Medieval

Staufer Dynasty

In The Staufer Dynasty, the players are nobles in the 12th century, accompanying Henry VI on his tour of the areas of Europe brought under control by the Staufer family, an area that included much of modern day Germany, went from the Baltic Sea in the North to Sicily in South. You're eager to improve your own lot in the land by placing envoys and nobles in positions of power in the six regions represented in this game.

The game lasts five rounds with each player having three actions per round. Players take action in order of their family members on the action board from top to bottom, and on a turn you either take a supply action (moving to one side of the action board) or a move/deploy action (moving to the other side).

For a supply action, you pick one of the spaces on the supply table, move the indicated number of envoys and nobles from the province to your personal court, then claim any chests underneath that space. The treasure chests come in different colors, with each color having a different function in the game: the brown treasure chests score points based on how many you collect, the orange ones provide immediate points or figures, the blue ones provide a one-shot bonus, and the purple ones let you collect one of the privilege cards on display. The privilege cards often modify other actions or give you a bonus for doing a particular thing.

For a move/deploy action, you decide which office seat you want to occupy in a particular region. If this seat isn't in the region where the king is located, you need to spend one envoy as you move clockwise away from the king, placing each envoy in the top part of those regions, until you reach the region that you want to occupy. You then pay the cost of the office seat, placing one figure — possibly a noble if the seat demands it — in that seat and all the other figures in clockwise order, one per region. When you occupy a seat, you claim the chest underneath it.

After everyone has finished their actions, you score for the round — but you score only in the region indicated in the current row of scoring tiles (Aachen, Nijmegen, Palermo, etc.) and the region that best meets the condition laid out in a separate part of the current row of scoring tiles (fewest chests, most occupants, where the king is located, etc.) If these two regions turn out to be the same one, you score that region only once. Players score points for having the most office seats in a region (or the second- or thirdmost most office seats) based on the point tile placed in the region at the start of the game. Each region also has a printed bonus that players receive, such as bonus chests or additional envoys.

To end the round, you remove all of the office occupants of the region that scored, add new chests under each office seat in those scoring regions and each space on the supply table, then sweep the king clockwise 1-3 regions. As the king moves, he returns all of the envoys that he encounters in the regions that he enters to their owners. After five rounds, players score for their treasure chests as well as for how well they completed their secret job cards, and the player with the most points wins.

Castles of Burgundy

The game is set in the Burgundy region of High Medieval France. Each player takes on the role of an aristocrat, originally controlling a small princedom. While playing they aim to build settlements and powerful castles, practice trade along the river, exploit silver mines, and use the knowledge of travelers.

The game is about players taking settlement tiles from the game board and placing them into their princedom which is represented by the player board. Every tile has a function that starts when the tile is placed in the princedom. The princedom itself consists of several regions, each of which demands its own type of settlement tile.

The game is played in five phases, each consisting of five rounds. Each phase begins with the game board stocked with settlement tiles and goods tiles. At the beginning of each round all players roll their two dice, and the player who is currently first in turn order rolls a goods placement die. A goods tile is made available on the game board according to the roll of the goods die. During each round players take their turns in the current turn order. During his turn, a player may perform any two of the four possible types of actions: 1) take a settlement tile from the numbered depot on the game board corresponding to one of his dice and place it in the staging area on his player board, 2) take a settlement tile from the staging area of his player board to a space on his player board with a number matching one of his dice in the corresponding region for the type of tile and adjacent to a previously placed settlement tile, 3) deliver goods with a number matching one of his dice, or 4) take worker tokens which allow the player to adjust the roll of his dice. In addition to these actions a player may buy a settlement tile from the central depot on the game board and place it in the staging area on his player board. If an action triggers the award of victory points, those points are immediately recorded. Each settlement tile offers a benefit, additional actions, additional money, advancement on the turn order track, more goods tiles, die roll adjustment or victory points. Bonus victory points are awarded for filling a region with settlement tiles.

The game ends when the last player finishes his turn of the fifth round of the fifth phase. Victory points are awarded for unused money and workers, and undelivered goods. Bonus victory points from certain settlement tiles are awarded at the end of the game.

The player with the most victory points wins.

The rules include basic and advanced versions.

This game is #14 in the Alea big box series.

Village

Life in the village is hard – but life here also allows the inhabitants to grow and prosper as they please. One villager might want to become a friar. Another might feel ambitious and strive for a career in public office. A third one might want to seek his luck in distant lands.

Each player will take the reins of a family and have them find fame and glory in many different ways. There is one thing you must not forget, however: Time will not stop for anyone and with time people will vanish. Those who will find themselves immortalized in the village chronicles will bring honor to their family and be one step closer to victory.

Village is a game full of tactical challenges. A smart and unique new action mechanism is responsible for keeping turns short and yet still tactically rich and full of difficult decisions. Also unique is the way this game deals with the delicate subject of death; as a natural and perpetual part of life in the village, thoughts of death will keep you focused on smart time-management.

Paraphrased from Opinionated Gamer's review:

Each player’s turn consists of taking a cube and then taking the action of the area they just took the cube from. The board has multiple different zones with specific attributes, a market, a travel zone, a crafting zone, a church, and a council house. Many of these offer multiple options, so even if you take a cube from the crafting area, you can get an ox, a horse, a cart, a plow, a scroll, or convert wheat to gold. Each zone is seeded with cubes of four colors plus black cubes which serve as curses, there are lots of turns per round. Some areas offer short-term scoring, others offer long-term scoring, and still others offer only end-game scoring. The round ends when there are no cubes at any location. The game ends when either the village chronicle or the anonymous graveyard is full.

Mascarade

Players in Mascarade start with six coins and a randomly dealt character card. Characters stay face up just long enough for players to more or less memorize them, then are turned face down. Your goal is to be the first player to hold 13 coins, and while you start nearly halfway to that goal, you can go down just as surely as you can go up!

On a turn you take one of three actions:

1) Announce your character: Claim the power of a certain character and take the associated action. You don't have to have that character card in front of you to take this action, but if someone else says that they're that character and reveals the card to prove it, that player takes the action instead while you lose one coin to the tribunal.

2) Swap cards or not: Take another player's character card along with yours, place them under the table, shuffle them around a bit, then give one card back to the other player while keeping one for yourself. You (presumably) know whether you changed characters and can have some idea of who you are now, but that other player might be in the dark.

3) Secretly look at your character: Look at your character card to make sure of who you are.

Play continues until one player obtains 13 coins and wins!

Mascarade includes more character cards than the number of players, so not all characters will be used in each game. The rules suggest that you use certain characters in your first games, but once you know the game, you can try many other distributions. The first edition of Mascarade contains 13 characters. The beggar (woman) has no special ability. Bruno Faidutti says on his blog: "...she has no ability so far. I always like to find blank cards in a game, for which I can imagine my own effects. Here, the card is not blank – it has a picture and a name, but you can devise its effect, and I'm sure there'll be some prize for the best idea."

Pillars of the Earth: Builders Duel

One player tries to erect a cathedral, while the other is in charge of building a fortress, an element that also seems to be part of the book; the one who succeeds first in erecting his building has won the game.

Each of the two buildings consists of three sections/cards; each of those sections require a different combination of materials. Action cards enable players to get to construction materials; other action cards upgrade these materials, such as iron into bells, sand into cement or wool into cloth.

(From the Nuremberg preview at Gamepack.nl.)