Card Drafting

Thurn and Taxis

In Thurn & Taxis, players build post office routes across Bavaria and the regions around, collecting bonus points in various ways. The board shows a map of all the cities, with roads leading from each one to some of its neighbors. There are various colored regions around the board, most with two or three cities, and a large region with all the Bavarian cities in the center.

Players build postal routes from city to city to city so that each city is adjacent to the next city on the route and there is a road connecting these two cities. Each route must consist of at least three cities. Players may only build one route at a time. Routes are represented by melded city cards arranged in the order of the route.

Players start with a supply of 20 post offices in their color, a carriage house card and a player aid card. The board is populated with bonus tiles, carriage cards and city cards. On a turn a player will draw a card from a display of six, face up, city cards (or the top of the face down deck) and meld one card, either starting a new route or adding to the current one. If after adding to the route, the length of the route is at least three cities, the player may declare it finished and score it. The player may, depending on the length of the route and which cities are in the route, place post offices in the cities, collect bonus tiles, and acquire a higher value carriage. Optionally, the player may receive support from one postal official in the form of: drawing a second card, melding a second card, refreshing the six city card display, or acquiring a higher value carriage than the route length when finishing a route. Once a route is scored the city cards of that route are discarded, and the player begins a new route on his next turn.

When a player exhausts his supply of post offices or acquires a value 7 carriage the end of the game is triggered. Play continues until the player who is last in turn order finishes his turn, and the game ends. Players score points for their highest valued carriage and bonus tiles, and lose points for unplaced post offices. The player with the most points wins.

The fact that you *must* add at least one city to your route each turn or lose the whole route gives the game an enjoyable planning element.

Nations

From the humble beginnings of civilization through the historical ages of progress, mankind has lived, fought and built together in nations. Great nations protect and provide for their own, while fighting and competing against both other nations and nature itself. Nations must provide food and stability as the population increases. They must build a productive economy. And all the while, they must amaze the world with their great achievements to build up their heritage as the greatest nations in the history of mankind!

Nations is an intense historical board game for 1-5 players that takes 40 minutes per player to play. Players control the fate of nations from their humble start in prehistoric times until the beginning of World War I. The nations constantly compete against each other and must balance immediate needs, long-term growth, threats, and opportunities.

Gameplay introduction

Players choose a Nation and a difficulty to play at, similar to the Civilization computer games series. After the growth phase 2 historical events are revealed, which the players will compete for during the round. Then players take a single small action each, in player order, as many times as they wish until all have passed. Actions are:

Buy a card
Deploy a worker
Hire an architect for a wonder
Special action provided by a card

Players each have individual boards that represent their Nation. There are many ways that players affect, compete and indirectly interact with other players. But there is no map, no units to move around, no direct attacks on other players.

When all have passed there is production, new player order is determined (every position is competed for), the historical events happen and if this is the last round of an age the books are scored. At the start of a new round most old cards are removed and new ones are put on the display.

Victory points are gained and lost during the game, and also awarded at the end of the game. The player with the most victory points is the winner.

See 'More information' below for link to rules etc.

BloodLust

The leader of the coven is dead and the quest is on for between 2 to 10 players to be the vampire who adds the most to their bloodline and becomes the new leader. Fast playing card game using the vampire genre. Beautiful cards, rules, and board brings the game to life.

Players add to their bloodline by staying out on the hunt, but the longer you stay out the better the possibility of daylight, and if your out and the sun comes up then you could lose it all. Use your powers to best your opponents, or to help them, your choice.

Each player takes a character card which has variable powers on them. Cards are flipped from the play deck one at a time, the possibilities are a daylight card which raises the possibility of sunrise, a card which increases a characters bloodline, a slayer card which injures the character or reduces the bloodline, etc. Before each card flip players must decide whether to stay on the hunt with the possibility of more increase or loss to their bloodline, or getting out and holding their bloodline gains for that round. If players stay in and a daylight card is drawn that brings the sun up then any players still in the round lose all of their gains for that round. A number of rounds are played depending on the number of players. Players can play their powers depending on the situation which can help them and other players or hurt other players.

The game plays in 30-60 minutes. Includes box, mounted board, rules, cards, and counters.

Legacy: Gears of Time

Legacy: Gears of Time is a strategic card game, mechanically rooted in its time travel theme. Players each play cards from their own hand, draw from a central draw pile, move and play technologies on a single timeline, while placing their influence cubes on existing technologies.

Legacy is played on a timeline that grows at the end of each of 4 rounds. Players take turns during a round consisting of 3 actions each. During each turn, you may travel back in time, play a technology card from your hand, influence an existing technology, or draw two cards (keeping only one).

As you travel back in time, Technologies are played from your hand by paying their discard cost. Any technologies you play generate influence for you automatically.

Having more influence than your opponents is the key to claiming rewards for a technology! At the end of each round, rewards are given for each technology and its dependencies. One Influence cube from each technology will come off at the end of each round, forming your influence pool to be used in future rounds to influence existing technologies. Keep in mind, a technology is only considered successful if all of its dependencies exist previously on the timeline.

Since there are several copies of each technology, you may be able to preempt and eliminate an existing copy by playing yours earlier in the timeline! Be sure there is room for your new technology, though; each time-frame has a capacity equal to it's distance from the present.

There are also a few rare but powerful Fate cards, each allowing you to break the rules in interesting ways. Fate cards have no discard cost and don't require an action to be played.

By strategically influencing existing technologies, adapting to your opponents actions, and carefully choosing when to go further back in time, you will find yourself victorious over your rivals! History remains intact until the Ancient Machine demands you return to the past to rebuild history, and your Legacy, once more.

Summary:

4 Rounds
4 Turns per Round
3 Actions per Turn (any mix of the following):
Travel back in Time
Play a Technology card
Influence an existing Technology
Draw two cards (keep one)

Rise of Augustus

In Augustus, you vie with your fellow players to complete "objective" cards for special powers and ultimately for victory points. Each card has 2-6 symbols which you must populate with legionnaire meeples in order to complete the card. These symbols are drawn one at a time from a bag, with all players gaining the benefit equally, but interestingly, the bag contains more of some symbols than others.

So the pivotal skill you'll deploy is in making your choice of which three objectives you'll start the game with (you're dealt six) — balancing potential difficulty of completion against value of the reward — and then which of five available objectives you'll add to your plate each time you complete one of your three. The game ends when someone completes seven objectives.