Card Drafting

Pirates 2ed: Governor's Daughter

The Governor`s Daughter has been kidnapped again! The villainous and insatiable Dread Pirate Roberts has again claimed his chance to acquire a ransom for the life and the chastity of a beautiful damsel in distress. This formidable act of villainy has shocked the other pirates of the Archipelago. Never had they witnessed such a breach of etiquette! Now, they set sail to find the fragments of the map leading to Robert`s hideout. But before they find it, adventures and isles await!

Pirates: Governor`s Daughter is a re-edition of an adventure-economical board game hit. Thanks to the brand new rules, you will experience fabulous sea adventures, sack the cities and trade routes of the Archipelago, get rich dealing with exotic wares or die trying to compel bloodthirsty pirates. And in the end, you will free the beauty in distress and save the world from the Dread Pirate Roberts! Arrgh!

Age of Industry

Martin Wallace's streamlined redesign of Brass.

Players are tycoons in the early days of the Industrial Revolution; a time when traditional craftsman were being rapidly replaced with steam-powered machines. Players invest in the production of raw materials, the manufacture of goods, and the transportation networks needed to connect them to their markets.

Like Brass, the strategic space is vast, and player decisions are limited by cards. In Age of Industry, however, cards are color-coded to regions rather than specific cities, allowing the players to be more flexible with their plans, while at the same time continuing to limit the decisions available. The color-coded region cards will also support expansion maps.

In addition, the original Brass rules were simplified by eliminating the canal period; there is only one period, the railway era. There is also a new, non-specific industry, which will change with each map.

According to Wallace, "You can now play something with the depth of Brass, but in half the time. The game will have a double-sided map, with Germany on one side and southern New England on the other."

Wypas

Wypas (Flock) is a simple party game for 3 - 6 players. Every player plays a role of a shepherd, trying to trim as many sheep as possible. Player trimming the most valuable sheep wins the game.

The game contains the following components:

- 110 cards
- 1 victory track
- 6 pawns
- the rulebbok

Africana

In Africana, players travel through Africa, taking part in expeditions and trying to be the first to reach various destinations. With the money they earn, they can buy adventure cards that earn them precious antiques. Africana features the "Book of Adventures" game system from Schacht's Valdora in which players can acquire cards that are laid out like books, with players "turning the pages" to find the adventure cards they most want.

The game board in Africana shows the continent divided in half at the equator, with the cities in the north half colored brown and the cities in the south white. Adventure cards with a brown border can be acquired only in the south and must be delivered to the north, while white-bordered adventure cards take the opposite route. Five expedition cards – each showing the starting and ending location and a reward for completing the expedition – are laid face-up on the game board.

Each player has one researcher token that will travel around the board, and on a turn a player takes one of three possible actions:

Draw two travel cards. (A player can have no more than five travel cards in hand at turn's end.)
Buy one or more adventure cards, for five coins each. A player can flip one page in the book for free, with each additional flip costing one coin. (A player can have no more than three adventure cards to be fulfilled at turn's end.)
Move the researcher by paying travel cards that match the color of the space being traveled to. Each player has a joker in hand, which will be retained at the end of each turn. If a player moves onto the start space of an expedition, he can mark that expedition card with a marker; if he reaches the destination for an expedition he's on, he receives the reward depicted and claims the card, while anyone else on the expedition receives nothing. A new expedition card is then revealed.

When a player reaches the destination shown on an adventure card, that player scores that card by placing it under his player mat. Some cards show helpers, which are represented by helper cards in a player's hand. These cards allow travel on the color shown on the card and return to the player's hand after use, but a player who employs many helps will lose points at the end of the game.

Once the expedition cards run out, the game ends and players score for the expeditions they completed, sets of identical and different adventure cards, money in hand, and a few other things. The player with the most points wins!

Core Worlds

Introduction

The ancient Galactic Realm, ruled from the Core Worlds of the galaxy, is waning. Now, the barbaric kingdoms that lie beyond the galactic frontier are amassing their strength, choosing this pivotal moment to strike at the heart of the fading republic, establishing new empires built upon the ashes of decaying civilizations. But these outer systems are not yet strong enough to engage the forces of the Core Worlds directly. The young kingdoms must first gnaw at the edges of the crumbling frontier, developing new types of units and shrewder tactics. They must build up their energy resources to launch magnificent fleets and overwhelming ground forces. Then, when the time is right, they must strike at the galactic core itself, claiming the most exalted planets for themselves. The barbarian kingdom that achieves these goals will carve out the greatest empire in the galaxy.
Object of the Game

Each player controls a barbarian Star Empire represented by many cards. Throughout the game, players will invade Worlds and draft new Units and Tactics into their Empires. Each card lists its Empire Points in the upper right corner. The player whose Empire contains the most Empire Points at the end of the game is the winner!
Game Terms and Game Play Mechanisms

Core Worlds is a deck-building card game for 2-5 players. The following are the central concepts of Core Worlds:

• Central Zone: Throughout the game, new cards are drawn from the five Galactic Decks and placed face up in the Central Zone, the game's common play area. These cards include new Units and Tactics that the players can draft into their Empires, as well as Worlds that they can invade.

• Empire: Each player represents an Empire that begins with a Home World and a Starting Deck. A player's Empire consists of all of the cards in his hand, draw deck, discard pile, and Warzone (tableau).

• Fleet Strength: Each World possesses a Fleet Strength that represents the starships that defend it from attack. A World's Fleet Strength must be matched in order for that World to be successfully invaded. Many Units possess a Fleet Strength that a player can use to invade a World.

• Ground Strength: Each World possesses a Ground Strength that represents the infantry and other ground forces that defend it from surface assault. A World's Ground Strength must be matched in order for it to be successfully invaded. Many Units possess a Ground Strength that a player can use to invade a World.

• Invasion: In order to add new Worlds to his Empire, a player must launch Invasions. A player performs an Invasion by discarding enough cards from his Warzone to match the Fleet Strength and Ground Strength of the World he is invading.

• Warzone: Each player's Empire includes a Warzone, an area in front of the player where her conquered Worlds are displayed. Players also deploy Units from their hands face up into their Warzones, and later use these Units to invade new Worlds.