurking between dimensions. Gates to the beyond begin to leak open, and terrifying creatures of increasing strength steal through them. Animals, the mad, and those of more susceptible minds are driven to desperation by the supernatural forces the portals unleash. Only a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever. Only they can stop the Ancient One beyond from finding its way to Earth and reducing humanity to cinders.
Elder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient One. Armed with tools, allies, and occult knowledge, investigators must put their sanity and stamina to the test as they adventure to locate Elder Signs, the eldritch symbols used to seal away the Ancient Ones and win the game.
To locate Elder Signs, investigators must successfully endure Adventures within the museum and its environs. A countdown mechanism makes an Ancient One appear if the investigators are not quick enough. The investigators must then battle the Ancient One. A clever and thematic dice mechanism pits their exploration against monsters and the sheer difficulty of staying sane and healthy, all within the standard game duration of one to two hours.
The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive scenarios, opposing players may be powerful allies, but only one will be able to claim the land as their own. In cooperative scenarios, the players win or lose as a group. Solo rules are also included.
Combining elements of RPGs, deckbuilding, and traditional board games the Mage Knight board game captures the rich history of the Mage Knight universe in a self-contained gaming experience..