City Building

Kingsburg

In Kingsburg, players are Lords sent from the King to administer frontier territories.

The game takes place over five years, a total of 20 turns. In every year, there are 3 production seasons for collecting resources, building structures, and training troops. Every fourth turn is the winter, in which all the players must fight an invading army. Each player must face the invaders, so this is not a cooperative game.

The resources to build structures and train troops are collected by influencing the advisers in the King's Council. Players place their influence dice on members of the Council. The player with the lowest influence dice sum will be the first one to choose where to spend his/her influence; this acts as a way of balancing poor dice rolling. Even with a very unlucky roll, a clever player can still come out from the Council with a good number of resources and/or soldiers.

Each adviser on the King's Council will award different resources or allocate soldiers, victory points, and other advantages to the player who was able to influence him/her for the current turn.

At the end of five years, the player who best developed his assigned territory and most pleased the King through the Council is the winner.

Many alternate strategies are possible to win: will you go for the military way, disregarding economic and prestige buildings, or will you aim to complete the big Cathedral to please the King? Will you use the Merchant's Guild to gain more influence in the Council, or will you go for balanced development?

Expanded by:

Kingsburg: To Forge a Realm

Imperial Settlers

Settlers from four major powers of the world have discovered new lands, with new resources and opportunities. Romans, Barbarians, Egyptians and Japanese all at once move there to expand the boundaries of their empires. They build new buildings to strengthen their economy, they found mines and fields to gather resources, and they build barracks and training grounds to train soldiers. Soon after they discover that this land is far too small for everybody, then the war begins...

Imperial Settlers is a card game that lets players lead one of the four factions and build empires by placing buildings, then sending workers to those buildings to acquire new resources and abilities. The game is played over five rounds during which players take various actions in order to explore new lands, build buildings, trade resources, conquer enemies, and thus score victory points.

The core mechanism of Imperial Settlers is based on concepts from the author's card game 51st State.

Uchronia

In Uchronia, you are the patriarch of a great Uchronian noble house, competing with the other houses that commit their wealth to building the city, enriching it with new constructions, and striving to win over the people.

In game terms, players start with six resource cards in hand, then each discard a card to the shared forum; each resource card shows the type of resource (with color-coded five resources in the game), an activity icon (with, for example, all yellow clay cards showing a pick), and an order (with yellow showing Production). Five building cards are placed face-up in the Great Works area and can be built by the players; any time a building is taken from this area, reveal another building card.

On a turn, you first move any card(s) played the previous turn to the forum, then you either Command or Plot. To Command, you play one card from your hand with the order you want to carry out or two identical cards, which allows you to take any order. The orders are:

Production: Place one card from the forum into your stock. For each Production activity you have, take the action again.
Exploration: Place one card from your hand into your stock. Repeat for each Exploration activity.
Draconians: Show one card from your hand, then move one card of this type from the forum to your stock; in addition, each player who commanded in his previous turn must give you a card of the same type from his hand, if possible. For each Draconians activity you have, you can show one more card, which lets you claim more from the forum and possibly more from opponents.
Trade: Transform one resource in your stock to an activity. Repeat for each Trade activity.
Construction: Start a new building (by discarding a matching color resource from the forum) or transfer a resource from your stock to a building in progress. Repeat for each Construction activity.

When you complete a building, you gain its special ability for the remainder of the game. You can have only two activities, plus one more for each completed building you own. If you have more of a particular ability than anyone else, you claim the monopoly card for this activity, making each of these activities worth 1 victory point (VP) and allowing you to claim a matching resource whenever anyone completes a building of this color.

If you Plot instead of Command, you first copy one order showing in another player's area (if you have an activity of the same color), then you either draw until you have five cards or draw one card (if you already have at least five).

The game continues until one or more players hits a VP threshold (14-20 depending on the number of players). After completing the round (giving everyone the same number of turns), the player with the most VPs wins.

Builders: Middle Ages

In The Builders: Middle Ages, the cards represent buildings or workers. Players score points (and gain money) by completing the construction of buildings, while placing a worker on a construction site costs money. Each building has four characteristics (carpentry, masonry, architecture, tilery) rated between 0 and 5, and the workers have the same characteristics valued in the same range. To complete a construction, the player must add enough workers to cover the four characteristics of the building.

Each player starts the game with 10 ecu and an apprentice. Five workers and five buildings are placed face-up on the table, with the others set aside in separate decks. On a turn, you can take three free actions, then pay 5 ecu for each additional action. The possible actions are:

Open a site - Take one of the five buildings, place it front of you, then draw a replacement from the deck.
Recruit a worker - Take one of the five workers, place it front of you, then draw a replacement from the deck.
Assign a worker to a building - Pay the cost of the worker (as he won't work for free!), then place him on a building; when the building's needs are met, you earn the points and coins indicated, then flip the building over. The workers return to your pool of available labor.
Get money - Forgo one, two or three actions to earn 1, 3 or 6 ecu.

Some completed buildings join your labor pool as they can be used to complete other buildings. As soon as a player reaches 17 points, players finish the round so that everyone has the same number of turns, then you tally points, with each completed card having a point value and each 10 ecu being worth 1 point. Whoever has the most points wins.

Lords of Vegas: UP!

Your casino empire is expanding, but new players want a piece of your action. There's only one direction to go to stay ahead of your competition — up! Lords of Vegas: UP! allows for up to six players to compete in Lords of Vegas.

What's more, you'll now be able to increase the size of your casinos not just by building out, but also by building up. These new, taller hotels are more prestigious, and as a result earn you more victory points.