Medieval

Samurai Sword

Game description from the publisher:

Samurai Sword is a new game based on the proven Bang! mechanisms and set in feudal Japan. In this game, the familiar features of Bang! are enhanced by more dynamic and fast-paced game play, and thanks to a new scoring system – based on honor points and resilience points – there is no player elimination. Everybody gets to fight to the very end! Also, weapons and attacks are fused into a single card.

I Am Vlad: Prince of Wallachia

I Am Vlad: Prince Of Wallachia – an epic board game about the real life of Vlad the Impaler and about the habits, mysteries and actual facts of Wallachia and Transylvania – can be played by two, three or four players. The players begin the game from their own base and each have control over a Vlad hero as well as an Archer and a Wallachian Knight.

During the game, they try to eliminate the opposing Vlad heroes through tactical movements and attacks with their own units. Gameplay takes place on two boards: the Game Map and the Underworld Map. While the Game Map is the board on which all the interactions between players take place (including movement, battles, tactical actions, and the positioning of units and outposts), the Underworld is the area Archers and Wallachian Knights enter once they die in battle. I Am Vlad: Prince Of Wallachia has two types of battles: against enemy units and against neutral units; for both types, players use battle cards, magic cards, tokens, and an eight-sided die. Other tactical actions are made through tokens, gold coins, outposts, and so on.

Lyssan

It is an empire of changing flags. The old crown fell, and many stepped forward to claim it. That was two centuries ago.

Now the barons and the princes swear loyalty to whichever claimant-emperor garrisons the nearest army today. The clergy sell their sermons for the highest bidder, and spies whisper promises to mercenary generals.

You are the one true ruler of the broken Empire of Lyssan, and it's up to you to put the pretenders (the other players) in their place before their endless squabbling tears your nation apart. You (and others) will attempt to take control by using castles, knights, nobles, priests, and spies:

Knights hold territory and fight masterfully.
Nobles hold territory, support priests, and fight poorly.
Castles hold territory, spawn new units, and protect knights and nobles.
Priests manipulate influence and support spies.
Spies assassinate priests and other spies, and have the devastating power to steal other players' court cards.

Lyssan is an intense board game of strategy, cooperation, and betrayal for two to four players. The winner is the player who claims the most trophies, and each trophy can only be claimed by a single player. One trophy card might call for the player to control the most mines, the next to have most spies deployed, and the next to have the most sophisticated court. An upcoming trophy is revealed each turn, requiring strength, cunning, and adaptability to win.

Lyssan combines tightly designed euro-style rules with the interactivity and flavor of an epic wargame. Lyssan has slim rules comparable to many family friendly games. Yet the play is as rich and interactive as the crunchiest, most grognard-friendly wargames. And Lyssan plays fast. A typical game of Lyssan runs a full hour quicker than comparable games.

Lyssan combines:
A map to be conquered (like Risk)...
...with a few different unit types that act a few different ways each (like Chess or Diplomacy) ...
...with cards that let players pull off devastating surprise moves or permanently improve their abilities. To play one card, you discard others. (Like Race for the Galaxy) These cards can be very powerful, but they can also be stolen by spies. The whole landscape of the game can change in the blink of an eye as ownership of a card changes hands. Get one of your spies into a rival's castle, and you can take over his improvements or turn his own followers against him.

All interrupting effects have been stripped out of the game, so each player can complete their turn quickly, without waiting for the others. The game has been designed from the start to allow timed play, like a tournament chess match. This is good for players who want extra-brisk play, or who just have one slowpoke at the table who needs to be reined in.

Keyflower

Keyflower is a game for two to six players played over four rounds. Each round represents a season: spring, summer, autumn, and finally winter. Each player starts the game with a "home" tile and an initial team of eight workers, each of which is colored red, yellow, or blue. Workers of matching colors are used by the players to bid for tiles to add to their villages. Matching workers may alternatively be used to generate resources, skills and additional workers, not only from the player's own tiles, but also from the tiles in the other players' villages and from the new tiles being auctioned.

In spring, summer and autumn, more workers will arrive on board the Keyflower and her sister boats, with some of these workers possessing skills in the working of the key resources of iron, stone and wood. In each of these seasons, village tiles are set out at random for auction. In the winter no new workers arrive and the players select the village tiles for auction from those they received at the beginning of the game. Each winter village tile offers VPs for certain combinations of resources, skills and workers. The player whose village and workers generate the most VPs wins the game.

Keyflower presents players with many different challenges and each game will be different due to the mix of village tiles that appear in that particular game. Throughout the game, players will need to be alert to the opportunities to best utilize their various resources, transport and upgrade capability, skills and workers.

Keyflower, a joint design between Richard Breese and Sebastian Bleasdale, is the seventh game in the "Key" series from R&D Games set in the medieval "Key" land.

Noblemen

In the mid-sixteenth century England Queen Elizabeth I rules without an heir. This leaves room for some maneuvering. Powers throughout, including you, believe that a family with great presence, wealth, and nobility might find itself in the right place at the right time.

In Noblemen, you are members of the British aristocracy. You will try to achieve influence and prestige for your family. You will grow your family's estate, earn the queen's favor, bear witness to scandalous behavior, gain influence with the church, bribe royalty, and leverage your political weight during masquerade balls; all in an effort to ensure your family's rightful place in history. After three decades, the player with the most victory points will be declared the winner.

This is a game of several races all going on at the same time. Players race the clock; you will never know exactly how many turns are remaining before the scoring round. Players will race each other – to build cheaper buildings, to be the first to build a folly, to have more prestige and therefore gain a higher noble title, and more. On your turn you can play one scandal card (if you choose) in addition to taking one action from the following possibilities:

Grow Estate – Play lands from behind your screen
Build Structure – Buy and play a building on a meadow
Bribe Royalty – Buy bribe tickets you can redeem later
Collect Taxes – Get money
Acquire Lands – Get more land from the bag of random lands
Donate to the Church – Redeem lands for victory points
Leisure Time – Get one victory point

On most of your turns, you will build your estate by playing land tiles or building structures. There are three commodities to concentrate on: lands, wealth, and prestige. Each commodity will help on your path to victory. It is for you to decide each turn which is the most needed for you to win the game.