Area Control / Area Influence

Carcassonne: The Castle

Carcassonne: the Castle takes place in the city of Carcassone itself. The theme is development of the city within the "castle walls", which might be more appropriately called the city walls, but Carcassonne: The City was apparently already in development.

It is not an expansion, but a stand-alone tile-placement game with the Carcassonne mechanics adapted specially for two players. The goal is to lead the race around the castle wall, which is also the scoring track for the game. There are bonus items on the wall for the first player to reach that point.

Play is very similar to Carcassonne but all the tiles must be played within the walls, which often constrains the choices. The followers used for scoring are heralds (on paths), knights (on towers), squires (on houses) and merchants (on courtyards which are more valuable if they have a market). And, the player with the largest "keep" (largest house completed during the game) scores points for the largest contiguous undeveloped area (unplayed tile spaces) at the end of the game. The bonus tiles collected from the walls add twists to the scoring, such as doubling one of a particular scoring structure or scoring one uncompleted structure.

Robber Knights

From the publisher:

The knights set off from their castles to conquer the surrounding land. For the wealth of the big towns and the villages belonging to them is just too tempting.

Of course, once in possession, no knight wants to lose his newly acquired properties, so this means: caution. For the other players´knights are awake to any opportunity and the newly gained land may be lost again just as quickly to a new lord.

Bring your landscape tiles and above all your knights skilfully into play, secure your properties on all sides and watch out for enemy knights at all time.

Game Summary
Each player has an identical set of tiles, arranged with B's on top and E's on bottom. Of the 4 A tiles, choose a castle and another tile for your hand; the others (from all players) form a random starting play area.

On your turn, you place 1, 2 or 3 tiles, immediately drawing a replacement after each placement. These are played one at a time, and must be orthogonally adjacent to what's already on the board. They may not extend beyond the play area (7x7, 9x9, or 10x10 for 2er, 3er, or 4er). If a placed tile has a castle, you bring 0-5 knights (discs) into play onto that castle. Then, you may move those knights in a straight line, placing a number of knights on each tile entered (including the castle) based on terrain: plains=1, forest=2, mountains=3 (lakes impassable). Max total of 4 knights/tile at end of movement; if you can't enter a hex (e.g., forest with 3 knights present), you may not move beyond it. May not skip any tiles. If other player knights are present, place yours in a stack on top.

The game ends when everyone has played all their tiles. Earn VP based on tiles controlled (knight on top of stack controls tile): castle=1VP, village=2VP, town=3VP. Most VP wins! Tie-breaker = most unused knights.

Five Tribes: The Artisans of Naqala

Five Tribes: The Artisans of Naqala, the first expansion for Five Tribes, introduces a new tribe to the game, and players will want to use these artisans to help them in their quest to claim the Sultanate.

The artisans, represented in the game by purple meeples, allow players to craft precious goods or magic items, with some of these items being worth victory points (VPs) and others unlocking special powers for their owner.

To make use of these artisans, you'll need to visit the new tiles included in this expansion: workshops (where the artisans craft their items) and specialized markets (where players can purchase specific merchandise that they need). An additional tile in the game features an impassable chasm, and this tile — as well as the included mountain markers — forces players to adapt to new landscapes when moving meeples on the board.

Five Tribes: The Artisans of Naqala also includes two new Djinns.

Campaign Manager 2008

Campaign Manager 2008 challenges players to develop a winning political strategy within the tumultuous context of the 2008 presidential campaign. Employing a new take on card driven game systems, each player will create a unique deck that represents their advice to their candidate. The players will struggle to influence voters in the critical swing states from this election, while targeting key constituencies that just might put them over the top. Players will try to define the key issue in the states. Will McCain dominate the national security debate, or can Obama play on people's fears over the economy? As the campaign manager of a national presidential campaign, you will either identify the road to the White House, or the road to irrelevance.

User review: The object of the game (and it is a game, not a simulation) is to lead your candidate, John McCain or Barack Obama, to victory by getting 270 electoral votes. Twenty battleground states are up for grabs in this game of cardplay.

Each player has a deck of forty five Campaign Strategy cards; only fifteen can be used in the game. (The rules suggest a selected fifteen cards for novices.) Each player also has a deck of ten battleground state tiles. Each player will select two of their states to put into play. (again, the rules make a suggestion for novices.)
In turn, a player either plays a card from one's own hand and follows the instructions on it or draws a card if fewer than five are already held.

To win a state, a player must get complete support from the state's voters in the issue which has more support of the people. Each state also has two key demographics. A shift in which demographic takes precidence also may affect the effect of a player's cards.

Some cards require players to go "negative." These cards require the opponent to roll a die and the result may give the opponent an unintended benefit.

Whenever a player wins a state, the electoral votes are added to that candidate's tally. A state is brought into play by the winning manager and chance card is put into effect.

The game is over when one manager scores 270 electoral votes. That player is the winner. A tie, resulting in winner, is possible.

DragonFlame

You are a Dragon. Like all respectable dragons you must find yourself a Princess and horde some treasure. There are some nearby towns just ripe for the plunder. You must strafe these villages with your dragonflame until they submit and hand over their treasures. But of course, you're not the only Dragon out there!

In DragonFlame you will take turns placing 3 cards on to the Castle cards in the center of the table. This will create piles of cards that you will get to choose from at the end of the round. The pile you choose will also determine your turn order for the next round.

Once you've taken a pile you place the cards in front of you for end game scoring. Any DragonFire cards you have acquired give you the ability to flame the villages for a area-control over these cards (more victory points).

Since sometimes you may place a card face down, this becomes a game of reading the other players and choosing the right (sometimes poisoned) piles. Do you take that pile with a lot of cards and risk the minus points or just go for the safe face up treasures?

There are several types of treasures to collect. You will only score 1 of the types of chests and the others count against you. Some treasures are just straight forward points. Some are even powerful magic items with special abilities.