Area Movement

Circular Reasoning

Circular Reasoning is an abstract strategy game developed by two students at the University of Texas at Dallas, Tomer Braff and Edward Stevenson, under the name "Giant Shoulder Productions". After being featured at IndieCade 2014, Circular Reasoning was then picked up by Ad Magic and is now being published under Breaking Games.

The board consists of a goal in the center and three concentric tracks of 16 spaces each. Each track has a gate to the next level, but the gates rotate around the board according to the number of tokens found in each level.

Each player gets a square, a triangle, and a circle, which move four, three, or two spaces respectively. In addition to racing toward the center, tokens can be used to block other tokens from using the gates to advance. Because of this, players must predict and work around their opponents moves to secure victory.

Utopia

The king of Utopia has invited princes of the greatest civilizations of antiquity to come and live within the walls of his city, welcoming in doing so, the architectural wealth of their far-away cities. As the King’s Minister, your Sovereign has given you the mission to welcome and accompany these princes and princesses who will present themselves at the gates of the city. Every development added to the city made by your guests increases your prestige.

Online play

Jeux sur un Plateau (turn-based)

Components:
40 Monument Figures: 8 for each of the 5 civilizations (Mayan, Persian, Egyptian, Greek and Chinese)
4 Wonder Figures
5 Minister Figures: 1 of each color (used for Score Track)
200 Prince Tokens: 40 of each color
40 Bases
10 Privilege tokens: 8 of each color. 2 per color
40 Guest tokens: 2 per civilization for each of the four islands on the board
50 Action Cards: 10 for each civilization
5 Rule Summary Cards: 1 per player
1 Bag

Basic Game play:

Turn order (after the first player) is derived from who has the highest score on the perimtere score track yet has not had a turn. Each game turn is broken down into three phases:
Phase 1: Welcoming the Princes
Phase 2: Development of the City
Phase 3: Calculation of Prestige Points

Phase 1: Welcoming the Princes

In the first phase, Guest tokens are placed on the board near ship icons but corresponding to the symbol on each token. These guest tokens are then replaced with Prince tokens that is their own color, or of the same civilization as the chosen Guest or in any District of the island indicated by the Guest or any combination of these. This is repeated three times until all Guest tokens have been removed from the board. While this is happening, players may Build a Wonder or Take Control of a District.

At any point during their turn, if a player has one prince of each of the 5 civilizations on one island (regardless of which Districts they are in), he may immediately construct a Wonder and receives 6 Prestige Points. There may only be one Wonder per island and a player does not have to construct Wonders.

At any point during their turn, if a player possesses 3 princes of the same civilization in the same District, and that District is not already controlled by another player, he may decide to take control of the District by placing a Monument on that District. There can only be one Monument per District, and this space, once acquired, cannot be retaken. For taking control of a District the player gains Prestige Points during Phase 3: Calculation of Prestige Points. Also, if the District belongs to an island where a Wonder has been constructed, the owner of the Wonder immediately scores the number of Prestige Points indicated on the District.

Phase 2: Development of the City

Each player receives 5 Action cards and discards based on their score in the score track. The person in the lead discards two cards, the last player doesn't discard any and all other players discard one. Four types of actions are possible and occur multiple times in a player's turn:

1) Move one or two princes:

If a player decides to move two princes with a single action card, these two princes must be within the same District and make the same movement.

LAND MOVEMENT: By discarding an action card, a player may move one or two princes of that civilization to an adjacent District (Districts are separated by alleys or bridges).

SEA MOVEMENT: By discarding an action card, a player may move one or two princes of that civilization from one maritime District (showing a ship) to another maritime District. These two Districts must be in the same maritime sector or in two adjacent maritime sectors. (The division of the maritime sectors is indicated by the dotted lines originating from the 3 lighthouses of the city).

2) Add a prince:

By discarding an Action Card, a player may place a prince in a District occupied by a Monument of that civilization.

3) Remove a Prince:

If the player possesses a prince in a District occupied by a Monument of that civilization, regardless of the player who controls the District, that player may, with an Action Card of that civilization, remove the Prince from the board. For this action the player immediately gains 2 Prestige Points. Th e player’s Minister figure is moved up two places on the Score Track.

or 4) Influence the King (altering the Prestige Scale):

If the player possesses a prince in a District occupied by a Monument of that civilization, regardless of the player who controls the District, that player may, with an Action Card of that civilization, remove the Prince from the board. For this action the player immediately gains 2 Prestige Points. The player’s Minister figure is moved up two places on the Score Track.

