Negotiation

Dȗhr: The Lesser Houses

The monolithic city-state of Dûhr is at once a crucible of emerging and forgotten cultures, a cynosure of commerce, and a titan of military might. Its Great and Lesser Houses rise and fall with the whims of its Family Royal, the Sovereign House Kythidûhr. Amidst the festivals of summer, House Kythidûhr announced its intent to elevate one of Dûhr’s Lesser Houses to Great House status. By autumn’s frosts, the Lesser Houses were deeply embroiled in a fierce battle for the coveted title. Not with soldiers, for that would waste blood and gold, but with the most insidious of political weapons: suspicion and scandal. They attacked each other with aspersions and calumny, well devised and craftily exploited, designed to erode the social standing of their rival Houses and thereby remove them from contention.

Dûhr: The Lesser Houses accommodates 4 to 6 players. Each player is the master of a Lesser House of Dûhr, vying for Great House status. Players take turns using cards in their hand to trigger events, place suspicions and scandals on each other’s House, or activate their own House’s unique ability to affect cards already placed. The accumulation of suspicion and scandal cards on a House card erodes the populace’s favor for that House by raising suggestions of wrongdoing or embroiling it in scandals that incite public outrage.

All Houses begin the game without any suspicions or scandals and favored by the people of Dûhr. When a House accumulates a combined total of 5 suspicion and/or scandal cards, that House falls into disfavor with the populace. If a disfavored House ever has 3 or more revealed scandal cards, the House becomes vilified. The game ends immediately when the number of favored Houses remaining is 1 or none. Whoever has the highest score at that point wins the game. It is possible for a disfavored or vilified House to outscore a favored House and win the game!

Pronunciation note: pronounce "û" in "Dûhr" like the "oo" in "doom."

Catan: Starfarers

Twenty years ago, the settlers started into the depths of the galaxy to discover unknown planets, the undiscovered universe lying before them. Maybe they'll find planets with good ore or carbon deposits — or perhaps only barren ice planets. They might encounter alien folks and start lucrative trading, with pirates and wormholes being a constant challenge for them.

Catan: Starfarers is a new version of Starfarers of Catan, originally released in 1999, that contains completely revised graphics and game materials, revised rules, and (most importantly) a variable game board that brings even more variety to the exploration of space.

LANDER

Lander is coming to Kickstarter March 3, 2020 but why wait until then to try it? We've sent demo copies to over 130 cafes and FLGS around the world so you can go into your 'local' shop and #PlayBeforeYouPledge. You can see a list/map of all our PBYP partners here: https://www.landerthegame.com/play-before-you-pledge.

Lander is a 2-4 player, space-themed strategy game that emphasises area control (resource collection), tableau building (crew development) and set collection (missions). You and your friends will assume the roles of corporations, competing to prepare Kaimas-2 (the first planet outside of our solar system capable of supporting human life) for a large-scale colonization effort. The corporation that contributes the most will become the market leader going forward!

The game includes three distinct game styles with the following victory conditions:
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Basic Simulation – the first player to reach 7 Mission Stars wins.
Early Arrival – the last year is triggered when a player reaches 10 Mission Stars. The player with the most stars at the end of that year wins.
Planned Arrival – the player with the most Mission Stars after 5 years wins.

To earn Mission Stars, you must expand your resource base and develop your crew with specific combinations of traits and classes. Unlike many euro style games where players focus on their own playing area and can only affect each other indirectly, Lander enables players to directly impact each other's strategies through various game mechanics, such as take that and variable player powers.

At it's core, Lander is a game of options. On any given turn, you'll have many potential directions to go in, which gives you a lot of flexibility in how you plan your strategy. It also enables you to pivot when something unanticipated happens (e.g. acid rain reduces the colony's food production, a rival corporation relocates one of your structures, the mission you were working towards gets completed just before you can grab it!). This means that no matter how bleak things may seem, there's almost always a way back in!

Unique leadership abilities and action cards can be used to pull back your opponents or further your own interests, while event cards will force you to make difficult choices that can impact yourself or the entire colony. Lander is like life. You will experience highs and lows and be faced with a series of challenges that will force you to solve problems and pivot your strategy. It's not meant to be easy (think Matt Damon in the Martian). You are self-interested corporations, struggling to survive on a foreign planet - don't be surprised if the planetary conditions change or your colleagues put something toxic in your soup.

While some orders in the game are commonly used across game styles and player counts, others are more situational. For example, negotiation provides a novel framework for trading resources and cards between corporations with the use of a timer and collateral. Typically, a 2-player game won't see any negotiation, but it can become very common in a 3 or 4-player game, especially if one player starts to pull away. Observations are often used sparingly in the first couple years, but can become quite strategic in later years, as you study your opponents' actions and try to time your moves just right.

Lander is a game that often requires a few plays for you to really start appreciating its depth. As you get familiar with the mechanics and cards, you'll start to see there is a game within a game, whereby the study of your opponents' actions is crucial for developing your own strategy. Similar to poker, players can study their opponents' hands, crew and orders to predict what they might be trying do. The interplay between reading your opponents, using your observations, bluffing and playing your action cards becomes the game within the game. Knowing how and when to employ these different tactics is of course, up to you to master...

Your story begins here!

—description from the publisher

Ravnica: Inquisition

Join the Gatewatch or pledge your loyalty to Nicol Bolas in Ravnica: Inquisition, a social-deduction game set on the Magic: The Gathering plane of Ravnica. Each player takes on the role of a representative of a Ravnican guild that is either loyal to the Gatewatch or an Agent of Bolas.

The Gatewatch loyalists are tasked with discovering who the Agents of Bolas are, while the Agents simply need to survive in order to further the schemes of Nicol Bolas.

Players will elect leaders for each of the five colors, but only players whose guilds’ color pairs contains the color may be voted for. Each color leader has a special power they can use to further their goals, and players must be careful when voting, as Nicol Bolas’s influence may grow. Once all the color leaders have been elected, a vote is held to eliminate one player. Once the dust has settled, players will reveal their roles, and if the Agents of Bolas were eliminated, the Gatewatch wins.

—description from the publisher

Captain Marvel: Secret Skrulls

Captain Marvel: Secret Skrulls is a hidden identity game in which players take on the roles of their favorite characters, including Captain Marvel herself, to defend Earth in an intergalactic war against shape-shifting Skrulls in disguise. Players must decide whom to trust, defend their alliance, and restore the planet's virtue.

The gameplay in Captain Marvel: Secret Skrulls is based on the hidden identity game BANG!

—description from the publisher