End Game Bonuses

Shipyard (2nd Edition)

We’re in 19th century, sea transport is more and more important. Both corporations and naval forces require newer and newer ships. Try to put yourself in the role of their manufacturers. Hire employees, buy accessories, get favour of evaluating committees. Don’t forget to rent a canal and you can heave anchor.

Players take turns, beginning with a randomly selected player and continuing around the table clockwise. On their turn, they will choose one of the available actions from the Action Track. The action will get the player something they need to help build their ships. On the player's next turn, they will move that Action Card ahead of all the others and choose a different action.

If a player completes a ship on their turn (ships consists of little cards depicting bows, sterns, and (preferably several) middle pieces with several options to add equipment or crew), it is taken out for a shakedown cruise in a canal, during which they may score points for speed, crew, equipment, or safety.

As players take their turns, the line of Action Cards will advance around the Action Track. When the lead Action Card reaches the Starting Space again, the countdown marker moves down one space, and play continues.

The game ends when the countdown marker reaches the finish space. (It can also end early if the players run out of Ship Cards.) Bonus points are scored for Government Contracts, and the player with the most points wins.

The game lasts about 30 minutes per player.

—description from the publisher

Barcelona

It's the mid-19th century. The city of Barcelona is the most densely populated city in all of Europe. Shortly after the old city walls were finally destroyed, Ildefons Cerdà, who is now considered the inventor of urbanism, presented the plan for the creation of the "Eixample", the expansion that Barcelona so desperately needed. Its construction began in 1860.

In Barcelona, you will take on the role of builders in 19th-century Barcelona who are working on the new expansion to the city. Your main goal is to construct buildings to accommodate the citizens who want to leave the old city, and in the process, you will also build streets, create tram lines, and build public services. You may even decide to explore "Modernisme", a new architectural and arts style that has been gaining popularity among the rich.

Barcelona is played over a variable number of rounds interrupted by three scoring phases before a final scoring phase. Every round, each player takes a single turn consisting of two or more actions, a building phase, and then preparation for their next turn. At the end of the game, the player with the most points wins.

—description from the publisher

Djinn

Once your ancestors found or created a source of magic - the exact knowledge of its origin, as far as you know, has long been lost. A small community has developed around the source, which seeks to protect this place and keep it as secret as possible.

Unfortunately, some magical beings — half corporeal, half ethereal — have now tracked down this source. These beings of dubious character, which you call "Djinn", have appeared in various places of the city to dispute your access to the source. You are young members of the Magic Guild, and to prove your abilities, you are tasked with capturing the Djinn so that they can do no harm. You can control them permanently only if you catch them in special Djinn bottles. To seal these bottles, you also need corks made from the bark of a tree near the magic source.

Whichever of you succeeds best in protecting your small town will be accepted into the inner circle of the Magic Guild and will soon be allowed to learn even more secrets...

In Djinn, you take turns moving across a map that shows thirteen locations. These locations are linked to actions where you can get the resources you need and catch the Djinn that are in six locations. In those locations you can do things like receive bottles and corks, collect magical power, buy magical items, hire mages to accompany you, discover secret passages, and more.

In each round, you can reach only one of two or three of the locations, so you must plan carefully to have all the resources you need in time to catch the Djinn. The game ends when all six "Boss Djinn" have been captured and removed from the map, then you score points for all captured Djinn.

-description from developer

The Gig

In The Gig, players are members of a jazz group improvising their way through a song, vying for the spotlight, and trying to please the audience while working up mind-blowing solos!

The game takes place over six rounds, a.k.a. "songs". Each song, players count down, then roll and place dice in real time to gain symbols and create patterns. When one player has placed all four of their dice, they shout "Take it to the bridge!" and other players must stop re-rolling and place the remainder of their dice. After placing all of their dice, each player can add the shape that their dice formed to their instrument's unique solo board, each of which offers a different challenge and way of scoring. Players can use symbols gained via the song and their solo boards to quickly change their dice, keep them for endgame scoring, or spend them to buy audience cards, each of which represents a newly-gained fan who will give you another way of scoring points at game's end.

After the set list of six songs has been played, the player with the most points gained from their solo, audience cards, harmonies, and symbol sets and majorities wins.

The Gig includes a solo mode by Dávid Turczi.

Tipperary

In the tile-laying family game Tipperary, players are challenged to create their perfect vision of an Irish county by placing polyominoes and thus collecting sheep, castles and whiskey. The linchpin is a 'magical stone circle", that decides which of the tiles you can choose from. After twelve rounds, one player will be named chief of Tipperary.

Lookout threw in some cute animeeples - sheep, sheep, hurra!