Area Control / Area Influence

Lyssan

It is an empire of changing flags. The old crown fell, and many stepped forward to claim it. That was two centuries ago.

Now the barons and the princes swear loyalty to whichever claimant-emperor garrisons the nearest army today. The clergy sell their sermons for the highest bidder, and spies whisper promises to mercenary generals.

You are the one true ruler of the broken Empire of Lyssan, and it's up to you to put the pretenders (the other players) in their place before their endless squabbling tears your nation apart. You (and others) will attempt to take control by using castles, knights, nobles, priests, and spies:

Knights hold territory and fight masterfully.
Nobles hold territory, support priests, and fight poorly.
Castles hold territory, spawn new units, and protect knights and nobles.
Priests manipulate influence and support spies.
Spies assassinate priests and other spies, and have the devastating power to steal other players' court cards.

Lyssan is an intense board game of strategy, cooperation, and betrayal for two to four players. The winner is the player who claims the most trophies, and each trophy can only be claimed by a single player. One trophy card might call for the player to control the most mines, the next to have most spies deployed, and the next to have the most sophisticated court. An upcoming trophy is revealed each turn, requiring strength, cunning, and adaptability to win.

Lyssan combines tightly designed euro-style rules with the interactivity and flavor of an epic wargame. Lyssan has slim rules comparable to many family friendly games. Yet the play is as rich and interactive as the crunchiest, most grognard-friendly wargames. And Lyssan plays fast. A typical game of Lyssan runs a full hour quicker than comparable games.

Lyssan combines:
A map to be conquered (like Risk)...
...with a few different unit types that act a few different ways each (like Chess or Diplomacy) ...
...with cards that let players pull off devastating surprise moves or permanently improve their abilities. To play one card, you discard others. (Like Race for the Galaxy) These cards can be very powerful, but they can also be stolen by spies. The whole landscape of the game can change in the blink of an eye as ownership of a card changes hands. Get one of your spies into a rival's castle, and you can take over his improvements or turn his own followers against him.

All interrupting effects have been stripped out of the game, so each player can complete their turn quickly, without waiting for the others. The game has been designed from the start to allow timed play, like a tournament chess match. This is good for players who want extra-brisk play, or who just have one slowpoke at the table who needs to be reined in.

Belfort

Welcome to the Tasty Minstrel universe! Put your Elves, Dwarves and Gnomes to work in the Village and Guilds of Belfort to collect resources and build up the city!

Elves collect wood from the forest while Dwarves collect stone from the quarry. An Elf and a Dwarf together can collect Metal from the mines, and either one can collect Gold. Build buildings in the five districts of the pentagonal city and hire Gnomes to run them to gain their special abilities.

Belfort is a worker placement game with area majority scoring in each district as well as for each type of worker. Buildings give you influence in the districts as well as income, but taxes increase based on your score so the winning players will have to pay more than those behind! Manage your resources and gold well, choose your buildings wisely, and help build the city of Belfort!

Zoneplex

In the far future, humanoid empires of the universe turned to an intense study of ancient civilizations that existed on a planet known as Earth. They learned that these ancients simultaneously built pyramids towards the sky and had an extensive knowledge of the stars. It was rumored that perhaps they were the original colonizers and space-farers of the first human age.

Now, at the edge of a colossal black hole, a pyramid-craft known as the Zoneplex has emerged with legendary markings and glyphs of the deep past. The known empires have sent their elite warrior-monk mystics on a one-way mission to gain control of the Zoneplex, to emerge victorious and ultimately control the pathways of the universe and time itself.

Zoneplex is a game that combines a tile-laying/exploration mechanism, a collaborative battle system and a zone control system to create an intriguing adventure in an alien pyramid.

The game works in 2 phases with the first phase players not counting Influence points until the pyramid is completed.

In phase 1 players strategically lay tiles determined by action cards to build their pathway through the Zoneplex pyramid whilst being cognizant of the Sacred Symbol card that they are bestowed with before the game begins. While building strategically players also confront creatures within the pyramid which they must collect to become worthy to enter the Eye and win the game. The players control the Zoneplex by gaining Influence points which occurs when a Player places a spirit-stone on the board. Spirit Stones not only sustain one's Influence points but can also be removed to gain bonuses in combat.

In phase 2 after exploring the pyramid, the players reveal their Sacred Symbol cards and count influence points, then a cutthroat race for survival and worthiness begins as players vie to enter "The Eye of The Zoneplex" to become the decisive winner or stand their ground with the most influence points as the action cards run out.

Kemet

In Kemet, players each deploy the troops of an Egyptian tribe and use the mystical powers of the gods of ancient Egypt – along with their powerful armies – to score points in glorious battles or through invasion of rich territories. A game is typically played to 8 or 10 victory points, which may be accrued through winning attacks, controlling temples, controlling fully-developed pyramids, sacrificing to the gods, and wielding particular magical powers.

The conquest for the land of Kemet takes place over two phases: Day and Night. During the day, choose an action amongst the nine possible choices provided by your player mat and perform it immediately. Once every player has taken five actions, night falls, with players gathering Prayer Points from their temples, drawing Divine Intervention cards, and determining the turn order before the start of the new day.

As the game progresses, they can use Prayer Points to acquire power tiles. Some of these enroll magical creatures and have them join their troops. In addition to intimidating enemies, these creatures provide special powers!

Detailed miniature components represent the combat units and the supernatural creatures that are summoned to enhance them. Combat is resolved through cards chosen from a diminishing six-card hand and enhanced by bonuses.

Hannibal: Rome vs. Carthage

This game uses the very popular card system which first appeared in Avalon Hill's We the People game to detail the struggle between Carthage's Hannibal and the Roman Republic in approximately 200 BC.

(from Valley Games website:)

One of the greatest military commanders and tacticians in history descends on the Roman Empire once again. Do you face him as Rome and try to ward the invasion that comes from the North, or do you climb atop your war elephant and show Rome you will take that which they hold most dear: their territory.

Players use strategic-level cards for multiple purposes: moving generals, levying new troops, reinforcing existing armies, gaining political control of the provinces involved in the war, and generating historical events. When two armies meet on the battlefield, a second set of cards, called Battle Cards, are used to determine the winner. Ultimately both players seek victory by dominating both fronts: military and political.