Area Control / Area Influence

Conquest of Planet Earth: The Space Alien Game

A fast paced game of terrifying alien invaders, futile human resistance, and 50's SciFi Movie Action. Players each take on the role of a different alien Race, all part of invading armada, but each with their own unique abilities and ambitions. Unleash waves of flying saucers to blast human resistance into submission with death rays and terrifying weapons of war as you unleash powerful alien technologies on earth (and other alien races if they get in your way). But beware these pitiful humans are not defenseless. They will fight to the last to defend their planet, aided by countless platoons of army soldiers, powerful human heroes, and their most deadly weapon, the dreaded atomic bomb.

Featuring a modular game board, 10 different alien races to play (such as the Orzax, master of technology, or the Venezian Matriarchy, beautiful but deadly space amazons) a host of Human resistance to battle, and four game types - competitive, cooperative, team game, and Solo Play. Conquest of Planet Earth is a strategic game of maneuvering, backstabbing, and fantastic battles for alien conquest.

Main Features :

Features a collection of beautifully illustrated artwork including over 100 unique images.
Over 25 detailed plastic miniatures of alien saucers to conquer the world
Games come with an original CD soundtrack to set the mood for alien conquest
Four game types - race against friend in competitive or team play, and be the first to conquer earth to impress your alien overseers, or cooperate as complete alien armada to sweep over the world and defeat human resistance. Also this game may be played Solo.
No two games are ever the same! There are many alien races to play and large decks of game cards, giving a great variety of gameplay. By rearranging the different boards each game along with the amount of human resistance to battle the aliens, there is a high level of re-playability.
Fast Paced games with easy to learn rules allow players to jump right into the action while strategic depth and strong cooperative/competitive play keep player coming back for more.
Excellent bridge between simple family games and deeper, more advanced board games. Easy enough for casual gamers/non gamers to enjoy, while exciting and strategic enough for hardcore gamers to love.
Expandable Design allows for many expansions and strong web support to create a loyal fan base/community.

Source: product summary

Note: The summary is a little out of date, the game contains 16 alien saucers and 4 allied models. They are however all detailed and of a high quality.

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.

Word on the Street Junior

Word on the Street Junior uses the same game play as 2009’s Word on the Street: Players are presented with a category, choose a word that fits that category, then move the letters in that word toward their side of the street. If a player or team moves eight letters off their side of the board, they win the game. Word on the Street Junior differs from its parent in that it includes categories appropriate for younger players (ages 8 and up instead of 12 and up) and the complete alphabet instead of only 17 letters. Including the vowels will likely make the game easier for younger players as they won’t have to strain to think of words with little used consonants.

Luna

"The end of her regency is nigh. It's time to clear the way for a new bearer of the burden. She will keep a wary eye on the novices representing their Orders and trying to win her favor. Eventually, she will have to come to a decision. Which Order will prove itself worthy to decide on her successor? There will be a new Moon Priestess and she will bear the title: LUNA."

"LUNA" is the title of the Moon Priestess, and before her very eyes, each of the up to four Orders competes for the right to decide on her successor. The players are the heads of the Orders who try to convince the Priestess of themselves. Over the course of six rounds, they need to collect as many influence points as possible by skillfully placing their novices to achieve that goal.

The players move their novices over seven islands surrounding a temple island. The novices are placed according to the "worker movement" principle, i.e. they aren't placed at the beginning of a round, but instead start where they ended the round before. Thus, novice movement is an important part of a round: Only if you're in the right place at the right time, you'll gain the deciding influence points. You'll have to build new shrines, work at the temple, and participate in the Priestess' divine services. But don't forget to recruit additional novices or win the favor of the local Priests; these are vital means to prepare and combine the diverse actions.

LUNA: In the Domain of the Moon Priestess is a challenging tactical game with strategic and interactive elements that takes about 20-25 minutes per player. The different placement of the islands and novices at the beginning of the game creates a different feeling each time you play and opens up new strategies.

Note: This game is available by request only and requires having a membership to play.
See game associate for details.

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.