Tile Placement

Galactic Emperor

Galactic Emperor is a fast paced empire-building game of exploration, conflict, and struggle for dominance. The last Galactic Emperor has met with a sudden and quite fatal accident. Now there is a power vacuum in the galaxy, and you’re one of the Planetary Dukes who wants to fill it. Each player controls a space sector with a home planet, and for a time, shares the power of the galactic throne. During the fight for control, the central Omega Sun is heading toward collapse… a cataclysm that will only accelerate the chaos!

The game plays over several rounds, and within each round, the roles players choose determine what happens next. There are 7 different types of roles: Explorer, Steward, Merchant, Engineer, Warlord, Regent, and Scientist. All players get a turn to act during each role. Players discover planets, gain resources, build ships, and attack space fleets in a desperate effort to grind foes into cosmic dust!

The player with the most victory points at the end of the game wins, becoming the ultimate Galactic Emperor!

Hidden Conflict

For when you're lookin' for a fight!

While mankind has fought with itself, the forces of evil have gathered and prepared for one final, apocalyptic assault. Each group has fine tuned their forces and stands ready to fight for ultimate control of the earth.

You are the leader of one of these groups, and you alone will determine who has control of the earth for now...

Hidden Conflict is an innovative, tile-based, skirmish game that allows players to fight for global domination as either the forces of good or one of the many evil groups vying for control. Players build an army from the beautifully illustrated tiles and face off against their foes. The game plays equally well with two to six players.

This large box contains 240 "Army" tiles, complete rules and 6 player "cheat" cards.

Swarm

Based on the novel by Frank Schätzing, continuing the Kosmos line of literature-based games. The world is facing an ecological catastrophe caused by previously unknown marine life forms. Each player represents a nation sending their scientists out to confront the threat.

The action cards form the core of the game. For each round, the cards are shuffled and placed in a row. Each player in turn order takes the leftmost card from the row, until there are no more cards left. Instead of the leftmost card, players can also buy a different card by paying with victory points.

At the end of each round, players score points according to the sizes of their largest research networks. At the end of the game, extra points are given out based on whether research stations are connected to the center of the game board.

Gonzaga

Description from BoardgameNews.com:

The Gonzaga family ruled part of northern Italy for nearly five hundred years, losing control to the Hapsburgs from Austria in 1708. During their reign, two daughters of the House of Gonzaga married Holy Roman Emperors. In Gonzaga, players must get into the expansionist spirit of the times and build fiefdoms across Europe to stake a claim on harbors and cities, while also trying to complete secret missions. The game lasts 7-12 rounds, and players are competing in some of six regions in Europe. (The number of regions and the specific regions vary based on the number of players and the scenario tile drawn at the start of the game.)

A round starts with each player drawing a fief card from their individual deck; each fief card depicts one of twelve fiefs: plastic components comprising multiple hexagonal loops with castles on some of these loops. Each player then secretly chooses both a region card and an action card, then reveals them simultaneously. Part of the fief (but not all of it) must lie in the chosen region, and the action card determines whether a player must play the fief on one or more harbors, on one or more cities, on open land, or on both harbors and cities. With this last action – the alliance card – a player can alternatively place one or two of six individual rings on the board, even on spaces that another player has already claimed with a fief. You score points for covering cities and harbors, for connecting at least three harbors in a sea, and for setting aside your fief as a donation to the church. The cards you play are set aside for the next turn, thereby forcing you to switch regions and actions as you place fiefs.

The game ends either after twelve rounds or after a trigger point based on the cities and harbors not covered. The player with the most connected fiefs, including the individual rings, scores a bonus, then players reveal their hidden objectives and score based on the number of target cities they covered.

Infinite City

A rich new world has opened up. Resources are plentiful, the economy is booming, and the capital city of this new world is expanding like never before! Even though many corporations scramble to stake a claim in the exploding prosperity, only one can claim ownership! Who will take over the Infinite City?

Will you place the capital next to the port, claiming both as your own? Will you use the transit station to move another player’s military base out of the way, or place your embassy to steal his temple? Will you try for a greater area under your control, or move to capture key buildings?

Infinite City is a standalone tile game in which players become the leaders of corporations building an ever-sprawling city, maneuvering to control the largest districts while holding on to the most valuable buildings.

Infinite City uses tiles to represent buildings, and colored pegs to represent control by players. The tiles are mixed, five tiles are dealt to each player, and five tiles are placed face down in the shape of a cross at the center of the play area. On their turns, players play a tile face up adjacent to one of the five starting tiles or a previously played tile, play one of their colored pegs on the tile, and follow the instructions on the tile. These instructions may lead to playing additional tiles, drawing tiles, moving tiles previously played, turning face down tiles face up, taking tiles from opponents, preventing actions or even exchanging hands of tiles with other players. When players finish their turns, if they have less than five tiles in their hands, they draw additional tiles so that they end their turn with at least five tiles.

The game ends when one player places the last of his colored pegs, or the fifth Power Station tile is played. Each player is awarded points for contiguous groups of at least three tiles controlled by him at a rate of one point per tile. Some tiles have a point value number in the corner; players receive the number of points indicated for such tiles that they control. Also, some tiles have silver rings; the player controlling the most of these receives one point per such tile.

The player with the most points wins.