The value of each civilization, indicated on the Prestige Scale, determines the point value of the districts controlled by each player at the end of the turn. By discarding an Action Card, a player may increase the value of a civilization by 1. The Value figure of the civilization changes places with the figure directly above it. With two Action cards, a player may reduce the value of a civilization to 1. All the other figures are moved up accordingly. At the end of their turn a player can only have a maximum of 5 Action Cards.

Phase 3: Calculation of Prestige Points

Once all the players have carried out their actions, the points for the round are calculated. Each player, in turn order, gains points for each District that they control. The value of each civilization is indicated on the Prestige Scale. The players’ Minister figures are moved up the Score Track.

If one or more players have reached at least 50 Prestige Points at the end of this phase, the game ends. The player with the most points wins.

Barony

In Barony, players are ambitious barons trying to extend their dominion over the land! Who will succeed and become the new king?

At the beginning of the game, players create the board at random with nine tiles per player; each tile is comprised of three hexagons, with each hexagon being one of five landscape types: forest, plains, field, mountain, lake. Players then each place three cities on the game board, with a knight in each city. They then take turns in clockwise order, with each player taking exactly one action from the six possible actions:

Recruitment: Add two knights to a city, or three knights if the city is adjacent to a lake.
Movement: Move one or two of your knights one space each. A knight can't enter a lake (blub), a mountain with an opposing pawn, or any space with an opponent's city or stronghold or two knights of the same opposing color. If you move a second knight into a space with an opposing pawn or village, remove those tokens and take one resource from the village owner.
Construction: Remove one or more of your knights from the game board and replace each with a village or stronghold, gaining one resource token matching the landscape under the structure.
New City: Replace one of your villages with a city and earn 10 victory points (VPs).
Expedition: Remove two knights from your reserve, placing one back in the box out of play and the other on any empty space on the edge of the game board.
Noble Title: Discard at least 15 resource points, then upgrade your title: baron to viscount, then count, marquis and finally duke.

Once any player has gained the title of duke, finish the round, then tally the VPs, with players scoring for resources still in their possession, their rank in the game, and the number of cities they built. Whoever has the most VPs wins.

Attila

Attila the Hun was an infamous barbarian warlord whose army of nomadic horsemen terrorized the people of Europe and Western Asia for nearly twenty years.

Attila, on the other hand, is a light and fast-paced game in which one player controls Attila and two of his warriors while the other player controls three Roman soldiers, one of them being Roman general Flavius Aetius.

To set up, players create a playing area from the four game board tiles (such as a 4x5 rectangle), then place their figures on empty spaces. On a turn, you move one of your tokens in a knight's move (as in chess); you can traverse occupied squares and empty space as long as you land on a free space. Then you place a scorched earth tile on any empty space. Players alternate turns, and whoever first can't move a token loses the game!

Antike II

Antike II is a challenging strategy game about evolution and competition among ancient civilizations. Ancient nations create cities, build temples, sail the seas, and discover new principles of science and technology. Their legions and galleys open new settlements and defend their people against attacks from their enemies. Two scenarios can be chosen as the game board is two-sided.

Every nation tries to win ancient kings, scholars, generals, citizens, and navigators for themselves. The nation that acquires a specified number (depending on the number of players) of ancient personalities first wins the game!

Lead one of these nations to victory—but watch out for your enemies as they will want to conquer your cities to destroy your temples. The game depends not on the luck of dice or cards, but on thoughtful plans and skillful diplomacy.

Antike II differs from the 2005 Antike in several ways, according to designer Mac Gerdts. To start, players now own city tokens, which allows them some degree of choice as to which resource a newly founded city shall produce. Military units have become more expensive, and the rules for the conquest of cities are considerably easier. The scientific progresses were altered as well. Neutral temples now exist, which may be destroyed, gaining VPs of a general, without harming other players. The game features two new maps in a new graphical design, and a new card named "BELLONA" (the ancient Roman goddess of war) has been introduced to counter the starting player's advantage.

Gerdts notes that the main goal of all of these changes was to make the rules for a conquest of cities easier, while also opening more possibilities to win the game without the need to attack other players.