Negotiation

Wheeler Dealer

Contents of the Game:

1 playing board, 3 dice, 3 packs of ‘Commodity’ cards (coloured red green and yellow) 1 pack of ‘Command’ cards (coloured blue) various denominations of ‘Credit’ notes, 6 playing pieces, 6 ‘At Risk Zone Cards’, 1 set of Rules.

Cards: There are 4 packs of cards which are placed on the playing board, as indicated by the 4 colour coded cards situated between the ‘inner’ and ‘outer’ circles. The 4 packs of cards are made up as follows:-

Red Commodity Cards – cheapest range from 500 to 1,000 ‘Credits’.

Green Commodity Cards – middle range from 2,000 to 10,000 ‘Credits’.

Yellow Commodity Cards – dearest range from 10,000 to 100,000 ‘Credits’.

Blue Cards – ‘Command’ cards – instructions must be followed.

This game can be played by 2 to 6 players aged 8 and over. There are 3 different levels of the game, each being a little more complex than the last. The first level enables you to get used to the basic idea. The second level introduces more advanced rules and techniques. The third level encourages you to play the game in its purest form, pitting your wits against the other players until a final winner emerges. (You will find a ‘Quick Start Guide’ on the back of the ‘At Risk Zone Card’.)

The idea of the game is to be the most successful Wheeler Dealer™ and depending on which level is played, be the first to have a total wealth of up to 3,000,000 ‘credits’. Players start with 8,250 ‘credits’ and a random hand of 4 red and 4 green ‘Commodity’ cards on level 1. Players accumulate wealth by selectively buying and selling ‘Commodity’ cards one at a time, until a ‘set’ of 3 or more identical cards has been built. Once a ‘set’ has been built it may be sold to the ‘bank’ for 2, 3 or 4 (sometimes more) times the ‘face value’. It is good practice to place the ‘set’ to be sold to the ‘bank’ in the middle of the playing board. ‘Commodity’ cards sold to the ‘bank’ are placed at the bottom of the coloured coded deck.

Players must start on the ‘outer circle’, from any of the blue spaces, in a clockwise direction. Players may only progress to the ‘inner circle’ when they have sufficient total wealth (150,000 ‘Credits’ level 1). As soon as one player reaches the ‘inner circle’ all other players are permitted to enter also, even if they do not have sufficient wealth. Wealth is accumulated faster on the ‘inner circle’, however, there are greater risks. All players must announce that they are going to enter the ‘inner circle’ before the dice are thrown. Before throwing the dice to move around either ‘circle’, players may buy one ‘Commodity’ card from any other player for 3 times the ‘face value’. Other players do not have to sell and only one card may be bought at a time. If buying a card makes a ‘set’ of 3 or more the player may also sell the ‘set’ to the ‘bank’ before throwing the dice to move around the ‘circle’.

Players may at any time during their turn secure loans on other ‘Commodity’ cards in their possession at ½ ‘face value’ which is known as the ‘At Risk Value’. Such cards must be placed on the ‘At Risk Zone Card’, unless they form part of the ‘set’ to be sold immediately to the ‘bank’. ‘At Risk’ cards may be bought by other players, when it is their turn, at 2 times ‘face value’. If asked, the owner of an ‘At Risk’ card must sell it to the other player, repay the bank the ‘At Risk Value’, plus 10% interest. It is good practice to place the ‘At Risk Zone Card’ to your left, thereby keeping your cards and money away from the other players.

Once the above options have been exhausted, the player then rolls the dice (2 ‘outer circle’ 1 ‘inner circle’) and moves his playing piece the number of spaces rolled in a clockwise direction. The player turns over the top card of the colour landed on and may buy the ‘Commodity’ card at ‘face value’. If buying this card makes a ‘set’, you must wait until your next turn before selling the ‘set’ to the ‘bank’. If a player does not have or cannot raise enough money to buy the ‘Commodity’ card or does not want it, the player must pay the ‘bank’ 10% of the ‘face value’ to cover the ‘Handlers Charge’ and the ‘Commodity’ card is placed to the bottom of the colour coded deck. If the player cannot raise enough money to pay the ‘Handlers Charge’ bankruptcy must be declared. When landing on a yellow space (outer circle), players have the option of turning over a yellow ‘Commodity’ card buying it or paying the ‘Handlers Charge’, or turning over a blue ‘Command’ card and following the ‘Commands’.

