exploration

Livingstone

Africa, 1855....

The Scottish missionary, Dr Livingston, has been researching African tribes and the flora and fauna of the area. As part of the Livingston Exploration, strategically set up tents in various regions while collecting gems found along the Zambezi River bank. Gain the most victory points and the favor of Queen Victoria to win!

From the publisher: In this game you follow in the footsteps of David Livingstone to the roaring Victoria Falls. On your way you may want to try your luck in the Diamond mining or you may prefer to seek a more calculable risk.

The publisher promises an exciting and tactical family game, with a completely new dice mechanism.

10 Days in Europe

"There is much to be discovered in Europe! Many roads lead to success in this exciting travel game - you just have to find the right one. Exchange your cards cleverly and find your way through Europe quickly to win. Ten cards must show continuous travel either by land, sea or air."

This is the third installment in the 10 Days in series.

Gameplay
All players pick tiles up one at a time, examining them and placing them onto any empty spot on their tile holders. Then, in turn, each player draws one tile and may replace one of their lined-up tiles with it. (Tiles may not be rearranged.) Tiles are drawn from one of three face-up discard piles or a face-down pile. The drawn card or replaced card is then discarded into one of the face-up piles. The first person to have all ten tiles satisfy the travel connection requirements wins.

Connection requirements:
By Foot If a country is next to or connected to another country on the map, their tiles may be placed side-by-side
By Air Any two countries of the same color may be connected by an airplane of that color (its tile in between them)
By Ship If a sea or ocean borders two countries, a ship can connect them

Contents:

67 cardboard tiles - 48 country tiles, 19 transportation (airplane or ship)
4 trip planners (wooden tile holders, 2 per set)
1 game board showing a map of Europe, each country depicted in one of 5 colors

Incan Gold

Incan Gold is a quick, fun and tense game in which you and other adventurers explore an old Incan temple in search of gold and treasure. In each of the five rounds, you secretly choose if you want to continue exploring the temple in search of more treasure or retreat to the safety of your camp with your share of the treasure that has been discovered so far.

Each time that an explorer braves new territory, more treasure or a danger appears. When a second card of the same type of danger is turned over, all exposed treasure is buried, leaving the remaining adventurers with nothing. Do you flee the dangerous temple with your portion of the treasure that has been uncovered so far or do you venture into the exciting temple in search of more hidden valuables?

After five rounds of exploration, whoever has the most treasure is the ultimate explorer and winner!

From the publisher: "You and your fellow adventurers travel to Peru to find a ruined Incan temple and its treasures: turquoise, obsidian and gold. There are also rumors of valuable Incan artifacts. Will you chance dangers like giant spiders, mummies and fire during your search, or will you escape back to camp and safety, carrying out your loot?"

Re-implemented by:

Risco Total (Released as an unauthorized game. An agreement has since been made between the authors and the publisher)

Armada

A board game with a nicely realized island group, which offers protection for either four nations or four pirate bands (depending on the edition) and indigenous people. Components: 300 plastic markers, 150 tokens, 8 ships made of metal with 2 masts, 55 cards (3rd edition only), 3 six-sided special dice, 1 rules booklet.

Between the second and third edition, the theme of the game changed. The first and second have a theme of four nations exploring and colonizing new land, while the third edition has a pirate theme. The third edition also adds 55 action cards, resulting in more chaos and - possibly - less strategy (at least that's what is suggested in the rules).

The board shows an island group composed of five smaller island groups separated by ocean. There is a large island group in the middle and four smaller ones in the corners. The four smaller island groups are the homelands of the four nations in editions 1 and 2 and the pirate bases in edition 3. Nations / pirates set out to explore and conquer the big island group in the middle (or each others' homelands).

Every round, each nation / pirate group has 10 action points. With these you can accomplish various actions: move, load ships, explore unknown areas, attack your opponents, etc. Most important action is probably exploration, in which you roll two special dice which determine how many natives and how much gold there is in a neighboring, unexplored land. You'll have to fight the natives to conquer that land and get the gold. The gold itself you use to muster new armies / pirates. Conquest ultimately decides the winner.

In the 3rd edition, you can use special cards to optimize your course or counter the actions of opponents. Thus you have a large freedom of movement, unfortunately your opponents do also.

A winner of the 1986 Concours International de Créateurs de Jeux de Société.