Action Drafting

Vivid Memories

Every stick is a sword. Every bike is a steed. Every memory is a possibility.

In Vivid Memories, you’ll take turns collecting fragments of childhood memories, weaving a tapestry of colored threads in your mind. Throughout your journey, you’ll store important moments in your memory bank -- gaining new abilities to help you score.

Cleverly create connections and earn rewards for completing core memories, matching the imagination behind each moment, and working toward your lifelong aspirations for victory.

During the game, players take turns collecting fragments of memories from moment tiles, placing them in their "brain" board to weave a tapestry of colored threads. Using abilities at the end of each round to cleverly create connections, players are rewarded for how they store memory fragments while working toward completing “core memories”, which give repeated benefits each round. Through their journey, players store important moments in their memory bank -- gaining new abilities and new opportunities to score -- all while working to collect fragments and moments that match what they aspire to be.

—description from the designer

Inis

Inis is a game deeply rooted in Celtic history and lore in which players win by being elected King of the Island (Inis). Players can try to achieve one of three different victory conditions:

Leadership: Be the leader — i.e., have more clan figures than any other player — of territories containing at least six opponents' clans.
Land: Have your clans present in at least six different territories.
Religion: Have your clans present in territories that collectively contain at least six sanctuaries.

Over the course of the game, players also earn deeds, typically chanted by bards or engraved by master crafters, that reduce by one the magic total of six for any condition. While one victory condition is enough to claim the title of King, a game of experienced players usually has a tight balance of power, emphasizing the leadership of the capital of the island.

At the start of each round, players draft a hand of four action cards (with 13 action cards for three players and 17 for four players) during the Assembly. Action cards not played at the end of one season are not held for the next. Players also have access to leader cards for the territories that allow it and where they were elected leader during the assembly. Each Assembly reallocates those cards. Finally, they collect "epic tales" cards that depict the deeds of the ancient Irish gods and heroes, like Cuchulainn, the Dagda, Lugh and many others. These will be kept and used to inspire the clans and achieve extraordinary feats...under the right circumstances. The cards provide a variety of actions: adding clans, moving clans, building/exploring, and special actions.

Careful drafting, hand management, bluffing (especially once players understand the importance of passing their turn), good timing, and a precise understanding of the balance of power are the keys to victory. After a discovery game you'll be ready for a full and epic game, where an undisputed player will be king by the Assembly for his merit and wisdom.

While Inis has "dudes" that are "on a map", it's a beginner's mistake to play this as a battle game because eliminating other clans reduces your chances of scoring a Leadership victory condition. Peace among different clans, with or without a clear territory leader, is the usual outcome of a clan's movement. Battles will occur, of course, as the Celtic clans can be unruly and a good player will listen to his clan's people (i.e., his hand of cards). That battle aspect is reflected in the clan's miniatures representing warriors. Woodsmen, shepherds and traders complete the set of twelve minis for each player; these occupations have no impact on the game, but give it flavor.

Paris: Eiffel

The tower built by architect Gustave Eiffel rises high above Paris, announcing the inauguration of the Universal Exposition. There are those who define it as a monstrous iron cyclops and others as the first step into modern architecture. There is no doubt it will leave very few indifferent.

Paris Eiffel is an expansion of Paris: La cité de la lumière. There are eight new action postcards that provide far more variability in the game. The postcards are accompanied by a series of die-cut figures that will add a spectacular third dimension to your Paris.

In this expansion you will visit Parisian marvels such as the Arc de Triomphe, the obelisk of Luxor, Louvre Museum, and naturally, the Eiffel Tower.

—description from the publisher

Paris: La Cité de la Lumière

Paris is a two-player board game by José Antonio Abascal infused with Parisian aesthetics by the boardgame’s artist Oriol Hernández. The game is set in late 19th century Paris during the 1889 “Exposition Universelle,” or world’s fair, when public electricity was a hot topic. Electricity spread throughout the city, creating today’s beautiful nocturnal Parisian streets and coining Paris’s nickname “La Cité de la Lumiére”, the city of lights.

The most well-lit buildings are admired more highly by passers-by. In the first phase, players can either place tiles or grow their reserve of buildings. The cobblestone tiles are divided into 4 random spaces (their color, their opponents’ color, a streetlight or a mixed-color space where either player can build).

Then, in the second phase, players build on top of their color or the mixed spaces, in effort to position their buildings as close to as many streetlights as possible. More streetlights solicit more adoration and points. The player with the best lit buildings steals the hearts of Parisian pedestrians and wins the game.

—description from the publisher

Biblios: Quill and Parchment

A "roll and write" version of the popular Biblios.

The life of a monastic scribe is not easy. Every day you spend long hours in the monastery copying books, praying, and performing tasks. Through hard work and prayer, earn the abbot’s trust and display your dedication to the pious life.

The object of the game is to score the most piety points. The game consists of 8 days (i.e., rounds). In the first 4 days, players simultaneously roll their own dice (that show various book types, abbot influence and travel points) and may do so up to 3 times. After each roll, the players have 3 options: (1) to keep the dice as shown, (2) to reroll exactly one die or (3) to roll all the dice.

Most of the dice are resource dice showing books monks are copying, but there are also abbot influence dice (abbot influences is accrued in the first half, but spent in the second half of the game), and a travel die (allowing a player's novice to go out into towns to do good works and find more books).

In the last 4 rounds, players use their abbot influence to bid for a priority of tasks.

This is a rare (if not unique) "roll + write" game that includes auctions and, unlike many roll + write game; it is highly interactive.

After 8 days, the game ends and the players calculate scores. As in the original Biblios, the relative value of books changes during the game, so players are unsure of which books will be most valuable until the end of the game.

—description from the designer