Closed Drafting

Trailblazers

Trailblazers are the gutsy folks who pave and brave the trails of the great outdoors.  Whether by hiking boots, cycling wheels, or river paddle, these tenacious travelers seek to feed their insatiable appetite for adventure.  With a scenic wilderness ever ahead and a freshly charted path upon the heels, one mustn’t forget to eventually find their way back to camp.  For there are always new environments to explore, further expeditions to undertake, and more trails to blaze.

In Trailblazers, players compete to earn the most points by building biking, hiking, and kayaking loops from their campsites of the matching trail type. Each round, players are dealt eight trail cards where they’ll draft two cards, arrange those cards in their personal area, and pass their hand to the next player three times. Cards must either be placed adjacent to or overlapping other cards. While players can push their luck by aiming to construct long and elaborate trails, only closed loops that start and end at a matching campsite will score points. Players also compete to fulfill “First To” and “End Game” goal cards. After four rounds, the game ends and the player with the most points from closed loops and goal cards wins.

The standard edition of Trailblazers features a second deck of trail & player cards so you can play with up to 8 players. The box also contains two expansions (the Animals expansion and Adventurers expansion) that add another challenging layer of strategy and objectives to the experience. Finally, there are three unique solo modes that utilize the goal cards, Animals expansion, or Adventurers expansion.

Beast

Welcome to the Northern Expanse, a place where nature is still unexplored, mystical and dangerous. When the humans first arrived, they thought they found an unspoiled paradise, filled with bountiful forests, lakes swimming with fish and cold freshwater flowing from the mountains. But as their settlements expanded and the surrounding forests grew thinner, nature itself pushed back. Great creatures known as Beasts emerged, and with their fangs, claws and mystical powers, they proved an incredible threat to the humans. In order to protect the settlements, humans enlisted specialised hunters, tasked with tracking and killing the Beasts before too many of their kin perish.

The Beast uses a deck of direction cards to move over forests, swamps and caverns, using guile and deceit to hide its track from the hunters. However, whenever a hunter moves over a location where the Beast has previously been, a trail appears. Only when a hunter searches a location or the Beast itself attacks an unsuspecting target is the Beast's actual position revealed. More so, each hunter has but one chance of searching each round, making it a tense and difficult decision. Hunters seldom have full information whether the trail they’re pursuing contains the Beast’s actual location, or if the trail has already gone cold.

Each action you perform in this game is done by playing a card from your hand (up to a maximum of two cards per turn). This means that if a player wants to search, attack or move, they need to have a card in their hand that lets them do that. Before each round, both hunters and Beast participate in a draft for the most important cards. All action cards can be used by both Beast and hunters alike.

In order to win this game, you either need to cooperate every step of the way if you play as a hunter, or skillfully outmaneuver your opponents if you play as Beast. On their own, hunters are never stronger than the Beast. Only when hunters communicate, strategize and combine their actions can they bring down the Beast before it’s too late.

—description from the designer

Tribes of the Wind

In a post-apocalyptic world, the tribes of the wind are going to rebuild the world on the polluted ruins from the past.

Players will have to plant forests, build new villages and temples, and decontaminate surrounding areas.

They will be able to play cards from their hand. But be careful! The effect or even the possibility of playing the card may vary depending on... the back of your surrounding opponents' cards.

Players may also send their wind riders to explore the area, plant forests, or build villages and temples using all the gathered resources.

As the game progresses, you strive to complete objectives that will allow you to unlock your guide's special abilities, and to improve your tribe's powers.

When someone builds their 5th village, the end of the game is triggered. The player with the most points, depending on pollution, villages, temples, layout of their forests, and other various objectives, wins!

—description from the publisher

Mille Fiori

In Reiner Knizia's Mille Fiori (millefiori is a glasswork technique for decorative patterns, the name means Thousand Flowers), you take the role of glass manufacturers and traders who want to profit as much as they can from their role in the production of fine glass art.

The game board features different aspects of the glass production cycle: workshops where the glass is created, houses where it's installed, people who support your work, trade shops where it's sold, and the harbor where ships take the glass to faraway locations. You want to be present in all of these areas, preferably at just the right time to maximize your earnings. The gameboard features 109 spaces, with one card in the deck for each of those spaces.

At the start of a round, each player receives a hand of five cards. Each player chooses a card from hand, then passes the remaining cards to the next player, then each player plays their card in turn, beginning with the round's start player and typically placing a diamond-shaped token of their color in the location depicted on that card:

In the Workshops, you score 1 point for each of your tokens in a connected group with the newly placed token, doubling that score if you played on a pigment field.
In the Residences, you score the listed number of points, and if your token is preceded in the line by one or more tokens of your color, you score those previously played tokens again.
In the Townspeople area, you score 1, 3 or 6 points based on the height of your token in the pyramids, but you can only place at higher levels if the lower spaces are filled. Double your points if the card symbol matches the space your filled. Supporting tokens score again as higher tokens are placed.
In the Trade shops, four types of goods are present, and when you place a token, each token on that goods type scores for its owner points equal to the number of goods of that type now covered.
In the Harbor, you move your ship equal to the number on the played card, scoring points based on the space where you land, then place a token in one of the five rows. When that row is filled with three ships, each token in that row scores for its owner 1/3/6/10 points depending on the number of trade goods in that row.

Alternatively, you can play a card for ship movement points and not place a token on the game board.

Each player plays four cards in a round (in a 3 or 4 player game), then adds the last card in hand to those displayed beside the game board, then the start player marker rotates and you begin a new round.

For each of the five areas, you can meet a certain condition that allows you to play a bonus card from those beside the game board, e.g., in the Workshops when you place the third card that surrounds a bonus card symbol, or in the Trade shops when you score a goods type that gives someone else more points than you. When you play a bonus card, you might trigger another bonus card... and then another!

Additionally, there are five different ways to score substantial bonus points for the areas, e.g., in the Residences you need to place tokens on houses of four different values, and in the Townspeople area you need to place tokens on all three types in a pyramid. You can only score each area's bonus once, and importantly each time a bonus is claimed then the value available for later players is reduced.

When someone has placed their final diamond token or when you can't deal a new hand of five cards to each player, then the game ends and the player with the most successful glass dynasty (most points) is declared the winner.

For the King (and Me)

The young monarch has no knack for governing. Take advantage of this by taking on all the most prestigious government duties! Share cards, choose the most high-profile jobs...then experience an auction phase as belligerent as it is clever!

In For the King (and Me), you wish to become the most valuable minister by collecting the right cards while lowering the value of your opponents' objectives. The game plays the same as the designer's earlier game Biblios, while allowing for play with up to five people at once.

The game lasts multiple rounds with players first collecting cards, then bidding for cards. During the collection phase, as the active player you draw cards one at a time, keeping one for yourself, placing one in an auction pile, and placing the others face up for the other players to draft. Once you take a card, you can't take another, so sometimes it's a tough call to decide when you want to take something. Once you've had multiple collection phases, the cards in the auction pile will be auctioned one by one.

Some cards are worth points depending on their color, some are worth gold, and some allowing you to manipulate the value of the various colors. Once all the cards have been auctioned, players reveal their hands and tally their points to see who wins.