Grid Movement

Duke: Musketeers Expansion

This expansion to the The Duke core game, adds a little literary flair, while also changing the winning conditions of the game. It introduces seven characters taken from the Musketeers literary universe.

1. D’Artagnon
2. Aramis
3. Porthos
4. Athos
5. Richlieu
6. Rochefort
7. De Winter

This expansion does make some modifications to the starting tile set, changes the way in which new tiles are deployed while using the expansion, and the tiles that opposing sides start the game with.

When using The Duke: Musketeers Expansion you replace the following tiles in the core game:

D’Artagnon = Light Stained Duke
Aramis = Light Stained Wizard
Porthos = Light Stained Assassin
Athos = Light Stained Duchess
Richlieu = Dark Stained Duke
Rochefort = Dark Stained Wizard
De Winter = Dark Stained Duchess

The rulebook for provides the new set of winning conditions, as given below.

1. To win the musketeer player must capture Richlieu.

2. To win the Richlieu player must capture all musketeers currently on the board.

Duke

Levy. Maneuver. Conquer.

The Duke is a dynamic, tile-based strategy game with an old-world, feudal theme, high-quality wooden playing pieces, and an innovative game mechanism in its double-sided tiles. Each side represents a different posture – often considered to be defensive or offensive – and demonstrates exactly what the piece can do within the turn. At the end of a move (or after the use of a special ability), the tile is flipped to its other side, displaying a new offensive or defensive posture.

Each posture conveys different options for maneuver and attack. The full circle is a standard Move, the hollow circle the Jump, the arrow provides for the Slide, the star a special Strike ability and so on. Each turn a player may select any tile to maneuver, attempting to defend his own troops while positioning himself to capture his opponent's tiles. If you end your movement in a square occupied by an opponent's tile, you capture that tile. Capture your opponent's Duke to win!

Players start the game by placing their Duke in one of the two middle squares on their side of the game board. Two Footman are then placed next to the Duke. Each turn a player may choose to either move a single tile or randomly draw a new tile from the bag. With twelve different Troop Tiles, all double-sided, and sixteen total pieces for each player, the variety of game play is limitless.

Beyond the endless variety of the basic game, Terrain Tiles introduce a variety of game play options, altering the game board. These rules also include several alternate objectives, such as the challenging Dark Rider game which pits five Pikeman against a lone Knight.

Escape: Quest

Escape: Quest includes two new expansion modules – Quest Chambers and Character abilities – for Escape: The Curse of the Temple that can be used individually or combined with any other modules for the base game.

Quest module: In addition to activating gems, players now need to complete special quests before they can leave the temple. At set-up the quest tiles are shuffled separately, and 1-3 of them are then shuffled (unseen) into the deck. This means you never know what challenges you will face.

Character module: Each player plays one of six different characters: Doc, Mechanic, Discoverer, Dark Priest, Muscleman, Mentalist. Each character comes with two unique abilities, and at the start of the game you pick one.

Phantom Society

Welcome to Scotland, a country famous for its whisky, the Highlands, its castles, and, of course...its ghosts!

The Phantom Society is a ghost-hunting game in which you play as sly spirits seeking to ruin a manor hotel or, if you prefer, intrepid ectoplasm hunters who are a bit destructive around the edges but who also never falter in pursuit of their prey. For the ghosts, the goal is to inflict at least £45,000 of damage (in tribute to Special 45 – Old Faydhutee Single Malt) on the manor, whether it is inflicted by the ghosts or the hunters. The ghost hunters want to stop the ghosts before they achieve their objective.

The dual-level game board represents a manor floor composed of 36 rooms, with each room being a tile representing a value from £1,000 to £6,000; each of the four ghosts corresponds to a room type and will hide beneath a tile of this type, starting its devastation of the hotel by removing tiles adjacent to the one it's hidden beneath. The ghost hunters must try to determine where the ghosts are hiding based upon the tiles destroyed. While doing this, though, the ghost hunters will also remove tiles – thus destroying them and adding to the total damage – to see whether a ghost is hidden beneath.

The ghost hunters must think carefully and logically over which tiles to remove while the ghosts have to use cunning and psychology in order to cloud their investigation and remain concealed. Will the manor come through this madness intact?

Arimaa

Arimaa, pronounced "a-ree-muh" is a game where stronger animals like elephants and camels freeze, push and pull the weaker ones from the opposing team around and into traps while one of the rabbits tries to sneak across the board and harmlessly reach the other side. The first player to get one of their rabbits to the other side wins.

This may sound like a simple kids game; and while it is easy enough for your kids to learn and enjoy, you will find that it is also a very deep game that can take a lifetime to master. Arimaa is one of the deepest strategy games ever invented in the history of mankind, but designed to look intuitively simple. No two games of Arimaa are ever the same. There is much to learn and discover about this intuitively simple, yet intellectually challenging game.

Played on a 8x8 grid with four trap squares and 32 animal pieces(16 gold and 16 silver). Each player has an elephant, camel, 2 horses, 2 dogs, 2 cats and 8 rabbits.
Strength hierarchy: Elephant>Camel>Horse>Dog>Cat>Rabbit.

The game begins with an empty board. Gold places the sixteen gold pieces first in any configuration on the first and second ranks. Silver then places the sixteen silver pieces in any configuration on seventh and eighth ranks. Then gold moves its pieces first. A player can move up to four "steps" each turn. All pieces move orthogonally.

History:
Arimaa was invented by Omar Syed, an Indian American computer engineer trained in artificial intelligence. Syed was inspired by Garry Kasparov's defeat at the hands of the chess computer Deep Blue to design a new game which could be played with a standard chess set, would be difficult for computers to play well, but would have rules simple enough for his then four-year-old son Aamir to understand. ("Arimaa" is "Aamir" spelled backwards plus an initial "a").
In 2002 Syed published the rules to Arimaa and announced a $10,000 prize, available annually until 2020, for the first computer program (running on standard, off-the-shelf hardware) able to defeat each of three top-ranked human players in a three-game series.