Area Movement

Civolution

Hello, student beings! The cosmic faculty of the Technical Academy of Creation is delighted to welcome you to your Civolution, the final exam in Civilization Design!

For this occasion, we prepared a humanoid scenario on an isolated continent. Here, each of you holds the rank of a local deity which is closely linked to its very own civilization and must lead it to success over the other civilizations. Your developmental possibilities are endless and reach from cultural and technical progress to evolutional adaptations. For example, what would you consider more beneficial to your tribes: inventing the wheel or growing wings? Demonstrate your ability to operate your civilization console and show us how well you can adjust to changeable environmental conditions and mild creational chaos.

When the exam ceases after four eras, whoever managed to gather the most success points will not only pass the exam but will become a full member of the Technical Academy of Creation and garner the opportunity to be promoted to the next instance.

Civolution is a medium heavy to heavy euro-style game that utilizes a dice selection mechanism to trigger actions on a tech tree-like structure. As you figure out how to best use your dice and put your unique cards into play, tons of strategies and paths to victory emerge, though each time you play, you will only explore a fraction of the possibilities that the game’s system and many cards provide.

—description from the publisher

A webapp implementation of the V.I.C.I solo automa is available.

The Stuff of Legend

As Allied forces fight the enemy on Europe's war-torn beaches, another battle begins in a child's bedroom in Brooklyn when the nightmarish Boogeyman snatches a boy and takes him to the realm of the Dark. The child's playthings, led by the toy soldier known as the Colonel, band together to stage a daring rescue. On their perilous mission, they will confront the boy's bitter and forgotten toys, as well as betrayal in their own ranks.

In The Stuff of Legend, each player takes on the role of one of the boy's loyal toys, each with their own unique abilities. Players work co-operatively, scouring the Dark in search of the Boy before the Boogeyman can escape with him. Players beware, through the course of the game your allegiance may change, and at any point one of your fellow players could be secretly working against you for the wicked Boogeyman.

—description from the publisher

España 1936

ESPAÑA 1936 is a game of historical simulation that recreates the facts occurred during the Spanish Civil War (1936-39).

It is played on a board depicting Spain and divided in connected zones, with counters at operational level. It has cards to develop the events of the war and to modify decisive battles. It does not have any CRT, and the combats are simple but real for the conflict. The turn and the combats are alternative, which creates a great interaction between the players. Thought for beginners and experts alike.

The Spanish edition was released in October 2007.

España 1936: La Armada is an expansion to the Spanish edition released in 2008. It includes naval rules, cards and a new board for naval operations.

The English edition includes the basic game and the expansion. It was released in May 2008.

ESPAÑA 1936 es un juego de simulación histórica que recrea los hechos acontecidos durante la Guerra Civil Española (1936-39).

Utiliza un tablero dividido en zonas conectadas entre si, con fichas a nivel operacional. Tiene cartas para desarrollar los eventos de la guerra y modificar combates decisivos. No tiene CRT, y los combates son sencillos pero reales para el conflicto. El turno y los combates son alternativos, lo que crean una gran intereacción entre los jugadores. Pensado tanto para principiantes como para expertos.

El juego está disponible en la edición española desde octubre de 2007.

España 1936: La Armada es una expansión para el juego, producida en Octubre 2008 Incluye reglas navales, fichas, nuevas cartas y un tablero de operaciones navales. Esta disponible de manera gratuita en las tiendas habituales o a traves de Devir Iberia

La edición en inglés incluye, además de la versión original, la expansión. Se acabó de producir en mayo de 2008.

Omicron Protocol

In the year 2050, the utopian city of San Lazaro is locked down and crippled by a mysterious computer virus, turning once-ordinary people into maddeningly violent and unpredictable “CyMS”, Cyber-Memetic Sociopaths.

Omicron Protocol is an “intra-apocalyptic”, cyberpunk-themed miniatures skirmish board game for 1-4 players, where you control a squad of unique characters, and take turns controlling a 3rd party enemy to harass your opponent. Or play solo/cooperatively as a team to fight enemies, complete objectives, and survive!

Every character is represented by a detailed 32mm-scale miniature, possessing their own rich history and personality, as well as powerful cybernetic abilities! Play the competitive or solo/cooperative modes through various narrative scenarios to survive the crisis! With innovative game mechanics like the Action Store and Luck Tokens, every game is thrilling and exciting. Enjoy a deeply tactical game in under an hour and introduce your gaming friends to skirmish games with Omicron Protocol!

In the game, you play with a squad of 1-4 characters, either competitively against another player/team, solo, or cooperatively with friends. Each round consists of spending a shared pool of action points on your characters, activating them one-by-one, and using movement and tactics to survive the onslaught of the Cyber-Memetic Sociopaths (CyMS). All games are based on scenarios derived from the lore of the world (120K+ word collection of stories), and the game can be linked together into a light campaign in both competitive and cooperative modes.

In competitive scenarios, the team that scores the most victory points wins. In solo/cooperative scenarios, the players win if they reach the VP goal within a specified number of rounds.

Background:

Everything can change in a month. The cutting edge West Coast city of San Lazaro had been the epicenter of a cybernetics tech revolution in 2044, ushering all of humanity into the future...but in the year 2050, a mysterious viral menace the likes of which the world had never seen toppled the utopian city in a sea of infection and death. The disease could not be stopped; it evolved to surpass any countermeasure, mutated to answer any cure. In mere days San Lazaro was overwhelmed by the infected.

Martial law descended on the city immediately. Barricades and armed soldiers divided its streets into isolated sectors. Efforts to contain the outbreak were as useless as the attempts to control the surging numbers of mysteriously insane and violent residents, a second catastrophe on the heels of the first.. Dubbed ‘Cyber-Memetic Sociopaths’ by the media, with their actions being blamed on an over-immersion in virtual reality, these ‘CyMS’ were spreading across the city in a wave of mindless, indiscriminate violence. With the infection spreading and the murderous CyMS rampaging, the government abandoned San Lazaro and its people after a mere two weeks.

All that remains of the city now is a twisted hellscape. The few survivors have banded together in hopes of escaping, while gangs once suppressed by the government have seized control. The CyMS have grown into a constant threat on the streets, sowing fear and terror in their path. In this waking nightmare, your only chance of salvation is to join a faction powerful enough to dominate the foes that stand in your way.

El Grande

In this award-winning game, players take on the roles of Grandes in medieval Spain. The king's power is flagging, and these powerful lords are vying for control of the various regions. To that end, you draft caballeros (knights) into your court and subsequently move them onto the board to help seize control of regions. After every third round, the regions are scored, and after the ninth round, the player with the most points is the winner.

In each of the nine rounds, you select one of your 13 power cards to determine turn order as well as the number of caballeros you get to move from the provinces (general supply) into your court (personal supply).

A turn then consists of selecting one of five action cards which allow variations to the rules and additional scoring opportunities in addition to determining how many caballeros to move from your court to one or more of the regions on the board (or into the castillo - a secretive tower). Normally, you may only place your caballeros into regions adjacent to the one containing the king. The one hard and fast rule in El Grande is that nothing may move into or out of the king's region. One of the five action cards that is always available each round allows you to move the king to a new region. The other four action cards vary from round to round.

The goal is to have a caballero majority in as many regions (and the castillo) as possible during a scoring round. Following the scoring of the castillo, you place any cubes you had there into the region you secretly indicated on your region dial. Each region is then scored individually according to a table printed in that region. Two-point bonuses are awarded for having sole majority in the region containing your Grande and in the region containing the king.