If a player lands on a blue space ‘outer circle’ a 5,000 ‘Credit’ bonus is paid to the player from the ‘bank’. The player also takes a blue card (‘Command’ card) from the top of the deck and follows the ‘Commands’ exactly. If a player lands on a blue space on the ‘inner circle’ no bonus is paid but a ‘Command’ card must be taken from the top of the blue deck and ‘Commands’ followed exactly.

Halloween Party

A game of outrageous bluffing, honest haggling, and crafty negotiation. It's Halloween! Time to don your scariest costume and run through the neighborhood shouting "Trick or Treat!". Collect costume and treat cards, and you're on your way to winning Halloween Party. But beware - your opponents may play tricks on you!

Simple enough. But is it? Halloween Party has a ghoulish Twist - You can't play your own cards! You must trade with your opponents, playing the cards they give you, and letting them play your cards. Can you trust them to trade the cards you want? Probably not. But that's where the fun begins...

A winner of the 2000 Concours International de Créateurs de Jeux de Société.

Rex: Final Days of an Empire

Rex: Final Days of an Empire, a reimagined version of Dune set in Fantasy Flight's Twilight Imperium universe, is a board game of negotiation, betrayal, and warfare in which 3-6 players take control of great interstellar civilizations, competing for dominance of the galaxy's crumbling imperial city. Set 3,000 years before the events of Twilight Imperium, Rex tells the story of the last days of the Lazax empire, while presenting players with compelling asymmetrical racial abilities and exciting opportunities for diplomacy, deception, and tactical mastery.

In Rex: Final Days of an Empire, players vie for control of vital locations across a sprawling map of the continent-sized Mecatol City. Only by securing three key locations (or more, when allied with other factions) can a player assert dominance over the heart of a dying empire.

Unfortunately, mustering troops in the face of an ongoing Sol blockade is difficult at best (unless, of course, you are the Federation of Sol or its faithless ally, the Hacan, who supply the blockading fleet). Savvy leaders must gather support from the local populace, uncover hidden weapon caches, and acquire control over key institutions. Mechanically, this means players must lay claim to areas that provide influence, which is then "spent" to (among other things) smuggle military forces through the orbiting Sol blockade. Those forces will be needed to seize the key areas of the city required to win the game. From the moment the first shot is fired, players must aggressively seek the means by which to turn the conflict to their own advantage.

While the great races struggle for supremacy in the power vacuum of a dead emperor, massive Sol warships execute their devastating bombardments of the city below. Moving systematically, the Federation of Sol's fleet of warships wreaks havoc on the planet's surface, targeting great swaths of the game board with their destructive capabilities. Only the Sol's own ground forces have forewarning of the fleet's wrath; all others must seek shelter in the few locations with working defensive shields...or be obliterated in the resulting firestorm.

Although open diplomacy and back-door dealmaking can often mitigate the need for bloodshed, direct combat may prove inevitable. When two or more opposing forces occupy the same area, a battle results. Each player's military strength is based on the sum total of troops he is willing to expend, along with the strength rating of his chosen leader. A faction's leaders can therefore be vitally important in combat...but beware! One or more of your Leaders may secretly be in the employ of an enemy, and if your forces in combat are commanded by such a traitor, defeat is all but assured. So whether on the field of battle or the floor of the Galactic Council, be careful in whom you place your trust.

All this, along with a host of optional rules and additional variants, means that no two games of Rex: Final Days of an Empire will play exactly alike. Contributing further to replayability is the game's asymmetrical faction abilities, each of which offer a unique play experience.

Reimplements:

Dune

Crazy Diamond & Karatino

Description from the designer:

Crazy Diamond & Karatino are two games on a unique double-sided playing board. In Crazy Diamond, the players try to smuggle as many diamonds as possible across the board. But the trip is risky! The players travel along the various routes using planes, jeeps and speedboats. They can bribe the local police in order to get control of important ports and airports. The first player who owns 25 diamonds wins the game.

In Karantino, each player is faced with the challenge of processing the rough diamonds and selling them at the right moment. However, there is a limited amount of storage space and there are other players on the market, looking to get the better of you! The combination of luck, strategy and interaction makes Karantino a unique and very addictive game.

Quo Vadis?

In an interesting departure from his normally computational-heavy game structure, Reiner Knizia put together this negotiation game. Players are represented on the board by a group of politicians moving through a network of committees, and need to seek support from their competitors to advance upward toward the Senate. Supporting an opponent gains you prestige, needed in quantity at the end of the game. Once all five Senate positions are filled, the game is over, and only players who have a politician in the Senate are eligible to win. Of those players, whoever has the most prestige wins.