Area Control / Area Influence

World's Fair 1893

The World's Fair of 1893 in Chicago was a spectacular international exhibition that showcased many great achievements in science, technology, culture, and entertainment. Acting as organizers of the fair, players work diligently to increase their influence throughout the fair and obtain the grand exhibits that will be put on display. The organizer who has earned the best reputation when the fair begins will emerge the victor.

On each turn of World's Fair 1893, the active player sends a supporter to one of the five areas and gather all of the cards by it. New cards are then added to some of the areas, and the next player takes a turn.

The five areas represent sections of exhibits, like Fine Arts and Electricity. Some cards represent exhibit proposals in one of those five areas, others represent influential people who give you bonus supporters, and other cards represent tickets for attractions and concessions along the Midway.

The game consists of three scoring rounds, each triggered when players collectively gather a certain number of Midway tickets. Players gain reputation points for leading in number of supporters in an area and for gathering the most tickets in each round. The leaders in an area also receive approval for exhibit proposals they have gathered that match the area. Players gain reputation points at the end of the game based on the breadth and diversity of their approved exhibits.

Stronghold (2nd Edition)

Stronghold is a two-player game telling the story of a siege. Players take opposing sides: one has to defend the stronghold, and the other has to break into the castle as soon as possible. The game board represents the stronghold itself as well as the surrounding terrain, where enemy forces are placed and whence they proceed to the walls.

The defender has a small number of soldiers manning the walls, while the invader has an infinite legion of attacking creatures. A desperate fight takes place every single turn. The invaders build war machines, equip their soldiers, train them, and use black magic rituals to achieve victory. Meanwhile, defenders repair walls, build cannons, train soldiers, and do everything they can to hold the castle as long as possible.

If the invader manages to break into the castle before the end of seven rounds, they win; otherwise the defender wins.

This second edition of Stronghold features:

• Ten objective cards for the invader and ten hidden defense plan cards for the defender; each objective encourages the invader to consider a particular move, while each defense plan shows the defender different ways to surprise the invader
• Shorter gameplay than the first edition, with attackers being placed on the board during set-up
• Gameplay limited to two players only, replacing the team rules in the first edition
• Streamlined rules and an enhanced rulebook
• Improved components, such as a larger game board and new, drab, brown artwor

Mombasa

In Mombasa, players acquire shares of chartered companies based in Mombasa, Cape Town, Saint-Louis, and Cairo and propagate trading posts of these companies throughout the African continent in order to earn the most money.

Mombasa features a unique, rotating-display hand-mechanism that drives game play. Each round players choose action cards from their hand, then reveal them simultaneously and carry out the actions. These cards are then placed in a discard pile, and the previously played cards recovered for the subsequent round.

Each company has a double-sided company track, so games will vary quite a lot based on which tracks are revealed and at which companies they are placed.

Stronghold

Stronghold is a game telling the story of a siege. Players take opposite sides, one has to defend the stronghold, the other has to break into the castle as soon as possible. As time passes, defenders get Victory Points every turn for their efforts on the walls.

The game board represents the stronghold itself as well as the surrounding terrain, where enemy forces are placed and whence they proceed to the walls.

The defender has a small number of soldiers manning the walls, while the invader has an infinite legion of attacking creatures. A desperate fight is taking place every single turn. The invaders build war machines, equip their soldiers, train them and use black magic rituals to achieve victory. Meanwhile, defenders repair walls, build cannons, train soldiers, and do everything they can to hold the castle as long as possible.

Porta Nigra

The largest Roman city north of the Alps in the late Roman Empire was Augusta Treverorum. Founded in the times of Caesar Augustus and built up by generations of Roman architects, this was the Emperor's residence and a world city during this period. The remains of these most impressive structures can still be visited today. Foremost of these great achievements in the city is the massive "Porta Nigra", a large Roman city gate located in Trier, Germany that dates to the 2nd century.

The game Porta Nigra (which translates as "black gate") is set in that place and time with the players taking on the roles of Roman architects working on the city gate of Porta Nigra. Each player commands a master builder, who moves around a circular track on the game board, enabling you to buy or build only where this master builder is located. Moving the master builder to farther locations along the track is expensive, so players must plan their movements and builds carefully. The number and type of actions that may be performed on your turn comes from cards in your personal draw deck.

Buildings are erected physically at the various locations around the city using 3D building pieces.