Tile Placement

Forgotten Planet

The search for energy crystals continues without respite throughout the universe! The Merchant guild is ready to pay outrageous amounts of money, and all the Seekers roam about to find them. Breaking news! The surface of the "forgotten planet" on the edge of the galaxy is full of them. In a few days, a new gold race will begin, with men replaced by robots that search, explore and fight to control the precious mineral!

The Forgotten Planet is a tile-laying management game in which tiles represent safe areas on a planetary surface on which robots walk and take other actions. These tiles also accumulate energy from the sun, then conduct it to robots, giving them (and the player) more actions if they absorb enough energy – so building and maintaining ownership of these tiles is fundamental in the game strategy. Players and robots use this energy to build new bases, discover mines, build walls to keep out other robots, push those same walls out of the way, produce more robots and much more.

If your robot falls out of contact with tiles you control, however, then it loses power and falls inactive for the round. Control of tiles is determined by the distance from a particular tile to each player's closest base; whoever is closest to the tile (with walls serving as barriers that players must "walk" around while counting distance) controls it, and the more tiles you control, the more energy you have available to you.

Thus, players need to maintain an energy connection for their robots while trying to extend their area of control on the planet's surface with their bases. They also need to control mines, of course, as that's how a player produces new resources, which are subsequently converted into new bases, sold for victory points (VPs) or converted into new robots.

The game ends when the playing area is filled with tiles or no land tiles remain in the supply. (Players can "consume metal" as one of their actions to speed along the endgame and crimp someone else's efforts to keep building.) Players then score points for the land and mines they control, with bonuses going to the player(s) with the most robots in play, the most common mines and the most bases. The player with the high score wins.

Rio de la Plata

In 1536 Pedro de Mendoza founded the city of Buenos Aires along the river Rio de la Plata. After 5 years the settlers were forced to leave the city, exhausted by the difficulties and by the continuous attacks of the indigenous Querandies. The city was destroyed by the natives some weeks after.

Almost fifty years later Juan de Garay leads a new expedition and founds a new city. As before, resources are low and the natives are angry!
But not only that: now the Corsairs paid by the English Crown threaten the new Spanish settlement!

Rio de la Plata is a strategy game where players represent the chiefs of the families of Spanish settlers of Buenos Aires. They must work together to defend and develop the city, but also look to gain sufficient prestige for themselves to take the most important political offices. At the end only one will be the new Governor! Will it be you?

First game needs about 3-4 hours.
Normal game needs about 150 minutes (4 players).

Essen 2010 Release.

Days of Steam

Players place track and cities, create routes, and deliver goods. Bonuses are awarded to players who deliver multiple types of goods. This game requires careful management of steam to move your train as well as hand management to thwart other players as well as enable your own route.

500 copies manufactured for Essen 2008.

Days of Steam is #5 in the Valley Games Modern Line

King's Gate

The king is dying and the nobles (the players) try to get influence enough to be the next chosen. Influence is achieved by surrounding key areas (palace, library,) with buildings you control. The opponents can erect new buildings over the ones you already built so be careful. Like in all good games there is a dragon :) It can be sent for destruction of your opponents’ buildings.

Merchants of Amsterdam

Players are attempting to be in first or second place majorities in a variety of categories throughout the game. These include commodity markets, trading colonies, and warehouses in Amsterdam.

On a player's turn, that player draws three cards and decides how to resolve them for the turn. A player can either remove the card from the game, keep it for him or herself, or put it up for auction. The cards allow players to advance or place one of their markers in the various categories.

There are also time-marker cards which, when drawn, move the game through various "historical" phases until the last which ends the game. The historical phases follow a period of time in the history of Amsterdam which can range from no effect, to scoring rounds for particular categories, to bonuses, and towards the end of the game to some penalties as wars begin to disrupt business markets.

The unique twist in the game is that the game comes with a spring-driven auction clock to perform the Dutch auctions throughout the game. You start the clock and it ticks down as all of the players hold their hands ready close by. The idea is that as time passes the cost of the card lowers and it is simply an issue of who will pay for it first by slapping down on the clock and thus stopping it at a certain price.