Card Drafting

ALDR: The High Sage

Long before sages battled in the arena, Aldr, the first High Sage, mastered the elements and passed his teachings on to his students. However, even the most powerful cannot train every day. Aldr himself created this game of strategy to reinforce sharpen their minds and reinforce is hard-won lessons.

ALDR: The High Sage is a card game unlike any other. Tactically place drafted cards to build the four elemental patterns before your opponents can. Place your sages strategically to restrict the options of other players, and move Aldr himself to further thwart your opponents. Be the first to place your four sages and claim victory in this unique card game of area control.

Although ALDR: The High Sage is a standalone game, rules are included to use ALDR as an expansion to Element!

—description from the designer

Tsukiji

Tokyo, 1930. The morning wakes up lazy, but you have a lot of work to do. In Tsukiji, each player is a restaurant owner who faces other traders at tough auctions for the best batches of fish and seafood. Understand the logic of prices, manipulate quotes, set traps, sabotage your opponents, and seek the greatest possible profit in this tense fight for the best fish in all of Japan!

Gardens of Babylon

King Nebuchadnezzar II has spoken: "Build me the most wondrous gardens the world has ever seen!" The gardening guilds of Babylon have answered, and it is now up to the players, as leaders of these guilds, to build one of the seven wonders of the ancient world and lead their guild to victory in the cutthroat world of competitive gardening.

Gardens of Babylon is a 1-4 player, competitive euro-style game in which players strive to earn the most points by planting flower seeds on the most valuable tiles. Taking turns, players place tiles to create a maze-like ziggurat of pathways, strategically move their gardeners to gain positional advantage, and plant seeds to claim tiles, earning victory points and triggering cascades down connected waterways to steal those of their opponents in the process!

Featuring simple rules and strategic thinking, Gardens of Babylon offers infinite replayability with 78 distinct ziggurat tiles that form a unique 2.5-dimension modular board. A novel cascade mechanism allows a well-placed seed to change the course of the game in an instant, offering emergent gameplay and keeping players on their toes until the very end.

—description from the publisher

Ticket to Ride: Amsterdam

Ticket to Ride: Amsterdam features the familiar gameplay from the Ticket to Ride game series — collect cards, claim routes, draw tickets — but on a map of 17th century Amsterdam that allows you to complete a game in no more than 15 minutes.

You are in the middle of the Gouden Eeuw, the Dutch Golden Age. Amsterdam is the beating heart of global trade and the wealthiest city on Earth. Goods from around the world are piling up on the docks, in ship holds, in warehouses, and on the banks of its countless canals. You mean to profit from this!

Each player starts with a supply of 16 carts, two transportation cards in hand, and one or two trade contract tickets that show locations in the Amsterdam market. On a turn, you either draw two transportation cards from the deck or the display of five face-up cards (or you take one face-up wild card, which counts as all six colors in the game); or you claim a route on the board by discarding cards that match the color of the route being claimed (with any set of cards allowing you to claim a gray route); or you draw two trade contract tickets and keep at least one of them.

Whenever you complete a route that has carts depicted on it, with these primarily being on the perimeter of the city, you claim a merchandise bonus card.

Players take turns until someone has no more than two carts in their supply, then each player takes one final turn, including the player who triggered the end of the game. Players then sum their points, scoring points for the routes that they've claimed during the game, the trade contract tickets that they've completed (by connecting the two locations on a ticket by a continuous line of their carts), and their standing among those who hold merchandise bonus cards. Whoever holds the most cards collects 8 points, with other players collecting fewer points. You lose points for any uncompleted contract tickets, then whoever has the high score wins!

Pax Pamir (Second Edition)

In Pax Pamir, players assume the role of nineteenth century Afghan leaders attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period "The Great Game" because of the role played by the Europeans who attempted to use central Asia as a theater for their own rivalries. In this game, those empires are viewed strictly from the perspective of the Afghans who sought to manipulate the interloping ferengi (foreigners) for their own purposes.

In terms of game play, Pax Pamir is a pretty straightforward tableau builder. Players spend most of their turns purchasing cards from a central market, then playing those cards in front of them in a single row called a court. Playing cards adds units to the game's map and grants access to additional actions that can be taken to disrupt other players and influence the course of the game. That last point is worth emphasizing. Though everyone is building their own row of cards, the game offers many ways for players to interfere with each other directly and indirectly.

To survive, players will organize into coalitions. Throughout the game, the dominance of the different coalitions will be evaluated by the players when a special card, called a "Dominance Check", is resolved. If a single coalition has a commanding lead during one of these checks, those players loyal to that coalition will receive victory points based on their influence in their coalition. However, if Afghanistan remains fragmented during one of these checks, players instead will receive victory points based on their personal power base.

After each Dominance Check, victory is checked and the game will be partially reset, offering players a fresh attempt to realize their ambitions. The game ends when a single player is able to achieve a lead of four or more victory points or after the fourth and final Dominance Check is resolved.