City Building

Burano

Burano, also known as the lace island, is an island in the northern Venetian lagoon. Burano is extremely famous for its brightly colored houses, those square-shaped houses of a riot of colors along the water channels make it like a fairy tale land.

Fishing has been the main activity in Burano since its foundation. A story goes that while fishermen went a long-term fishing outside the lagoon, their wife who stayed and missed their husband took out needles and made lace like they mended their husband's fishing nets.

In the Middle Ages, Burano lace was highly admired and widely requested by royal families all over Europe. Players represent a family leader on this little island. They can send men to fish for the main source of income, or send women to lacemaking to sale abroad. Making a good living and making Burano become world famous, you have to figure out how to organize family members to their suitable work. It depends on you to earn the glory for your family and lead them to be outstanding from other families.

Burano is played over four seasons, 14 rounds altogether. Through the novel "cube pyramid-driven" mechanism, players take turns paying coins to operate their cube pyramid during each round. The operation of the color-coded cubes would trigger certain actions, such as fishing, lace making, and house roofing, which will earn players victory points (VP). At the end of the game, whoever has earned the most VP wins.

Romolo o Remo?

Central Italy in the year 753 B.C.: Many new villages have been founded in the region of Latium. This land is prosperous and a strong city here can easily control the trades between the Etruscan cities of the North and the Greek colonies of the South. The region is also rich in salt ponds, and the salt in this period is worth more than gold. There doesn't exist a better place for a new city!

The two grandsons of the King of Albalonga – the twins Romolo and Remo, descendants of Enea of Troy – don't want to miss an opportunity to dominate the region and, acting against each other, try to establish two cities close to the Tiber river. Their enterprise is not easy as the King of Antemnae and the King of Crustumerium will also fight to dominate this area! Who will prevail?

In Romolo o Remo?, players act as Kings of the new cities in the Latium and have to compete with each other in order to gain control of the whole Region. Players must manage their kingdom and their growing settlement. Two aspects are crucial: the citizens, as players act with citizens to take many different actions, and the territory, as players can act only in the territories they are able to control – excluding when they go to war, of course! If the population grows, they can take more actions, but they must feed all of them as well. Money, resources, trades, city buildings, and specialized characters increase a player's possibilites, and soldiers, mercenaries, and war declarations can change the game's storyline at any moment. Who will able to build the strongest city? Who will be the founder of a new civilization – or perhaps even an Empire?

Fallen City of Karez

The city of Karez was once the crowned jewel in the vast kingdom of King Tyrial, but as he lost grasp on his kingdom, the city fell to ruins at the hands of the dark forces surrounding it. Now the king has died, and his heir, King Tyrial II, has decided to dispatch his finest lords to raise the fallen city and stand ground against all its enemies, within and outside the city walls.

In Fallen City of Karez, each player will take the role of a lord of one of the guilds who seek to tighten their grasp on the rising city. The players will strive to maintain a balance between keeping the city safe for its citizens by sending exploration parties to defeat any threats, and at the same time attracting to the emerging city new adventurers wishing to fill their pockets with fortunes and their names with glory.

In the action phase at the start of each of the eight turns, players can assign two citizens or one adventurer to act on their behalf in the various buildings of Karez, send an exploration party to remove any threats that lurk near Karez, or buy new equipment to reinforce their parties of heroes. Some guild houses may choose to erect their own private Dungeons (!) in an attempt to inflict havoc and dismay on the other houses. After everyone performs their actions, the players must check how these actions affected migration to Karez; the results of this phase will reflect on the growth of Karez towards a city state, which is the common aspiration of all players.

Players start with different initial possessions and owned buildings. In addition to the common goal of raising the city, each house also has some unique goals (ambitions), which will eventually determine the sole winner. That said, the game is semi-cooperative in that while each guild has its own ambitions, all players must succeed in raising the city by the end of the game or else everyone loses.

New Haven

In New Haven, set in colonial New England, players must develop the riches of the land and build a thriving settlement. Players place tiles strategically to a shared game board to cut timber, quarry stone, plant fields of wheat, and fill pastures with fat sheep. Players then use these resources to erect buildings on their own village boards, attempting to complete rows and columns for population points. Whoever can build the biggest and most prosperous town will end up with the biggest population and win the game!

New Haven is a tile-laying game with a drafting component. The center board is the land between the player villages from which resources will be gathered. Players select from their two hidden tiles and play on this board to generate available value in some of the four resources. Once per game, each player can get a shipment which delivers a large value of one specific resource type.

This value is then used by the player to play building tokens on his personal village board. However, he can play only building tokens already owned behind his player screen, with restrictions on how buildings must be arranged. He can elect to play a token face down for more flexibility, but this means a lower score if he successfully completes that row or column of buildings.

Once a player is done building, any value he hasn't used is available for his opponents to use to build! Thus, the goal when placing resource tiles is to generate just enough for what is needed, not the most that can possibly be created. Finally, the player drafts new building tokens for use on future turns; plan your creation and consumption of resources to perfectly match your needs, and you'll be rewarded with additional tokens.

The base game lasts ten turns, and the player who attracts the most colonists to his village by completing roads and avenues of buildings wins the game.

New Haven plays well with 2, 3, or 4 players, lasting about 15 minutes per player, with a bit more time needed for learning games. The game includes a side B game board with some twists, as well as rule variants that can make the gameplay either more forgiving or more strategic.

My Village

A new chapter opens in the Village chronicles! In this standalone game, each player is in charge of his very own village, controlling its entire fate. Known places and characters conjoin with new mechanisms to make up a gaming experience that feels so familiar and is yet so different from Village!

Village enthusiasts will recognize some core elements, for example, the life-time track and the village chronicle, yet the new dice mechanism gives a whole new twist and dynamic to taking actions. My Village is of similar game weight as Village.